- Ifc: make code base ready for running double precision by using the new math templates with a customizable float type, IfcFloat. (still using floats with this commit).

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1133 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2012-02-02 02:09:49 +00:00
parent 0f541f5e2b
commit e867c73327
7 changed files with 368 additions and 358 deletions
+196 -196
View File
@@ -61,17 +61,17 @@ namespace Assimp {
// XXX use full -+ range ...
const ClipperLib::long64 max_ulong64 = 1518500249; // clipper.cpp / hiRange var
//#define to_int64(p) (static_cast<ulong64>( std::max( 0., std::min( static_cast<double>((p)), 1.) ) * max_ulong64 ))
#define to_int64(p) (static_cast<ulong64>(static_cast<double>((p) ) * max_ulong64 ))
#define from_int64(p) (static_cast<double>((p)) / max_ulong64)
#define from_int64_f(p) (static_cast<float>(from_int64((p))))
//#define to_int64(p) (static_cast<ulong64>( std::max( 0., std::min( static_cast<IfcFloat>((p)), 1.) ) * max_ulong64 ))
#define to_int64(p) (static_cast<ulong64>(static_cast<IfcFloat>((p) ) * max_ulong64 ))
#define from_int64(p) (static_cast<IfcFloat>((p)) / max_ulong64)
#define from_int64_f(p) (static_cast<IfcFloat>(from_int64((p))))
// ------------------------------------------------------------------------------------------------
bool ProcessPolyloop(const IfcPolyLoop& loop, TempMesh& meshout, ConversionData& /*conv*/)
{
size_t cnt = 0;
BOOST_FOREACH(const IfcCartesianPoint& c, loop.Polygon) {
aiVector3D tmp;
IfcVector3 tmp;
ConvertCartesianPoint(tmp,c);
meshout.verts.push_back(tmp);
@@ -93,7 +93,7 @@ bool ProcessPolyloop(const IfcPolyLoop& loop, TempMesh& meshout, ConversionData&
}
// ------------------------------------------------------------------------------------------------
void ComputePolygonNormals(const TempMesh& meshout, std::vector<aiVector3D>& normals, bool normalize = true, size_t ofs = 0)
void ComputePolygonNormals(const TempMesh& meshout, std::vector<IfcVector3>& normals, bool normalize = true, size_t ofs = 0)
{
size_t max_vcount = 0;
std::vector<unsigned int>::const_iterator begin=meshout.vertcnt.begin()+ofs, end=meshout.vertcnt.end(), iit;
@@ -101,7 +101,7 @@ void ComputePolygonNormals(const TempMesh& meshout, std::vector<aiVector3D>& nor
max_vcount = std::max(max_vcount,static_cast<size_t>(*iit));
}
std::vector<float> temp((max_vcount+2)*4);
std::vector<IfcFloat> temp((max_vcount+2)*4);
normals.reserve( normals.size() + meshout.vertcnt.size()-ofs );
// `NewellNormal()` currently has a relatively strange interface and need to
@@ -109,26 +109,26 @@ void ComputePolygonNormals(const TempMesh& meshout, std::vector<aiVector3D>& nor
size_t vidx = std::accumulate(meshout.vertcnt.begin(),begin,0);
for(iit = begin; iit != end; vidx += *iit++) {
if (!*iit) {
normals.push_back(aiVector3D());
normals.push_back(IfcVector3());
continue;
}
for(size_t vofs = 0, cnt = 0; vofs < *iit; ++vofs) {
const aiVector3D& v = meshout.verts[vidx+vofs];
const IfcVector3& v = meshout.verts[vidx+vofs];
temp[cnt++] = v.x;
temp[cnt++] = v.y;
temp[cnt++] = v.z;
#ifdef _DEBUG
temp[cnt] = std::numeric_limits<float>::quiet_NaN();
temp[cnt] = std::numeric_limits<IfcFloat>::quiet_NaN();
#endif
++cnt;
}
normals.push_back(aiVector3D());
normals.push_back(IfcVector3());
NewellNormal<4,4,4>(normals.back(),*iit,&temp[0],&temp[1],&temp[2]);
}
if(normalize) {
BOOST_FOREACH(aiVector3D& n, normals) {
BOOST_FOREACH(IfcVector3& n, normals) {
n.Normalize();
}
}
@@ -136,17 +136,17 @@ void ComputePolygonNormals(const TempMesh& meshout, std::vector<aiVector3D>& nor
// ------------------------------------------------------------------------------------------------
// Compute the normal of the last polygon in the given mesh
aiVector3D ComputePolygonNormal(const TempMesh& inmesh, bool normalize = true)
IfcVector3 ComputePolygonNormal(const TempMesh& inmesh, bool normalize = true)
{
size_t total = inmesh.vertcnt.back(), vidx = inmesh.verts.size() - total;
std::vector<float> temp((total+2)*3);
std::vector<IfcFloat> temp((total+2)*3);
for(size_t vofs = 0, cnt = 0; vofs < total; ++vofs) {
const aiVector3D& v = inmesh.verts[vidx+vofs];
const IfcVector3& v = inmesh.verts[vidx+vofs];
temp[cnt++] = v.x;
temp[cnt++] = v.y;
temp[cnt++] = v.z;
}
aiVector3D nor;
IfcVector3 nor;
NewellNormal<3,3,3>(nor,total,&temp[0],&temp[1],&temp[2]);
return normalize ? nor.Normalize() : nor;
}
@@ -154,15 +154,15 @@ aiVector3D ComputePolygonNormal(const TempMesh& inmesh, bool normalize = true)
// ------------------------------------------------------------------------------------------------
void FixupFaceOrientation(TempMesh& result)
{
const aiVector3D vavg = result.Center();
const IfcVector3 vavg = result.Center();
std::vector<aiVector3D> normals;
std::vector<IfcVector3> normals;
ComputePolygonNormals(result,normals);
size_t c = 0, ofs = 0;
BOOST_FOREACH(unsigned int cnt, result.vertcnt) {
if (cnt>2){
const aiVector3D& thisvert = result.verts[c];
const IfcVector3& thisvert = result.verts[c];
if (normals[ofs]*(thisvert-vavg) < 0) {
std::reverse(result.verts.begin()+c,result.verts.begin()+cnt+c);
}
@@ -173,7 +173,7 @@ void FixupFaceOrientation(TempMesh& result)
}
// ------------------------------------------------------------------------------------------------
void RecursiveMergeBoundaries(TempMesh& final_result, const TempMesh& in, const TempMesh& boundary, std::vector<aiVector3D>& normals, const aiVector3D& nor_boundary)
void RecursiveMergeBoundaries(TempMesh& final_result, const TempMesh& in, const TempMesh& boundary, std::vector<IfcVector3>& normals, const IfcVector3& nor_boundary)
{
ai_assert(in.vertcnt.size() >= 1);
ai_assert(boundary.vertcnt.size() == 1);
@@ -185,15 +185,15 @@ void RecursiveMergeBoundaries(TempMesh& final_result, const TempMesh& in, const
// to the outer boundary is actually the shortest possible.
