vrshoot
diff libs/assimp/SpatialSort.cpp @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/SpatialSort.cpp Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,342 @@ 1.4 +/* 1.5 +--------------------------------------------------------------------------- 1.6 +Open Asset Import Library (assimp) 1.7 +--------------------------------------------------------------------------- 1.8 + 1.9 +Copyright (c) 2006-2012, assimp team 1.10 + 1.11 +All rights reserved. 1.12 + 1.13 +Redistribution and use of this software in source and binary forms, 1.14 +with or without modification, are permitted provided that the following 1.15 +conditions are met: 1.16 + 1.17 +* Redistributions of source code must retain the above 1.18 + copyright notice, this list of conditions and the 1.19 + following disclaimer. 1.20 + 1.21 +* Redistributions in binary form must reproduce the above 1.22 + copyright notice, this list of conditions and the 1.23 + following disclaimer in the documentation and/or other 1.24 + materials provided with the distribution. 1.25 + 1.26 +* Neither the name of the assimp team, nor the names of its 1.27 + contributors may be used to endorse or promote products 1.28 + derived from this software without specific prior 1.29 + written permission of the assimp team. 1.30 + 1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.42 +--------------------------------------------------------------------------- 1.43 +*/ 1.44 + 1.45 +/** @file Implementation of the helper class to quickly find vertices close to a given position */ 1.46 + 1.47 +#include "AssimpPCH.h" 1.48 +#include "SpatialSort.h" 1.49 + 1.50 +using namespace Assimp; 1.51 + 1.52 +// CHAR_BIT seems to be defined under MVSC, but not under GCC. Pray that the correct value is 8. 1.53 +#ifndef CHAR_BIT 1.54 +# define CHAR_BIT 8 1.55 +#endif 1.56 + 1.57 +// ------------------------------------------------------------------------------------------------ 1.58 +// Constructs a spatially sorted representation from the given position array. 1.59 +SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions, 1.60 + unsigned int pElementOffset) 1.61 + 1.62 + // define the reference plane. We choose some arbitrary vector away from all basic axises 1.63 + // in the hope that no model spreads all its vertices along this plane. 1.64 + : mPlaneNormal(0.8523f, 0.34321f, 0.5736f) 1.65 +{ 1.66 + mPlaneNormal.Normalize(); 1.67 + Fill(pPositions,pNumPositions,pElementOffset); 1.68 +} 1.69 + 1.70 +// ------------------------------------------------------------------------------------------------ 1.71 +SpatialSort :: SpatialSort() 1.72 +: mPlaneNormal(0.8523f, 0.34321f, 0.5736f) 1.73 +{ 1.74 + mPlaneNormal.Normalize(); 1.75 +} 1.76 + 1.77 +// ------------------------------------------------------------------------------------------------ 1.78 +// Destructor 1.79 +SpatialSort::~SpatialSort() 1.80 +{ 1.81 + // nothing to do here, everything destructs automatically 1.82 +} 1.83 + 1.84 +// ------------------------------------------------------------------------------------------------ 1.85 +void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions, 1.86 + unsigned int pElementOffset, 1.87 + bool pFinalize /*= true */) 1.88 +{ 1.89 + mPositions.clear(); 1.90 + Append(pPositions,pNumPositions,pElementOffset,pFinalize); 1.91 +} 1.92 + 1.93 +// ------------------------------------------------------------------------------------------------ 1.94 +void SpatialSort :: Finalize() 1.95 +{ 1.96 + std::sort( mPositions.begin(), mPositions.end()); 1.97 +} 1.98 + 1.99 +// ------------------------------------------------------------------------------------------------ 1.100 +void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositions, 1.101 + unsigned int pElementOffset, 1.102 + bool pFinalize /*= true */) 1.103 +{ 1.104 + // store references to all given positions along with their distance to the reference plane 1.105 + const size_t initial = mPositions.size(); 1.106 + mPositions.reserve(initial + (pFinalize?pNumPositions:pNumPositions*2)); 1.107 + for( unsigned int a = 0; a < pNumPositions; a++) 1.108 + { 1.109 + const char* tempPointer = reinterpret_cast<const char*> (pPositions); 1.110 + const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset); 1.111 + 1.112 + // store position by index and distance 1.113 + float distance = *vec * mPlaneNormal; 1.114 + mPositions.push_back( Entry( a+initial, *vec, distance)); 1.115 + } 1.116 + 1.117 + if (pFinalize) { 1.118 + // now sort the array ascending by distance. 1.119 + Finalize(); 1.120 + } 1.121 +} 1.122 + 1.123 +// ------------------------------------------------------------------------------------------------ 1.124 +// Returns an iterator for all positions close to the given position. 