Merge pull request #4130 from MalcolmTyrrell/MalcolmTyrrell/spatialSortImprovements
SpatialSort improvementspull/4145/head
commit
817fbed8c2
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@ -58,14 +58,16 @@ const aiVector3D PlaneInit(0.8523f, 0.34321f, 0.5736f);
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// define the reference plane. We choose some arbitrary vector away from all basic axes
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// in the hope that no model spreads all its vertices along this plane.
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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(PlaneInit),
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mFinalized(false) {
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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(PlaneInit) {
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mPlaneNormal(PlaneInit),
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mFinalized(false) {
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mPlaneNormal.Normalize();
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}
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@ -80,28 +82,41 @@ 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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mPositions.clear();
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mFinalized = false;
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Append(pPositions, pNumPositions, pElementOffset, pFinalize);
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mFinalized = pFinalize;
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}
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// ------------------------------------------------------------------------------------------------
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ai_real SpatialSort::CalculateDistance(const aiVector3D &pPosition) const {
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return (pPosition - mCentroid) * mPlaneNormal;
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}
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// ------------------------------------------------------------------------------------------------
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void SpatialSort::Finalize() {
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const ai_real scale = 1.0f / mPositions.size();
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for (unsigned int i = 0; i < mPositions.size(); i++) {
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mCentroid += scale * mPositions[i].mPosition;
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}
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for (unsigned int i = 0; i < mPositions.size(); i++) {
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mPositions[i].mDistance = CalculateDistance(mPositions[i].mPosition);
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}
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std::sort(mPositions.begin(), mPositions.end());
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mFinalized = true;
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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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ai_assert(!mFinalized && "You cannot add positions to the SpatialSort object after it has been finalized.");
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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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mPositions.reserve(initial + pNumPositions);
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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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// store position by index and distance
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ai_real distance = *vec * mPlaneNormal;
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mPositions.push_back(Entry(static_cast<unsigned int>(a + initial), *vec, distance));
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mPositions.push_back(Entry(static_cast<unsigned int>(a + initial), *vec));
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}
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if (pFinalize) {
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@ -114,7 +129,8 @@ void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPosition
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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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const ai_real dist = pPosition * mPlaneNormal;
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ai_assert(mFinalized && "The SpatialSort object must be finalized before FindPositions can be called.");
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const ai_real dist = CalculateDistance(pPosition);
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const ai_real minDist = dist - pRadius, maxDist = dist + pRadius;
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// clear the array
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@ -229,6 +245,7 @@ BinFloat ToBinary(const ai_real &pValue) {
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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, std::vector<unsigned int> &poResults) const {
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ai_assert(mFinalized && "The SpatialSort object must be finalized before FindIdenticalPositions can be called.");
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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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@ -254,7 +271,7 @@ void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vecto
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// Convert the plane distance to its signed integer representation so the ULPs tolerance can be
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// applied. For some reason, VC won't optimize two calls of the bit pattern conversion.
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const BinFloat minDistBinary = ToBinary(pPosition * mPlaneNormal) - distanceToleranceInULPs;
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const BinFloat minDistBinary = ToBinary(CalculateDistance(pPosition)) - distanceToleranceInULPs;
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const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs;
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// clear the array in this strange fashion because a simple clear() would also deallocate
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@ -297,13 +314,14 @@ void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vecto
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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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ai_assert(mFinalized && "The SpatialSort object must be finalized before GenerateMappingTable can be called.");
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fill.resize(mPositions.size(), UINT_MAX);
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ai_real dist, maxDist;
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unsigned int t = 0;
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const ai_real pSquared = pRadius * pRadius;
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for (size_t i = 0; i < mPositions.size();) {
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dist = mPositions[i].mPosition * mPlaneNormal;
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dist = (mPositions[i].mPosition - mCentroid) * mPlaneNormal;
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maxDist = dist + pRadius;
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fill[mPositions[i].mIndex] = t;
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@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/types.h>
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#include <vector>
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#include <limits>
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namespace Assimp {
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@ -142,24 +143,35 @@ public:
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ai_real pRadius) const;
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protected:
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/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
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/** Return the distance to the sorting plane. */
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ai_real CalculateDistance(const aiVector3D &pPosition) const;
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protected:
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/** Normal of the sorting plane, normalized.
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*/
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aiVector3D mPlaneNormal;
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/** The centroid of the positions, which is used as a point on the sorting plane
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* when calculating distance. This value is calculated in Finalize.
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*/
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aiVector3D mCentroid;
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/** An entry in a spatially sorted position array. Consists of a vertex index,
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* its position and its pre-calculated distance from the reference plane */
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struct Entry {
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unsigned int mIndex; ///< The vertex referred by this entry
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aiVector3D mPosition; ///< Position
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ai_real mDistance; ///< Distance of this vertex to the sorting plane
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/// Distance of this vertex to the sorting plane. This is set by Finalize.
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ai_real mDistance;
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Entry() AI_NO_EXCEPT
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: mIndex(999999999),
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: mIndex(std::numeric_limits<unsigned int>::max()),
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mPosition(),
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mDistance(99999.) {
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mDistance(std::numeric_limits<ai_real>::max()) {
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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) :
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mIndex(pIndex), mPosition(pPosition), mDistance(std::numeric_limits<ai_real>::max()) {
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// empty
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}
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@ -168,6 +180,9 @@ protected:
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// all positions, sorted by distance to the sorting plane
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std::vector<Entry> mPositions;
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/// false until the Finalize method is called.
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bool mFinalized;
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};
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} // end of namespace Assimp
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@ -82,3 +82,39 @@ TEST_F(utSpatialSort, findPositionsTest) {
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sSort.FindPositions(vecs[0], 0.01f, indices);
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EXPECT_EQ(1u, indices.size());
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}
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TEST_F(utSpatialSort, highlyDisplacedPositionsTest) {
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// Make a cube of positions, and then query it using the SpatialSort object.
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constexpr unsigned int verticesPerAxis = 10;
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constexpr ai_real step = 0.001f;
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// Note the large constant offset here.
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constexpr ai_real offset = 5000.0f - (0.5f * verticesPerAxis * step);
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constexpr unsigned int totalNumPositions = verticesPerAxis * verticesPerAxis * verticesPerAxis;
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aiVector3D* positions = new aiVector3D[totalNumPositions];
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for (unsigned int x = 0; x < verticesPerAxis; ++x) {
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for (unsigned int y = 0; y < verticesPerAxis; ++y) {
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for (unsigned int z = 0; z < verticesPerAxis; ++z) {
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const unsigned int index = (x * verticesPerAxis * verticesPerAxis) + (y * verticesPerAxis) + z;
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positions[index] = aiVector3D(offset + (x * step), offset + (y * step), offset + (z * step));
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}
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}
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}
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SpatialSort sSort;
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sSort.Fill(positions, totalNumPositions, sizeof(aiVector3D));
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// Enough to find a point and its 6 immediate neighbors, but not any other point.
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const ai_real epsilon = 1.1f * step;
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std::vector<unsigned int> indices;
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// Iterate through the _interior_ points of the cube.
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for (unsigned int x = 1; x < verticesPerAxis - 1; ++x) {
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for (unsigned int y = 1; y < verticesPerAxis - 1; ++y) {
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for (unsigned int z = 1; z < verticesPerAxis - 1; ++z) {
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const unsigned int index = (x * verticesPerAxis * verticesPerAxis) + (y * verticesPerAxis) + z;
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sSort.FindPositions(positions[index], epsilon, indices);
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ASSERT_EQ(7u, indices.size());
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}
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}
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}
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delete[] positions;
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}
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