closes https://github.com/assimp/assimp/issues/3165: remove deprecated code whch causes compiler warning.
parent
02ef435d55
commit
bafb8e3189
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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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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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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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Redistribution and use of this software in source and binary forms,
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@ -50,71 +48,64 @@ using namespace Assimp;
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// CHAR_BIT seems to be defined under MVSC, but not under GCC. Pray that the correct value is 8.
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// CHAR_BIT seems to be defined under MVSC, but not under GCC. Pray that the correct value is 8.
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#ifndef CHAR_BIT
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#ifndef CHAR_BIT
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# define CHAR_BIT 8
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#define CHAR_BIT 8
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#endif
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#endif
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#ifdef _WIN32
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#ifdef _WIN32
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# pragma warning(disable : 4127)
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//# pragma warning(disable : 4127)
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#endif // _WIN32
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#endif // _WIN32
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// ------------------------------------------------------------------------------------------------
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const aiVector3D PlaneInit( 0.8523f, 0.34321f, 0.5736f );
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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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// ------------------------------------------------------------------------------------------------
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// in the hope that no model spreads all its vertices along this plane.
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// Constructs a spatially sorted representation from the given position array.
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: mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
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// define the reference plane. We choose some arbitrary vector away from all basic axises
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{
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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.Normalize();
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mPlaneNormal.Normalize();
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Fill(pPositions,pNumPositions,pElementOffset);
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Fill(pPositions, pNumPositions, pElementOffset);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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SpatialSort :: SpatialSort()
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SpatialSort::SpatialSort() :
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: mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
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mPlaneNormal(PlaneInit) {
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{
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mPlaneNormal.Normalize();
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mPlaneNormal.Normalize();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Destructor
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// Destructor
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SpatialSort::~SpatialSort()
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SpatialSort::~SpatialSort() {
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{
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// empty
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// nothing to do here, everything destructs automatically
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}
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}
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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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void SpatialSort::Fill(const aiVector3D *pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset,
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unsigned int pElementOffset,
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bool pFinalize /*= true */)
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bool pFinalize /*= true */) {
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{
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mPositions.clear();
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mPositions.clear();
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Append(pPositions,pNumPositions,pElementOffset,pFinalize);
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Append(pPositions, pNumPositions, pElementOffset, pFinalize);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void SpatialSort :: Finalize()
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void SpatialSort::Finalize() {
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{
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std::sort(mPositions.begin(), mPositions.end());
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std::sort( mPositions.begin(), mPositions.end());
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}
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}
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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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void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset,
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unsigned int pElementOffset,
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bool pFinalize /*= true */)
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bool pFinalize /*= true */) {
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{
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// store references to all given positions along with their distance to the reference plane
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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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const size_t initial = mPositions.size();
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mPositions.reserve(initial + (pFinalize?pNumPositions:pNumPositions*2));
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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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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 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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const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
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// store position by index and distance
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// store position by index and distance
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ai_real distance = *vec * mPlaneNormal;
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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, distance));
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}
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}
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if (pFinalize) {
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if (pFinalize) {
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@ -125,9 +116,8 @@ void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositio
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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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// 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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void SpatialSort::FindPositions(const aiVector3D &pPosition,
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ai_real pRadius, std::vector<unsigned int>& poResults) const
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ai_real pRadius, std::vector<unsigned int> &poResults) const {
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{
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const ai_real dist = pPosition * mPlaneNormal;
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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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const ai_real minDist = dist - pRadius, maxDist = dist + pRadius;
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@ -135,19 +125,18 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
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poResults.clear();
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poResults.clear();
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// quick check for positions outside the range
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// quick check for positions outside the range
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if( mPositions.size() == 0)
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if (mPositions.size() == 0)
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return;
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return;
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if( maxDist < mPositions.front().mDistance)
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if (maxDist < mPositions.front().mDistance)
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return;
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return;
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if( minDist > mPositions.back().mDistance)
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if (minDist > mPositions.back().mDistance)
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return;
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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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// 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 index = (unsigned int)mPositions.size() / 2;
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unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
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unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
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while( binaryStepSize > 1)
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while (binaryStepSize > 1) {
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{
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if (mPositions[index].mDistance < minDist)
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if( mPositions[index].mDistance < minDist)
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index += binaryStepSize;
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index += binaryStepSize;
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else
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else
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index -= binaryStepSize;
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index -= binaryStepSize;
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@ -157,21 +146,20 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
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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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// 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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// to find the actual beginning element of the range
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while( index > 0 && mPositions[index].mDistance > minDist)
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while (index > 0 && mPositions[index].mDistance > minDist)
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index--;
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index--;
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while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
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while (index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
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index++;
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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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// 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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// 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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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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const ai_real pSquared = pRadius*pRadius;
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const ai_real pSquared = pRadius * pRadius;
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while( it->mDistance < maxDist)
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while (it->mDistance < maxDist) {
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{
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if ((it->mPosition - pPosition).SquareLength() < pSquared)
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if( (it->mPosition - pPosition).SquareLength() < pSquared)
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poResults.push_back(it->mIndex);
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poResults.push_back( it->mIndex);
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++it;
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++it;
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if( it == mPositions.end())
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if (it == mPositions.end())
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break;
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break;
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}
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}
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@ -180,70 +168,71 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
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namespace {
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namespace {
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// Binary, signed-integer representation of a single-precision floating-point value.
