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Diffstat (limited to 'thirdparty/assimp/code/Common/StandardShapes.cpp')
-rw-r--r-- | thirdparty/assimp/code/Common/StandardShapes.cpp | 507 |
1 files changed, 0 insertions, 507 deletions
diff --git a/thirdparty/assimp/code/Common/StandardShapes.cpp b/thirdparty/assimp/code/Common/StandardShapes.cpp deleted file mode 100644 index 2e5100130f..0000000000 --- a/thirdparty/assimp/code/Common/StandardShapes.cpp +++ /dev/null @@ -1,507 +0,0 @@ -/* -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)); - } -} - -} // ! 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