assimp/code/StandardShapes.cpp

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/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the StandardShapes class
*/
#include "AssimpPCH.h"
#include "StandardShapes.h"
namespace Assimp {
// note - flip the face order
#define ADD_TRIANGLE(n0,n1,n2) \
positions.push_back(n2); \
positions.push_back(n1); \
positions.push_back(n0);
# 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) \
}
// ------------------------------------------------------------------------------------------------
void Subdivide(std::vector<aiVector3D>& positions)
{
// assume this to be constant - input must be a Platonic primitive!
const float 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(v2, v1, a);
ADD_TRIANGLE(v3, v2, c);
ADD_TRIANGLE(v1, v3, b);
}
}
// ------------------------------------------------------------------------------------------------
aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
unsigned int numIndices)
{
if (positions.size() & numIndices || positions.empty() || !numIndices)return NULL;
// Determine which kinds of primitives the mesh will consist 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 i = 0; i < numIndices;++i,++a)
f.mIndices[i] = a;
}
out->mNumVertices = (unsigned int)positions.size();
out->mVertices = new aiVector3D[out->mNumVertices];
::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
return out;
}
// ------------------------------------------------------------------------------------------------
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
std::vector<aiVector3D>&))
{
std::vector<aiVector3D> temp;
unsigned num = (*GenerateFunc)(temp);
return MakeMesh(temp,num);
}
// ------------------------------------------------------------------------------------------------
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
std::vector<aiVector3D>&, bool))
{
std::vector<aiVector3D> temp;
unsigned num = (*GenerateFunc)(temp,true);
return MakeMesh(temp,num);
}
// ------------------------------------------------------------------------------------------------
aiMesh* StandardShapes::MakeMesh (unsigned int num, void (*GenerateFunc)(
unsigned int,std::vector<aiVector3D>&))
{
std::vector<aiVector3D> temp;
(*GenerateFunc)(num,temp);
return MakeMesh(temp,3);
}
// ------------------------------------------------------------------------------------------------
unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
{
positions.reserve(positions.size()+60);
const float t = (1.f + 2.236067977f)/2.f;
const float s = sqrt(1.f + t*t);
const aiVector3D v0 = aiVector3D(t,1.f, 0.f)/s;
const aiVector3D v1 = aiVector3D(-t,1.f, 0.f)/s;
const aiVector3D v2 = aiVector3D(t,-1.f, 0.f)/s;
const aiVector3D v3 = aiVector3D(-t,-1.f, 0.f)/s;
const aiVector3D v4 = aiVector3D(1.f, 0.f, t)/s;
const aiVector3D v5 = aiVector3D(1.f, 0.f,-t)/s;
const aiVector3D v6 = aiVector3D(-1.f, 0.f,t)/s;
const aiVector3D v7 = aiVector3D(-1.f, 0.f,-t)/s;
const aiVector3D v8 = aiVector3D(0.f, t, 1.f)/s;
const aiVector3D v9 = aiVector3D(0.f,-t, 1.f)/s;
const aiVector3D v10 = aiVector3D(0.f, t,-1.f)/s;
const aiVector3D v11 = aiVector3D(0.f,-t,-1.f)/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;
}
// ------------------------------------------------------------------------------------------------
unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions,
bool polygons /*= false*/)
{
positions.reserve(positions.size()+108);
const float a = 1.f / 1.7320508f;
const float b = sqrt((3.f-2.23606797f)/6.f);
const float c = sqrt((3.f+2.23606797f)/6.f);
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.f);
const aiVector3D v9 = aiVector3D(-b,c,0.f);
const aiVector3D v10 = aiVector3D(b,-c,0.f);
const aiVector3D v11 = aiVector3D(-b,-c,0.f);
const aiVector3D v12 = aiVector3D(c, 0.f, b);
const aiVector3D v13 = aiVector3D(c, 0.f, -b);
const aiVector3D v14 = aiVector3D(-c, 0.f, b);
const aiVector3D v15 = aiVector3D(-c, 0.f, -b);
const aiVector3D v16 = aiVector3D(0.f, b, c);
const aiVector3D v17 = aiVector3D(0.f, -b, c);
const aiVector3D v18 = aiVector3D(0.f, b, -c);
const aiVector3D v19 = aiVector3D(0.f, -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);
