diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/Common/StandardShapes.cpp | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/Common/StandardShapes.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/Common/StandardShapes.cpp | 479 |
1 files changed, 479 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/Common/StandardShapes.cpp b/src/mesh/assimp-master/code/Common/StandardShapes.cpp new file mode 100644 index 0000000..e94b5b9 --- /dev/null +++ b/src/mesh/assimp-master/code/Common/StandardShapes.cpp @@ -0,0 +1,479 @@ +/* +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 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 <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 nullptr; + } + + // 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; j < numIndices; ++j, ++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)); + } +} + +} // namespace Assimp |