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// Binary, signed-integer representation of a single-precision floating-point value.
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// IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are
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// IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are
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// ordered the same way when their bits are reinterpreted as sign-magnitude integers."
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// ordered the same way when their bits are reinterpreted as sign-magnitude integers."
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// This allows us to convert all floating-point numbers to signed integers of arbitrary size
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// This allows us to convert all floating-point numbers to signed integers of arbitrary size
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// and then use them to work with ULPs (Units in the Last Place, for high-precision
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// and then use them to work with ULPs (Units in the Last Place, for high-precision
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// computations) or to compare them (integer comparisons are faster than floating-point
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// computations) or to compare them (integer comparisons are faster than floating-point
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// comparisons on many platforms).
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// comparisons on many platforms).
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typedef ai_int BinFloat;
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typedef ai_int BinFloat;
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// --------------------------------------------------------------------------------------------
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// --------------------------------------------------------------------------------------------
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// Converts the bit pattern of a floating-point number to its signed integer representation.
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// Converts the bit pattern of a floating-point number to its signed integer representation.
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BinFloat ToBinary( const ai_real & pValue) {
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BinFloat ToBinary(const ai_real &pValue) {
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// If this assertion fails, signed int is not big enough to store a float on your platform.
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// If this assertion fails, signed int is not big enough to store a float on your platform.
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// Please correct the declaration of BinFloat a few lines above - but do it in a portable,
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// Please correct the declaration of BinFloat a few lines above - but do it in a portable,
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// #ifdef'd manner!
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// #ifdef'd manner!
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static_assert( sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)");
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static_assert(sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)");
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#if defined( _MSC_VER)
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#if defined(_MSC_VER)
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// If this assertion fails, Visual C++ has finally moved to ILP64. This means that this
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// If this assertion fails, Visual C++ has finally moved to ILP64. This means that this
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// code has just become legacy code! Find out the current value of _MSC_VER and modify
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// code has just become legacy code! Find out the current value of _MSC_VER and modify
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// the #if above so it evaluates false on the current and all upcoming VC versions (or
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// the #if above so it evaluates false on the current and all upcoming VC versions (or
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// on the current platform, if LP64 or LLP64 are still used on other platforms).
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// on the current platform, if LP64 or LLP64 are still used on other platforms).
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static_assert( sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)");
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static_assert(sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)");
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// This works best on Visual C++, but other compilers have their problems with it.
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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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const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue);
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#else
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//::memcpy(&binValue, &pValue, sizeof(pValue));
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// On many compilers, reinterpreting a float address as an integer causes aliasing
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//return binValue;
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// problems. This is an ugly but more or less safe way of doing it.
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#else
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union {
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// On many compilers, reinterpreting a float address as an integer causes aliasing
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ai_real asFloat;
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// problems. This is an ugly but more or less safe way of doing it.
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BinFloat asBin;
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union {
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} conversion;
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ai_real asFloat;
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conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float)
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BinFloat asBin;
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conversion.asFloat = pValue;
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} conversion;
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const BinFloat binValue = conversion.asBin;
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conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float)
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#endif
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conversion.asFloat = pValue;
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const BinFloat binValue = conversion.asBin;
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#endif
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// floating-point numbers are of sign-magnitude format, so find out what signed number
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// floating-point numbers are of sign-magnitude format, so find out what signed number
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// representation we must convert negative values to.
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// representation we must convert negative values to.
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// See http://en.wikipedia.org/wiki/Signed_number_representations.
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// See http://en.wikipedia.org/wiki/Signed_number_representations.
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// Two's complement?
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// Two's complement?
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if( (-42 == (~42 + 1)) && (binValue & 0x80000000))
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/*if ((-42 == (~42 + 1)) && (binValue & 0x80000000))
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return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue;
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return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue;
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// One's complement?
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// One's complement?
