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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2012, assimp team
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7
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8 All rights reserved.
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9
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10 Redistribution and use of this software in source and binary forms,
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11 with or without modification, are permitted provided that the following
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12 conditions are met:
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13
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14 * Redistributions of source code must retain the above
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15 copyright notice, this list of conditions and the
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16 following disclaimer.
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17
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18 * Redistributions in binary form must reproduce the above
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19 copyright notice, this list of conditions and the
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20 following disclaimer in the documentation and/or other
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21 materials provided with the distribution.
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22
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23 * Neither the name of the assimp team, nor the names of its
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24 contributors may be used to endorse or promote products
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25 derived from this software without specific prior
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26 written permission of the assimp team.
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27
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28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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39 ---------------------------------------------------------------------------
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40 */
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41
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42 /** @file Implementation of the helper class to quickly find
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43 vertices close to a given position. Special implementation for
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44 the 3ds loader handling smooth groups correctly */
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45
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46 #include "AssimpPCH.h"
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47 #include "SGSpatialSort.h"
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48
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49 using namespace Assimp;
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50
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51
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52 // ------------------------------------------------------------------------------------------------
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53 SGSpatialSort::SGSpatialSort()
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54 {
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55 // define the reference plane. We choose some arbitrary vector away from all basic axises
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56 // in the hope that no model spreads all its vertices along this plane.
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57 mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
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58 mPlaneNormal.Normalize();
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59 }
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60 // ------------------------------------------------------------------------------------------------
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61 // Destructor
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62 SGSpatialSort::~SGSpatialSort()
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63 {
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64 // nothing to do here, everything destructs automatically
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65 }
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66 // ------------------------------------------------------------------------------------------------
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67 void SGSpatialSort::Add(const aiVector3D& vPosition, unsigned int index,
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68 unsigned int smoothingGroup)
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69 {
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70 // store position by index and distance
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71 float distance = vPosition * mPlaneNormal;
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72 mPositions.push_back( Entry( index, vPosition,
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73 distance, smoothingGroup));
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74 }
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75 // ------------------------------------------------------------------------------------------------
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76 void SGSpatialSort::Prepare()
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77 {
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78 // now sort the array ascending by distance.
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79 std::sort( this->mPositions.begin(), this->mPositions.end());
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80 }
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81 // ------------------------------------------------------------------------------------------------
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82 // Returns an iterator for all positions close to the given position.
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83 void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
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84 uint32_t pSG,
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85 float pRadius,
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86 std::vector<unsigned int>& poResults,
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87 bool exactMatch /*= false*/) const
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88 {
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89 float dist = pPosition * mPlaneNormal;
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90 float minDist = dist - pRadius, maxDist = dist + pRadius;
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91
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92 // clear the array in this strange fashion because a simple clear() would also deallocate
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93 // the array which we want to avoid
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94 poResults.erase( poResults.begin(), poResults.end());
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95
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96 // quick check for positions outside the range
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97 if( mPositions.size() == 0)
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98 return;
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99 if( maxDist < mPositions.front().mDistance)
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100 return;
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101 if( minDist > mPositions.back().mDistance)
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102 return;
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103
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104 // do a binary search for the minimal distance to start the iteration there
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105 unsigned int index = (unsigned int)mPositions.size() / 2;
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106 unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
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107 while( binaryStepSize > 1)
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108 {
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109 if( mPositions[index].mDistance < minDist)
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110 index += binaryStepSize;
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111 else
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112 index -= binaryStepSize;
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113
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114 binaryStepSize /= 2;
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115 }
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116
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117 // depending on the direction of the last step we need to single step a bit back or forth
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118 // to find the actual beginning element of the range
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119 while( index > 0 && mPositions[index].mDistance > minDist)
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120 index--;
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121 while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
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122 index++;
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123
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124 // Mow start iterating from there until the first position lays outside of the distance range.
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125 // Add all positions inside the distance range within the given radius to the result aray
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126
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127 float squareEpsilon = pRadius * pRadius;
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128 std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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129 std::vector<Entry>::const_iterator end = mPositions.end();
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130
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131 if (exactMatch)
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132 {
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133 while( it->mDistance < maxDist)
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134 {
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135 if((it->mPosition - pPosition).SquareLength() < squareEpsilon && it->mSmoothGroups == pSG)
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136 {
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137 poResults.push_back( it->mIndex);
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138 }
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139 ++it;
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140 if( end == it )break;
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141 }
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142 }
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143 else
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144 {
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145 // if the given smoothing group is 0, we'll return all surrounding vertices
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146 if (!pSG)
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147 {
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148 while( it->mDistance < maxDist)
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149 {
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150 if((it->mPosition - pPosition).SquareLength() < squareEpsilon)
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151 poResults.push_back( it->mIndex);
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152 ++it;
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153 if( end == it)break;
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154 }
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155 }
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156 else while( it->mDistance < maxDist)
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157 {
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158 if((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
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159 (it->mSmoothGroups & pSG || !it->mSmoothGroups))
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160 {
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161 poResults.push_back( it->mIndex);
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162 }
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163 ++it;
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164 if( end == it)break;
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165 }
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166 }
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167 }
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168
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169
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