diff --git a/code/Common/SpatialSort.cpp b/code/Common/SpatialSort.cpp index a8afbfaf6..08a7c55df 100644 --- a/code/Common/SpatialSort.cpp +++ b/code/Common/SpatialSort.cpp @@ -89,8 +89,12 @@ void SpatialSort::Fill(const aiVector3D *pPositions, unsigned int pNumPositions, // ------------------------------------------------------------------------------------------------ void SpatialSort::Finalize() { + const ai_real scale = 1.0f / mPositions.size(); for (unsigned int i = 0; i < mPositions.size(); i++) { - mPositions[i].mDistance = mPositions[i].mPosition * mPlaneNormal; + mCentroid += scale * mPositions[i].mPosition; + } + for (unsigned int i = 0; i < mPositions.size(); i++) { + mPositions[i].mDistance = (mPositions[i].mPosition - mCentroid) * mPlaneNormal; } std::sort(mPositions.begin(), mPositions.end()); mFinalized = true; @@ -121,7 +125,7 @@ void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPosition void SpatialSort::FindPositions(const aiVector3D &pPosition, ai_real pRadius, std::vector &poResults) const { ai_assert(mFinalized && "The SpatialSort object must be finalized before FindPositions can be called."); - const ai_real dist = pPosition * mPlaneNormal; + const ai_real dist = (pPosition - mCentroid) * mPlaneNormal; const ai_real minDist = dist - pRadius, maxDist = dist + pRadius; // clear the array @@ -262,7 +266,7 @@ void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vecto // 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. - const BinFloat minDistBinary = ToBinary(pPosition * mPlaneNormal) - distanceToleranceInULPs; + const BinFloat minDistBinary = ToBinary((pPosition - mCentroid) * mPlaneNormal) - distanceToleranceInULPs; const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs; // clear the array in this strange fashion because a simple clear() would also deallocate @@ -312,7 +316,7 @@ unsigned int SpatialSort::GenerateMappingTable(std::vector &fill, unsigned int t = 0; const ai_real pSquared = pRadius * pRadius; for (size_t i = 0; i < mPositions.size();) { - dist = mPositions[i].mPosition * mPlaneNormal; + dist = (mPositions[i].mPosition - mCentroid) * mPlaneNormal; maxDist = dist + pRadius; fill[mPositions[i].mIndex] = t; diff --git a/include/assimp/SpatialSort.h b/include/assimp/SpatialSort.h index 475a11d7c..39f863b15 100644 --- a/include/assimp/SpatialSort.h +++ b/include/assimp/SpatialSort.h @@ -143,7 +143,7 @@ public: ai_real pRadius) const; protected: - /** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */ + /** Normal of the sorting plane, normalized. */ aiVector3D mPlaneNormal; /** An entry in a spatially sorted position array. Consists of a vertex index, @@ -171,8 +171,11 @@ protected: // all positions, sorted by distance to the sorting plane std::vector mPositions; - // False until the Finalize method is called. + /// false until the Finalize method is called. bool mFinalized; + + /// The centroid of the positions. Calculated in Finalize. + aiVector3D mCentroid; }; } // end of namespace Assimp diff --git a/test/unit/Common/utSpatialSort.cpp b/test/unit/Common/utSpatialSort.cpp index 94dfd2dc4..ba411d99f 100644 --- a/test/unit/Common/utSpatialSort.cpp +++ b/test/unit/Common/utSpatialSort.cpp @@ -82,3 +82,37 @@ TEST_F(utSpatialSort, findPositionsTest) { sSort.FindPositions(vecs[0], 0.01f, indices); EXPECT_EQ(1u, indices.size()); } + +TEST_F(utSpatialSort, highlyDisplacedPositionsTest) { + constexpr unsigned int verticesPerAxis = 10; + constexpr ai_real step = 0.001f; + 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 pick up the neighboring vertices, but not the neighbors' neighbors. + const ai_real epsilon = 1.1f * step; + std::vector 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; +}