#include "X3DGeoHelper.h" #include "X3DImporter.hpp" #include #include #include #include namespace Assimp { aiVector3D X3DGeoHelper::make_point2D(float angle, float radius) { return aiVector3D(radius * std::cos(angle), radius * std::sin(angle), 0); } void X3DGeoHelper::make_arc2D(float pStartAngle, float pEndAngle, float pRadius, size_t numSegments, std::list &pVertices) { // check argument values ranges. if ((pStartAngle < -AI_MATH_TWO_PI_F) || (pStartAngle > AI_MATH_TWO_PI_F)) { throw DeadlyImportError("GeometryHelper_Make_Arc2D.pStartAngle"); } if ((pEndAngle < -AI_MATH_TWO_PI_F) || (pEndAngle > AI_MATH_TWO_PI_F)) { throw DeadlyImportError("GeometryHelper_Make_Arc2D.pEndAngle"); } if (pRadius <= 0) { throw DeadlyImportError("GeometryHelper_Make_Arc2D.pRadius"); } // calculate arc angle and check type of arc float angle_full = std::fabs(pEndAngle - pStartAngle); if ((angle_full > AI_MATH_TWO_PI_F) || (angle_full == 0.0f)) { angle_full = AI_MATH_TWO_PI_F; } // calculate angle for one step - angle to next point of line. float angle_step = angle_full / (float)numSegments; // make points for (size_t pi = 0; pi <= numSegments; pi++) { float tangle = pStartAngle + pi * angle_step; pVertices.emplace_back(make_point2D(tangle, pRadius)); } // for(size_t pi = 0; pi <= pNumSegments; pi++) // if we making full circle then add last vertex equal to first vertex if (angle_full == AI_MATH_TWO_PI_F) pVertices.push_back(*pVertices.begin()); } void X3DGeoHelper::extend_point_to_line(const std::list &pPoint, std::list &pLine) { std::list::const_iterator pit = pPoint.begin(); std::list::const_iterator pit_last = pPoint.end(); --pit_last; if (pPoint.size() < 2) { throw DeadlyImportError("GeometryHelper_Extend_PointToLine.pPoint.size() can not be less than 2."); } // add first point of first line. pLine.push_back(*pit++); // add internal points while (pit != pit_last) { pLine.push_back(*pit); // second point of previous line pLine.push_back(*pit); // first point of next line ++pit; } // add last point of last line pLine.push_back(*pit); } void X3DGeoHelper::polylineIdx_to_lineIdx(const std::list &pPolylineCoordIdx, std::list &pLineCoordIdx) { std::list::const_iterator plit = pPolylineCoordIdx.begin(); while (plit != pPolylineCoordIdx.end()) { // add first point of polyline pLineCoordIdx.push_back(*plit++); while ((*plit != (-1)) && (plit != pPolylineCoordIdx.end())) { std::list::const_iterator plit_next; plit_next = plit, ++plit_next; pLineCoordIdx.push_back(*plit); // second point of previous line. pLineCoordIdx.push_back(-1); // delimiter if ((*plit_next == (-1)) || (plit_next == pPolylineCoordIdx.end())) break; // current polyline is finished pLineCoordIdx.push_back(*plit); // first point of next line. plit = plit_next; } // while((*plit != (-1)) && (plit != pPolylineCoordIdx.end())) } // while(plit != pPolylineCoordIdx.end()) } #define MACRO_FACE_ADD_QUAD_FA(pCCW, pOut, pIn, pP1, pP2, pP3, pP4) \ do { \ if (pCCW) { \ pOut.push_back(pIn[pP1]); \ pOut.push_back(pIn[pP2]); \ pOut.push_back(pIn[pP3]); \ pOut.push_back(pIn[pP4]); \ } else { \ pOut.push_back(pIn[pP4]); \ pOut.push_back(pIn[pP3]); \ pOut.push_back(pIn[pP2]); \ pOut.push_back(pIn[pP1]); \ } \ } while (false) #define MESH_RectParallelepiped_CREATE_VERT \ aiVector3D vert_set[8]; \ float x1, x2, y1, y2, z1, z2, hs; \ \ hs = pSize.x / 2, x1 = -hs, x2 = hs; \ hs = pSize.y / 2, y1 = -hs, y2 = hs; \ hs = pSize.z / 2, z1 = -hs, z2 = hs; \ vert_set[0].Set(x2, y1, z2); \ vert_set[1].Set(x2, y2, z2); \ vert_set[2].Set(x2, y2, z1); \ vert_set[3].Set(x2, y1, z1); \ vert_set[4].Set(x1, y1, z2); \ vert_set[5].Set(x1, y2, z2); \ vert_set[6].Set(x1, y2, z1); \ vert_set[7].Set(x1, y1, z1) void X3DGeoHelper::rect_parallel_epiped(const aiVector3D &pSize, std::list &pVertices) { MESH_RectParallelepiped_CREATE_VERT; MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 3, 2, 1, 0); // front MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 6, 7, 4, 5); // back MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 7, 3, 0, 4); // left MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 2, 6, 5, 1); // right MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 0, 1, 5, 4); // top MACRO_FACE_ADD_QUAD_FA(true, pVertices, vert_set, 7, 6, 2, 3); // bottom } #undef MESH_RectParallelepiped_CREATE_VERT void X3DGeoHelper::coordIdx_str2faces_arr(const std::vector &pCoordIdx, std::vector &pFaces, unsigned int &pPrimitiveTypes) { std::vector f_data(pCoordIdx); std::vector inds; unsigned