summaryrefslogtreecommitdiff
path: root/src/mesh/assimp-master/include/assimp/Vertex.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesh/assimp-master/include/assimp/Vertex.h')
-rw-r--r--src/mesh/assimp-master/include/assimp/Vertex.h299
1 files changed, 299 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/include/assimp/Vertex.h b/src/mesh/assimp-master/include/assimp/Vertex.h
new file mode 100644
index 0000000..fd7eb03
--- /dev/null
+++ b/src/mesh/assimp-master/include/assimp/Vertex.h
@@ -0,0 +1,299 @@
+/*
+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 Defines a helper class to represent an interleaved vertex
+ along with arithmetic operations to support vertex operations
+ such as subdivision, smoothing etc.
+
+ While the code is kept as general as possible, arithmetic operations
+ that are not currently well-defined (and would cause compile errors
+ due to missing operators in the math library), are commented.
+ */
+#pragma once
+#ifndef AI_VERTEX_H_INC
+#define AI_VERTEX_H_INC
+
+#ifdef __GNUC__
+# pragma GCC system_header
+#endif
+
+#include <assimp/vector3.h>
+#include <assimp/mesh.h>
+#include <assimp/ai_assert.h>
+
+#include <functional>
+
+namespace Assimp {
+
+ ///////////////////////////////////////////////////////////////////////////
+ // std::plus-family operates on operands with identical types - we need to
+ // support all the (vectype op float) combinations in vector maths.
+ // Providing T(float) would open the way to endless implicit conversions.
+ ///////////////////////////////////////////////////////////////////////////
+ namespace Intern {
+ template <typename T0, typename T1, typename TRES = T0> struct plus {
+ TRES operator() (const T0& t0, const T1& t1) const {
+ return t0+t1;
+ }
+ };
+ template <typename T0, typename T1, typename TRES = T0> struct minus {
+ TRES operator() (const T0& t0, const T1& t1) const {
+ return t0-t1;
+ }
+ };
+ template <typename T0, typename T1, typename TRES = T0> struct multiplies {
+ TRES operator() (const T0& t0, const T1& t1) const {
+ return t0*t1;
+ }
+ };
+ template <typename T0, typename T1, typename TRES = T0> struct divides {
+ TRES operator() (const T0& t0, const T1& t1) const {
+ return t0/t1;
+ }
+ };
+ }
+
+// ------------------------------------------------------------------------------------------------
+/** Intermediate description a vertex with all possible components. Defines a full set of
+ * operators, so you may use such a 'Vertex' in basic arithmetic. All operators are applied
+ * to *all* vertex components equally. This is useful for stuff like interpolation
+ * or subdivision, but won't work if special handling is required for some vertex components. */
+// ------------------------------------------------------------------------------------------------
+class Vertex {
+ friend Vertex operator + (const Vertex&,const Vertex&);
+ friend Vertex operator - (const Vertex&,const Vertex&);
+ friend Vertex operator * (const Vertex&,ai_real);
+ friend Vertex operator / (const Vertex&,ai_real);
+ friend Vertex operator * (ai_real, const Vertex&);
+
+public:
+ Vertex() {}
+
+ // ----------------------------------------------------------------------------
+ /** Extract a particular vertex from a mesh and interleave all components */
+ explicit Vertex(const aiMesh* msh, unsigned int idx) {
+ ai_assert(idx < msh->mNumVertices);
+ position = msh->mVertices[idx];
+
+ if (msh->HasNormals()) {
+ normal = msh->mNormals[idx];
+ }
+
+ if (msh->HasTangentsAndBitangents()) {
+ tangent = msh->mTangents[idx];
+ bitangent = msh->mBitangents[idx];
+ }
+
+ for (unsigned int i = 0; msh->HasTextureCoords(i); ++i) {
+ texcoords[i] = msh->mTextureCoords[i][idx];
+ }
+
+ for (unsigned int i = 0; msh->HasVertexColors(i); ++i) {
+ colors[i] = msh->mColors[i][idx];
+ }
+ }
+
+ // ----------------------------------------------------------------------------
+ /** Extract a particular vertex from a anim mesh and interleave all components */
+ explicit Vertex(const aiAnimMesh* msh, unsigned int idx) {
+ ai_assert(idx < msh->mNumVertices);
+ if (msh->HasPositions()) {
+ position = msh->mVertices[idx];
+ }
+
+ if (msh->HasNormals()) {
+ normal = msh->mNormals[idx];
+ }
+
+ if (msh->HasTangentsAndBitangents()) {
+ tangent = msh->mTangents[idx];
+ bitangent = msh->mBitangents[idx];
+ }
+
+ for (unsigned int i = 0; msh->HasTextureCoords(i); ++i) {
+ texcoords[i] = msh->mTextureCoords[i][idx];
+ }
+
+ for (unsigned int i = 0; msh->HasVertexColors(i); ++i) {
+ colors[i] = msh->mColors[i][idx];
+ }
+ }
+
+ Vertex& operator += (const Vertex& v) {
