Hash is slower; back to sorted list

This commit is contained in:
Matt Keeter 2014-03-22 13:03:54 -04:00
parent 44f171a823
commit b6368a2663
3 changed files with 8 additions and 63 deletions

View file

@ -11,11 +11,7 @@ void Loader::run()
QTime timer;
timer.start();
emit got_mesh(Mesh::load_stl(filename));
qDebug() << "Sorted:" << timer.elapsed();
timer.start();
emit got_mesh(Mesh::load_stl_hash(filename));
qDebug() << "Hash:" << timer.elapsed();
qDebug() << "Time taken:" << timer.elapsed();
emit loaded_file(filename);
}

View file

@ -56,59 +56,6 @@ typedef std::pair<Vec3, GLuint> Vec3i;
////////////////////////////////////////////////////////////////////////////////
Mesh* Mesh::load_stl_hash(const QString& filename)
{
QFile file(filename);
file.open(QIODevice::ReadOnly);
QDataStream data(&file);
data.setByteOrder(QDataStream::LittleEndian);
data.setFloatingPointPrecision(QDataStream::SinglePrecision);
// Skip .stl file header
data.skipRawData(80);
// Load the triangle count from the .stl file
uint32_t tri_count;
data >> tri_count;
// This vector will store triangles as sets of 3 indices
std::vector<GLuint> indices(tri_count * 3);
std::vector<GLfloat> verts;
verts.reserve(tri_count * 9);
QHash<QByteArray, GLuint> map;
map.reserve(tri_count * 3);
float xyz[3];
QByteArray v(sizeof(xyz), 0);
for (unsigned i=0; i < tri_count; ++i)
{
// Skip face's normal vector
data.readRawData(reinterpret_cast<char*>(xyz), 3*sizeof(float));
for (int j=0; j < 3; ++j)
{
data >> xyz[0] >> xyz[1] >> xyz[2];
memcpy(v.data(), xyz, sizeof(xyz));
if (!map.contains(v))
{
map[v] = verts.size() / 3;
verts.push_back(xyz[0]);
verts.push_back(xyz[1]);
verts.push_back(xyz[2]);
}
indices[i*3 + j] = map[v];
}
// Skip face attribute
data.readRawData(reinterpret_cast<char*>(xyz), sizeof(uint16_t));
}
return new Mesh(verts, indices);
}
Mesh* Mesh::load_stl(const QString& filename)
{
QFile file(filename);
@ -127,12 +74,15 @@ Mesh* Mesh::load_stl(const QString& filename)
// Extract vertices into an array of xyz, unsigned pairs
QVector<Vec3i> verts(tri_count*3);
float xyz[3];
// Dummy array, because readRawData is faster than skipRawData
char buffer[sizeof(float)*3];
// Store vertices in the array, processing one triangle at a time.
for (auto v=verts.begin(); v != verts.end(); v += 3)
{
// Skip face's normal vector
data.readRawData(reinterpret_cast<char*>(xyz), 3*sizeof(float));
data.readRawData(buffer, 3*sizeof(float));
// Load vertex data from .stl file into vertices
data >> v[0].first.x >> v[0].first.y >> v[0].first.z;
@ -140,7 +90,7 @@ Mesh* Mesh::load_stl(const QString& filename)
data >> v[2].first.x >> v[2].first.y >> v[2].first.z;
// Skip face attribute
data.readRawData(reinterpret_cast<char*>(xyz), sizeof(uint16_t));
data.readRawData(buffer, sizeof(uint16_t));
}
// Save indicies as the second element in the array
@ -171,7 +121,7 @@ Mesh* Mesh::load_stl(const QString& filename)
}
verts.resize(vertex_count);
std::vector<float> flat_verts;
std::vector<GLfloat> flat_verts;
flat_verts.reserve(vertex_count*3);
for (auto v : verts)
{

View file

@ -11,7 +11,6 @@ class Mesh
public:
Mesh(std::vector<GLfloat> vertices, std::vector<GLuint> indices);
static Mesh* load_stl(const QString& filename);
static Mesh* load_stl_hash(const QString& filename);
float min(size_t start) const;
float max(size_t start) const;