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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 StandardShapes.cpp
+ * @brief Implementation of the StandardShapes class
+ *
+ * The primitive geometry data comes from
+ * http://geometrictools.com/Documentation/PlatonicSolids.pdf.
+ */
+
+#include <assimp/StandardShapes.h>
+#include <assimp/StringComparison.h>
+#include <stddef.h>
+#include <assimp/Defines.h>
+#include <assimp/mesh.h>
+
+namespace Assimp {
+
+
+# define ADD_TRIANGLE(n0,n1,n2) \
+ positions.push_back(n0); \
+ positions.push_back(n1); \
+ positions.push_back(n2);
+
+# define ADD_PENTAGON(n0,n1,n2,n3,n4) \
+ if (polygons) \
+ { \
+ positions.push_back(n0); \
+ positions.push_back(n1); \
+ positions.push_back(n2); \
+ positions.push_back(n3); \
+ positions.push_back(n4); \
+ } \
+ else \
+ { \
+ ADD_TRIANGLE(n0, n1, n2) \
+ ADD_TRIANGLE(n0, n2, n3) \
+ ADD_TRIANGLE(n0, n3, n4) \
+ }
+
+# define ADD_QUAD(n0,n1,n2,n3) \
+ if (polygons) \
+ { \
+ positions.push_back(n0); \
+ positions.push_back(n1); \
+ positions.push_back(n2); \
+ positions.push_back(n3); \
+ } \
+ else \
+ { \
+ ADD_TRIANGLE(n0, n1, n2) \
+ ADD_TRIANGLE(n0, n2, n3) \
+ }
+
+
+// ------------------------------------------------------------------------------------------------
+// Fast subdivision for a mesh whose verts have a magnitude of 1
+void Subdivide(std::vector<aiVector3D>& positions)
+{
+ // assume this to be constant - (fixme: must be 1.0? I think so)
+ const ai_real fl1 = positions[0].Length();
+
+ unsigned int origSize = (unsigned int)positions.size();
+ for (unsigned int i = 0 ; i < origSize ; i+=3)
+ {
+ aiVector3D& tv0 = positions[i];
+ aiVector3D& tv1 = positions[i+1];
+ aiVector3D& tv2 = positions[i+2];
+
+ aiVector3D a = tv0, b = tv1, c = tv2;
+ aiVector3D v1 = aiVector3D(a.x+b.x, a.y+b.y, a.z+b.z).Normalize()*fl1;
+ aiVector3D v2 = aiVector3D(a.x+c.x, a.y+c.y, a.z+c.z).Normalize()*fl1;
+ aiVector3D v3 = aiVector3D(b.x+c.x, b.y+c.y, b.z+c.z).Normalize()*fl1;
+
+ tv0 = v1; tv1 = v3; tv2 = v2; // overwrite the original
+ ADD_TRIANGLE(v1, v2, a);
+ ADD_TRIANGLE(v2, v3, c);
+ ADD_TRIANGLE(v3, v1, b);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Construct a mesh from given vertex positions
+aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
+ unsigned int numIndices)
+{
+ if (positions.empty() || !numIndices) return NULL;
+
+ // Determine which kinds of primitives the mesh consists of
+ aiMesh* out = new aiMesh();
+ switch (numIndices) {
+ case 1:
+ out->mPrimitiveTypes = aiPrimitiveType_POINT;
+ break;
+ case 2:
+ out->mPrimitiveTypes = aiPrimitiveType_LINE;
+ break;
+ case 3:
+ out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
+ break;
+ };
+
+ out->mNumFaces = (unsigned int)positions.size() / numIndices;
+ out->mFaces = new aiFace[out->mNumFaces];
+ for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i) {
+ aiFace& f = out->mFaces[i];
+ f.mNumIndices = numIndices;
+ f.mIndices = new unsigned int[numIndices];
+ for (unsigned int j = 0; i < numIndices; ++i, ++a) {
+ f.mIndices[j] = a;
+ }
+ }
+ out->mNumVertices = (unsigned int)positions.size();
+ out->mVertices = new aiVector3D[out->mNumVertices];
+ ::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
+
+ return out;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Construct a mesh with a specific shape (callback)
+aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
+ std::vector<aiVector3D>&))
+{
+ std::vector<aiVector3D> temp;
+ unsigned num = (*GenerateFunc)(temp);
+ return MakeMesh(temp,num);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Construct a mesh with a specific shape (callback)
+aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
+ std::vector<aiVector3D>&, bool))
+{
+ std::vector<aiVector3D> temp;
+ unsigned num = (*GenerateFunc)(temp,true);
+ return MakeMesh(temp,num);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Construct a mesh with a specific shape (callback)
+aiMesh* StandardShapes::MakeMesh (unsigned int num, void (*GenerateFunc)(
+ unsigned int,std::vector<aiVector3D>&))
+{
+ std::vector<aiVector3D> temp;
+ (*GenerateFunc)(num,temp);
+ return MakeMesh(temp,3);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build an incosahedron with points.magnitude == 1
+unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
+{
+ positions.reserve(positions.size()+60);
+
+ const ai_real t = ( ai_real( 1.0 )+ ai_real( 2.236067977 ) ) / ai_real( 2.0 );
+ const ai_real s = std::sqrt(ai_real(1.0) + t*t);
+
+ const aiVector3D v0 = aiVector3D(t,1.0, 0.0)/s;
+ const aiVector3D v1 = aiVector3D(-t,1.0, 0.0)/s;
+ const aiVector3D v2 = aiVector3D(t,-1.0, 0.0)/s;
+ const aiVector3D v3 = aiVector3D(-t,-1.0, 0.0)/s;
+ const aiVector3D v4 = aiVector3D(1.0, 0.0, t)/s;
+ const aiVector3D v5 = aiVector3D(1.0, 0.0,-t)/s;
+ const aiVector3D v6 = aiVector3D(-1.0, 0.0,t)/s;
+ const aiVector3D v7 = aiVector3D(-1.0, 0.0,-t)/s;
+ const aiVector3D v8 = aiVector3D(0.0, t, 1.0)/s;
+ const aiVector3D v9 = aiVector3D(0.0,-t, 1.0)/s;
+ const aiVector3D v10 = aiVector3D(0.0, t,-1.0)/s;
+ const aiVector3D v11 = aiVector3D(0.0,-t,-1.0)/s;
+
+ ADD_TRIANGLE(v0,v8,v4);
+ ADD_TRIANGLE(v0,v5,v10);
+ ADD_TRIANGLE(v2,v4,v9);
+ ADD_TRIANGLE(v2,v11,v5);
+
+ ADD_TRIANGLE(v1,v6,v8);
+ ADD_TRIANGLE(v1,v10,v7);
+ ADD_TRIANGLE(v3,v9,v6);
+ ADD_TRIANGLE(v3,v7,v11);
+
+ ADD_TRIANGLE(v0,v10,v8);
+ ADD_TRIANGLE(v1,v8,v10);
+ ADD_TRIANGLE(v2,v9,v11);
+ ADD_TRIANGLE(v3,v11,v9);
+
+ ADD_TRIANGLE(v4,v2,v0);
+ ADD_TRIANGLE(v5,v0,v2);
+ ADD_TRIANGLE(v6,v1,v3);
+ ADD_TRIANGLE(v7,v3,v1);
+
+ ADD_TRIANGLE(v8,v6,v4);
+ ADD_TRIANGLE(v9,v4,v6);
+ ADD_TRIANGLE(v10,v5,v7);
+ ADD_TRIANGLE(v11,v7,v5);
+ return 3;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build a dodecahedron with points.magnitude == 1
+unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions,
+ bool polygons /*= false*/)
+{
+ positions.reserve(positions.size()+108);
+
+ const ai_real a = ai_real( 1.0 ) / ai_real(1.7320508);
+ const ai_real b = std::sqrt(( ai_real( 3.0 )- ai_real( 2.23606797))/ ai_real( 6.0) );
+ const ai_real c = std::sqrt(( ai_real( 3.0 )+ ai_real( 2.23606797f))/ ai_real( 6.0) );
+
+ const aiVector3D v0 = aiVector3D(a,a,a);
+ const aiVector3D v1 = aiVector3D(a,a,-a);
+ const aiVector3D v2 = aiVector3D(a,-a,a);
+ const aiVector3D v3 = aiVector3D(a,-a,-a);
+ const aiVector3D v4 = aiVector3D(-a,a,a);
+ const aiVector3D v5 = aiVector3D(-a,a,-a);
+ const aiVector3D v6 = aiVector3D(-a,-a,a);
+ const aiVector3D v7 = aiVector3D(-a,-a,-a);
+ const aiVector3D v8 = aiVector3D(b,c,0.0);
+ const aiVector3D v9 = aiVector3D(-b,c,0.0);
+ const aiVector3D v10 = aiVector3D(b,-c,0.0);
