X3D loading performance: vertex organization for faster transforms

This commit is contained in:
Seva Alekseyev 2016-08-22 14:57:28 -04:00 committed by Ghostkeeper
parent a43efcde05
commit 8ba9ff53e5

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@ -11,9 +11,6 @@ from UM.Job import Job
from math import pi, sin, cos, sqrt from math import pi, sin, cos, sqrt
import numpy import numpy
EPSILON = 0.000001 # So very crude. :(
try: try:
import xml.etree.cElementTree as ET import xml.etree.cElementTree as ET
except ImportError: except ImportError:
@ -23,8 +20,12 @@ except ImportError:
# Use CADPart, for example, to distinguish between separate objects # Use CADPart, for example, to distinguish between separate objects
DEFAULT_SUBDIV = 16 # Default subdivision factor for spheres, cones, and cylinders DEFAULT_SUBDIV = 16 # Default subdivision factor for spheres, cones, and cylinders
EPSILON = 0.000001
class Shape: class Shape:
# Expects verts in MeshBuilder-ready format, as a n by 3 mdarray
# with vertices stored in rows
def __init__(self, verts, faces, index_base, name): def __init__(self, verts, faces, index_base, name):
self.verts = verts self.verts = verts
self.faces = faces self.faces = faces
@ -127,8 +128,8 @@ class X3DReader(MeshReader):
self.verts = self.faces = [] # Safeguard self.verts = self.faces = [] # Safeguard
self.geometry_importers[geometry.tag](self, geometry) self.geometry_importers[geometry.tag](self, geometry)
m = self.transform.getData() m = self.transform.getData()
# TODO: can this be done with one dot() call? verts = m.dot(self.verts)[:3].transpose()
verts = numpy.array([m.dot(vert)[:3] for vert in self.verts])
self.shapes.append(Shape(verts, self.faces, self.index_base, geometry.tag)) self.shapes.append(Shape(verts, self.faces, self.index_base, geometry.tag))
self.index_base += len(verts) self.index_base += len(verts)
@ -526,12 +527,10 @@ class X3DReader(MeshReader):
# num_faces can be a function, in case the face count is a function of vertex count # num_faces can be a function, in case the face count is a function of vertex count
def startCoordMesh(self, node, num_faces): def startCoordMesh(self, node, num_faces):
ccw = readBoolean(node, "ccw", True) ccw = readBoolean(node, "ccw", True)
coord = self.readVertices(node) self.readVertices(node) # This will allocate and fill the vertex array
if hasattr(num_faces, "__call__"): if hasattr(num_faces, "__call__"):
num_faces = num_faces(len(coord)) num_faces = num_faces(self.getVertexCount())
self.reserveFaceAndVertexCount(num_faces, len(coord)) self.reserveFaceCount(num_faces)
for pt in coord:
self.addVertex(*pt)
return ccw return ccw
@ -539,61 +538,61 @@ class X3DReader(MeshReader):
def processGeometryIndexedTriangleSet(self, node): def processGeometryIndexedTriangleSet(self, node):
index = readIntArray(node, "index", []) index = readIntArray(node, "index", [])
num_faces = len(index) // 3 num_faces = len(index) // 3
ccw = self.startCoordMesh(node, num_faces) ccw = int(self.startCoordMesh(node, num_faces))
for i in range(0, num_faces*3, 3): for i in range(0, num_faces*3, 3):
self.addTriFlip(index[i], index[i+1], index[i+2], ccw) self.addTri(index[i + 1 - ccw], index[i + ccw], index[i+2])
def processGeometryIndexedTriangleStripSet(self, node): def processGeometryIndexedTriangleStripSet(self, node):
strips = readIndex(node, "index") strips = readIndex(node, "index")
ccw = self.startCoordMesh(node, sum([len(strip) - 2 for strip in strips])) ccw = int(self.startCoordMesh(node, sum([len(strip) - 2 for strip in strips])))
for strip in strips: for strip in strips:
sccw = ccw # Running CCW value, reset for each strip sccw = ccw # Running CCW value, reset for each strip
for i in range(len(strip) - 2): for i in range(len(strip) - 2):
self.addTriFlip(strip[i], strip[i+1], strip[i+2], sccw) self.addTri(strip[i + 1 - sccw], strip[i + sccw], strip[i+2])
sccw = not sccw sccw = 1 - sccw