}
// ------------------------------------------------------------------------------------------------
unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
{
positions.reserve(positions.size()+24);
const aiVector3D v0 = aiVector3D(1.0f, 0.f, 0.f) ;
const aiVector3D v1 = aiVector3D(-1.0f, 0.f, 0.f);
const aiVector3D v2 = aiVector3D(0.f, 1.0f, 0.f);
const aiVector3D v3 = aiVector3D(0.f, -1.0f, 0.f);
const aiVector3D v4 = aiVector3D(0.f, 0.f, 1.0f);
const aiVector3D v5 = aiVector3D(0.f, 0.f, -1.0f);
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;
}
// ------------------------------------------------------------------------------------------------
unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
{
positions.reserve(positions.size()+9);
const float a = 1.41421f/3.f;
const float b = 2.4494f/3.f;
const aiVector3D v0 = aiVector3D(0.f,0.f,1.f);
const aiVector3D v1 = aiVector3D(2*a,0,-1.f/3.f);
const aiVector3D v2 = aiVector3D(-a,b,-1.f/3.f);
const aiVector3D v3 = aiVector3D(-a,-b,-1.f/3.f);
ADD_TRIANGLE(v0,v1,v2);
ADD_TRIANGLE(v0,v2,v3);
ADD_TRIANGLE(v0,v3,v1);
ADD_TRIANGLE(v1,v3,v2);
return 3;
}
// ------------------------------------------------------------------------------------------------
unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
bool polygons /*= false*/)
{
positions.reserve(positions.size()+36);
const float length = 1.f/1.73205080f;
const aiVector3D v0 = aiVector3D(-1.f,-1.f,-1.f)*length;
const aiVector3D v1 = aiVector3D(1.f,-1.f,-1.f)*length;
const aiVector3D v2 = aiVector3D(1.f,1.f,-1.f)*length;
const aiVector3D v3 = aiVector3D(-1.f,1.f,-1.f)*length;
const aiVector3D v4 = aiVector3D(-1.f,-1.f,1.f)*length;
const aiVector3D v5 = aiVector3D(1.f,-1.f,1.f)*length;
const aiVector3D v6 = aiVector3D(1.f,1.f,1.f)*length;
const aiVector3D v7 = aiVector3D(-1.f,1.f,1.f)*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
// ------------------------------------------------------------------------------------------------
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
// tesselation is reached
for (unsigned int i = 0; i<tess;++i)
Subdivide(positions);
}
// ------------------------------------------------------------------------------------------------
void StandardShapes::MakeCone(float height,float radius1,
float 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;
// No negative radii
radius1 = fabs(radius1);
radius2 = fabs(radius2);
float halfHeight = height / 2;
// radius1 is always the smaller one
if (radius2 > radius1)
{
std::swap(radius2,radius1);
halfHeight = -halfHeight;
}
// Use a large epsilon to check whether the cone is pointy
if (radius1 < (radius2-radius1)*10e-3f)radius1 = 0.f;
// 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(mem);
// Now construct all segments
const float angle_delta = (float)AI_MATH_TWO_PI / tess;
const float angle_max = (float)AI_MATH_TWO_PI;
float s = 1.f; // cos(angle == 0);
float t = 0.f; // sin(angle == 0);
for (float angle = 0.f; angle < angle_max; )
{
const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
const float next = angle + angle_delta;
float s2 = cos(next);
float t2 = 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(v3);
positions.push_back(v2);
positions.push_back(v4);
positions.push_back(v3);
positions.push_back(v1);
if (!bOpen)
{
// generate the end 'cap'
positions.push_back(aiVector3D(s * radius2, halfHeight, t * radius2 ));
positions.push_back(aiVector3D(0.f, halfHeight, 0.f));
positions.push_back(aiVector3D(s2 * radius2, halfHeight, t2 * radius2 ));
if (radius1)
{
// generate the other end 'cap'
positions.push_back(aiVector3D(s * radius1, -halfHeight, t * radius1 ));
positions.push_back(aiVector3D(0.f, -halfHeight, 0.f));
positions.push_back(aiVector3D(s2 * radius1, -halfHeight, t2 * radius1 ));
}
}
s = s2;
t = t2;
angle = next;
}
}
// ------------------------------------------------------------------------------------------------
void StandardShapes::MakeCircle(
const aiVector3D& center,
const aiVector3D& normal,
float radius,
unsigned int tess,
std::vector<aiVector3D>& positions)
{
// todo
}
} // ! Assimp