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diff --git a/src/mesh/assimp-master/code/Common/SGSpatialSort.cpp b/src/mesh/assimp-master/code/Common/SGSpatialSort.cpp
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--- a/src/mesh/assimp-master/code/Common/SGSpatialSort.cpp
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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2022, assimp team
-
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
-copyright notice, this list of conditions and the
-following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-copyright notice, this list of conditions and the
-following disclaimer in the documentation and/or other
-materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-contributors may be used to endorse or promote products
-derived from this software without specific prior
-written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file Implementation of the helper class to quickly find
-vertices close to a given position. Special implementation for
-the 3ds loader handling smooth groups correctly */
-
-#include <assimp/SGSpatialSort.h>
-
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-SGSpatialSort::SGSpatialSort()
-{
- // define the reference plane. We choose some arbitrary vector away from all basic axes
- // in the hope that no model spreads all its vertices along this plane.
- mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
- mPlaneNormal.Normalize();
-}
-// ------------------------------------------------------------------------------------------------
-// Destructor
-SGSpatialSort::~SGSpatialSort()
-{
- // nothing to do here, everything destructs automatically
-}
-// ------------------------------------------------------------------------------------------------
-void SGSpatialSort::Add(const aiVector3D& vPosition, unsigned int index,
- unsigned int smoothingGroup)
-{
- // store position by index and distance
- float distance = vPosition * mPlaneNormal;
- mPositions.push_back( Entry( index, vPosition,
- distance, smoothingGroup));
-}
-// ------------------------------------------------------------------------------------------------
-void SGSpatialSort::Prepare()
-{
- // now sort the array ascending by distance.
- std::sort( this->mPositions.begin(), this->mPositions.end());
-}
-// ------------------------------------------------------------------------------------------------
-// Returns an iterator for all positions close to the given position.
-void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
- uint32_t pSG,
- float pRadius,
- std::vector<unsigned int>& poResults,
- bool exactMatch /*= false*/) const
-{
- float dist = pPosition * mPlaneNormal;
- float minDist = dist - pRadius, maxDist = dist + pRadius;
-
- // clear the array
- poResults.clear();
-
- // quick check for positions outside the range
- if( mPositions.empty() )
- return;
- if( maxDist < mPositions.front().mDistance)
- return;
- if( minDist > mPositions.back().mDistance)
- return;
-
- // do a binary search for the minimal distance to start the iteration there
- unsigned int index = (unsigned int)mPositions.size() / 2;
- unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
- while( binaryStepSize > 1)
- {
- if( mPositions[index].mDistance < minDist)
- index += binaryStepSize;
- else
- index -= binaryStepSize;
-
- binaryStepSize /= 2;
- }
-
- // depending on the direction of the last step we need to single step a bit back or forth
- // to find the actual beginning element of the range
- while( index > 0 && mPositions[index].mDistance > minDist)
- index--;
- while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
- index++;
-
- // Mow start iterating from there until the first position lays outside of the distance range.
- // Add all positions inside the distance range within the given radius to the result array
-
- float squareEpsilon = pRadius * pRadius;
- std::vector<Entry>::const_iterator it = mPositions.begin() + index;
- std::vector<Entry>::const_iterator end = mPositions.end();
-
- if (exactMatch)
- {
- while( it->mDistance < maxDist)
- {
- if((it->mPosition - pPosition).SquareLength() < squareEpsilon && it->mSmoothGroups == pSG)
- {
- poResults.push_back( it->mIndex);
- }
- ++it;
- if( end == it )break;
- }
- }
- else
- {
- // if the given smoothing group is 0, we'll return all surrounding vertices
- if (!pSG)
- {
- while( it->mDistance < maxDist)
- {
- if((it->mPosition - pPosition).SquareLength() < squareEpsilon)
- poResults.push_back( it->mIndex);
- ++it;
- if( end == it)break;
- }
- }
- else while( it->mDistance < maxDist)
- {
- if((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
- (it->mSmoothGroups & pSG || !it->mSmoothGroups))
- {
- poResults.push_back( it->mIndex);
- }
- ++it;
- if( end == it)break;
- }
- }
-}
-
-