def processGeometryIndexedTriangleFanSet(self, node): def processGeometryIndexedTriangleFanSet(self, node):
fans = readIndex(node, "index") fans = readIndex(node, "index")
ccw = self.startCoordMesh(node, sum([len(fan) - 2 for fan in fans])) ccw = int(self.startCoordMesh(node, sum([len(fan) - 2 for fan in fans])))
for fan in fans: for fan in fans:
for i in range(1, len(fan) - 1): for i in range(1, len(fan) - 1):
self.addTriFlip(fan[0], fan[i], fan[i+1], ccw) self.addTri(fan[0], fan[i + 1 - ccw], fan[i + ccw])
def processGeometryTriangleSet(self, node): def processGeometryTriangleSet(self, node):
ccw = self.startCoordMesh(node, lambda num_vert: num_vert // 3) ccw = int(self.startCoordMesh(node, lambda num_vert: num_vert // 3))
for i in range(0, len(self.verts), 3): for i in range(0, self.getVertexCount(), 3):
self.addTriFlip(i, i+1, i+2, ccw) self.addTri(i + 1 - ccw, i + ccw, i+2)
def processGeometryTriangleStripSet(self, node): def processGeometryTriangleStripSet(self, node):
strips = readIntArray(node, "stripCount", []) strips = readIntArray(node, "stripCount", [])
ccw = self.startCoordMesh(node, sum([n-2 for n in strips])) ccw = int(self.startCoordMesh(node, sum([n-2 for n in strips])))
vb = 0 vb = 0
for n in strips: for n in strips:
sccw = ccw sccw = ccw
for i in range(n-2): for i in range(n-2):
self.addTriFlip(vb+i, vb+i+1, vb+i+2, sccw) self.addTri(vb + i + 1 - sccw, vb + i + sccw, vb + i + 2)
sccw = not sccw sccw = 1 - sccw
vb += n vb += n
def processGeometryTriangleFanSet(self, node): def processGeometryTriangleFanSet(self, node):
fans = readIntArray(node, "fanCount", []) fans = readIntArray(node, "fanCount", [])
ccw = self.startCoordMesh(node, sum([n-2 for n in fans])) ccw = int(self.startCoordMesh(node, sum([n-2 for n in fans])))
vb = 0 vb = 0
for n in fans: for n in fans:
for i in range(1, n-1): for i in range(1, n-1):
self.addTriFlip(vb, vb+i, vb+i+1, ccw) self.addTri(vb, vb + i + 1 - ccw, vb + i + ccw)
vb += n vb += n
# Quad geometries from the CAD module, might be relevant for printing # Quad geometries from the CAD module, might be relevant for printing
def processGeometryQuadSet(self, node): def processGeometryQuadSet(self, node):
ccw = self.startCoordMesh(node, lambda num_vert: 2*(num_vert // 4)) ccw = self.startCoordMesh(node, lambda num_vert: 2*(num_vert // 4))
for i in range(0, len(self.verts), 4): for i in range(0, self.getVertexCount(), 4):
self.addQuadFlip(i, i+1, i+2, i+3, ccw) self.addQuadFlip(i, i+1, i+2, i+3, ccw)
def processGeometryIndexedQuadSet(self, node): def processGeometryIndexedQuadSet(self, node):
@ -686,7 +685,7 @@ class X3DReader(MeshReader):
"Cone": processGeometryCone "Cone": processGeometryCone
} }
# Parses the Coordinate.@point field # Parses the Coordinate.@point field, fills the verts array.
def readVertices(self, node): def readVertices(self, node):
for c in node: for c in node:
if c.tag == "Coordinate": if c.tag == "Coordinate":
@ -695,23 +694,33 @@ class X3DReader(MeshReader):
pt = c.attrib.get("point") pt = c.attrib.get("point")
if pt: if pt:
co = [float(x) for x in pt.split()] co = [float(x) for x in pt.split()]
num_verts = len(co) // 3
self.verts = numpy.empty((4, num_verts), dtype=numpy.float32)
self.verts[3,:] = numpy.ones((num_verts), dtype=numpy.float32)
# Group by three # Group by three
return [(co[i], co[i+1], co[i+2]) for i in range(0, (len(co) // 3)*3, 3)] for i in range(num_verts):
return [] self.verts[:3,i] = co[3*i:3*i+3]
# Mesh builder helpers # Mesh builder helpers
def reserveFaceAndVertexCount(self, num_faces, num_verts): def reserveFaceAndVertexCount(self, num_faces, num_verts):
# Unlike the Cura MeshBuilder, we use 4-vectors here for easier transform # Unlike the Cura MeshBuilder, we use 4-vectors stored as columns for easier transform
self.verts = numpy.array([(0,0,0,1) for i in range(num_verts)], dtype=numpy.float32) self.verts = numpy.zeros((4, num_verts), dtype=numpy.float32)