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else if ( (-42 == ~42) && (binValue & 0x80000000))
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else if ((-42 == ~42) && (binValue & 0x80000000))
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return BinFloat(-0) - binValue;
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return BinFloat(-0) - binValue;
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// Sign-magnitude?
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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 ((-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary
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return binValue;
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return binValue;
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else
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else*/
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return binValue;
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}
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return binValue;
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}
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} // namespace
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} // namespace
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// ------------------------------------------------------------------------------------------------
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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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// 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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// 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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void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vector<unsigned int> &poResults) const {
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std::vector<unsigned int>& poResults) const
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{
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// Epsilons have a huge disadvantage: they are of constant precision, while floating-point
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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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// 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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// if you apply it to 0.001, it is enormous.
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// Convert the plane distance to its signed integer representation so the ULPs tolerance can be
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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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// 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(pPosition * mPlaneNormal) - distanceToleranceInULPs;
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const BinFloat maxDistBinary = minDistBinary + 2 * 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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// 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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// the array which we want to avoid
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poResults.resize( 0 );
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poResults.resize(0);
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// do a binary search for the minimal distance to start the iteration there
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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 index = (unsigned int)mPositions.size() / 2;
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unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
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unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
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while( binaryStepSize > 1)
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while (binaryStepSize > 1) {
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{
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// Ugly, but conditional jumps are faster with integers than with floats
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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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if (minDistBinary > ToBinary(mPositions[index].mDistance))
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index += binaryStepSize;
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index += binaryStepSize;
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else
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else
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index -= binaryStepSize;
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index -= binaryStepSize;
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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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// 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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// to find the actual beginning element of the range
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while( index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance) )
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while (index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance))
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index--;
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index--;
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while( index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance))
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while (index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance))
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index++;
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index++;
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// Now start iterating from there until the first position lays outside of the distance range.
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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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// 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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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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while( ToBinary(it->mDistance) < maxDistBinary)
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while (ToBinary(it->mDistance) < maxDistBinary) {
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{
|
if (distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength()))
|
||||||
if( distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength()))
|
|
||||||
poResults.push_back(it->mIndex);
|
poResults.push_back(it->mIndex);
|
||||||
++it;
|
++it;
|
||||||
if( it == mPositions.end())
|
if (it == mPositions.end())
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -313,22 +300,19 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
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 {
|
||||||
{
|
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 * mPlaneNormal;
|
||||||
maxDist = dist + pRadius;
|
maxDist = dist + pRadius;
|
||||||
|
|
||||||
fill[mPositions[i].mIndex] = t;
|
fill[mPositions[i].mIndex] = t;
|
||||||
const aiVector3D& oldpos = mPositions[i].mPosition;
|
const aiVector3D &oldpos = mPositions[i].mPosition;
|
||||||
for (++i; i < fill.size() && mPositions[i].mDistance < maxDist
|
for (++i; i < fill.size() && mPositions[i].mDistance < maxDist && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i) {
|
||||||
&& (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i)
|
|
||||||
{
|
|
||||||
fill[mPositions[i].mIndex] = t;
|
fill[mPositions[i].mIndex] = t;
|
||||||
}
|
}
|
||||||
++t;
|
++t;
|
||||||
|
@ -338,7 +322,7 @@ unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,
|
||||||
|
|
||||||
// debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1
|
// debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1
|
||||||
for (size_t i = 0; i < fill.size(); ++i) {
|
for (size_t i = 0; i < fill.size(); ++i) {
|
||||||
ai_assert(fill[i]<mPositions.size());
|
ai_assert(fill[i] < mPositions.size());
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -46,11 +46,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
#define AI_SPATIALSORT_H_INC
|
#define AI_SPATIALSORT_H_INC
|
||||||
|
|
||||||
#ifdef __GNUC__
|
#ifdef __GNUC__
|
||||||
# pragma GCC system_header
|
#pragma GCC system_header
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include <vector>
|
|
||||||
#include <assimp/types.h>
|
#include <assimp/types.h>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
namespace Assimp {
|
namespace Assimp {
|
||||||
|
|
||||||
|
@ -62,10 +62,8 @@ namespace Assimp {
|
||||||
* time, with O(n) worst case complexity when all vertices lay on the plane. The plane is chosen
|
* time, with O(n) worst case complexity when all vertices lay on the plane. The plane is chosen
|
||||||
* so that it avoids common planes in usual data sets. */
|
* so that it avoids common planes in usual data sets. */
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
class ASSIMP_API SpatialSort
|
class ASSIMP_API SpatialSort {
|
||||||
{
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
SpatialSort();
|
SpatialSort();
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------
|
||||||
|
@ -76,14 +74,12 @@ public:
|
||||||
* @param pNumPositions Number of vectors to expect in that array.