+ const aiVector3D v11 = aiVector3D(-b,-c,0.0);
+ const aiVector3D v12 = aiVector3D(c, 0.0, b);
+ const aiVector3D v13 = aiVector3D(c, 0.0, -b);
+ const aiVector3D v14 = aiVector3D(-c, 0.0, b);
+ const aiVector3D v15 = aiVector3D(-c, 0.0, -b);
+ const aiVector3D v16 = aiVector3D(0.0, b, c);
+ const aiVector3D v17 = aiVector3D(0.0, -b, c);
+ const aiVector3D v18 = aiVector3D(0.0, b, -c);
+ const aiVector3D v19 = aiVector3D(0.0, -b, -c);
+
+ ADD_PENTAGON(v0, v8, v9, v4, v16);
+ ADD_PENTAGON(v0, v12, v13, v1, v8);
+ ADD_PENTAGON(v0, v16, v17, v2, v12);
+ ADD_PENTAGON(v8, v1, v18, v5, v9);
+ ADD_PENTAGON(v12, v2, v10, v3, v13);
+ ADD_PENTAGON(v16, v4, v14, v6, v17);
+ ADD_PENTAGON(v9, v5, v15, v14, v4);
+
+ ADD_PENTAGON(v6, v11, v10, v2, v17);
+ ADD_PENTAGON(v3, v19, v18, v1, v13);
+ ADD_PENTAGON(v7, v15, v5, v18, v19);
+ ADD_PENTAGON(v7, v11, v6, v14, v15);
+ ADD_PENTAGON(v7, v19, v3, v10, v11);
+ return (polygons ? 5 : 3);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build an octahedron with points.magnitude == 1
+unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
+{
+ positions.reserve(positions.size()+24);
+
+ const aiVector3D v0 = aiVector3D(1.0, 0.0, 0.0) ;
+ const aiVector3D v1 = aiVector3D(-1.0, 0.0, 0.0);
+ const aiVector3D v2 = aiVector3D(0.0, 1.0, 0.0);
+ const aiVector3D v3 = aiVector3D(0.0, -1.0, 0.0);
+ const aiVector3D v4 = aiVector3D(0.0, 0.0, 1.0);
+ const aiVector3D v5 = aiVector3D(0.0, 0.0, -1.0);
+
+ ADD_TRIANGLE(v4,v0,v2);
+ ADD_TRIANGLE(v4,v2,v1);
+ ADD_TRIANGLE(v4,v1,v3);
+ ADD_TRIANGLE(v4,v3,v0);
+
+ ADD_TRIANGLE(v5,v2,v0);
+ ADD_TRIANGLE(v5,v1,v2);
+ ADD_TRIANGLE(v5,v3,v1);
+ ADD_TRIANGLE(v5,v0,v3);
+ return 3;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build a tetrahedron with points.magnitude == 1
+unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
+{
+ positions.reserve(positions.size()+9);
+
+ const ai_real invThree = ai_real( 1.0 ) / ai_real( 3.0 );
+ const ai_real a = ai_real( 1.41421 ) * invThree;
+ const ai_real b = ai_real( 2.4494 ) * invThree;
+
+ const aiVector3D v0 = aiVector3D(0.0,0.0,1.0);
+ const aiVector3D v1 = aiVector3D(2*a,0,-invThree );
+ const aiVector3D v2 = aiVector3D(-a,b,-invThree );
+ const aiVector3D v3 = aiVector3D(-a,-b,-invThree );
+
+ ADD_TRIANGLE(v0,v1,v2);
+ ADD_TRIANGLE(v0,v2,v3);
+ ADD_TRIANGLE(v0,v3,v1);
+ ADD_TRIANGLE(v1,v3,v2);
+ return 3;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build a hexahedron with points.magnitude == 1
+unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
+ bool polygons /*= false*/)
+{
+ positions.reserve(positions.size()+36);
+ const ai_real length = ai_real(1.0)/ai_real(1.73205080);
+
+ const aiVector3D v0 = aiVector3D(-1.0,-1.0,-1.0)*length;
+ const aiVector3D v1 = aiVector3D(1.0,-1.0,-1.0)*length;
+ const aiVector3D v2 = aiVector3D(1.0,1.0,-1.0)*length;
+ const aiVector3D v3 = aiVector3D(-1.0,1.0,-1.0)*length;
+ const aiVector3D v4 = aiVector3D(-1.0,-1.0,1.0)*length;
+ const aiVector3D v5 = aiVector3D(1.0,-1.0,1.0)*length;
+ const aiVector3D v6 = aiVector3D(1.0,1.0,1.0)*length;
+ const aiVector3D v7 = aiVector3D(-1.0,1.0,1.0)*length;
+
+ ADD_QUAD(v0,v3,v2,v1);
+ ADD_QUAD(v0,v1,v5,v4);
+ ADD_QUAD(v0,v4,v7,v3);
+ ADD_QUAD(v6,v5,v1,v2);
+ ADD_QUAD(v6,v2,v3,v7);
+ ADD_QUAD(v6,v7,v4,v5);
+ return (polygons ? 4 : 3);
+}
+
+// Cleanup ...