self.verts[3,:] = numpy.ones((num_verts), dtype=numpy.float32)
self.num_verts = 0
self.reserveFaceCount(num_faces)
def reserveFaceCount(self, num_faces):
self.faces = numpy.zeros((num_faces, 3), dtype=numpy.int32) self.faces = numpy.zeros((num_faces, 3), dtype=numpy.int32)
self.num_faces = 0 self.num_faces = 0
self.num_verts = 0
def getVertexCount(self):
return self.verts.shape[1]
def addVertex(self, x, y, z): def addVertex(self, x, y, z):
self.verts[self.num_verts, 0] = x self.verts[0, self.num_verts] = x
self.verts[self.num_verts, 1] = y self.verts[1, self.num_verts] = y
self.verts[self.num_verts, 2] = z self.verts[2, self.num_verts] = z
self.num_verts += 1 self.num_verts += 1
# Indices are 0-based for this shape, but they won't be zero-based in the merged mesh # Indices are 0-based for this shape, but they won't be zero-based in the merged mesh
@ -751,9 +760,7 @@ class X3DReader(MeshReader):
# Vertex coordinates are supposed to be already set # Vertex coordinates are supposed to be already set
def addFace(self, indices, ccw): def addFace(self, indices, ccw):
# Resolve indices to coordinates for faster math # Resolve indices to coordinates for faster math
n = len(indices) face = [Vector(data=self.verts[0:3, i]) for i in indices]
verts = self.verts
face = [Vector(verts[i, 0], verts[i, 1], verts[i, 2]) for i in indices]
# Need a normal to the plane so that we can know which vertices form inner angles # Need a normal to the plane so that we can know which vertices form inner angles
normal = findOuterNormal(face) normal = findOuterNormal(face)
@ -762,14 +769,14 @@ class X3DReader(MeshReader):
return return
# Find the vertex with the smallest inner angle and no points inside, cut off. Repeat until done # Find the vertex with the smallest inner angle and no points inside, cut off. Repeat until done
m = len(face) n = len(face)
vi = [i for i in range(m)] # We'll be using this to kick vertices from the face vi = [i for i in range(n)] # We'll be using this to kick vertices from the face
while m > 3: while n > 3:
max_cos = EPSILON # We don't want to check anything on Pi angles max_cos = EPSILON # We don't want to check anything on Pi angles
i_min = 0 # max cos corresponds to min angle i_min = 0 # max cos corresponds to min angle
for i in range(m): for i in range(n):
inext = (i + 1) % m inext = (i + 1) % n
iprev = (i + m - 1) % m iprev = (i + n - 1) % n
v = face[vi[i]] v = face[vi[i]]
next = face[vi[inext]] - v next = face[vi[inext]] - v
prev = face[vi[iprev]] - v prev = face[vi[iprev]] - v
@ -779,7 +786,7 @@ class X3DReader(MeshReader):
if cos > max_cos: if cos > max_cos:
# Check if there are vertices inside the triangle # Check if there are vertices inside the triangle
no_points_inside = True no_points_inside = True
for j in range(m): for j in range(n):
if j != i and j != iprev and j != inext: if j != i and j != iprev and j != inext:
vx = face[vi[j]] - v vx = face[vi[j]] - v
if pointInsideTriangle(vx, next, prev, nextXprev): if pointInsideTriangle(vx, next, prev, nextXprev):
@ -790,9 +797,9 @@ class X3DReader(MeshReader):
max_cos = cos max_cos = cos
i_min = i i_min = i
self.addTriFlip(indices[vi[(i_min + m - 1) % m]], indices[vi[i_min]], indices[vi[(i_min + 1) % m]], ccw) self.addTriFlip(indices[vi[(i_min + n - 1) % n]], indices[vi[i_min]], indices[vi[(i_min + 1) % n]], ccw)
vi.pop(i_min) vi.pop(i_min)
m -= 1 n -= 1
self.addTriFlip(indices[vi[0]], indices[vi[1]], indices[vi[2]], ccw) self.addTriFlip(indices[vi[0]], indices[vi[1]], indices[vi[2]], ccw)
@ -895,7 +902,7 @@ def pointInsideTriangle(vx, next, prev, nextXprev):
vxXprev = vx.cross(prev) vxXprev = vx.cross(prev)
r = ratio(vxXprev, nextXprev) r = ratio(vxXprev, nextXprev)
if r < 0: if r < 0:
return False; return False
vxXnext = vx.cross(next); vxXnext = vx.cross(next);
s = -ratio(vxXnext, nextXprev) s = -ratio(vxXnext, nextXprev)
return s > 0 and (s + r) < 1 return s > 0 and (s + r) < 1