assimp/code/3DSSpatialSort.h

83 lines
3.0 KiB
C++

/** Small helper classes to optimise finding vertizes close to a given location */
#ifndef AI_D3DSSPATIALSORT_H_INC
#define AI_D3DSSPATIALSORT_H_INC
#include <vector>
#include "../include/aiVector3D.h"
#include "3DSHelper.h"
namespace Assimp
{
using namespace Dot3DS;
// ------------------------------------------------------------------------------------------------
/** Specialized version of SpatialSort to support smoothing groups
* This is used in the .3ds loader
*/
class D3DSSpatialSorter
{
public:
D3DSSpatialSorter() {/* This is unintialized. This is evil. This is OK. */}
/** Constructs a spatially sorted representation from the given position array.
* Supply the positions in its layout in memory, the class will only refer to them
* by index.
* @param pPositions Pointer to the first position vector of the array.
* @param pNumPositions Number of vectors to expect in that array.
* @param pElementOffset Offset in bytes from the beginning of one vector in memory to the beginning of the next vector.
* @note Smoothing groups are ignored
*/
D3DSSpatialSorter( const aiVector3D* pPositions,
unsigned int pNumPositions, unsigned int pElementOffset);
/** Construction from a given face array, handling smoothing groups properly
* @param p_pcMesh Input mesh.
*/
D3DSSpatialSorter( const Dot3DS::Mesh* p_pcMesh);
/** Destructor */
~D3DSSpatialSorter();
/** Returns an iterator for all positions close to the given position.
* @param pPosition The position to look for vertices.
* @param pSG Only included vertices with at least one shared smooth group
* @param pRadius Maximal distance from the position a vertex may have to be counted in.
* @param poResults The container to store the indices of the found positions. Will be emptied
* by the call so it may contain anything.
* @return An iterator to iterate over all vertices in the given area.
*/
void FindPositions( const aiVector3D& pPosition, uint32_t pSG,
float pRadius, std::vector<unsigned int>& poResults) const;
protected:
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
aiVector3D mPlaneNormal;
/** An entry in a spatially sorted position array. Consists of a vertex index,
* its position and its precalculated distance from the reference plane */
struct Entry
{
unsigned int mIndex; ///< The vertex referred by this entry
aiVector3D mPosition; ///< Position
uint32_t mSmoothGroups;
float mDistance; ///< Distance of this vertex to the sorting plane
Entry() { /** intentionally not initialized.*/ }
Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance,uint32_t pSG)
:
mPosition( pPosition), mIndex( pIndex), mDistance( pDistance),mSmoothGroups (pSG)
{ }
bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
};
// all positions, sorted by distance to the sorting plane
std::vector<Entry> mPositions;
};
} // end of namespace Assimp
#endif // AI_SPATIALSORT_H_INC