size_t vidx = 0, best_vidx_start = 0;
size_t best_ofs, best_outer = boundary.verts.size();
float best_dist = 1e10;
IfcFloat best_dist = 1e10;
for(std::vector<unsigned int>::const_iterator iit = begin; iit != end; vidx += *iit++) {
for(size_t vofs = 0; vofs < *iit; ++vofs) {
const aiVector3D& v = in.verts[vidx+vofs];
const IfcVector3& v = in.verts[vidx+vofs];
for(size_t outer = 0; outer < boundary.verts.size(); ++outer) {
const aiVector3D& o = boundary.verts[outer];
const float d = (o-v).SquareLength();
const IfcVector3& o = boundary.verts[outer];
const IfcFloat d = (o-v).SquareLength();
if (d < best_dist) {
best_dist = d;
@@ -214,7 +214,7 @@ void RecursiveMergeBoundaries(TempMesh& final_result, const TempMesh& in, const
out.verts.reserve(cnt);
for(size_t outer = 0; outer < boundary.verts.size(); ++outer) {
const aiVector3D& o = boundary.verts[outer];
const IfcVector3& o = boundary.verts[outer];
out.verts.push_back(o);
if (outer == best_outer) {
@@ -286,12 +286,12 @@ void MergePolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t mas
size_t outer_polygon_start = 0;
// do not normalize 'normals', we need the original length for computing the polygon area
std::vector<aiVector3D> normals;
std::vector<IfcVector3> normals;
ComputePolygonNormals(meshout,normals,false);
// see if one of the polygons is a IfcFaceOuterBound (in which case `master_bounds` is its index).
// sadly we can't rely on it, the docs say 'At most one of the bounds shall be of the type IfcFaceOuterBound'
float area_outer_polygon = 1e-10f;
IfcFloat area_outer_polygon = 1e-10f;
if (master_bounds != (size_t)-1) {
outer_polygon = begin + master_bounds;
outer_polygon_start = std::accumulate(begin,outer_polygon,0);
@@ -301,8 +301,8 @@ void MergePolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t mas
size_t vidx = 0;
for(iit = begin; iit != meshout.vertcnt.end(); vidx += *iit++) {
// find the polygon with the largest area, it must be the outer bound.
aiVector3D& n = normals[std::distance(begin,iit)];
const float area = n.SquareLength();
IfcVector3& n = normals[std::distance(begin,iit)];
const IfcFloat area = n.SquareLength();
if (area > area_outer_polygon) {
area_outer_polygon = area;
outer_polygon = iit;
@@ -312,18 +312,18 @@ void MergePolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t mas
}
ai_assert(outer_polygon != meshout.vertcnt.end());
std::vector<aiVector3D>& in = meshout.verts;
std::vector<IfcVector3>& in = meshout.verts;
// skip over extremely small boundaries - this is a workaround to fix cases
// in which the number of holes is so extremely large that the
// triangulation code fails.
#define IFC_VERTICAL_HOLE_SIZE_THRESHOLD 0.000001f
size_t vidx = 0, removed = 0, index = 0;
const float threshold = area_outer_polygon * IFC_VERTICAL_HOLE_SIZE_THRESHOLD;
const IfcFloat threshold = area_outer_polygon * IFC_VERTICAL_HOLE_SIZE_THRESHOLD;
for(iit = begin; iit != end ;++index) {
const float sqlen = normals[index].SquareLength();
const IfcFloat sqlen = normals[index].SquareLength();
if (sqlen < threshold) {
std::vector<aiVector3D>::iterator inbase = in.begin()+vidx;
std::vector<IfcVector3>::iterator inbase = in.begin()+vidx;
in.erase(inbase,inbase+*iit);
outer_polygon_start -= outer_polygon_start>vidx ? *iit : 0;
@@ -355,19 +355,19 @@ next_loop:
continue;
}
const size_t next = (vofs+1)%*iit;
const aiVector3D& v = in[vidx+vofs], &vnext = in[vidx+next],&vd = (vnext-v).Normalize();
const IfcVector3& v = in[vidx+vofs], &vnext = in[vidx+next],&vd = (vnext-v).Normalize();
for(size_t outer = 0; outer < *outer_polygon; ++outer) {
const aiVector3D& o = in[outer_polygon_start+outer], &onext = in[outer_polygon_start+(outer+1)%*outer_polygon], &od = (onext-o).Normalize();
const IfcVector3& o = in[outer_polygon_start+outer], &onext = in[outer_polygon_start+(outer+1)%*outer_polygon], &od = (onext-o).Normalize();
if (fabs(vd * od) > 1.f-1e-6f && (onext-v).Normalize() * vd > 1.f-1e-6f && (onext-v)*(o-v) < 0) {
IFCImporter::LogDebug("got an inner hole that lies partly on the outer polygonal boundary, merging them to a single contour");
// in between outer and outer+1 insert all vertices of this loop, then drop the original altogether.
