Initiual commit: AssetImporter source moved from ZFXCE repository to its own repository. PLease do not use the ZFXCE repo any more.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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code/SpatialSort.h
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72
code/SpatialSort.h
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/** Small helper classes to optimise finding vertizes close to a given location */
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#ifndef AI_SPATIALSORT_H_INC
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#define AI_SPATIALSORT_H_INC
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#include <vector>
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#include "../include/aiVector3D.h"
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namespace Assimp
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{
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// ------------------------------------------------------------------------------------------------
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/** A little helper class to quickly find all vertices in the epsilon environment of a given
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* position. Construct an instance with an array of positions. The class stores the given positions
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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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class 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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/** 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 to the beginning of the next vector.
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*/
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SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions, unsigned int pElementOffset);
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/** Destructor */
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~SpatialSort();
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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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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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/** 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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: mPosition( pPosition), mIndex( pIndex), 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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// 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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#endif // AI_SPATIALSORT_H_INC
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