Merge pull request #4130 from MalcolmTyrrell/MalcolmTyrrell/spatialSortImprovements

SpatialSort improvements
pull/4145/head
Kim Kulling 2021-10-27 17:46:25 +02:00 committed by GitHub
commit 817fbed8c2
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3 changed files with 85 additions and 16 deletions

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@ -58,14 +58,16 @@ const aiVector3D PlaneInit(0.8523f, 0.34321f, 0.5736f);
// define the reference plane. We choose some arbitrary vector away from all basic axes // define the reference plane. We choose some arbitrary vector away from all basic axes
// in the hope that no model spreads all its vertices along this plane. // in the hope that no model spreads all its vertices along this plane.
SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) : SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) :
mPlaneNormal(PlaneInit) { mPlaneNormal(PlaneInit),
mFinalized(false) {
mPlaneNormal.Normalize(); mPlaneNormal.Normalize();
Fill(pPositions, pNumPositions, pElementOffset); Fill(pPositions, pNumPositions, pElementOffset);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
SpatialSort::SpatialSort() : SpatialSort::SpatialSort() :
mPlaneNormal(PlaneInit) { mPlaneNormal(PlaneInit),
mFinalized(false) {
mPlaneNormal.Normalize(); mPlaneNormal.Normalize();
} }
@ -80,28 +82,41 @@ void SpatialSort::Fill(const aiVector3D *pPositions, unsigned int pNumPositions,
unsigned int pElementOffset, unsigned int pElementOffset,
bool pFinalize /*= true */) { bool pFinalize /*= true */) {
mPositions.clear(); mPositions.clear();
mFinalized = false;
Append(pPositions, pNumPositions, pElementOffset, pFinalize); Append(pPositions, pNumPositions, pElementOffset, pFinalize);
mFinalized = pFinalize;
}
// ------------------------------------------------------------------------------------------------
ai_real SpatialSort::CalculateDistance(const aiVector3D &pPosition) const {
return (pPosition - mCentroid) * mPlaneNormal;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void SpatialSort::Finalize() { void SpatialSort::Finalize() {
const ai_real scale = 1.0f / mPositions.size();
for (unsigned int i = 0; i < mPositions.size(); i++) {
mCentroid += scale * mPositions[i].mPosition;
}
for (unsigned int i = 0; i < mPositions.size(); i++) {
mPositions[i].mDistance = CalculateDistance(mPositions[i].mPosition);
}
std::sort(mPositions.begin(), mPositions.end()); std::sort(mPositions.begin(), mPositions.end());
mFinalized = true;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPositions, void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPositions,
unsigned int pElementOffset, unsigned int pElementOffset,
bool pFinalize /*= true */) { bool pFinalize /*= true */) {
ai_assert(!mFinalized && "You cannot add positions to the SpatialSort object after it has been finalized.");
// store references to all given positions along with their distance to the reference plane // store references to all given positions along with their distance to the reference plane
const size_t initial = mPositions.size(); const size_t initial = mPositions.size();
mPositions.reserve(initial + (pFinalize ? pNumPositions : pNumPositions * 2)); mPositions.reserve(initial + pNumPositions);
for (unsigned int a = 0; a < pNumPositions; a++) { for (unsigned int a = 0; a < pNumPositions; a++) {
const char *tempPointer = reinterpret_cast<const char *>(pPositions); const char *tempPointer = reinterpret_cast<const char *>(pPositions);
const aiVector3D *vec = reinterpret_cast<const aiVector3D *>(tempPointer + a * pElementOffset); const aiVector3D *vec = reinterpret_cast<const aiVector3D *>(tempPointer + a * pElementOffset);
mPositions.push_back(Entry(static_cast<unsigned int>(a + initial), *vec));
// store position by index and distance
ai_real distance = *vec * mPlaneNormal;
mPositions.push_back(Entry(static_cast<unsigned int>(a + initial), *vec, distance));
} }
if (pFinalize) { if (pFinalize) {
@ -114,7 +129,8 @@ void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPosition
// Returns an iterator for all positions close to the given position. // Returns an iterator for all positions close to the given position.