1.125 +void SpatialSort::FindPositions( const aiVector3D& pPosition, 1.126 + float pRadius, std::vector<unsigned int>& poResults) const 1.127 +{ 1.128 + const float dist = pPosition * mPlaneNormal; 1.129 + const float minDist = dist - pRadius, maxDist = dist + pRadius; 1.130 + 1.131 + // clear the array in this strange fashion because a simple clear() would also deallocate 1.132 + // the array which we want to avoid 1.133 + poResults.erase( poResults.begin(), poResults.end()); 1.134 + 1.135 + // quick check for positions outside the range 1.136 + if( mPositions.size() == 0) 1.137 + return; 1.138 + if( maxDist < mPositions.front().mDistance) 1.139 + return; 1.140 + if( minDist > mPositions.back().mDistance) 1.141 + return; 1.142 + 1.143 + // do a binary search for the minimal distance to start the iteration there 1.144 + unsigned int index = (unsigned int)mPositions.size() / 2; 1.145 + unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4; 1.146 + while( binaryStepSize > 1) 1.147 + { 1.148 + if( mPositions[index].mDistance < minDist) 1.149 + index += binaryStepSize; 1.150 + else 1.151 + index -= binaryStepSize; 1.152 + 1.153 + binaryStepSize /= 2; 1.154 + } 1.155 + 1.156 + // depending on the direction of the last step we need to single step a bit back or forth 1.157 + // to find the actual beginning element of the range 1.158 + while( index > 0 && mPositions[index].mDistance > minDist) 1.159 + index--; 1.160 + while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist) 1.161 + index++; 1.162 + 1.163 + // Mow start iterating from there until the first position lays outside of the distance range. 1.164 + // Add all positions inside the distance range within the given radius to the result aray 1.165 + std::vector<Entry>::const_iterator it = mPositions.begin() + index; 1.166 + const float pSquared = pRadius*pRadius; 1.167 + while( it->mDistance < maxDist) 1.168 + { 1.169 + if( (it->mPosition - pPosition).SquareLength() < pSquared) 1.170 + poResults.push_back( it->mIndex); 1.171 + ++it; 1.172 + if( it == mPositions.end()) 1.173 + break; 1.174 + } 1.175 + 1.176 + // that's it 1.177 +} 1.178 + 1.179 +namespace { 1.180 + 1.181 + // Binary, signed-integer representation of a single-precision floating-point value. 1.182 + // IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are 1.183 + // ordered the same way when their bits are reinterpreted as sign-magnitude integers." 1.184 + // This allows us to convert all floating-point numbers to signed integers of arbitrary size 1.185 + // and then use them to work with ULPs (Units in the Last Place, for high-precision 1.186 + // computations) or to compare them (integer comparisons are faster than floating-point 1.187 + // comparisons on many platforms). 1.188 + typedef signed int BinFloat; 1.189 + 1.190 + // -------------------------------------------------------------------------------------------- 1.191 + // Converts the bit pattern of a floating-point number to its signed integer representation. 1.192 + BinFloat ToBinary( const float & pValue) { 1.193 + 1.194 + // If this assertion fails, signed int is not big enough to store a float on your platform. 1.195 + // Please correct the declaration of BinFloat a few lines above - but do it in a portable, 1.196 + // #ifdef'd manner! 1.197 + BOOST_STATIC_ASSERT( sizeof(BinFloat) >= sizeof(float)); 1.198 + 1.199 + #if defined( _MSC_VER) 1.200 + // If this assertion fails, Visual C++ has finally moved to ILP64. This means that this 1.201 + // code has just become legacy code! Find out the current value of _MSC_VER and modify 1.202 + // the #if above so it evaluates false on the current and all upcoming VC versions (or 1.203 + // on the current platform, if LP64 or LLP64 are still used on other platforms). 1.204 + BOOST_STATIC_ASSERT( sizeof(BinFloat) == sizeof(float)); 1.205 + 1.206 + // This works best on Visual C++, but other compilers have their problems with it. 1.207 + const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue); 1.208 + #else 1.209 + // On many compilers, reinterpreting a float address as an integer causes aliasing 1.210 + // problems. This is an ugly but more or less safe way of doing it. 1.211 + union { 1.212 + float asFloat; 1.213 + BinFloat asBin; 1.214 + } conversion; 1.215 + conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float) 1.216 + conversion.asFloat = pValue; 1.217 + const BinFloat binValue = conversion.asBin; 1.218 + #endif 1.219 + 1.220 + // floating-point numbers are of sign-magnitude format, so find out what signed number 1.221 + // representation we must convert negative values to. 1.222 + // See http://en.wikipedia.org/wiki/Signed_number_representations. 1.223 + 1.224 + // Two's complement? 1.225 + if( (-42 == (~42 + 1)) && (binValue & 0x80000000)) 1.226 + return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue; 1.227 + // One's complement? 1.228 + else if( (-42 == ~42) && (binValue & 0x80000000)) 1.229 + return BinFloat(-0) - binValue; 1.230 + // Sign-magnitude? 1.231 + else if( (-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary 1.232 + return binValue; 1.233 + else 1.234 + return binValue; 1.235 + } 1.236 + 1.237 +} // namespace 1.238 + 1.239 +// ------------------------------------------------------------------------------------------------ 1.240 +// Fills an array with indices of all positions indentical to the given position. In opposite to 1.241 +// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units. 