std::vector<aiVector3D> tmp(*iit);
std::vector<IfcVector3> tmp(*iit);
const size_t start = (v-o).SquareLength() > (vnext-o).SquareLength() ? vofs : next;
std::vector<aiVector3D>::iterator inbase = in.begin()+vidx, it = std::copy(inbase+start, inbase+*iit,tmp.begin());
std::vector<IfcVector3>::iterator inbase = in.begin()+vidx, it = std::copy(inbase+start, inbase+*iit,tmp.begin());
std::copy(inbase, inbase+start,it);
std::reverse(tmp.begin(),tmp.end());
@@ -398,12 +398,12 @@ next_loop:
boundary.vertcnt.resize(1,*outer_polygon);
boundary.verts.resize(*outer_polygon);
std::vector<aiVector3D>::iterator b = in.begin()+outer_polygon_start;
std::vector<IfcVector3>::iterator b = in.begin()+outer_polygon_start;
std::copy(b,b+*outer_polygon,boundary.verts.begin());
in.erase(b,b+*outer_polygon);
std::vector<aiVector3D>::iterator norit = normals.begin()+std::distance(meshout.vertcnt.begin(),outer_polygon);
const aiVector3D nor_boundary = *norit;
std::vector<IfcVector3>::iterator norit = normals.begin()+std::distance(meshout.vertcnt.begin(),outer_polygon);
const IfcVector3 nor_boundary = *norit;
normals.erase(norit);
meshout.vertcnt.erase(outer_polygon);
@@ -463,18 +463,18 @@ void ProcessRevolvedAreaSolid(const IfcRevolvedAreaSolid& solid, TempMesh& resul
return;
}
aiVector3D axis, pos;
IfcVector3 axis, pos;
ConvertAxisPlacement(axis,pos,solid.Axis);
aiMatrix4x4 tb0,tb1;
aiMatrix4x4::Translation(pos,tb0);
aiMatrix4x4::Translation(-pos,tb1);
IfcMatrix4 tb0,tb1;
IfcMatrix4::Translation(pos,tb0);
IfcMatrix4::Translation(-pos,tb1);
const std::vector<aiVector3D>& in = meshout.verts;
const std::vector<IfcVector3>& in = meshout.verts;
const size_t size=in.size();
bool has_area = solid.SweptArea->ProfileType == "AREA" && size>2;
const float max_angle = solid.Angle*conv.angle_scale;
const IfcFloat max_angle = solid.Angle*conv.angle_scale;
if(fabs(max_angle) < 1e-3) {
if(has_area) {
result = meshout;
@@ -483,18 +483,18 @@ void ProcessRevolvedAreaSolid(const IfcRevolvedAreaSolid& solid, TempMesh& resul
}
const unsigned int cnt_segments = std::max(2u,static_cast<unsigned int>(16 * fabs(max_angle)/AI_MATH_HALF_PI_F));
const float delta = max_angle/cnt_segments;
const IfcFloat delta = max_angle/cnt_segments;
has_area = has_area && fabs(max_angle) < AI_MATH_TWO_PI_F*0.99;
result.verts.reserve(size*((cnt_segments+1)*4+(has_area?2:0)));
result.vertcnt.reserve(size*cnt_segments+2);
aiMatrix4x4 rot;
rot = tb0 * aiMatrix4x4::Rotation(delta,axis,rot) * tb1;
IfcMatrix4 rot;
rot = tb0 * IfcMatrix4::Rotation(delta,axis,rot) * tb1;
size_t base = 0;
std::vector<aiVector3D>& out = result.verts;
std::vector<IfcVector3>& out = result.verts;
// dummy data to simplify later processing
for(size_t i = 0; i < size; ++i) {
@@ -506,7 +506,7 @@ void ProcessRevolvedAreaSolid(const IfcRevolvedAreaSolid& solid, TempMesh& resul
const size_t next = (i+1)%size;
result.vertcnt.push_back(4);
const aiVector3D& base_0 = out[base+i*4+3],base_1 = out[base+next*4+3];
const IfcVector3& base_0 = out[base+i*4+3],base_1 = out[base+next*4+3];
out.push_back(base_0);
out.push_back(base_1);
@@ -533,7 +533,7 @@ void ProcessRevolvedAreaSolid(const IfcRevolvedAreaSolid& solid, TempMesh& resul
result.vertcnt.push_back(size);
}
aiMatrix4x4 trafo;
IfcMatrix4 trafo;
ConvertAxisPlacement(trafo, solid.Position);
result.Transform(trafo);
@@ -541,16 +541,16 @@ void ProcessRevolvedAreaSolid(const IfcRevolvedAreaSolid& solid, TempMesh& resul
}
// ------------------------------------------------------------------------------------------------
aiMatrix3x3 DerivePlaneCoordinateSpace(const TempMesh& curmesh) {
IfcMatrix3 DerivePlaneCoordinateSpace(const TempMesh& curmesh) {
const std::vector<aiVector3D>& out = curmesh.verts;
aiMatrix3x3 m;
const std::vector<IfcVector3>& out = curmesh.verts;
IfcMatrix3 m;
const size_t s = out.size();
assert(curmesh.vertcnt.size() == 1 && curmesh.vertcnt.back() == s);
const aiVector3D any_point = out[s-1];
aiVector3D nor;
const IfcVector3 any_point = out[s-1];
IfcVector3 nor;
// The input polygon is arbitrarily shaped, so we might need some tries
// until we find a suitable normal (and it does not even need to be
@@ -571,11 +571,11 @@ out:
nor.Normalize();
aiVector3D r = (out[i]-any_point);
IfcVector3 r = (out[i]-any_point);
r.Normalize();
// reconstruct orthonormal basis
aiVector3D u = r ^ nor;
IfcVector3 u = r ^ nor;
u.Normalize();
m.a1 = r.x;
@@ -594,29 +594,29 @@ out:
}
// ------------------------------------------------------------------------------------------------
bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std::vector<aiVector3D>& nors, TempMesh& curmesh)
bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std::vector<IfcVector3>& nors, TempMesh& curmesh)
{
std::vector<aiVector3D>& out = curmesh.verts;
std::vector<IfcVector3>& out = curmesh.verts;
bool result = false;
// Try to derive a solid base plane within the current surface for use as
// working coordinate system.
