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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 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