Subtract the centroid
parent
4d10f5d133
commit
c644f9d719
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@ -89,8 +89,12 @@ void SpatialSort::Fill(const aiVector3D *pPositions, unsigned int pNumPositions,
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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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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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for (unsigned int i = 0; i < mPositions.size(); i++) {
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mPositions[i].mDistance = mPositions[i].mPosition * mPlaneNormal;
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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 = (mPositions[i].mPosition - mCentroid) * mPlaneNormal;
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}
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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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mFinalized = true;
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mFinalized = true;
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@ -121,7 +125,7 @@ void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPosition
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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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ai_assert(mFinalized && "The SpatialSort object must be finalized before FindPositions can be called.");
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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 = pPosition * mPlaneNormal;
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const ai_real dist = (pPosition - mCentroid) * 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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// clear the array
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// clear the array
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@ -262,7 +266,7 @@ 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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// 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 - mCentroid) * 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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@ -312,7 +316,7 @@ unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int> &fill,
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unsigned int t = 0;
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unsigned int t = 0;
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const ai_real pSquared = pRadius * pRadius;
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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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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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maxDist = dist + pRadius;
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fill[mPositions[i].mIndex] = t;
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fill[mPositions[i].mIndex] = t;
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@ -143,7 +143,7 @@ public:
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ai_real pRadius) const;
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ai_real pRadius) const;
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protected:
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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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/** Normal of the sorting plane, normalized. */
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aiVector3D mPlaneNormal;
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aiVector3D mPlaneNormal;
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/** An entry in a spatially sorted position array. Consists of a vertex index,
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/** An entry in a spatially sorted position array. Consists of a vertex index,
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@ -171,8 +171,11 @@ protected:
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// all positions, sorted by distance to the sorting plane
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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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std::vector<Entry> mPositions;
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// False until the Finalize method is called.
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/// false until the Finalize method is called.
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bool mFinalized;
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bool mFinalized;
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/// The centroid of the positions. Calculated in Finalize.
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aiVector3D mCentroid;
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};
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};
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} // end of namespace Assimp
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} // end of namespace Assimp
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@ -82,3 +82,37 @@ TEST_F(utSpatialSort, findPositionsTest) {
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sSort.FindPositions(vecs[0], 0.01f, 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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EXPECT_EQ(1u, indices.size());
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}
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}
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TEST_F(utSpatialSort, highlyDisplacedPositionsTest) {
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constexpr unsigned int verticesPerAxis = 10;
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constexpr ai_real step = 0.001f;
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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 pick up the neighboring vertices, but not the neighbors' neighbors.
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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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