Adding hash-based mesh loading (better big-O)
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3cd76f9306
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3 changed files with 62 additions and 0 deletions
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@ -8,6 +8,14 @@ Loader::Loader(QObject* parent, const QString& filename)
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void Loader::run()
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void Loader::run()
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{
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{
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QTime timer;
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timer.start();
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emit got_mesh(Mesh::load_stl(filename));
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emit got_mesh(Mesh::load_stl(filename));
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qDebug() << "Sorted:" << timer.elapsed();
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timer.start();
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emit got_mesh(Mesh::load_stl_hash(filename));
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qDebug() << "Hash:" << timer.elapsed();
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emit loaded_file(filename);
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emit loaded_file(filename);
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}
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}
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53
src/mesh.cpp
53
src/mesh.cpp
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@ -56,6 +56,59 @@ typedef std::pair<Vec3, GLuint> Vec3i;
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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Mesh* Mesh::load_stl_hash(const QString& filename)
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{
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QFile file(filename);
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file.open(QIODevice::ReadOnly);
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QDataStream data(&file);
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data.setByteOrder(QDataStream::LittleEndian);
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data.setFloatingPointPrecision(QDataStream::SinglePrecision);
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// Skip .stl file header
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data.skipRawData(80);
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// Load the triangle count from the .stl file
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uint32_t tri_count;
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data >> tri_count;
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// This vector will store triangles as sets of 3 indices
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std::vector<GLuint> indices(tri_count * 3);
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std::vector<GLfloat> verts;
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verts.reserve(tri_count * 9);
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QHash<QByteArray, GLuint> map;
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map.reserve(tri_count * 3);
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float xyz[3];
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QByteArray v(sizeof(xyz), 0);
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for (unsigned i=0; i < tri_count; ++i)
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{
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// Skip face's normal vector
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data.skipRawData(3*sizeof(float));
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for (int j=0; j < 3; ++j)
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{
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data >> xyz[0] >> xyz[1] >> xyz[2];
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memcpy(v.data(), xyz, sizeof(xyz));
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if (!map.contains(v))
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{
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map[v] = verts.size() / 3;
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verts.push_back(xyz[0]);
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verts.push_back(xyz[1]);
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verts.push_back(xyz[2]);
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}
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indices[i*3 + j] = map[v];
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}
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// Skip face attribute
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data.skipRawData(sizeof(uint16_t));
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}
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return new Mesh(verts, indices);
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}
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Mesh* Mesh::load_stl(const QString& filename)
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Mesh* Mesh::load_stl(const QString& filename)
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{
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{
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QFile file(filename);
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QFile file(filename);
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@ -11,6 +11,7 @@ class Mesh
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public:
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public:
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Mesh(std::vector<GLfloat> vertices, std::vector<GLuint> indices);
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Mesh(std::vector<GLfloat> vertices, std::vector<GLuint> indices);
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static Mesh* load_stl(const QString& filename);
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static Mesh* load_stl(const QString& filename);
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static Mesh* load_stl_hash(const QString& filename);
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float min(size_t start) const;
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float min(size_t start) const;
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float max(size_t start) const;
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float max(size_t start) const;
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