1 /*
2 ---------------------------------------------------------------------------
3 Open Asset Import Library (assimp)
4 ---------------------------------------------------------------------------
5 
6 Copyright (c) 2006-2021, assimp team
7 
8 
9 
10 All rights reserved.
11 
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13 with or without modification, are permitted provided that the following
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15 
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17 copyright notice, this list of conditions and the
18 following disclaimer.
19 
20 * Redistributions in binary form must reproduce the above
21 copyright notice, this list of conditions and the
22 following disclaimer in the documentation and/or other
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30 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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32 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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41 ---------------------------------------------------------------------------
42 */
43 
44 /** @file Implementation of the helper class to quickly find
45 vertices close to a given position. Special implementation for
46 the 3ds loader handling smooth groups correctly  */
47 
48 #include <assimp/SGSpatialSort.h>
49 
50 using namespace Assimp;
51 
52 // ------------------------------------------------------------------------------------------------
SGSpatialSort()53 SGSpatialSort::SGSpatialSort()
54 {
55     // define the reference plane. We choose some arbitrary vector away from all basic axes
56     // in the hope that no model spreads all its vertices along this plane.
57     mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
58     mPlaneNormal.Normalize();
59 }
60 // ------------------------------------------------------------------------------------------------
61 // Destructor
~SGSpatialSort()62 SGSpatialSort::~SGSpatialSort()
63 {
64     // nothing to do here, everything destructs automatically
65 }
66 // ------------------------------------------------------------------------------------------------
Add(const aiVector3D & vPosition,unsigned int index,unsigned int smoothingGroup)67 void SGSpatialSort::Add(const aiVector3D& vPosition, unsigned int index,
68     unsigned int smoothingGroup)
69 {
70     // store position by index and distance
71     float distance = vPosition * mPlaneNormal;
72     mPositions.push_back( Entry( index, vPosition,
73         distance, smoothingGroup));
74 }
75 // ------------------------------------------------------------------------------------------------
Prepare()76 void SGSpatialSort::Prepare()
77 {
78     // now sort the array ascending by distance.
79     std::sort( this->mPositions.begin(), this->mPositions.end());
80 }
81 // ------------------------------------------------------------------------------------------------
82 // Returns an iterator for all positions close to the given position.
FindPositions(const aiVector3D & pPosition,uint32_t pSG,float pRadius,std::vector<unsigned int> & poResults,bool exactMatch) const83 void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
84     uint32_t pSG,
85     float pRadius,
86     std::vector<unsigned int>& poResults,
87     bool exactMatch /*= false*/) const
88 {
89     float dist = pPosition * mPlaneNormal;
90     float minDist = dist - pRadius, maxDist = dist + pRadius;
91 
92     // clear the array
93     poResults.clear();
94 
95     // quick check for positions outside the range
96     if( mPositions.empty() )
97         return;
98     if( maxDist < mPositions.front().mDistance)
99         return;
100     if( minDist > mPositions.back().mDistance)
101         return;
102 
103     // do a binary search for the minimal distance to start the iteration there
104     unsigned int index = (unsigned int)mPositions.size() / 2;
105     unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
106     while( binaryStepSize > 1)
107     {
108         if( mPositions[index].mDistance < minDist)
109             index += binaryStepSize;
110         else
111             index -= binaryStepSize;
112 
113         binaryStepSize /= 2;
114     }
115 
116     // depending on the direction of the last step we need to single step a bit back or forth
117     // to find the actual beginning element of the range
118     while( index > 0 && mPositions[index].mDistance > minDist)
119         index--;
120     while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
121         index++;
122 
123     // Mow start iterating from there until the first position lays outside of the distance range.
124     // Add all positions inside the distance range within the given radius to the result array
125 
126     float squareEpsilon = pRadius * pRadius;
127     std::vector<Entry>::const_iterator it  = mPositions.begin() + index;
128     std::vector<Entry>::const_iterator end = mPositions.end();
129 
130     if (exactMatch)
131     {
132         while( it->mDistance < maxDist)
133         {
134             if((it->mPosition - pPosition).SquareLength() < squareEpsilon && it->mSmoothGroups == pSG)
135             {
136                 poResults.push_back( it->mIndex);
137             }
138             ++it;
139             if( end == it )break;
140         }
141     }
142     else
143     {
144         // if the given smoothing group is 0, we'll return all surrounding vertices
145         if (!pSG)
146         {
147             while( it->mDistance < maxDist)
148             {
149                 if((it->mPosition - pPosition).SquareLength() < squareEpsilon)
150                     poResults.push_back( it->mIndex);
151                 ++it;
152                 if( end == it)break;
153             }
154         }
155         else while( it->mDistance < maxDist)
156         {
157             if((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
158                 (it->mSmoothGroups & pSG || !it->mSmoothGroups))
159             {
160                 poResults.push_back( it->mIndex);
161             }
162             ++it;
163             if( end == it)break;
164         }
165     }
166 }
167 
168 
169