diff options
author | RevoluPowered <gordon@gordonite.tech> | 2019-07-29 23:54:00 +0100 |
---|---|---|
committer | RevoluPowered <gordon@gordonite.tech> | 2019-07-30 18:59:29 +0100 |
commit | 243f400ee201aa59f23ec073983b8557d641d01a (patch) | |
tree | d6de9b21b369c22afc79f64b67cf3805ae97854f /thirdparty/assimp/code/SpatialSort.cpp | |
parent | 73d2a997616be6b91bc1fecbf4745abe88f85a92 (diff) |
Updated assimp to commit 1d565b0 with iFire
Signed-off-by: RevoluPowered <gordon@gordonite.tech>
Signed-off-by: K. S. Ernest (iFIre) Lee <ernest.lee@chibifire.com>
Diffstat (limited to 'thirdparty/assimp/code/SpatialSort.cpp')
-rw-r--r-- | thirdparty/assimp/code/SpatialSort.cpp | 342 |
1 files changed, 0 insertions, 342 deletions
diff --git a/thirdparty/assimp/code/SpatialSort.cpp b/thirdparty/assimp/code/SpatialSort.cpp deleted file mode 100644 index a4f3a4e4b8..0000000000 --- a/thirdparty/assimp/code/SpatialSort.cpp +++ /dev/null @@ -1,342 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2019, assimp team - - - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file Implementation of the helper class to quickly find vertices close to a given position */ - -#include <assimp/SpatialSort.h> -#include <assimp/ai_assert.h> - -using namespace Assimp; - -// CHAR_BIT seems to be defined under MVSC, but not under GCC. Pray that the correct value is 8. -#ifndef CHAR_BIT -# define CHAR_BIT 8 -#endif - -// ------------------------------------------------------------------------------------------------ -// Constructs a spatially sorted representation from the given position array. -SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions, - unsigned int pElementOffset) - - // define the reference plane. We choose some arbitrary vector away from all basic axises - // in the hope that no model spreads all its vertices along this plane. - : mPlaneNormal(0.8523f, 0.34321f, 0.5736f) -{ - mPlaneNormal.Normalize(); - Fill(pPositions,pNumPositions,pElementOffset); -} - -// ------------------------------------------------------------------------------------------------ -SpatialSort :: SpatialSort() -: mPlaneNormal(0.8523f, 0.34321f, 0.5736f) -{ - mPlaneNormal.Normalize(); -} - -// ------------------------------------------------------------------------------------------------ -// Destructor -SpatialSort::~SpatialSort() -{ - // nothing to do here, everything destructs automatically -} - -// ------------------------------------------------------------------------------------------------ -void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions, - unsigned int pElementOffset, - bool pFinalize /*= true */) -{ - mPositions.clear(); - Append(pPositions,pNumPositions,pElementOffset,pFinalize); -} - -// ------------------------------------------------------------------------------------------------ -void SpatialSort :: Finalize() -{ - std::sort( mPositions.begin(), mPositions.end()); -} - -// ------------------------------------------------------------------------------------------------ -void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositions, - unsigned int pElementOffset, - bool pFinalize /*= true */) -{ - // store references to all given positions along with their distance to the reference plane - const size_t initial = mPositions.size(); - mPositions.reserve(initial + (pFinalize?pNumPositions:pNumPositions*2)); - for( unsigned int a = 0; a < pNumPositions; a++) - { - const char* tempPointer = reinterpret_cast<const char*> (pPositions); - const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset); - - // store position by index and distance - ai_real distance = *vec * mPlaneNormal; - mPositions.push_back( Entry( static_cast<unsigned int>(a+initial), *vec, distance)); - } - - if (pFinalize) { - // now sort the array ascending by distance. - Finalize(); - } -} - -// ------------------------------------------------------------------------------------------------ -// Returns an iterator for all positions close to the given position. -void SpatialSort::FindPositions( const aiVector3D& pPosition, - ai_real pRadius, std::vector<unsigned int>& poResults) const -{ - const ai_real dist = pPosition * mPlaneNormal; - const ai_real minDist = dist - pRadius, maxDist = dist + pRadius; - - // clear the array - poResults.clear(); - - // quick check for positions outside the range - if( mPositions.size() == 0) - return; - if( maxDist < mPositions.front().mDistance) - return; - if( minDist > mPositions.back().mDistance) - return; - - // do a binary search for the minimal distance to start the iteration there - unsigned int index = (unsigned int)mPositions.size() / 2; - unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4; - while( binaryStepSize > 1) - { - if( mPositions[index].mDistance < minDist) - index += binaryStepSize; - else - index -= binaryStepSize; - - binaryStepSize /= 2; - } - - // depending on the direction of the last step we need to single step a bit back or forth - // to find the actual beginning element of the range - while( index > 0 && mPositions[index].mDistance > minDist) - index--; - while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist) - index++; - - // Mow start iterating from there until the first position lays outside of the distance range. - // Add all positions inside the distance range within the given radius to the result aray - std::vector<Entry>::const_iterator it = mPositions.begin() + index; - const ai_real pSquared = pRadius*pRadius; - while( it->mDistance < maxDist) - { - if( (it->mPosition - pPosition).SquareLength() < pSquared) - poResults.push_back( it->mIndex); - ++it; - if( it == mPositions.end()) - break; - } - - // that's it -} - -namespace { - - // Binary, signed-integer representation of a single-precision floating-point value. - // IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are - // ordered the same way when their bits are reinterpreted as sign-magnitude integers." - // This allows us to convert all floating-point numbers to signed integers of arbitrary size - // and then use them to work with ULPs (Units in the Last Place, for high-precision - // computations) or to compare them (integer comparisons are faster than floating-point - // comparisons on many platforms). - typedef ai_int BinFloat; - - // -------------------------------------------------------------------------------------------- - // Converts the bit pattern of a floating-point number to its