update assimp
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@@ -55,17 +55,19 @@ const aiVector3D PlaneInit(0.8523f, 0.34321f, 0.5736f);
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// ------------------------------------------------------------------------------------------------
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// Constructs a spatially sorted representation from the given position array.
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// define the reference plane. We choose some arbitrary vector away from all basic axises
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// define the reference plane. We choose some arbitrary vector away from all basic axes
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// in the hope that no model spreads all its vertices along this plane.
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SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) :
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mPlaneNormal(PlaneInit) {
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mPlaneNormal(PlaneInit),
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mFinalized(false) {
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mPlaneNormal.Normalize();
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Fill(pPositions, pNumPositions, pElementOffset);
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}
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// ------------------------------------------------------------------------------------------------
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SpatialSort::SpatialSort() :
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mPlaneNormal(PlaneInit) {
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mPlaneNormal(PlaneInit),
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mFinalized(false) {
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mPlaneNormal.Normalize();
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}
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@@ -80,28 +82,41 @@ void SpatialSort::Fill(const aiVector3D *pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset,
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bool pFinalize /*= true */) {
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mPositions.clear();
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mFinalized = false;
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Append(pPositions, pNumPositions, pElementOffset, pFinalize);
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mFinalized = pFinalize;
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}
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// ------------------------------------------------------------------------------------------------
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ai_real SpatialSort::CalculateDistance(const aiVector3D &pPosition) const {
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return (pPosition - mCentroid) * mPlaneNormal;
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}
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// ------------------------------------------------------------------------------------------------
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void SpatialSort::Finalize() {
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const ai_real scale = 1.0f / mPositions.size();
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for (unsigned int i = 0; i < mPositions.size(); i++) {
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mCentroid += scale * mPositions[i].mPosition;
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}
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for (unsigned int i = 0; i < mPositions.size(); i++) {
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mPositions[i].mDistance = CalculateDistance(mPositions[i].mPosition);
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}
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std::sort(mPositions.begin(), mPositions.end());
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mFinalized = true;
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}
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// ------------------------------------------------------------------------------------------------
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void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset,
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bool pFinalize /*= true */) {
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ai_assert(!mFinalized && "You cannot add positions to the SpatialSort object after it has been finalized.");
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// store references to all given positions along with their distance to the reference plane
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const size_t initial = mPositions.size();
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mPositions.reserve(initial + (pFinalize ? pNumPositions : pNumPositions * 2));
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mPositions.reserve(initial + pNumPositions);
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for (unsigned int a = 0; a < pNumPositions; a++) {
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const char *tempPointer = reinterpret_cast<const char *>(pPositions);
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const aiVector3D *vec = reinterpret_cast<const aiVector3D *>(tempPointer + a * pElementOffset);
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// store position by index and distance
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ai_real distance = *vec * mPlaneNormal;
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mPositions.push_back(Entry(static_cast<unsigned int>(a + initial), *vec, distance));
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mPositions.push_back(Entry(static_cast<unsigned int>(a + initial), *vec));
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}
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if (pFinalize) {
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@@ -114,7 +129,8 @@ void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPosition
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// Returns an iterator for all positions close to the given position.
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void SpatialSort::FindPositions(const aiVector3D &pPosition,
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ai_real pRadius, std::vector<unsigned int> &poResults) const {
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const ai_real dist = pPosition * mPlaneNormal;
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ai_assert(mFinalized && "The SpatialSort object must be finalized before FindPositions can be called.");
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const ai_real dist = CalculateDistance(pPosition);
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const ai_real minDist = dist - pRadius, maxDist = dist + pRadius;
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// clear the array
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@@ -148,7 +164,7 @@ void SpatialSort::FindPositions(const aiVector3D &pPosition,
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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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// Add all positions inside the distance range within the given radius to the result array
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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const ai_real pSquared = pRadius * pRadius;
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while (it->mDistance < maxDist) {
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@@ -229,6 +245,7 @@ BinFloat ToBinary(const ai_real &pValue) {
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// Fills an array with indices of all positions identical to the given position. In opposite to
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// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units.
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void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vector<unsigned int> &poResults) const {
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ai_assert(mFinalized && "The SpatialSort object must be finalized before FindIdenticalPositions can be called.");
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// Epsilons have a huge disadvantage: they are of constant precision, while floating-point
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// values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but
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// if you apply it to 0.001, it is enormous.
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@@ -254,7 +271,7 @@ void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vecto
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// Convert the plane distance to its signed integer representation so the ULPs tolerance can be
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// applied. For some reason, VC won't optimize two calls of the bit pattern conversion.
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const BinFloat minDistBinary = ToBinary(pPosition * mPlaneNormal) - distanceToleranceInULPs;
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const BinFloat minDistBinary = ToBinary(CalculateDistance(pPosition)) - distanceToleranceInULPs;
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const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs;
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// clear the array in this strange fashion because a simple clear() would also deallocate
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@@ -297,13 +314,14 @@ void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vecto
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// ------------------------------------------------------------------------------------------------
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unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int> &fill, ai_real pRadius) const {
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ai_assert(mFinalized && "The SpatialSort object must be finalized before GenerateMappingTable can be called.");
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fill.resize(mPositions.size(), UINT_MAX);
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ai_real dist, maxDist;
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unsigned int t = 0;
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const ai_real pSquared = pRadius * pRadius;
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for (size_t i = 0; i < mPositions.size();) {
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dist = mPositions[i].mPosition * mPlaneNormal;
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dist = (mPositions[i].mPosition - mCentroid) * mPlaneNormal;
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maxDist = dist + pRadius;
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fill[mPositions[i].mIndex] = t;
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