void SpatialSort::FindPositions(const aiVector3D &pPosition, void SpatialSort::FindPositions(const aiVector3D &pPosition,
ai_real pRadius, std::vector<unsigned int> &poResults) const { ai_real pRadius, std::vector<unsigned int> &poResults) const {
const ai_real dist = pPosition * mPlaneNormal; ai_assert(mFinalized && "The SpatialSort object must be finalized before FindPositions can be called.");
const ai_real dist = CalculateDistance(pPosition);
const ai_real minDist = dist - pRadius, maxDist = dist + pRadius; const ai_real minDist = dist - pRadius, maxDist = dist + pRadius;
// clear the array // clear the array
@ -229,6 +245,7 @@ BinFloat ToBinary(const ai_real &pValue) {
// Fills an array with indices of all positions identical to the given position. In opposite to // Fills an array with indices of all positions identical to the given position. In opposite to
// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units. // FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units.
void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vector<unsigned int> &poResults) const { void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vector<unsigned int> &poResults) const {
ai_assert(mFinalized && "The SpatialSort object must be finalized before FindIdenticalPositions can be called.");
// Epsilons have a huge disadvantage: they are of constant precision, while floating-point // Epsilons have a huge disadvantage: they are of constant precision, while floating-point
// values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but // values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but
// if you apply it to 0.001, it is enormous. // if you apply it to 0.001, it is enormous.
@ -254,7 +271,7 @@ void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vecto
// Convert the plane distance to its signed integer representation so the ULPs tolerance can be // Convert the plane distance to its signed integer representation so the ULPs tolerance can be
// applied. For some reason, VC won't optimize two calls of the bit pattern conversion. // applied. For some reason, VC won't optimize two calls of the bit pattern conversion.
const BinFloat minDistBinary = ToBinary(pPosition * mPlaneNormal) - distanceToleranceInULPs; const BinFloat minDistBinary = ToBinary(CalculateDistance(pPosition)) - distanceToleranceInULPs;
const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs; const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs;
// clear the array in this strange fashion because a simple clear() would also deallocate // clear the array in this strange fashion because a simple clear() would also deallocate
@ -297,13 +314,14 @@ void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vecto
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int> &fill, ai_real pRadius) const { unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int> &fill, ai_real pRadius) const {
ai_assert(mFinalized && "The SpatialSort object must be finalized before GenerateMappingTable can be called.");
fill.resize(mPositions.size(), UINT_MAX); fill.resize(mPositions.size(), UINT_MAX);
ai_real dist, maxDist; ai_real dist, maxDist;
unsigned int t = 0; unsigned int t = 0;
const ai_real pSquared = pRadius * pRadius; const ai_real pSquared = pRadius * pRadius;
for (size_t i = 0; i < mPositions.size();) { for (size_t i = 0; i < mPositions.size();) {
dist = mPositions[i].mPosition * mPlaneNormal; dist = (mPositions[i].mPosition - mCentroid) * mPlaneNormal;
maxDist = dist + pRadius; maxDist = dist + pRadius;
fill[mPositions[i].mIndex] = t; 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.
#include <assimp/types.h> #include <assimp/types.h>
#include <vector> #include <vector>
#include <limits>
namespace Assimp { namespace Assimp {
@ -142,24 +143,35 @@ public:
ai_real pRadius) const; ai_real pRadius) const;
protected: protected:
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */ /** Return the distance to the sorting plane. */
ai_real CalculateDistance(const aiVector3D &pPosition) const;
protected:
/** Normal of the sorting plane, normalized.
*/
aiVector3D mPlaneNormal; aiVector3D mPlaneNormal;
/** The centroid of the positions, which is used as a point on the sorting plane
* when calculating distance. This value is calculated in Finalize.