const aiMatrix3x3& m = DerivePlaneCoordinateSpace(curmesh);
const aiMatrix3x3 minv = aiMatrix3x3(m).Inverse();
const aiVector3D& nor = aiVector3D(m.c1, m.c2, m.c3);
const IfcMatrix3& m = DerivePlaneCoordinateSpace(curmesh);
const IfcMatrix3 minv = IfcMatrix3(m).Inverse();
const IfcVector3& nor = IfcVector3(m.c1, m.c2, m.c3);
float coord = -1;
IfcFloat coord = -1;
std::vector<aiVector2D> contour_flat;
std::vector<IfcVector2> contour_flat;
contour_flat.reserve(out.size());
aiVector2D vmin, vmax;
MinMaxChooser<aiVector2D>()(vmin, vmax);
IfcVector2 vmin, vmax;
MinMaxChooser<IfcVector2>()(vmin, vmax);
// Move all points into the new coordinate system, collecting min/max verts on the way
BOOST_FOREACH(aiVector3D& x, out) {
const aiVector3D vv = m * x;
BOOST_FOREACH(IfcVector3& x, out) {
const IfcVector3 vv = m * x;
// keep Z offset in the plane coordinate system. Ignoring precision issues
// (which are present, of course), this should be the same value for
@@ -631,10 +631,10 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
coord = vv.z;
vmin = std::min(aiVector2D(vv.x, vv.y), vmin);
vmax = std::max(aiVector2D(vv.x, vv.y), vmax);
vmin = std::min(IfcVector2(vv.x, vv.y), vmin);
vmax = std::max(IfcVector2(vv.x, vv.y), vmax);
contour_flat.push_back(aiVector2D(vv.x,vv.y));
contour_flat.push_back(IfcVector2(vv.x,vv.y));
}
// With the current code in DerivePlaneCoordinateSpace,
@@ -650,7 +650,7 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
ClipperLib::Polygons holes_union;
aiVector3D wall_extrusion;
IfcVector3 wall_extrusion;
bool do_connections = false, first = true;
try {
@@ -659,21 +659,21 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
size_t c = 0;
BOOST_FOREACH(const TempOpening& t,openings) {
const aiVector3D& outernor = nors[c++];
const float dot = nor * outernor;
const IfcVector3& outernor = nors[c++];
const IfcFloat dot = nor * outernor;
if (fabs(dot)<1.f-1e-6f) {
continue;
}
const std::vector<aiVector3D>& va = t.profileMesh->verts;
const std::vector<IfcVector3>& va = t.profileMesh->verts;
if(va.size() <= 2) {
continue;
}
std::vector<aiVector2D> contour;
std::vector<IfcVector2> contour;
BOOST_FOREACH(const aiVector3D& xx, t.profileMesh->verts) {
aiVector3D vv = m * xx, vv_extr = m * (xx + t.extrusionDir);
BOOST_FOREACH(const IfcVector3& xx, t.profileMesh->verts) {
IfcVector3 vv = m * xx, vv_extr = m * (xx + t.extrusionDir);
const bool is_extruded_side = fabs(vv.z - coord) > fabs(vv_extr.z - coord);
if (first) {
@@ -689,11 +689,11 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
// XXX should not be necessary - but it is. Why? For precision reasons?
vv = is_extruded_side ? vv_extr : vv;
contour.push_back(aiVector2D(vv.x,vv.y));
contour.push_back(IfcVector2(vv.x,vv.y));
}
ClipperLib::Polygon hole;
BOOST_FOREACH(aiVector2D& pip, contour) {
BOOST_FOREACH(IfcVector2& pip, contour) {
pip.x = (pip.x - vmin.x) / vmax.x;
pip.y = (pip.y - vmin.y) / vmax.y;
@@ -720,7 +720,7 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
// to obtain the final polygon to feed into the triangulator.
{
ClipperLib::Polygon poly;
BOOST_FOREACH(aiVector2D& pip, contour_flat) {
BOOST_FOREACH(IfcVector2& pip, contour_flat) {
pip.x = (pip.x - vmin.x) / vmax.x;
pip.y = (pip.y - vmin.y) / vmax.y;
@@ -747,7 +747,7 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
return false;
}
std::vector<aiVector3D> old_verts;
std::vector<IfcVector3> old_verts;
std::vector<unsigned int> old_vertcnt;
old_verts.swap(curmesh.verts);
@@ -759,7 +759,7 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
// would be emitted twice.