|
* @param pNumPositions Number of vectors to expect in that array.
|
||||||
* @param pElementOffset Offset in bytes from the beginning of one vector in memory
|
* @param pElementOffset Offset in bytes from the beginning of one vector in memory
|
||||||
* to the beginning of the next vector. */
|
* to the beginning of the next vector. */
|
||||||
SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
|
SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions,
|
||||||
unsigned int pElementOffset);
|
unsigned int pElementOffset);
|
||||||
|
|
||||||
/** Destructor */
|
/** Destructor */
|
||||||
~SpatialSort();
|
~SpatialSort();
|
||||||
|
|
||||||
public:
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------
|
||||||
/** Sets the input data for the SpatialSort. This replaces existing data, if any.
|
/** Sets the input data for the SpatialSort. This replaces existing data, if any.
|
||||||
* The new data receives new indices in ascending order.
|
* The new data receives new indices in ascending order.
|
||||||
|
@ -97,17 +93,15 @@ public:
|
||||||
* required in order to use #FindPosition() or #GenerateMappingTable().
|
* required in order to use #FindPosition() or #GenerateMappingTable().
|
||||||
* If you don't finalize yet, you can use #Append() to add data from
|
* If you don't finalize yet, you can use #Append() to add data from
|
||||||
* other sources.*/
|
* other sources.*/
|
||||||
void Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
|
void Fill(const aiVector3D *pPositions, unsigned int pNumPositions,
|
||||||
unsigned int pElementOffset,
|
unsigned int pElementOffset,
|
||||||
bool pFinalize = true);
|
bool pFinalize = true);
|
||||||
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------
|
||||||
/** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */
|
/** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */
|
||||||
void Append( const aiVector3D* pPositions, unsigned int pNumPositions,
|
void Append(const aiVector3D *pPositions, unsigned int pNumPositions,
|
||||||
unsigned int pElementOffset,
|
unsigned int pElementOffset,
|
||||||
bool pFinalize = true);
|
bool pFinalize = true);
|
||||||
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------
|
||||||
/** Finalize the spatial hash data structure. This can be useful after
|
/** Finalize the spatial hash data structure. This can be useful after
|
||||||
|
@ -123,8 +117,8 @@ public:
|
||||||
* @param poResults The container to store the indices of the found positions.
|
* @param poResults The container to store the indices of the found positions.
|
||||||
* Will be emptied by the call so it may contain anything.
|
* Will be emptied by the call so it may contain anything.
|
||||||
* @return An iterator to iterate over all vertices in the given area.*/
|
* @return An iterator to iterate over all vertices in the given area.*/
|
||||||
void FindPositions( const aiVector3D& pPosition, ai_real pRadius,
|
void FindPositions(const aiVector3D &pPosition, ai_real pRadius,
|
||||||
std::vector<unsigned int>& poResults) const;
|
std::vector<unsigned int> &poResults) const;
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------
|
||||||
/** Fills an array with indices of all positions identical to the given position. In
|
/** Fills an array with indices of all positions identical to the given position. In
|
||||||
|
@ -133,8 +127,8 @@ public:
|
||||||
* @param pPosition The position to look for vertices.
|
* @param pPosition The position to look for vertices.
|
||||||
* @param poResults The container to store the indices of the found positions.
|
* @param poResults The container to store the indices of the found positions.
|
||||||
* Will be emptied by the call so it may contain anything.*/
|
* Will be emptied by the call so it may contain anything.*/
|
||||||
void FindIdenticalPositions( const aiVector3D& pPosition,
|
void FindIdenticalPositions(const aiVector3D &pPosition,
|
||||||
std::vector<unsigned int>& poResults) const;
|
std::vector<unsigned int> &poResults) const;
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------
|
||||||
/** Compute a table that maps each vertex ID referring to a spatially close
|
/** Compute a table that maps each vertex ID referring to a spatially close
|
||||||
|
@ -144,8 +138,8 @@ public:
|
||||||
* @param pRadius Maximal distance from the position a vertex may have to
|
* @param pRadius Maximal distance from the position a vertex may have to
|
||||||
* be counted in.
|
* be counted in.
