2023-03-14 22:49:41 +00:00
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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2023-03-14 19:03:14 +00:00
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#include "GeometryUtils.h"
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#include <assimp/vector3.h>
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namespace Assimp {
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2023-05-04 18:57:20 +00:00
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// ------------------------------------------------------------------------------------------------
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2023-03-14 19:03:14 +00:00
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ai_real GeometryUtils::heron( ai_real a, ai_real b, ai_real c ) {
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2023-05-04 18:57:20 +00:00
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const ai_real s = (a + b + c) / 2;
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const ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
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2023-03-14 19:03:14 +00:00
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return area;
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}
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2023-05-04 18:57:20 +00:00
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// ------------------------------------------------------------------------------------------------
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ai_real GeometryUtils::distance3D( const aiVector3D &vA, const aiVector3D &vB ) {
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const ai_real lx = ( vB.x - vA.x );
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const ai_real ly = ( vB.y - vA.y );
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const ai_real lz = ( vB.z - vA.z );
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2023-05-04 18:57:20 +00:00
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const ai_real a = lx*lx + ly*ly + lz*lz;
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const ai_real d = pow( a, (ai_real)0.5 );
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return d;
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}
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2023-05-04 18:57:20 +00:00
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// ------------------------------------------------------------------------------------------------
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ai_real GeometryUtils::calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
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ai_real area = 0;
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2023-05-04 18:57:20 +00:00
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const aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
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const aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
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const aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
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2023-05-04 18:57:20 +00:00
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const ai_real a = distance3D( vA, vB );
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const ai_real b = distance3D( vB, vC );
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const ai_real c = distance3D( vC, vA );
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area = heron( a, b, c );
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return area;
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}
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2023-04-16 16:20:14 +00:00
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// ------------------------------------------------------------------------------------------------
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// Check whether a ray intersects a plane and find the intersection point
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bool GeometryUtils::PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
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const aiVector3D& planeNormal, aiVector3D& pos) {
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const ai_real b = planeNormal * (planePos - ray.pos);
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ai_real h = ray.dir * planeNormal;
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if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
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return false;
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pos = ray.pos + (ray.dir * h);
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return true;
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}
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2023-05-03 22:00:52 +00:00
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// ------------------------------------------------------------------------------------------------
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void GeometryUtils::normalizeVectorArray(aiVector3D *vectorArrayIn, aiVector3D *vectorArrayOut,
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size_t numVectors) {
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for (size_t i=0; i<numVectors; ++i) {
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vectorArrayOut[i] = vectorArrayIn[i].Normalize();
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}
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}
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2023-03-14 19:03:14 +00:00
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} // namespace Assimp
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