Hello,
I’m seeing that SUMeshHelperCreateWithTextureWriter is quite expensive performance wise when loading/decoding an skp file.
Previously, when encountering simple/complex faces I’m using the above function to get the vertex & index buffers. What I was seeing is that it took 13 secs to load a small 4 mb sketchup file ( not allow to post this file). Using naive simple face implementation below, I was seeing only 4 secs. I’m interested to get the simple face that is found in the WriteFace function of the skp_to_xml sample going using
SUFaceGetOuterLoop, SULoopGetVertices. Was wondering if there is a reference implementation of converting the points to vertex/index buffers when the num_loops == 1.
// This block of code would be the one based upon the WriteFace function found in skp_to_xml sample:
SULoopRef outer_loop = SU_INVALID;
SU_CALL(SUFaceGetOuterLoop(face, &outer_loop));
size_t num_vertices;
SU_CALL(SULoopGetNumVertices(outer_loop, &num_vertices));
if (num_vertices > 0) {
std::vector<SUVertexRef> vertices(num_vertices);
SU_CALL(SULoopGetVertices(outer_loop, num_vertices, &vertices[0],
&num_vertices));
for (size_t i = 0; i < num_vertices; i++) {
XmlFaceVertex vertex_infoFront;
XmlFaceVertex vertex_infoBack;
// vertex position
SUPoint3D su_point;
SUVertexRef vertex_ref = vertices[i];
SU_CALL(SUVertexGetPosition(vertex_ref, &su_point));
vertex_infoFront.vertex_ = CPoint3d(su_point);
vertex_infoBack.vertex_ = CPoint3d(su_point);
// texture coordinates
if (pFrontMat->m_bHasTexture ) {
SUUVQ uvq;
if (SUUVHelperGetFrontUVQ(uv_helper, &su_point, &uvq) ==
SU_ERROR_NONE) {
vertex_infoFront.front_texture_coord_ = CPoint3d(uvq.u, uvq.v, 0);
}
}
if (pBackMat->m_bHasTexture) {
SUUVQ uvq;
if (SUUVHelperGetBackUVQ(uv_helper, &su_point, &uvq) ==
SU_ERROR_NONE) {
vertex_infoBack.back_texture_coord_ = CPoint3d(uvq.u, uvq.v, 0);
}
}
pFrontMat->vertices_.push_back(vertex_infoFront);
pBackMat->vertices_.push_back(vertex_infoBack);
}
// Here is my naive implementation using triangle fan based upon the return vertices.
// Will need to figure out how to handle concave/convex polygon.
size_t dwNumTrisFan = num_vertices - 2;
num_indices = dwNumTrisFan * 3;
pvIndicesToUseFront = new std::vector<size_t>(num_indices);
pvIndicesToUseBack = new std::vector<size_t>(num_indices);
for ( size_t i = 0; i < dwNumTrisFan; i++ )
{
size_t dwIndexCurr = i * 3;
(*pvIndicesToUseFront)[dwIndexCurr] = 0;
(*pvIndicesToUseFront)[dwIndexCurr+1] = i + 1;
(*pvIndicesToUseFront)[dwIndexCurr+2] = i + 2;
(*pvIndicesToUseBack)[dwIndexCurr] = 0;
(*pvIndicesToUseBack)[dwIndexCurr+1] = i + 2;
(*pvIndicesToUseBack)[dwIndexCurr+2] = i + 1;
XmlFaceVertex &F0 = pFrontMat->vertices_[(*pvIndicesToUseFront)[dwIndexCurr]];
XmlFaceVertex &F1 = pFrontMat->vertices_[(*pvIndicesToUseFront)[dwIndexCurr+1]];
XmlFaceVertex &F2 = pFrontMat->vertices_[(*pvIndicesToUseFront)[dwIndexCurr+2]];
XmlGeomUtils::CPoint3d & v0 = F0.vertex_;
XmlGeomUtils::CPoint3d & v1 = F1.vertex_;
XmlGeomUtils::CPoint3d & v2 = F2.vertex_;
Vector vV0 = { (f32)v0.x(), (f32)v0.y(), (f32)v0.z(), 0.f };
Vector vV1 = { (f32)v1.x(), (f32)v1.y(), (f32)v1.z(), 0.f };
Vector vV2 = { (f32)v2.x(), (f32)v2.y(), (f32)v2.z(), 0.f };
Vector vE0E1 = { vV1.x - vV0.x, vV1.y - vV0.y, vV1.z - vV0.z, 0.f };
Vector vE0E2 = { vV2.x - vV0.x, vV2.y - vV0.y, vV2.z - vV0.z, 0.f };
Vector vNorm;
Vector_Cross ( &vNorm, &vE0E1, &vE0E2 );
Vector_Normalize ( &vNorm, &vNorm );
F0.normal_.SetDirection ( vNorm.x, vNorm.y, vNorm.z );
F1.normal_.SetDirection ( vNorm.x, vNorm.y, vNorm.z );
F2.normal_.SetDirection ( vNorm.x, vNorm.y, vNorm.z );
XmlFaceVertex &F0Back = pBackMat->vertices_[(*pvIndicesToUseBack)[dwIndexCurr]];
XmlFaceVertex &F1Back = pBackMat->vertices_[(*pvIndicesToUseBack)[dwIndexCurr+1]];
XmlFaceVertex &F2Back = pBackMat->vertices_[(*pvIndicesToUseBack)[dwIndexCurr+2]];
Vector vNormNeg;
Vector_Scale ( &vNormNeg, -1.f, &vNorm );
F0Back.normal_.SetDirection ( vNormNeg.x, vNormNeg.y, vNormNeg.z );
F1Back.normal_.SetDirection ( vNormNeg.x, vNormNeg.y, vNormNeg.z );
F2Back.normal_.SetDirection ( vNormNeg.x, vNormNeg.y, vNormNeg.z );
}
}
Thanks in advance,
Ian