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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development Team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file Implementation of the helper class to quickly find vertices close to a given position */
- #include "AssimpPCH.h"
- #include "SpatialSort.h"
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Constructs a spatially sorted representation from the given position array.
- SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
- unsigned int pElementOffset)
- // define the reference plane. We choose some arbitrary vector away from all basic axises
- // in the hope that no model spreads all its vertices along this plane.
- : mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
- {
- mPlaneNormal.Normalize();
- Fill(pPositions,pNumPositions,pElementOffset);
- }
- // ------------------------------------------------------------------------------------------------
- SpatialSort :: SpatialSort()
- : mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
- {
- mPlaneNormal.Normalize();
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor
- SpatialSort::~SpatialSort()
- {
- // nothing to do here, everything destructs automatically
- }
- // ------------------------------------------------------------------------------------------------
- void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
- unsigned int pElementOffset,
- bool pFinalize /*= true */)
- {
- mPositions.clear();
- Append(pPositions,pNumPositions,pElementOffset,pFinalize);
- }
- // ------------------------------------------------------------------------------------------------
- void SpatialSort :: Finalize()
- {
- std::sort( mPositions.begin(), mPositions.end());
- }
- // ------------------------------------------------------------------------------------------------
- void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositions,
- unsigned int pElementOffset,
- bool pFinalize /*= true */)
- {
- // store references to all given positions along with their distance to the reference plane
- const size_t initial = mPositions.size();
- mPositions.reserve(initial + (pFinalize?pNumPositions:pNumPositions*2));
- for( unsigned int a = 0; a < pNumPositions; a++)
- {
- const char* tempPointer = reinterpret_cast<const char*> (pPositions);
- const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
- // store position by index and distance
- float distance = *vec * mPlaneNormal;
- mPositions.push_back( Entry( a+initial, *vec, distance));
- }
- if (pFinalize) {
- // now sort the array ascending by distance.
- Finalize();
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Returns an iterator for all positions close to the given position.
- void SpatialSort::FindPositions( const aiVector3D& pPosition,
- float pRadius, std::vector<unsigned int>& poResults) const
- {
- const float dist = pPosition * mPlaneNormal;
- const float minDist = dist - pRadius, maxDist = dist + pRadius;
- // clear the array in this strange fashion because a simple clear() would also deallocate
- // the array which we want to avoid
- poResults.erase( poResults.begin(), poResults.end());
- // quick check for positions outside the range
- if( mPositions.size() == 0)
- return;
- if( maxDist < mPositions.front().mDistance)
- return;
- if( minDist > mPositions.back().mDistance)
- return;
- // do a binary search for the minimal distance to start the iteration there
- unsigned int index = (unsigned int)mPositions.size() / 2;
- unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
- while( binaryStepSize > 1)
- {
- if( mPositions[index].mDistance < minDist)
- index += binaryStepSize;
- else
- index -= binaryStepSize;
- binaryStepSize /= 2;
- }
- // depending on the direction of the last step we need to single step a bit back or forth
- // to find the actual beginning element of the range
- while( index > 0 && mPositions[index].mDistance > minDist)
- index--;
- while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
- index++;
-
- // Mow start iterating from there until the first position lays outside of the distance range.
- // Add all positions inside the distance range within the given radius to the result aray
- std::vector<Entry>::const_iterator it = mPositions.begin() + index;
- const float pSquared = pRadius*pRadius;
- while( it->mDistance < maxDist)
- {
- if( (it->mPosition - pPosition).SquareLength() < pSquared)
- poResults.push_back( it->mIndex);
- ++it;
- if( it == mPositions.end())
- break;
- }
- // that's it
- }
- // ------------------------------------------------------------------------------------------------
- unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,float pRadius) const
- {
- fill.resize(mPositions.size(),0xffffffff);
- float dist, maxDist;
- unsigned int t=0;
- const float pSquared = pRadius*pRadius;
- for (size_t i = 0; i < mPositions.size();) {
- dist = mPositions[i].mPosition * mPlaneNormal;
- maxDist = dist + pRadius;
- fill[mPositions[i].mIndex] = t;
- const aiVector3D& oldpos = mPositions[i].mPosition;
- for (++i; i < fill.size() && mPositions[i].mDistance < maxDist
- && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i)
- {
- fill[mPositions[i].mIndex] = t;
- }
- ++t;
- }
- #ifdef _DEBUG
- // debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1
- for (size_t i = 0; i < fill.size(); ++i) {
- ai_assert(fill[i]<mPositions.size());
- }
- #endif
- return t;
- }
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