if (false && do_connections) {
std::vector<aiVector3D> tmpvec;
std::vector<IfcVector3> tmpvec;
BOOST_FOREACH(ClipperLib::Polygon& opening, holes_union) {
assert(ClipperLib::Orientation(opening));
@@ -768,7 +768,7 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
BOOST_FOREACH(ClipperLib::IntPoint& point, opening) {
tmpvec.push_back( minv * aiVector3D(
tmpvec.push_back( minv * IfcVector3(
vmin.x + from_int64_f(point.X) * vmax.x,
vmin.y + from_int64_f(point.Y) * vmax.y,
coord));
@@ -779,8 +779,8 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
curmesh.vertcnt.push_back(4);
const aiVector3D& in_world = tmpvec[i];
const aiVector3D& next_world = tmpvec[next];
const IfcVector3& in_world = tmpvec[i];
const IfcVector3& next_world = tmpvec[next];
// Assumptions: no 'partial' openings, wall thickness roughly the same across the wall
curmesh.verts.push_back(in_world);
@@ -846,13 +846,13 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
BOOST_FOREACH(p2t::Triangle* tri, tris) {
for(int i = 0; i < 3; ++i) {
const aiVector2D& v = aiVector2D(
static_cast<float>( tri->GetPoint(i)->x ),
static_cast<float>( tri->GetPoint(i)->y )
const IfcVector2& v = IfcVector2(
static_cast<IfcFloat>( tri->GetPoint(i)->x ),
static_cast<IfcFloat>( tri->GetPoint(i)->y )
);
assert(v.x <= 1.0 && v.x >= 0.0 && v.y <= 1.0 && v.y >= 0.0);
const aiVector3D v3 = minv * aiVector3D(vmin.x + v.x * vmax.x, vmin.y + v.y * vmax.y,coord) ;
const IfcVector3 v3 = minv * IfcVector3(vmin.x + v.x * vmax.x, vmin.y + v.y * vmax.y,coord) ;
curmesh.verts.push_back(v3);
}
@@ -876,20 +876,20 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
// ------------------------------------------------------------------------------------------------
struct DistanceSorter {
DistanceSorter(const aiVector3D& base) : base(base) {}
DistanceSorter(const IfcVector3& base) : base(base) {}
bool operator () (const TempOpening& a, const TempOpening& b) const {
return (a.profileMesh->Center()-base).SquareLength() < (b.profileMesh->Center()-base).SquareLength();
}
aiVector3D base;
IfcVector3 base;
};
// ------------------------------------------------------------------------------------------------
struct XYSorter {
// sort first by X coordinates, then by Y coordinates
bool operator () (const aiVector2D&a, const aiVector2D& b) const {
bool operator () (const IfcVector2&a, const IfcVector2& b) const {
if (a.x == b.x) {
return a.y < b.y;
}
@@ -897,19 +897,19 @@ struct XYSorter {
}
};
typedef std::pair< aiVector2D, aiVector2D > BoundingBox;
typedef std::map<aiVector2D,size_t,XYSorter> XYSortedField;
typedef std::pair< IfcVector2, IfcVector2 > BoundingBox;
typedef std::map<IfcVector2,size_t,XYSorter> XYSortedField;
// ------------------------------------------------------------------------------------------------
void QuadrifyPart(const aiVector2D& pmin, const aiVector2D& pmax, XYSortedField& field, const std::vector< BoundingBox >& bbs,
std::vector<aiVector2D>& out)
void QuadrifyPart(const IfcVector2& pmin, const IfcVector2& pmax, XYSortedField& field, const std::vector< BoundingBox >& bbs,
std::vector<IfcVector2>& out)
{
if (!(pmin.x-pmax.x) || !(pmin.y-pmax.y)) {
return;
}
float xs = 1e10, xe = 1e10;
IfcFloat xs = 1e10, xe = 1e10;
bool found = false;
// Search along the x-axis until we find an opening
@@ -931,9 +931,9 @@ void QuadrifyPart(const aiVector2D& pmin, const aiVector2D& pmax, XYSortedField&
if (!found) {
// the rectangle [pmin,pend] is opaque, fill it
out.push_back(pmin);
out.push_back(aiVector2D(pmin.x,pmax.y));
out.push_back(IfcVector2(pmin.x,pmax.y));
out.push_back(pmax);
out.push_back(aiVector2D(pmax.x,pmin.y));
out.push_back(IfcVector2(pmax.x,pmin.y));
return;
}
@@ -943,13 +943,13 @@ void QuadrifyPart(const aiVector2D& pmin, const aiVector2D& pmax, XYSortedField&
// see if there's an offset to fill at the top of our quad
if (xs - pmin.x) {
out.push_back(pmin);
out.push_back(aiVector2D(pmin.x,pmax.y));
out.push_back(aiVector2D(xs,pmax.y));
out.push_back(aiVector2D(xs,pmin.y));
out.push_back(IfcVector2(pmin.x,pmax.y));
out.push_back(IfcVector2(xs,pmax.y));
out.push_back(IfcVector2(xs,pmin.y));
}
// search along the y-axis for all openings that overlap xs and our quad
float ylast = pmin.y;
IfcFloat ylast = pmin.y;
found = false;
for(; start != field.end(); ++start) {
const BoundingBox& bb = bbs[(*start).second];
@@ -960,47 +960,47 @@ void QuadrifyPart(const aiVector2D& pmin, const aiVector2D& pmax, XYSortedField&
if (bb.second.y > ylast) {
found = true;
const float ys = std::max(bb.first.y,pmin.y), ye = std::min(bb.second.y,pmax.y);
const IfcFloat ys = std::max(bb.first.y,pmin.y), ye = std::min(bb.second.y,pmax.y);
if (ys - ylast) {
QuadrifyPart( aiVector2D(xs,ylast), aiVector2D(xe,ys) ,field,bbs,out);
QuadrifyPart( IfcVector2(xs,ylast), IfcVector2(xe,ys) ,field,bbs,out);
}
// the following are the window vertices
/*wnd.push_back(aiVector2D(xs,ys));
wnd.push_back(aiVector2D(xs,ye));
wnd.push_back(aiVector2D(xe,ye));
wnd.push_back(aiVector2D(xe,ys));*/
/*wnd.push_back(IfcVector2(xs,ys));
wnd.push_back(IfcVector2(xs,ye));
wnd.push_back(IfcVector2(xe,ye));
wnd.push_back(IfcVector2(xe,ys));*/
ylast = ye;
}
}
if (!found) {
// the rectangle [pmin,pend] is opaque, fill it
out.push_back(aiVector2D(xs,pmin.y));
out.push_back(aiVector2D(xs,pmax.y));
out.push_back(aiVector2D(xe,pmax.y));
out.push_back(aiVector2D(xe,pmin.y));
out.push_back(IfcVector2(xs,pmin.y));
out.push_back(IfcVector2(xs,pmax.y));
out.push_back(IfcVector2(xe,pmax.y));
out.push_back(IfcVector2(xe,pmin.y));
return;
}
if (ylast < pmax.y) {
QuadrifyPart( aiVector2D(xs,ylast), aiVector2D(xe,pmax.y) ,field,bbs,out);
QuadrifyPart( IfcVector2(xs,ylast), IfcVector2(xe,pmax.y) ,field,bbs,out);
}
// now for the whole rest
if (pmax.x-xe) {
QuadrifyPart(aiVector2D(xe,pmin.y), pmax ,field,bbs,out);
QuadrifyPart(IfcVector2(xe,pmin.y), pmax ,field,bbs,out);
}
}
// ------------------------------------------------------------------------------------------------
void InsertWindowContours(const std::vector< BoundingBox >& bbs,
const std::vector< std::vector<aiVector2D> >& contours,
const std::vector< std::vector<IfcVector2> >& contours,
const std::vector<TempOpening>& openings,
const std::vector<aiVector3D>& nors,
const aiMatrix3x3& minv,
const aiVector2D& scale,
const aiVector2D& offset,
float coord,
const std::vector<IfcVector3>& nors,
const IfcMatrix3& minv,
const IfcVector2& scale,
const IfcVector2& offset,
IfcFloat coord,
TempMesh& curmesh)
{
ai_assert(contours.size() == bbs.size());
@@ -1008,29 +1008,29 @@ void InsertWindowContours(const std::vector< BoundingBox >& bbs,
// fix windows - we need to insert the real, polygonal shapes into the quadratic holes that we have now
for(size_t i = 0; i < contours.size();++i) {
const BoundingBox& bb = bbs[i];
const std::vector<aiVector2D>& contour = contours[i];
const std::vector<IfcVector2>& contour = contours[i];
// check if we need to do it at all - many windows just fit perfectly into their quadratic holes,
// i.e. their contours *are* already their bounding boxes.
