149 lines
5.4 KiB
C++
149 lines
5.4 KiB
C++
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/** @file Implementation of the helper class to quickly find vertices close to a given position */
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#include <algorithm>
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#include "3DSSpatialSort.h"
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using namespace Assimp;
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using namespace Assimp::Dot3DS;
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// ------------------------------------------------------------------------------------------------
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// Constructs a spatially sorted representation from the given position array.
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D3DSSpatialSorter::D3DSSpatialSorter( const aiVector3D* pPositions,
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unsigned int pNumPositions, unsigned int pElementOffset)
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{
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// define the reference plane. We choose some arbitrary vector away from all basic axises
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// in the hope that no model spreads all its vertices along this plane.
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mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
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mPlaneNormal.Normalize();
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// store references to all given positions along with their distance to the reference plane
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mPositions.reserve( pNumPositions);
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for( unsigned int a = 0; a < pNumPositions; a++)
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{
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const char* tempPointer = reinterpret_cast<const char*> (pPositions);
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const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
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// store position by index and distance
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float distance = *vec * mPlaneNormal;
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mPositions.push_back( Entry( a, *vec, distance,0));
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}
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// now sort the array ascending by distance.
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std::sort( mPositions.begin(), mPositions.end());
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}
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// ------------------------------------------------------------------------------------------------
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D3DSSpatialSorter::D3DSSpatialSorter( const Dot3DS::Mesh* p_pcMesh)
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{
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// define the reference plane. We choose some arbitrary vector away from all basic axises
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// in the hope that no model spreads all its vertices along this plane.
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mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
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mPlaneNormal.Normalize();
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// store references to all given positions along with their distance to the reference plane
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mPositions.reserve( p_pcMesh->mPositions.size());
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for( std::vector<Dot3DS::Face>::const_iterator
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i = p_pcMesh->mFaces.begin();
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i != p_pcMesh->mFaces.end();++i)
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{
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// store position by index and distance
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float distance = p_pcMesh->mPositions[(*i).i1] * mPlaneNormal;
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mPositions.push_back( Entry( (*i).i1, p_pcMesh->mPositions[(*i).i1],
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distance, (*i).iSmoothGroup));
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// triangle vertex 2
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distance = p_pcMesh->mPositions[(*i).i2] * mPlaneNormal;
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mPositions.push_back( Entry( (*i).i2, p_pcMesh->mPositions[(*i).i2],
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distance, (*i).iSmoothGroup));
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// triangle vertex 3
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distance = p_pcMesh->mPositions[(*i).i3] * mPlaneNormal;
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mPositions.push_back( Entry( (*i).i3, p_pcMesh->mPositions[(*i).i3],
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distance, (*i).iSmoothGroup));
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}
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// now sort the array ascending by distance.
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std::sort( this->mPositions.begin(), this->mPositions.end());
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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D3DSSpatialSorter::~D3DSSpatialSorter()
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{
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// nothing to do here, everything destructs automatically
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}
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// ------------------------------------------------------------------------------------------------
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// Returns an iterator for all positions close to the given position.
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void D3DSSpatialSorter::FindPositions( const aiVector3D& pPosition,
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uint32_t pSG,float pRadius, std::vector<unsigned int>& poResults) const
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{
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float dist = pPosition * mPlaneNormal;
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float minDist = dist - pRadius, maxDist = dist + pRadius;
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// clear the array in this strange fashion because a simple clear() would also deallocate
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// the array which we want to avoid
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poResults.erase( poResults.begin(), poResults.end());
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// quick check for positions outside the range
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if( mPositions.size() == 0)
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return;
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if( maxDist < mPositions.front().mDistance)
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return;
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if( minDist > mPositions.back().mDistance)
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return;
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// do a binary search for the minimal distance to start the iteration there
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unsigned int index = mPositions.size() / 2;
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unsigned int binaryStepSize = mPositions.size() / 4;
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while( binaryStepSize > 1)
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{
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if( mPositions[index].mDistance < minDist)
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index += binaryStepSize;
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else
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index -= binaryStepSize;
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binaryStepSize /= 2;
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}
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// depending on the direction of the last step we need to single step a bit back or forth
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// to find the actual beginning element of the range
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while( index > 0 && mPositions[index].mDistance > minDist)
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index--;
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while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
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index++;
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// Mow start iterating from there until the first position lays outside of the distance range.
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// Add all positions inside the distance range within the given radius to the result aray
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if (0 == pSG)
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{
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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float squareEpsilon = pRadius * pRadius;
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while( it->mDistance < maxDist)
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{
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if((it->mPosition - pPosition).SquareLength() < squareEpsilon)
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{
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poResults.push_back( it->mIndex);
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}
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++it;
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if( it == mPositions.end())
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break;
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}
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}
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else
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{
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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float squareEpsilon = pRadius * pRadius;
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while( it->mDistance < maxDist)
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{
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if((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
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(it->mSmoothGroups & pSG || 0 == it->mSmoothGroups))
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{
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poResults.push_back( it->mIndex);
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}
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++it;
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if( it == mPositions.end())
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break;
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}
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}
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}
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