*/
aiVector3D mCentroid;
/** An entry in a spatially sorted position array. Consists of a vertex index, /** An entry in a spatially sorted position array. Consists of a vertex index,
* its position and its pre-calculated distance from the reference plane */ * its position and its pre-calculated distance from the reference plane */
struct Entry { struct Entry {
unsigned int mIndex; ///< The vertex referred by this entry unsigned int mIndex; ///< The vertex referred by this entry
aiVector3D mPosition; ///< Position aiVector3D mPosition; ///< Position
ai_real mDistance; ///< Distance of this vertex to the sorting plane /// Distance of this vertex to the sorting plane. This is set by Finalize.
ai_real mDistance;
Entry() AI_NO_EXCEPT Entry() AI_NO_EXCEPT
: mIndex(999999999), : mIndex(std::numeric_limits<unsigned int>::max()),
mPosition(), mPosition(),
mDistance(99999.) { mDistance(std::numeric_limits<ai_real>::max()) {
// empty // empty
} }
Entry(unsigned int pIndex, const aiVector3D &pPosition, ai_real pDistance) : Entry(unsigned int pIndex, const aiVector3D &pPosition) :
mIndex(pIndex), mPosition(pPosition), mDistance(pDistance) { mIndex(pIndex), mPosition(pPosition), mDistance(std::numeric_limits<ai_real>::max()) {
// empty // empty
} }
@ -168,6 +180,9 @@ protected:
// all positions, sorted by distance to the sorting plane // all positions, sorted by distance to the sorting plane
std::vector<Entry> mPositions; std::vector<Entry> mPositions;
/// false until the Finalize method is called.
bool mFinalized;
}; };
} // end of namespace Assimp } // end of namespace Assimp

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@ -82,3 +82,39 @@ TEST_F(utSpatialSort, findPositionsTest) {
sSort.FindPositions(vecs[0], 0.01f, indices); sSort.FindPositions(vecs[0], 0.01f, indices);
EXPECT_EQ(1u, indices.size()); EXPECT_EQ(1u, indices.size());
} }
TEST_F(utSpatialSort, highlyDisplacedPositionsTest) {
// Make a cube of positions, and then query it using the SpatialSort object.
constexpr unsigned int verticesPerAxis = 10;
constexpr ai_real step = 0.001f;
// Note the large constant offset here.
constexpr ai_real offset = 5000.0f - (0.5f * verticesPerAxis * step);
constexpr unsigned int totalNumPositions = verticesPerAxis * verticesPerAxis * verticesPerAxis;
aiVector3D* positions = new aiVector3D[totalNumPositions];
for (unsigned int x = 0; x < verticesPerAxis; ++x) {
for (unsigned int y = 0; y < verticesPerAxis; ++y) {
for (unsigned int z = 0; z < verticesPerAxis; ++z) {
const unsigned int index = (x * verticesPerAxis * verticesPerAxis) + (y * verticesPerAxis) + z;
positions[index] = aiVector3D(offset + (x * step), offset + (y * step), offset + (z * step));
}
}
}
SpatialSort sSort;
sSort.Fill(positions, totalNumPositions, sizeof(aiVector3D));
// Enough to find a point and its 6 immediate neighbors, but not any other point.
const ai_real epsilon = 1.1f * step;
std::vector<unsigned int> indices;
// Iterate through the _interior_ points of the cube.
for (unsigned int x = 1; x < verticesPerAxis - 1; ++x) {
for (unsigned int y = 1; y < verticesPerAxis - 1; ++y) {
for (unsigned int z = 1; z < verticesPerAxis - 1; ++z) {
const unsigned int index = (x * verticesPerAxis * verticesPerAxis) + (y * verticesPerAxis) + z;
sSort.FindPositions(positions[index], epsilon, indices);
ASSERT_EQ(7u, indices.size());
}
}
}
delete[] positions;
}