if (contour.size() == 4) {
std::set<aiVector2D,XYSorter> verts;
std::set<IfcVector2,XYSorter> verts;
for(size_t n = 0; n < 4; ++n) {
verts.insert(contour[n]);
}
const std::set<aiVector2D,XYSorter>::const_iterator end = verts.end();
const std::set<IfcVector2,XYSorter>::const_iterator end = verts.end();
if (verts.find(bb.first)!=end && verts.find(bb.second)!=end
&& verts.find(aiVector2D(bb.first.x,bb.second.y))!=end
&& verts.find(aiVector2D(bb.second.x,bb.first.y))!=end
&& verts.find(IfcVector2(bb.first.x,bb.second.y))!=end
&& verts.find(IfcVector2(bb.second.x,bb.first.y))!=end
) {
continue;
}
}
const float epsilon = (bb.first-bb.second).Length()/1000.f;
const IfcFloat epsilon = (bb.first-bb.second).Length()/1000.f;
// walk through all contour points and find those that lie on the BB corner
size_t last_hit = -1, very_first_hit = -1;
aiVector2D edge;
IfcVector2 edge;
for(size_t n = 0, e=0, size = contour.size();; n=(n+1)%size, ++e) {
// sanity checking
@@ -1039,7 +1039,7 @@ void InsertWindowContours(const std::vector< BoundingBox >& bbs,
break;
}
const aiVector2D& v = contour[n];
const IfcVector2& v = contour[n];
bool hit = false;
if (fabs(v.x-bb.first.x)<epsilon) {
@@ -1066,13 +1066,13 @@ void InsertWindowContours(const std::vector< BoundingBox >& bbs,
const size_t old = curmesh.verts.size();
size_t cnt = last_hit > n ? size-(last_hit-n) : n-last_hit;
for(size_t a = last_hit, e = 0; e <= cnt; a=(a+1)%size, ++e) {
const aiVector3D v3 = minv * aiVector3D(offset.x + contour[a].x * scale.x, offset.y + contour[a].y * scale.y,coord);
const IfcVector3 v3 = minv * IfcVector3(offset.x + contour[a].x * scale.x, offset.y + contour[a].y * scale.y,coord);
curmesh.verts.push_back(v3);
}
if (edge != contour[last_hit]) {
aiVector2D corner = edge;
IfcVector2 corner = edge;
if (fabs(contour[last_hit].x-bb.first.x)<epsilon) {
corner.x = bb.first.x;
@@ -1088,7 +1088,7 @@ void InsertWindowContours(const std::vector< BoundingBox >& bbs,
corner.y = bb.second.y;
}
const aiVector3D v3 = minv * aiVector3D(offset.x + corner.x * scale.x, offset.y + corner.y * scale.y,coord);
const IfcVector3 v3 = minv * IfcVector3(offset.x + corner.x * scale.x, offset.y + corner.y * scale.y,coord);
curmesh.verts.push_back(v3);
}
else if (cnt == 1) {
@@ -1115,27 +1115,27 @@ void InsertWindowContours(const std::vector< BoundingBox >& bbs,
}
// ------------------------------------------------------------------------------------------------
bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const std::vector<aiVector3D>& nors, TempMesh& curmesh)
bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const std::vector<IfcVector3>& nors, TempMesh& curmesh)
{
std::vector<aiVector3D>& out = curmesh.verts;
std::vector<IfcVector3>& out = curmesh.verts;
// Try to derive a solid base plane within the current surface for use as
// working coordinate system.
const aiMatrix3x3& m = DerivePlaneCoordinateSpace(curmesh);
const aiMatrix3x3 minv = aiMatrix3x3(m).Inverse();
const aiVector3D& nor = aiVector3D(m.c1, m.c2, m.c3);
const IfcMatrix3& m = DerivePlaneCoordinateSpace(curmesh);
const IfcMatrix3 minv = IfcMatrix3(m).Inverse();
const IfcVector3& nor = IfcVector3(m.c1, m.c2, m.c3);
float coord = -1;
IfcFloat coord = -1;
std::vector<aiVector2D> contour_flat;
std::vector<IfcVector2> contour_flat;
contour_flat.reserve(out.size());
aiVector2D vmin, vmax;
MinMaxChooser<aiVector2D>()(vmin, vmax);
IfcVector2 vmin, vmax;
MinMaxChooser<IfcVector2>()(vmin, vmax);
// Move all points into the new coordinate system, collecting min/max verts on the way
BOOST_FOREACH(aiVector3D& x, out) {
const aiVector3D vv = m * x;
BOOST_FOREACH(IfcVector3& x, out) {
const IfcVector3 vv = m * x;
// keep Z offset in the plane coordinate system. Ignoring precision issues
// (which are present, of course), this should be the same value for
@@ -1149,10 +1149,10 @@ bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const st
// }
coord = vv.z;
vmin = std::min(aiVector2D(vv.x, vv.y), vmin);
vmax = std::max(aiVector2D(vv.x, vv.y), vmax);
vmin = std::min(IfcVector2(vv.x, vv.y), vmin);
vmax = std::max(IfcVector2(vv.x, vv.y), vmax);
contour_flat.push_back(aiVector2D(vv.x,vv.y));
contour_flat.push_back(IfcVector2(vv.x,vv.y));
}
// With the current code in DerivePlaneCoordinateSpace,
@@ -1160,7 +1160,7 @@ bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const st
// but here we won't rely on this.