signed integer representation. - BinFloat ToBinary( const ai_real & pValue) { - - // If this assertion fails, signed int is not big enough to store a float on your platform. - // Please correct the declaration of BinFloat a few lines above - but do it in a portable, - // #ifdef'd manner! - static_assert( sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)"); - - #if defined( _MSC_VER) - // If this assertion fails, Visual C++ has finally moved to ILP64. This means that this - // code has just become legacy code! Find out the current value of _MSC_VER and modify - // the #if above so it evaluates false on the current and all upcoming VC versions (or - // on the current platform, if LP64 or LLP64 are still used on other platforms). - static_assert( sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)"); - - // This works best on Visual C++, but other compilers have their problems with it. - const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue); - #else - // On many compilers, reinterpreting a float address as an integer causes aliasing - // problems. This is an ugly but more or less safe way of doing it. - union { - ai_real asFloat; - BinFloat asBin; - } conversion; - conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float) - conversion.asFloat = pValue; - const BinFloat binValue = conversion.asBin; - #endif - - // floating-point numbers are of sign-magnitude format, so find out what signed number - // representation we must convert negative values to. - // See http://en.wikipedia.org/wiki/Signed_number_representations. - - // Two's complement? - if( (-42 == (~42 + 1)) && (binValue & 0x80000000)) - return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue; - // One's complement? - else if ( (-42 == ~42) && (binValue & 0x80000000)) - return BinFloat(-0) - binValue; - // Sign-magnitude? - else if( (-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary - return binValue; - else - return binValue; - } - -} // namespace - -// ------------------------------------------------------------------------------------------------ -// Fills an array with indices of all positions identical to the given position. In opposite to -// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units. -void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition, - std::vector<unsigned int>& poResults) const -{ - // Epsilons have a huge disadvantage: they are of constant precision, while floating-point - // values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but - // if you apply it to 0.001, it is enormous. - - // The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs - // tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of - // logarithmic precision - around 1, they are 1*(2^24) and around 10000, they are 0.00125. - - // For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The - // incoming vertex positions might have already been transformed, probably using rather - // inaccurate SSE instructions, so we assume a tolerance of 4 ULPs to safely identify - // identical vertex positions. - static const int toleranceInULPs = 4; - // An interesting point is that the inaccuracy grows linear with the number of operations: - // multiplying to numbers, each inaccurate to four ULPs, results in an inaccuracy of four ULPs - // plus 0.5 ULPs for the multiplication. - // To compute the distance to the plane, a dot product is needed - that is a multiplication and - // an addition on each number. - static const int distanceToleranceInULPs = toleranceInULPs + 1; - // The squared distance between two 3D vectors is computed the same way, but with an additional - // subtraction. - static const int distance3DToleranceInULPs = distanceToleranceInULPs + 1; - - // Convert the plane distance to its signed integer representation so the ULPs tolerance can be - // applied. For some reason, VC won't optimize two calls of the bit pattern conversion. - const BinFloat minDistBinary = ToBinary( pPosition * mPlaneNormal) - distanceToleranceInULPs; - const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs; - - // clear the array in this strange fashion because a simple clear() would also deallocate - // the array which we want to avoid - poResults.resize( 0 ); - - // do a binary search for the minimal distance to start the iteration there - unsigned int index = (unsigned int)mPositions.size() / 2; - unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4; - while( binaryStepSize > 1) - { - // Ugly, but conditional jumps are faster with integers than with floats - if( minDistBinary > ToBinary(mPositions[index].mDistance)) - index += binaryStepSize; - else - index -= binaryStepSize; - - binaryStepSize /= 2; - } - - // depending on the direction of the last step we need to single step a bit back or forth - // to find the actual beginning element of the range - while( index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance) ) - index--; - while( index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance)) - index++; - - // Now start iterating from there until the first position lays outside of the distance range. - // Add all positions inside the distance range within the tolerance to the result array - std::vector<Entry>::const_iterator it = mPositions.begin() + index; - while( ToBinary(it->mDistance) < maxDistBinary) - { - if( distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength())) - poResults.push_back(it->mIndex); - ++it; - if( it == mPositions.end()) - break; - } - - // that's it -} - -// ------------------------------------------------------------------------------------------------ -unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill, ai_real pRadius) const -{ - fill.resize(mPositions.size(),UINT_MAX); - ai_real dist, maxDist; - - unsigned int t=0; - const ai_real pSquared = pRadius*pRadius; - for (size_t i = 0; i < mPositions.size();) { - dist = mPositions[i].mPosition * mPlaneNormal; - maxDist = dist + pRadius; - - fill[mPositions[i].mIndex] = t; - const aiVector3D& oldpos = mPositions[i].mPosition; - for (++i; i < fill.size() && mPositions[i].mDistance < maxDist - && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i) - { - fill[mPositions[i].mIndex] = t; - } - ++t; - } - -#ifdef ASSIMP_BUILD_DEBUG - - // debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1 - for (size_t i = 0; i < fill.size(); ++i) { - ai_assert(fill[i]<mPositions.size()); - } - -#endif - return t; -} |