+#undef ADD_TRIANGLE
+#undef ADD_QUAD
+#undef ADD_PENTAGON
+
+// ------------------------------------------------------------------------------------------------
+// Create a subdivision sphere
+void StandardShapes::MakeSphere(unsigned int tess,
+ std::vector<aiVector3D>& positions)
+{
+ // Reserve enough storage. Every subdivision
+ // splits each triangle in 4, the icosahedron consists of 60 verts
+ positions.reserve(positions.size()+60 * integer_pow(4, tess));
+
+ // Construct an icosahedron to start with
+ MakeIcosahedron(positions);
+
+ // ... and subdivide it until the requested output
+ // tessellation is reached
+ for (unsigned int i = 0; i<tess;++i)
+ Subdivide(positions);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build a cone
+void StandardShapes::MakeCone(ai_real height,ai_real radius1,
+ ai_real radius2,unsigned int tess,
+ std::vector<aiVector3D>& positions,bool bOpen /*= false */)
+{
+ // Sorry, a cone with less than 3 segments makes ABSOLUTELY NO SENSE
+ if (tess < 3 || !height)
+ return;
+
+ size_t old = positions.size();
+
+ // No negative radii
+ radius1 = std::fabs(radius1);
+ radius2 = std::fabs(radius2);
+
+ ai_real halfHeight = height / ai_real(2.0);
+
+ // radius1 is always the smaller one
+ if (radius2 > radius1)
+ {
+ std::swap(radius2,radius1);
+ halfHeight = -halfHeight;
+ }
+ else old = SIZE_MAX;
+
+ // Use a large epsilon to check whether the cone is pointy
+ if (radius1 < (radius2-radius1)*10e-3)radius1 = 0.0;
+
+ // We will need 3*2 verts per segment + 3*2 verts per segment
+ // if the cone is closed
+ const unsigned int mem = tess*6 + (!bOpen ? tess*3 * (radius1 ? 2 : 1) : 0);
+ positions.reserve(positions.size () + mem);
+
+ // Now construct all segments
+ const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
+ const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
+
+ ai_real s = 1.0; // std::cos(angle == 0);
+ ai_real t = 0.0; // std::sin(angle == 0);
+
+ for (ai_real angle = 0.0; angle < angle_max; )
+ {
+ const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
+ const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
+
+ const ai_real next = angle + angle_delta;
+ ai_real s2 = std::cos(next);
+ ai_real t2 = std::sin(next);
+
+ const aiVector3D v3 = aiVector3D (s2 * radius2, halfHeight, t2 * radius2 );
+ const aiVector3D v4 = aiVector3D (s2 * radius1, -halfHeight, t2 * radius1 );
+
+ positions.push_back(v1);
+ positions.push_back(v2);
+ positions.push_back(v3);
+ positions.push_back(v4);
+ positions.push_back(v1);
+ positions.push_back(v3);
+
+ if (!bOpen)
+ {
+ // generate the end 'cap'
+ positions.push_back(aiVector3D(s * radius2, halfHeight, t * radius2 ));
+ positions.push_back(aiVector3D(s2 * radius2, halfHeight, t2 * radius2 ));
+ positions.push_back(aiVector3D(0.0, halfHeight, 0.0));
+
+
+ if (radius1)
+ {
+ // generate the other end 'cap'
+ positions.push_back(aiVector3D(s * radius1, -halfHeight, t * radius1 ));
+ positions.push_back(aiVector3D(s2 * radius1, -halfHeight, t2 * radius1 ));
+ positions.push_back(aiVector3D(0.0, -halfHeight, 0.0));
+
+ }
+ }
+ s = s2;
+ t = t2;
+ angle = next;
+ }
+
+ // Need to flip face order?
+ if ( SIZE_MAX != old ) {
+ for (size_t p = old; p < positions.size();p += 3) {
+ std::swap(positions[p],positions[p+1]);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build a circle
+void StandardShapes::MakeCircle(ai_real radius, unsigned int tess,
+ std::vector<aiVector3D>& positions)
+{
+ // Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE
+ if (tess < 3 || !radius)
+ return;
+
+ radius = std::fabs(radius);
+
+ // We will need 3 vertices per segment
+ positions.reserve(positions.size()+tess*3);
+
+ const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
+ const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
+
+ ai_real s = 1.0; // std::cos(angle == 0);
+ ai_real t = 0.0; // std::sin(angle == 0);
+
+ for (ai_real angle = 0.0; angle < angle_max; )
+ {
+ positions.push_back(aiVector3D(s * radius,0.0,t * radius));
+ angle += angle_delta;
+ s = std::cos(angle);
+ t = std::sin(angle);
+ positions.push_back(aiVector3D(s * radius,0.0,t * radius));
+
+ positions.push_back(aiVector3D(0.0,0.0,0.0));
+ }
+}
+
+} // ! Assimp