ADD Vertex utility class to simplify conversion from and to interleaved vertices.
Refactor JoinVerticesProcess to utilize the new utility. ADD basic operators for aiColor4D, move to dedicated header and implementation file. ADD some utility functions to SpatialSort. ADD my existing Catmull-Clark implementation to Assimp for all model formats with support for subdivision surfaces. Slightly WIP, likely to produce errors on non-closed meshes. Currently only implemented in the AC3D loader. Switch to byteswap intrinsics instead of inline assembly (bswap). Currently MSVC only. FIX phong shading in assimp_view. VertexTriangleAdjacency class now also works on arbitrary polygons - UNTESTED, tbd. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@532 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -54,48 +54,83 @@ namespace Assimp
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* by their indices and sorts them by their distance to an arbitrary chosen plane.
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* You can then query the instance for all vertices close to a given position in an average O(log n)
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* time, with O(n) worst case complexity when all vertices lay on the plane. The plane is chosen
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* so that it avoids common planes in usual data sets.
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*/
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* so that it avoids common planes in usual data sets. */
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// ------------------------------------------------------------------------------------------------
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class ASSIMP_API SpatialSort
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{
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public:
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SpatialSort() {/* This is unintialized. This is evil. This is OK. */}
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SpatialSort();
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// ------------------------------------------------------------------------------------
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/** Constructs a spatially sorted representation from the given position array.
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* Supply the positions in its layout in memory, the class will only refer to them
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* by index.
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* @param pPositions Pointer to the first position vector of the array.
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* @param pNumPositions Number of vectors to expect in that array.
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* @param pElementOffset Offset in bytes from the beginning of one vector in memory
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* to the beginning of the next vector.
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*/
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* to the beginning of the next vector. */
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SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset);
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/** Sets the input data for the SpatialSort. This replaces the old data.
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*
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* @param pPositions Pointer to the first position vector of the array.
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* @param pNumPositions Number of vectors to expect in that array.
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* @param pElementOffset Offset in bytes from the beginning of one vector in memory
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* to the beginning of the next vector.
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*/
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void Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset);
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/** Destructor */
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~SpatialSort();
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public:
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// ------------------------------------------------------------------------------------
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/** Sets the input data for the SpatialSort. This replaces existing data, if any.
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* The new data receives new indices in ascending order.
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*
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* @param pPositions Pointer to the first position vector of the array.
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* @param pNumPositions Number of vectors to expect in that array.
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* @param pElementOffset Offset in bytes from the beginning of one vector in memory
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* to the beginning of the next vector.
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* @param pFinalize Specifies whether the SpatialSort's internal representation
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* is finalized after the new data has been added. Finalization is
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* required in order to use #FindPosition() or #GenerateMappingTable().
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* If you don't finalize yet, you can use #Append() to add data from
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* other sources.*/
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void 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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// ------------------------------------------------------------------------------------
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/** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */
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void 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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// ------------------------------------------------------------------------------------
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/** Finalize the spatial hash data structure. This can be useful after
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* multiple calls to #Append() with the pFinalize parameter set to false.
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* This is finally required before one of #FindPositions() and #GenerateMappingTable()
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* can be called to query the spatial sort.*/
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void Finalize();
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// ------------------------------------------------------------------------------------
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/** Returns an iterator for all positions close to the given position.
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* @param pPosition The position to look for vertices.
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* @param pRadius Maximal distance from the position a vertex may have to be counted in.
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* @param poResults The container to store the indices of the found positions. Will be emptied
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* by the call so it may contain anything.
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* @return An iterator to iterate over all vertices in the given area.
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*/
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void FindPositions( const aiVector3D& pPosition, float pRadius, std::vector<unsigned int>& poResults) const;
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* @param poResults The container to store the indices of the found positions.
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* Will be emptied by the call so it may contain anything.
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* @return An iterator to iterate over all vertices in the given area.*/
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void FindPositions( const aiVector3D& pPosition, float pRadius,
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std::vector<unsigned int>& poResults) const;
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// ------------------------------------------------------------------------------------
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/** Compute a table that maps each vertex ID referring to a spatially close
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* enough position to the same output ID. Output IDs are assigned in ascending order
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* from 0...n.
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* @param fill Will be filled with numPositions entries.
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* @param pRadius Maximal distance from the position a vertex may have to
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* be counted in.
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* @return Number of unique vertices (n). */
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unsigned int GenerateMappingTable(std::vector<unsigned int>& fill,
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float pRadius) const;
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protected:
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/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
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