vmax -= vmin;
BOOST_FOREACH(aiVector2D& vv, contour_flat) {
BOOST_FOREACH(IfcVector2& vv, contour_flat) {
vv.x = (vv.x - vmin.x) / vmax.x;
vv.y = (vv.y - vmin.y) / vmax.y;
}
@@ -1170,31 +1170,31 @@ bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const st
std::vector< BoundingBox > bbs;
XYSortedField field;
std::vector< std::vector<aiVector2D> > contours;
std::vector< std::vector<IfcVector2> > contours;
size_t c = 0;
BOOST_FOREACH(const TempOpening& t,openings) {
const aiVector3D& outernor = nors[c++];
const float dot = nor * outernor;
const IfcVector3& outernor = nors[c++];
const IfcFloat dot = nor * outernor;
if (fabs(dot)<1.f-1e-6f) {
continue;
}
const std::vector<aiVector3D>& va = t.profileMesh->verts;
const std::vector<IfcVector3>& va = t.profileMesh->verts;
if(va.size() <= 2) {
continue;
}
aiVector2D vpmin,vpmax;
MinMaxChooser<aiVector2D>()(vpmin,vpmax);
IfcVector2 vpmin,vpmax;
MinMaxChooser<IfcVector2>()(vpmin,vpmax);
contours.push_back(std::vector<aiVector2D>());
std::vector<aiVector2D>& contour = contours.back();
contours.push_back(std::vector<IfcVector2>());
std::vector<IfcVector2>& contour = contours.back();
BOOST_FOREACH(const aiVector3D& x, t.profileMesh->verts) {
const aiVector3D v = m * x;
BOOST_FOREACH(const IfcVector3& x, t.profileMesh->verts) {
const IfcVector3 v = m * x;
aiVector2D vv(v.x, v.y);
IfcVector2 vv(v.x, v.y);
// rescale
vv.x = (vv.x - vmin.x) / vmax.x;
@@ -1231,12 +1231,12 @@ bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const st
return false;
}
std::vector<aiVector2D> outflat;
std::vector<IfcVector2> outflat;
outflat.reserve(openings.size()*4);
QuadrifyPart(aiVector2D(0.f,0.f),aiVector2D(1.f,1.f),field,bbs,outflat);
QuadrifyPart(IfcVector2(0.f,0.f),IfcVector2(1.f,1.f),field,bbs,outflat);
ai_assert(!(outflat.size() % 4));
std::vector<aiVector3D> vold;
std::vector<IfcVector3> vold;
std::vector<unsigned int> iold;
vold.reserve(outflat.size());
@@ -1251,7 +1251,7 @@ bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const st
ClipperLib::Polygon clip;
clip.reserve(contour_flat.size());
BOOST_FOREACH(const aiVector2D& pip, contour_flat) {
BOOST_FOREACH(const IfcVector2& pip, contour_flat) {
clip.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
}
@@ -1264,7 +1264,7 @@ bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const st
// previous steps
subject.reserve(4);
size_t cnt = 0;
BOOST_FOREACH(const aiVector2D& pip, outflat) {
BOOST_FOREACH(const IfcVector2& pip, outflat) {
subject.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
if (!(++cnt % 4)) {
if (!ClipperLib::Orientation(subject)) {
@@ -1279,7 +1279,7 @@ bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const st
BOOST_FOREACH(const ClipperLib::ExPolygon& ex, clipped) {
iold.push_back(ex.outer.size());
BOOST_FOREACH(const ClipperLib::IntPoint& point, ex.outer) {
vold.push_back( minv * aiVector3D(
vold.push_back( minv * IfcVector3(
vmin.x + from_int64_f(point.X) * vmax.x,
vmin.y + from_int64_f(point.Y) * vmax.y,
coord));
@@ -1300,8 +1300,8 @@ bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const st
iold.resize(outflat.size()/4,4);
BOOST_FOREACH(const aiVector2D& vproj, outflat) {
const aiVector3D v3 = minv * aiVector3D(vmin.x + vproj.x * vmax.x, vmin.y + vproj.y * vmax.y,coord);
BOOST_FOREACH(const IfcVector2& vproj, outflat) {
const IfcVector3 v3 = minv * IfcVector3(vmin.x + vproj.x * vmax.x, vmin.y + vproj.y * vmax.y,coord);
vold.push_back(v3);
}
}
@@ -1325,7 +1325,7 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
return;
}
aiVector3D dir;
IfcVector3 dir;
ConvertDirection(dir,solid.ExtrudedDirection);
dir *= solid.Depth;
@@ -1334,7 +1334,7 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
// the underlying profile, extrude along the given axis, forming new
// triangles.
