commit
2273160f2c
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@ -994,8 +994,7 @@ void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src) {
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} else {
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*_dest = new aiScene();
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}
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::memcpy(*_dest,src,sizeof(aiScene));
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CopyScene(_dest, src, false);
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}
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// ------------------------------------------------------------------------------------------------
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -53,62 +51,51 @@ using namespace Assimp;
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#define CHAR_BIT 8
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#endif
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#ifdef _WIN32
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# pragma warning(disable : 4127)
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#endif // _WIN32
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const aiVector3D PlaneInit(0.8523f, 0.34321f, 0.5736f);
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// ------------------------------------------------------------------------------------------------
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// Constructs a spatially sorted representation from the given position array.
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SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset)
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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(0.8523f, 0.34321f, 0.5736f)
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{
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SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) :
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mPlaneNormal(PlaneInit) {
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mPlaneNormal.Normalize();
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Fill(pPositions, pNumPositions, pElementOffset);
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}
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// ------------------------------------------------------------------------------------------------
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SpatialSort :: SpatialSort()
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: mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
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{
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SpatialSort::SpatialSort() :
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mPlaneNormal(PlaneInit) {
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mPlaneNormal.Normalize();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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SpatialSort::~SpatialSort()
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{
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// nothing to do here, everything destructs automatically
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SpatialSort::~SpatialSort() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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void SpatialSort::Fill(const aiVector3D *pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset,
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bool pFinalize /*= true */)
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{
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bool pFinalize /*= true */) {
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mPositions.clear();
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Append(pPositions, pNumPositions, pElementOffset, pFinalize);
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}
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// ------------------------------------------------------------------------------------------------
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void SpatialSort :: Finalize()
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{
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void SpatialSort::Finalize() {
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std::sort(mPositions.begin(), mPositions.end());
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}
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// ------------------------------------------------------------------------------------------------
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void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset,
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bool pFinalize /*= true */)
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{
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bool pFinalize /*= true */) {
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// store references to all given positions along with their distance to the reference plane
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const size_t initial = mPositions.size();
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mPositions.reserve(initial + (pFinalize ? pNumPositions : pNumPositions * 2));
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for( unsigned int a = 0; a < pNumPositions; a++)
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{
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for (unsigned int a = 0; a < pNumPositions; a++) {
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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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@ -126,8 +113,7 @@ void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositio
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// ------------------------------------------------------------------------------------------------
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// Returns an iterator for all positions close to the given position.
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void SpatialSort::FindPositions(const aiVector3D &pPosition,
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ai_real pRadius, std::vector<unsigned int>& poResults) const
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{
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ai_real pRadius, std::vector<unsigned int> &poResults) const {
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const ai_real dist = pPosition * mPlaneNormal;
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const ai_real minDist = dist - pRadius, maxDist = dist + pRadius;
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@ -145,8 +131,7 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
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// do a binary search for the minimal distance to start the iteration there
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unsigned int index = (unsigned int)mPositions.size() / 2;
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unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
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while( binaryStepSize > 1)
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{
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while (binaryStepSize > 1) {
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if (mPositions[index].mDistance < minDist)
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index += binaryStepSize;
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else
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@ -166,8 +151,7 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
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// Add all positions inside the distance range within the given radius to the result aray
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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const ai_real pSquared = pRadius * pRadius;
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while( it->mDistance < maxDist)
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{
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while (it->mDistance < maxDist) {
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if ((it->mPosition - pPosition).SquareLength() < pSquared)
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poResults.push_back(it->mIndex);
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++it;
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@ -207,6 +191,8 @@ namespace {
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// This works best on Visual C++, but other compilers have their problems with it.
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const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue);
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//::memcpy(&binValue, &pValue, sizeof(pValue));
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//return binValue;
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#else
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// On many compilers, reinterpreting a float address as an integer causes aliasing
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// problems. This is an ugly but more or less safe way of doing it.
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@ -224,13 +210,17 @@ namespace {
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// See http://en.wikipedia.org/wiki/Signed_number_representations.
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// Two's complement?
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if( (-42 == (~42 + 1)) && (binValue & 0x80000000))
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bool DefaultValue = ((-42 == (~42 + 1)) && (binValue & 0x80000000));
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bool OneComplement = ((-42 == ~42) && (binValue & 0x80000000));
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bool SignedMagnitude = ((-42 == (42 | (-0))) && (binValue & 0x80000000));
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if (DefaultValue)
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return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue;
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// One's complement?
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else if ( (-42 == ~42) && (binValue & 0x80000000))
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else if (OneComplement)
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return BinFloat(-0) - binValue;
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// Sign-magnitude?
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else if( (-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary
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else if (SignedMagnitude) // -0 = 1000... binary
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return binValue;
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else
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return binValue;
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@ -241,9 +231,7 @@ namespace {
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// ------------------------------------------------------------------------------------------------
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// Fills an array with indices of all positions identical to the given position. In opposite to
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// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units.
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void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
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std::vector<unsigned int>& poResults) const
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{
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void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vector<unsigned int> &poResults) const {
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// Epsilons have a huge disadvantage: they are of constant precision, while floating-point
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// values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but
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// if you apply it to 0.001, it is enormous.