|
||||||
* @return Number of unique vertices (n). */
|
* @return Number of unique vertices (n). */
|
||||||
unsigned int GenerateMappingTable(std::vector<unsigned int>& fill,
|
unsigned int GenerateMappingTable(std::vector<unsigned int> &fill,
|
||||||
ai_real pRadius) const;
|
ai_real pRadius) const;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
|
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
|
||||||
|
@ -159,15 +153,17 @@ protected:
|
||||||
ai_real mDistance; ///< Distance of this vertex to the sorting plane
|
ai_real mDistance; ///< Distance of this vertex to the sorting plane
|
||||||
|
|
||||||
Entry() AI_NO_EXCEPT
|
Entry() AI_NO_EXCEPT
|
||||||
: mIndex( 999999999 ), mPosition(), mDistance( 99999. ) {
|
: mIndex(999999999),
|
||||||
// empty
|
mPosition(),
|
||||||
|
mDistance(99999.) {
|
||||||
|
// empty
|
||||||
}
|
}
|
||||||
Entry( unsigned int pIndex, const aiVector3D& pPosition, ai_real pDistance)
|
Entry(unsigned int pIndex, const aiVector3D &pPosition, ai_real pDistance) :
|
||||||
: mIndex( pIndex), mPosition( pPosition), mDistance( pDistance) {
|
mIndex(pIndex), mPosition(pPosition), mDistance(pDistance) {
|
||||||
// empty
|
// empty
|
||||||
}
|
}
|
||||||
|
|
||||||
bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
|
bool operator<(const Entry &e) const { return mDistance < e.mDistance; }
|
||||||
};
|
};
|
||||||
|
|
||||||
// all positions, sorted by distance to the sorting plane
|
// all positions, sorted by distance to the sorting plane
|
||||||
|
|
|
@ -86,6 +86,7 @@ SET( COMMON
|
||||||
unit/utStringUtils.cpp
|
unit/utStringUtils.cpp
|
||||||
unit/Common/uiScene.cpp
|
unit/Common/uiScene.cpp
|
||||||
unit/Common/utLineSplitter.cpp
|
unit/Common/utLineSplitter.cpp
|
||||||
|
unit/Common/utSpatialSort.cpp
|
||||||
)
|
)
|
||||||
|
|
||||||
SET( IMPORTERS
|
SET( IMPORTERS
|
||||||
|
|
|
@ -0,0 +1,84 @@
|
||||||
|
/*
|
||||||
|
---------------------------------------------------------------------------
|
||||||
|
Open Asset Import Library (assimp)
|
||||||
|
---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
Copyright (c) 2006-2020, assimp 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 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.
|
||||||
|
---------------------------------------------------------------------------
|
||||||
|
*/
|
||||||
|
#include "UnitTestPCH.h"
|
||||||
|
|
||||||
|
#include <assimp/SpatialSort.h>
|
||||||
|
|
||||||
|
using namespace Assimp;
|
||||||
|
|
||||||
|
class utSpatialSort : public ::testing::Test {
|
||||||
|
public
|
||||||
|
:
|
||||||
|
aiVector3D *vecs;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void SetUp() override {
|
||||||
|
::srand(static_cast<unsigned>(time(0)));
|
||||||
|
vecs = new aiVector3D[100];
|
||||||
|
for (size_t i = 0; i < 100; ++i) {
|
||||||
|
vecs[i].x = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
|
||||||
|
vecs[i].y = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
|
||||||
|
vecs[i].z = static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / 100));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void TearDown() override {
|
||||||
|
delete[] vecs;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
TEST_F( utSpatialSort, findIdenticalsTest ) {
|
||||||
|
SpatialSort sSort;
|
||||||
|
sSort.Fill(vecs, 100, sizeof(aiVector3D));
|
||||||
|
|
||||||
|
std::vector<unsigned int> indices;
|
||||||
|
sSort.FindIdenticalPositions(vecs[0], indices);
|
||||||
|
EXPECT_EQ(1u, indices.size());
|
||||||
|
}
|
||||||
|
|
||||||
|
TEST_F(utSpatialSort, findPositionsTest) {
|
||||||
|
SpatialSort sSort;
|
||||||
|
sSort.Fill(vecs, 100, sizeof(aiVector3D));
|
||||||
|
|
||||||
|
std::vector<unsigned int> indices;
|
||||||
|
sSort.FindPositions(vecs[0], 0.01f, indices);
|
||||||
|
EXPECT_EQ(1u, indices.size());
|
||||||
|
}
|
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
||||||
|
|
||||||
Copyright (c) 2006-2020, assimp team
|
Copyright (c) 2006-2020, assimp team
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
All rights reserved.
|
All rights reserved.
|
||||||
|
|
||||||
Redistribution and use of this software in source and binary forms,
|
Redistribution and use of this software in source and binary forms,
|
||||||
|
|
Loading…
Reference in New Issue