140 lines
5.4 KiB
C++
140 lines
5.4 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2010, ASSIMP Development Team
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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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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** Small helper classes to optimise finding vertizes close to a given location
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*/
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#ifndef AI_D3DSSPATIALSORT_H_INC
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#define AI_D3DSSPATIALSORT_H_INC
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#include <vector>
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#include "../include/aiTypes.h"
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namespace Assimp {
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// ----------------------------------------------------------------------------------
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/** Specialized version of SpatialSort to support smoothing groups
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* This is used in by the 3DS, ASE and LWO loaders. 3DS and ASE share their
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* normal computation code in SmoothingGroups.inl, the LWO loader has its own
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* implementation to handle all details of its file format correctly.
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*/
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// ----------------------------------------------------------------------------------
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class SGSpatialSort
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{
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public:
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SGSpatialSort();
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// -------------------------------------------------------------------
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/** Construction from a given face array, handling smoothing groups
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* properly
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*/
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SGSpatialSort(const std::vector<aiVector3D>& vPositions);
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// -------------------------------------------------------------------
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/** Add a vertex to the spatial sort
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* @param vPosition Vertex position to be added
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* @param index Index of the vrtex
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* @param smoothingGroup SmoothingGroup for this vertex
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*/
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void Add(const aiVector3D& vPosition, unsigned int index,
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unsigned int smoothingGroup);
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// -------------------------------------------------------------------
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/** Prepare the spatial sorter for use. This step runs in O(logn)
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*/
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void Prepare();
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/** Destructor */
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~SGSpatialSort();
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// -------------------------------------------------------------------
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/** Returns an iterator for all positions close to the given position.
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* @param pPosition The position to look for vertices.
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* @param pSG Only included vertices with at least one shared smooth group
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* @param pRadius Maximal distance from the position a vertex may have
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* to be counted in.
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* @param poResults The container to store the indices of the found
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* positions. Will be emptied by the call so it may contain anything.
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* @param exactMatch Specifies whether smoothing groups are bit masks
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* (false) or integral values (true). In the latter case, a vertex
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* cannot belong to more than one smoothing group.
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* @return An iterator to iterate over all vertices in the given area.
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*/
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// -------------------------------------------------------------------
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void FindPositions( const aiVector3D& pPosition, uint32_t pSG,
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float pRadius, std::vector<unsigned int>& poResults,
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bool exactMatch = false) 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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aiVector3D mPlaneNormal;
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// -------------------------------------------------------------------
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/** An entry in a spatially sorted position array. Consists of a
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* vertex index, its position and its precalculated distance from
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* the reference plane */
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// -------------------------------------------------------------------
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struct Entry
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{
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unsigned int mIndex; ///< The vertex referred by this entry
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aiVector3D mPosition; ///< Position
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uint32_t mSmoothGroups;
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float mDistance; ///< Distance of this vertex to the sorting plane
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Entry() { /** intentionally not initialized.*/ }
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Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance,uint32_t pSG)
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:
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mIndex( pIndex),
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mPosition( pPosition),
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mSmoothGroups (pSG),
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mDistance( pDistance)
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{ }
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bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
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};
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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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};
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} // end of namespace Assimp
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#endif // AI_SPATIALSORT_H_INC
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