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@ -279,8 +267,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
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// do a binary search for the minimal distance to start the iteration there
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unsigned int index = (unsigned int)mPositions.size() / 2;
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unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
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while( binaryStepSize > 1)
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{
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while (binaryStepSize > 1) {
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// Ugly, but conditional jumps are faster with integers than with floats
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if (minDistBinary > ToBinary(mPositions[index].mDistance))
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index += binaryStepSize;
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@ -300,8 +287,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
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// Now 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 tolerance to the result array
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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while( ToBinary(it->mDistance) < maxDistBinary)
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{
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while (ToBinary(it->mDistance) < maxDistBinary) {
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if (distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength()))
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poResults.push_back(it->mIndex);
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++it;
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@ -313,8 +299,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
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}
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// ------------------------------------------------------------------------------------------------
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unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill, ai_real pRadius) const
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{
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unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int> &fill, ai_real pRadius) const {
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fill.resize(mPositions.size(), UINT_MAX);
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ai_real dist, maxDist;
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@ -326,9 +311,7 @@ unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,
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fill[mPositions[i].mIndex] = t;
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const aiVector3D &oldpos = mPositions[i].mPosition;
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for (++i; i < fill.size() && mPositions[i].mDistance < maxDist
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&& (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i)
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{
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for (++i; i < fill.size() && mPositions[i].mDistance < maxDist && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i) {
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fill[mPositions[i].mIndex] = t;
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}
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++t;
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@ -49,8 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#pragma GCC system_header
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#endif
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#include <vector>
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#include <assimp/types.h>
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#include <vector>
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namespace Assimp {
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@ -62,10 +62,8 @@ namespace Assimp {
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* time, with O(n) worst case complexity when all vertices lay on the plane. The plane is chosen
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* so that it avoids common planes in usual data sets. */
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// ------------------------------------------------------------------------------------------------
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class ASSIMP_API SpatialSort
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{
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class ASSIMP_API SpatialSort {
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public:
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SpatialSort();
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// ------------------------------------------------------------------------------------
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/** Destructor */
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~SpatialSort();
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public:
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// ------------------------------------------------------------------------------------
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/** Sets the input data for the SpatialSort. This replaces existing data, if any.
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* The new data receives new indices in ascending order.
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@ -101,14 +97,12 @@ public:
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unsigned int pElementOffset,
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bool pFinalize = true);
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// ------------------------------------------------------------------------------------
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/** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */
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void Append(const aiVector3D *pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset,
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bool pFinalize = true);
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// ------------------------------------------------------------------------------------
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/** Finalize the spatial hash data structure. This can be useful after
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* multiple calls to #Append() with the pFinalize parameter set to false.
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@ -159,11 +153,13 @@ protected:
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ai_real mDistance; ///< Distance of this vertex to the sorting plane
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Entry() AI_NO_EXCEPT
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: mIndex( 999999999 ), mPosition(), mDistance( 99999. ) {
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: mIndex(999999999),
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mPosition(),
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mDistance(99999.) {
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// empty
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}
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Entry( unsigned int pIndex, const aiVector3D& pPosition, ai_real pDistance)
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: mIndex( pIndex), mPosition( pPosition), mDistance( pDistance) {
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Entry(unsigned int pIndex, const aiVector3D &pPosition, ai_real pDistance) :
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mIndex(pIndex), mPosition(pPosition), mDistance(pDistance) {
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// empty
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}
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@ -86,6 +86,7 @@ SET( COMMON
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unit/utStringUtils.cpp
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unit/Common/uiScene.cpp
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unit/Common/utLineSplitter.cpp
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unit/Common/utSpatialSort.cpp
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)
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SET( IMPORTERS
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@ -0,0 +1,84 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UnitTestPCH.h"
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#include <assimp/SpatialSort.h>
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using namespace Assimp;
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class utSpatialSort : public ::testing::Test {
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public
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:
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aiVector3D *vecs;
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protected:
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void SetUp() override {
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::srand(static_cast<unsigned>(time(0)));
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vecs = new aiVector3D[100];
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for (size_t i = 0; i < 100; ++i) {
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vecs[i].x = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
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vecs[i].y = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
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vecs[i].z = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
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}
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}
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void TearDown() override {
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delete[] vecs;
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}
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};
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TEST_F( utSpatialSort, findIdenticalsTest ) {
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SpatialSort sSort;
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sSort.Fill(vecs, 100, sizeof(aiVector3D));
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std::vector<unsigned int> indices;
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sSort.FindIdenticalPositions(vecs[0], indices);
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EXPECT_EQ(1u, indices.size());
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}
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TEST_F(utSpatialSort, findPositionsTest) {
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SpatialSort sSort;
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sSort.Fill(vecs, 100, sizeof(aiVector3D));
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std::vector<unsigned int> indices;
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sSort.FindPositions(vecs[0], 0.01f, indices);
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EXPECT_EQ(1u, indices.size());
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}
|
File diff suppressed because it is too large
Load Diff
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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|||
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||||
Copyright (c) 2006-2020, assimp team
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||||
|
||||
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||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
Loading…
Reference in New Issue