std::vector<aiVector3D>& in = meshout.verts;
std::vector<IfcVector3>& in = meshout.verts;
const size_t size=in.size();
const bool has_area = solid.SweptArea->ProfileType == "AREA" && size>2;
@@ -1349,16 +1349,16 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
result.vertcnt.reserve(meshout.vertcnt.size()+2);
// First step: transform all vertices into the target coordinate space
aiMatrix4x4 trafo;
IfcMatrix4 trafo;
ConvertAxisPlacement(trafo, solid.Position);
BOOST_FOREACH(aiVector3D& v,in) {
BOOST_FOREACH(IfcVector3& v,in) {
v *= trafo;
}
aiVector3D min = in[0];
dir *= aiMatrix3x3(trafo);
IfcVector3 min = in[0];
dir *= IfcMatrix3(trafo);
std::vector<aiVector3D> nors;
std::vector<IfcVector3> nors;
const bool openings = !!conv.apply_openings && conv.apply_openings->size();
// Compute the normal vectors for all opening polygons as a prerequisite
@@ -1378,7 +1378,7 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
TempMesh& bounds = *t.profileMesh.get();
if (bounds.verts.size() <= 2) {
nors.push_back(aiVector3D());
nors.push_back(IfcVector3());
continue;
}
nors.push_back(((bounds.verts[2]-bounds.verts[0])^(bounds.verts[1]-bounds.verts[0]) ).Normalize());
@@ -1388,7 +1388,7 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
TempMesh temp;
TempMesh& curmesh = openings ? temp : result;
std::vector<aiVector3D>& out = curmesh.verts;
std::vector<IfcVector3>& out = curmesh.verts;
size_t sides_with_openings = 0;
for(size_t i = 0; i < size; ++i) {
@@ -1416,7 +1416,7 @@ void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& resul
for(size_t n = 0; n < 2; ++n) {
for(size_t i = size; i--; ) {
out.push_back(in[i]+(n?dir:aiVector3D()));
out.push_back(in[i]+(n?dir:IfcVector3()));
}
curmesh.vertcnt.push_back(size);
@@ -1451,13 +1451,13 @@ void ProcessSweptAreaSolid(const IfcSweptAreaSolid& swept, TempMesh& meshout, Co
boost::shared_ptr<TempMesh> meshtmp(new TempMesh());
ProcessProfile(swept.SweptArea,*meshtmp,conv);
aiMatrix4x4 m;
IfcMatrix4 m;
ConvertAxisPlacement(m,solid->Position);
meshtmp->Transform(m);
aiVector3D dir;
IfcVector3 dir;
ConvertDirection(dir,solid->ExtrudedDirection);
conv.collect_openings->push_back(TempOpening(solid, aiMatrix3x3(m) * (dir*solid->Depth),meshtmp));
conv.collect_openings->push_back(TempOpening(solid, IfcMatrix3(m) * (dir*solid->Depth),meshtmp));
return;
}
@@ -1480,16 +1480,16 @@ enum Intersect {
};
// ------------------------------------------------------------------------------------------------
Intersect IntersectSegmentPlane(const aiVector3D& p,const aiVector3D& n, const aiVector3D& e0, const aiVector3D& e1, aiVector3D& out)
Intersect IntersectSegmentPlane(const IfcVector3& p,const IfcVector3& n, const IfcVector3& e0, const IfcVector3& e1, IfcVector3& out)
{
const aiVector3D pdelta = e0 - p, seg = e1-e0;
const float dotOne = n*seg, dotTwo = -(n*pdelta);
const IfcVector3 pdelta = e0 - p, seg = e1-e0;
const IfcFloat dotOne = n*seg, dotTwo = -(n*pdelta);
if (fabs(dotOne) < 1e-6) {
return fabs(dotTwo) < 1e-6f ? Intersect_LiesOnPlane : Intersect_No;
}
const float t = dotTwo/dotOne;
const IfcFloat t = dotTwo/dotOne;
// t must be in [0..1] if the intersection point is within the given segment
if (t > 1.f || t < 0.f) {
return Intersect_No;
@@ -1532,7 +1532,7 @@ void ProcessBoolean(const IfcBooleanResult& boolean, TempMesh& result, Conversio
}
// extract plane base position vector and normal vector
aiVector3D p,n(0.f,0.f,1.f);
IfcVector3 p,n(0.f,0.f,1.f);
if (plane->Position->Axis) {
ConvertDirection(n,plane->Position->Axis.Get());
}
@@ -1543,8 +1543,8 @@ void ProcessBoolean(const IfcBooleanResult& boolean, TempMesh& result, Conversio
}
// clip the current contents of `meshout` against the plane we obtained from the second operand
const std::vector<aiVector3D>& in = meshout.verts;
std::vector<aiVector3D>& outvert = result.verts;
const std::vector<IfcVector3>& in = meshout.verts;
std::vector<IfcVector3>& outvert = result.verts;
std::vector<unsigned int>::const_iterator begin=meshout.vertcnt.begin(), end=meshout.vertcnt.end(), iit;
outvert.reserve(in.size());
@@ -1555,10 +1555,10 @@ void ProcessBoolean(const IfcBooleanResult& boolean, TempMesh& result, Conversio
unsigned int newcount = 0;
for(unsigned int i = 0; i < *iit; ++i) {
const aiVector3D& e0 = in[vidx+i], e1 = in[vidx+(i+1)%*iit];
const IfcVector3& e0 = in[vidx+i], e1 = in[vidx+(i+1)%*iit];
// does the next segment intersect the plane?
aiVector3D isectpos;
IfcVector3 isectpos;
const Intersect isect = IntersectSegmentPlane(p,n,e0,e1,isectpos);
if (isect == Intersect_No || isect == Intersect_LiesOnPlane) {
if ( (e0-p).Normalize()*n > 0 ) {
@@ -1585,17 +1585,17 @@ void ProcessBoolean(const IfcBooleanResult& boolean, TempMesh& result, Conversio
continue;
}
aiVector3D vmin,vmax;
IfcVector3 vmin,vmax;
ArrayBounds(&*(outvert.end()-newcount),newcount,vmin,vmax);
// filter our double points - those may happen if a point lies
// directly on the intersection line. However, due to float
// filter our IfcFloat points - those may happen if a point lies
// directly on the intersection line. However, due to IfcFloat
// precision a bitwise comparison is not feasible to detect
// this case.
const float epsilon = (vmax-vmin).SquareLength() / 1e6f;
const IfcFloat epsilon = (vmax-vmin).SquareLength() / 1e6f;
FuzzyVectorCompare fz(epsilon);
std::vector<aiVector3D>::iterator e = std::unique( outvert.end()-newcount, outvert.end(), fz );
std::vector<IfcVector3>::iterator e = std::unique( outvert.end()-newcount, outvert.end(), fz );
if (e != outvert.end()) {
newcount -= static_cast<unsigned int>(std::distance(e,outvert.end()));
outvert.erase(e,outvert.end());