1.242 +void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition, 1.243 + std::vector<unsigned int>& poResults) const 1.244 +{ 1.245 + // Epsilons have a huge disadvantage: they are of constant precision, while floating-point 1.246 + // values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but 1.247 + // if you apply it to 0.001, it is enormous. 1.248 + 1.249 + // The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs 1.250 + // tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of 1.251 + // logarithmic precision - around 1, they are 1÷(2^24) and around 10000, they are 0.00125. 1.252 + 1.253 + // For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The 1.254 + // incoming vertex positions might have already been transformed, probably using rather 1.255 + // inaccurate SSE instructions, so we assume a tolerance of 4 ULPs to safely identify 1.256 + // identical vertex positions. 1.257 + static const int toleranceInULPs = 4; 1.258 + // An interesting point is that the inaccuracy grows linear with the number of operations: 1.259 + // multiplying to numbers, each inaccurate to four ULPs, results in an inaccuracy of four ULPs 1.260 + // plus 0.5 ULPs for the multiplication. 1.261 + // To compute the distance to the plane, a dot product is needed - that is a multiplication and 1.262 + // an addition on each number. 1.263 + static const int distanceToleranceInULPs = toleranceInULPs + 1; 1.264 + // The squared distance between two 3D vectors is computed the same way, but with an additional 1.265 + // subtraction. 1.266 + static const int distance3DToleranceInULPs = distanceToleranceInULPs + 1; 1.267 + 1.268 + // Convert the plane distance to its signed integer representation so the ULPs tolerance can be 1.269 + // applied. For some reason, VC won't optimize two calls of the bit pattern conversion. 1.270 + const BinFloat minDistBinary = ToBinary( pPosition * mPlaneNormal) - distanceToleranceInULPs; 1.271 + const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs; 1.272 + 1.273 + // clear the array in this strange fashion because a simple clear() would also deallocate 1.274 + // the array which we want to avoid 1.275 + poResults.erase( poResults.begin(), poResults.end()); 1.276 + 1.277 + // do a binary search for the minimal distance to start the iteration there 1.278 + unsigned int index = (unsigned int)mPositions.size() / 2; 1.279 + unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4; 1.280 + while( binaryStepSize > 1) 1.281 + { 1.282 + // Ugly, but conditional jumps are faster with integers than with floats 1.283 + if( minDistBinary > ToBinary(mPositions[index].mDistance)) 1.284 + index += binaryStepSize; 1.285 + else 1.286 + index -= binaryStepSize; 1.287 + 1.288 + binaryStepSize /= 2; 1.289 + } 1.290 + 1.291 + // depending on the direction of the last step we need to single step a bit back or forth 1.292 + // to find the actual beginning element of the range 1.293 + while( index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance) ) 1.294 + index--; 1.295 + while( index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance)) 1.296 + index++; 1.297 + 1.298 + // Now start iterating from there until the first position lays outside of the distance range. 1.299 + // Add all positions inside the distance range within the tolerance to the result aray 1.300 + std::vector<Entry>::const_iterator it = mPositions.begin() + index; 1.301 + while( ToBinary(it->mDistance) < maxDistBinary) 1.302 + { 1.303 + if( distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength())) 1.304 + poResults.push_back(it->mIndex); 1.305 + ++it; 1.306 + if( it == mPositions.end()) 1.307 + break; 1.308 + } 1.309 + 1.310 + // that's it 1.311 +} 1.312 + 1.313 +// ------------------------------------------------------------------------------------------------ 1.314 +unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,float pRadius) const 1.315 +{ 1.316 + fill.resize(mPositions.size(),UINT_MAX); 1.317 + float dist, maxDist; 1.318 + 1.319 + unsigned int t=0; 1.320 + const float pSquared = pRadius*pRadius; 1.321 + for (size_t i = 0; i < mPositions.size();) { 1.322 + dist = mPositions[i].mPosition * mPlaneNormal; 1.323 + maxDist = dist + pRadius; 1.324 + 1.325 + fill[mPositions[i].mIndex] = t; 1.326 + const aiVector3D& oldpos = mPositions[i].mPosition; 1.327 + for (++i; i < fill.size() && mPositions[i].mDistance < maxDist 1.328 + && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i) 1.329 + { 1.330 + fill[mPositions[i].mIndex] = t; 1.331 + } 1.332 + ++t; 1.333 + } 1.334 + 1.335 +#ifdef _DEBUG 1.336 + 1.337 + // debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1 1.338 + for (size_t i = 0; i < fill.size(); ++i) { 1.339 + ai_assert(fill[i]<mPositions.size()); 1.340 + } 1.341 + 1.342 +#endif 1.343 + return t; 1.344 +} 1.345 +