169 lines
6.2 KiB
C++
169 lines
6.2 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp 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 following
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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 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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/** @file Implementation of the helper class to quickly find
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vertices close to a given position. Special implementation for
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the 3ds loader handling smooth groups correctly */
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#include "SGSpatialSort.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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SGSpatialSort::SGSpatialSort()
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{
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// define the reference plane. We choose some arbitrary vector away from all basic axises
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// in the hope that no model spreads all its vertices along this plane.
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mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
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mPlaneNormal.Normalize();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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SGSpatialSort::~SGSpatialSort()
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{
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// nothing to do here, everything destructs automatically
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}
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// ------------------------------------------------------------------------------------------------
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void SGSpatialSort::Add(const aiVector3D& vPosition, unsigned int index,
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unsigned int smoothingGroup)
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{
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// store position by index and distance
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float distance = vPosition * mPlaneNormal;
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mPositions.push_back( Entry( index, vPosition,
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distance, smoothingGroup));
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}
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// ------------------------------------------------------------------------------------------------
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void SGSpatialSort::Prepare()
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{
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// now sort the array ascending by distance.
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std::sort( this->mPositions.begin(), this->mPositions.end());
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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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void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
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uint32_t pSG,
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float pRadius,
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std::vector<unsigned int>& poResults,
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bool exactMatch /*= false*/) const
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{
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float dist = pPosition * mPlaneNormal;
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float minDist = dist - pRadius, maxDist = dist + pRadius;
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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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poResults.erase( poResults.begin(), poResults.end());
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// quick check for positions outside the range
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if( mPositions.size() == 0)
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return;
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if( maxDist < mPositions.front().mDistance)
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return;
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if( minDist > mPositions.back().mDistance)
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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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unsigned int index = (unsigned int)mPositions.size() / 2;
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unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
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while( binaryStepSize > 1)
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{
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if( mPositions[index].mDistance < minDist)
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index += binaryStepSize;
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else
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index -= binaryStepSize;
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binaryStepSize /= 2;
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}
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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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while( index > 0 && mPositions[index].mDistance > minDist)
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index--;
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while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
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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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// Add all positions inside the distance range within the given radius to the result aray
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float squareEpsilon = pRadius * pRadius;
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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std::vector<Entry>::const_iterator end = mPositions.end();
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if (exactMatch)
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{
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while( it->mDistance < maxDist)
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{
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if((it->mPosition - pPosition).SquareLength() < squareEpsilon && it->mSmoothGroups == pSG)
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{
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poResults.push_back( it->mIndex);
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}
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++it;
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if( end == it )break;
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}
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}
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else
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{
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// if the given smoothing group is 0, we'll return all surrounding vertices
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if (!pSG)
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{
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while( it->mDistance < maxDist)
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{
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if((it->mPosition - pPosition).SquareLength() < squareEpsilon)
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poResults.push_back( it->mIndex);
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++it;
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if( end == it)break;
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}
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}
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else while( it->mDistance < maxDist)
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{
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if((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
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(it->mSmoothGroups & pSG || !it->mSmoothGroups))
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{
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poResults.push_back( it->mIndex);
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}
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++it;
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if( end == it)break;
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}
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}
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}
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