+ *this = *this+v;
+ return *this;
+ }
+
+ Vertex& operator -= (const Vertex& v) {
+ *this = *this-v;
+ return *this;
+ }
+
+ Vertex& operator *= (ai_real v) {
+ *this = *this*v;
+ return *this;
+ }
+
+ Vertex& operator /= (ai_real v) {
+ *this = *this/v;
+ return *this;
+ }
+
+ // ----------------------------------------------------------------------------
+ /** Convert back to non-interleaved storage */
+ void SortBack(aiMesh* out, unsigned int idx) const {
+ ai_assert(idx<out->mNumVertices);
+ out->mVertices[idx] = position;
+
+ if (out->HasNormals()) {
+ out->mNormals[idx] = normal;
+ }
+
+ if (out->HasTangentsAndBitangents()) {
+ out->mTangents[idx] = tangent;
+ out->mBitangents[idx] = bitangent;
+ }
+
+ for(unsigned int i = 0; out->HasTextureCoords(i); ++i) {
+ out->mTextureCoords[i][idx] = texcoords[i];
+ }
+
+ for(unsigned int i = 0; out->HasVertexColors(i); ++i) {
+ out->mColors[i][idx] = colors[i];
+ }
+ }
+
+private:
+
+ // ----------------------------------------------------------------------------
+ /** Construct from two operands and a binary operation to combine them */
+ template <template <typename t> class op> static Vertex BinaryOp(const Vertex& v0, const Vertex& v1) {
+ // this is a heavy task for the compiler to optimize ... *pray*
+
+ Vertex res;
+ res.position = op<aiVector3D>()(v0.position,v1.position);
+ res.normal = op<aiVector3D>()(v0.normal,v1.normal);
+ res.tangent = op<aiVector3D>()(v0.tangent,v1.tangent);
+ res.bitangent = op<aiVector3D>()(v0.bitangent,v1.bitangent);
+
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ res.texcoords[i] = op<aiVector3D>()(v0.texcoords[i],v1.texcoords[i]);
+ }
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
+ res.colors[i] = op<aiColor4D>()(v0.colors[i],v1.colors[i]);
+ }
+ return res;
+ }
+
+ // ----------------------------------------------------------------------------
+ /** This time binary arithmetic of v0 with a floating-point number */
+ template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
+ // this is a heavy task for the compiler to optimize ... *pray*
+
+ Vertex res;
+ res.position = op<aiVector3D,ai_real,aiVector3D>()(v0.position,f);
+ res.normal = op<aiVector3D,ai_real,aiVector3D>()(v0.normal,f);
+ res.tangent = op<aiVector3D,ai_real,aiVector3D>()(v0.tangent,f);
+ res.bitangent = op<aiVector3D,ai_real,aiVector3D>()(v0.bitangent,f);
+
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ res.texcoords[i] = op<aiVector3D,ai_real,aiVector3D>()(v0.texcoords[i],f);
+ }
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
+ res.colors[i] = op<aiColor4D,ai_real,aiColor4D>()(v0.colors[i],f);
+ }
+ return res;
+ }
+
+ // ----------------------------------------------------------------------------
+ /** This time binary arithmetic of v0 with a floating-point number */
+ template <template <typename, typename, typename> class op> static Vertex BinaryOp(ai_real f, const Vertex& v0) {
+ // this is a heavy task for the compiler to optimize ... *pray*
+
+ Vertex res;
+ res.position = op<ai_real,aiVector3D,aiVector3D>()(f,v0.position);
+ res.normal = op<ai_real,aiVector3D,aiVector3D>()(f,v0.normal);
+ res.tangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.tangent);
+ res.bitangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.bitangent);
+
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ res.texcoords[i] = op<ai_real,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
+ }
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
+ res.colors[i] = op<ai_real,aiColor4D,aiColor4D>()(f,v0.colors[i]);
+ }
+ return res;
+ }
+
+public:
+
+ aiVector3D position;
+ aiVector3D normal;
+ aiVector3D tangent, bitangent;
+
+ aiVector3D texcoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ aiColor4D colors[AI_MAX_NUMBER_OF_COLOR_SETS];
+};
+
+// ------------------------------------------------------------------------------------------------
+AI_FORCE_INLINE Vertex operator + (const Vertex& v0,const Vertex& v1) {
+ return Vertex::BinaryOp<std::plus>(v0,v1);
+}
+
+AI_FORCE_INLINE Vertex operator - (const Vertex& v0,const Vertex& v1) {
+ return Vertex::BinaryOp<std::minus>(v0,v1);
+}
+
+AI_FORCE_INLINE Vertex operator * (const Vertex& v0,ai_real f) {
+ return Vertex::BinaryOp<Intern::multiplies>(v0,f);
+}
+
+AI_FORCE_INLINE Vertex operator / (const Vertex& v0,ai_real f) {
+ return Vertex::BinaryOp<Intern::multiplies>(v0,1.f/f);
+}
+
+AI_FORCE_INLINE Vertex operator * (ai_real f,const Vertex& v0) {
+ return Vertex::BinaryOp<Intern::multiplies>(f,v0);
+}
+
+}
+
+#endif // AI_VERTEX_H_INC