Refactor: Expand tabs to 4 spaces
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+85
-85
@@ -60,109 +60,109 @@ class SpatialSort
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{
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public:
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SpatialSort();
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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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SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset);
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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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SpatialSort( 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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/** 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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/** 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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/** 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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/** 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.
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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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/** 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.
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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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/** Fills an array with indices of all positions indentical to the given position. In
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* opposite to FindPositions(), not an epsilon is used but a (very low) tolerance of
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* four floating-point units.
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* @param pPosition The position to look for vertices.
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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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void FindIdenticalPositions( const aiVector3D& pPosition,
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std::vector<unsigned int>& poResults) const;
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// ------------------------------------------------------------------------------------
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/** Fills an array with indices of all positions indentical to the given position. In
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* opposite to FindPositions(), not an epsilon is used but a (very low) tolerance of
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* four floating-point units.
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* @param pPosition The position to look for vertices.
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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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void FindIdenticalPositions( const aiVector3D& pPosition,
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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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// ------------------------------------------------------------------------------------
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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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aiVector3D mPlaneNormal;
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/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
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aiVector3D mPlaneNormal;
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/** An entry in a spatially sorted position array. Consists of a vertex index,
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* its position and its precalculated distance from the reference plane */
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struct Entry
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{
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unsigned int mIndex; ///< The vertex referred by this entry
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aiVector3D mPosition; ///< Position
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float mDistance; ///< Distance of this vertex to the sorting plane
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/** An entry in a spatially sorted position array. Consists of a vertex index,
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* its position and its precalculated distance from the reference plane */
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struct Entry
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{
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unsigned int mIndex; ///< The vertex referred by this entry
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aiVector3D mPosition; ///< Position
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float mDistance; ///< Distance of this vertex to the sorting plane
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Entry() { /** intentionally not initialized.*/ }
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Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance)
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: mIndex( pIndex), mPosition( pPosition), mDistance( pDistance)
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{ }
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Entry() { /** intentionally not initialized.*/ }
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Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance)
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: mIndex( pIndex), mPosition( pPosition), mDistance( pDistance)
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{ }
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bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
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};
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bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
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};
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// all positions, sorted by distance to the sorting plane
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std::vector<Entry> mPositions;
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// all positions, sorted by distance to the sorting plane
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std::vector<Entry> mPositions;
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};
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} // end of namespace Assimp
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