diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/Common/StandardShapes.cpp | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
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, 0 insertions, 479 deletions
diff --git a/src/mesh/assimp-master/code/Common/StandardShapes.cpp b/src/mesh/assimp-master/code/Common/StandardShapes.cpp deleted file mode 100644 index e94b5b9..0000000 --- a/src/mesh/assimp-master/code/Common/StandardShapes.cpp +++ /dev/null @@ -1,479 +0,0 @@ -/* -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 |