int prim_type = 0; if (f_data.back() != (-1)) { f_data.push_back(-1); } // reserve average size. pFaces.reserve(f_data.size() / 3); inds.reserve(4); //PrintVectorSet("build. ci", pCoordIdx); for (std::vector::iterator it = f_data.begin(); it != f_data.end(); ++it) { // when face is got count how many indices in it. if (*it == (-1)) { aiFace tface; size_t ts; ts = inds.size(); switch (ts) { case 0: goto mg_m_err; case 1: prim_type |= aiPrimitiveType_POINT; break; case 2: prim_type |= aiPrimitiveType_LINE; break; case 3: prim_type |= aiPrimitiveType_TRIANGLE; break; default: prim_type |= aiPrimitiveType_POLYGON; break; } tface.mNumIndices = static_cast(ts); tface.mIndices = new unsigned int[ts]; memcpy(tface.mIndices, inds.data(), ts * sizeof(unsigned int)); pFaces.push_back(tface); inds.clear(); } // if(*it == (-1)) else { inds.push_back(*it); } // if(*it == (-1)) else } // for(std::list::iterator it = f_data.begin(); it != f_data.end(); it++) //PrintVectorSet("build. faces", pCoordIdx); pPrimitiveTypes = prim_type; return; mg_m_err: for (size_t i = 0, i_e = pFaces.size(); i < i_e; i++) delete[] pFaces.at(i).mIndices; pFaces.clear(); } void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list &pColors, const bool pColorPerVertex) { std::list tcol; // create RGBA array from RGB. for (std::list::const_iterator it = pColors.begin(); it != pColors.end(); ++it) tcol.emplace_back((*it).r, (*it).g, (*it).b, 1); // call existing function for adding RGBA colors add_color(pMesh, tcol, pColorPerVertex); } void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list &pColors, const bool pColorPerVertex) { std::list::const_iterator col_it = pColors.begin(); if (pColorPerVertex) { if (pColors.size() < pMesh.mNumVertices) { throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + ai_to_string(pColors.size()) + ") can not be less than Vertices count(" + ai_to_string(pMesh.mNumVertices) + ")."); } // copy colors to mesh pMesh.mColors[0] = new aiColor4D[pMesh.mNumVertices]; for (size_t i = 0; i < pMesh.mNumVertices; i++) pMesh.mColors[0][i] = *col_it++; } // if(pColorPerVertex) else { if (pColors.size() < pMesh.mNumFaces) { throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + ai_to_string(pColors.size()) + ") can not be less than Faces count(" + ai_to_string(pMesh.mNumFaces) + ")."); } // copy colors to mesh pMesh.mColors[0] = new aiColor4D[pMesh.mNumVertices]; for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) { // apply color to all vertices of face for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++) { pMesh.mColors[0][pMesh.mFaces[fi].mIndices[vi]] = *col_it; } ++col_it; } } // if(pColorPerVertex) else } void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector &pCoordIdx, const std::vector &pColorIdx, const std::list &pColors, const bool pColorPerVertex) { std::list tcol; // create RGBA array from RGB. for (std::list::const_iterator it = pColors.begin(); it != pColors.end(); ++it) { tcol.emplace_back((*it).r, (*it).g, (*it).b, 1); } // call existing function for adding RGBA colors add_color(pMesh, pCoordIdx, pColorIdx, tcol, pColorPerVertex); } void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector &coordIdx, const std::vector &colorIdx, const std::list &colors, bool pColorPerVertex) { std::vector col_tgt_arr; std::list col_tgt_list; std::vector col_arr_copy; if (coordIdx.size() == 0) { throw DeadlyImportError("MeshGeometry_AddColor2. pCoordIdx can not be empty."); } // copy list to array because we are need indexed access to colors. col_arr_copy.reserve(colors.size()); for (std::list::const_iterator it = colors.begin(); it != colors.end(); ++it) { col_arr_copy.push_back(*it); } if (pColorPerVertex) { if (colorIdx.size() > 0) { // check indices array count. if (colorIdx.size() < coordIdx.size()) { throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + ai_to_string(colorIdx.size()) + ") can not be less than Coords indices count(" + ai_to_string(coordIdx.size()) + ")."); } // create list with colors for every vertex. col_tgt_arr.resize(pMesh.mNumVertices); for (std::vector::const_iterator colidx_it = colorIdx.begin(), coordidx_it = coordIdx.begin(); colidx_it != colorIdx.end(); ++colidx_it, ++coordidx_it) { if (*colidx_it == (-1)) { continue; // skip faces delimiter } if ((unsigned int)(*coordidx_it) > pMesh.mNumVertices) { throw DeadlyImportError("MeshGeometry_AddColor2. Coordinate idx is out of range."); } if ((unsigned int)*colidx_it > pMesh.mNumVertices) { throw DeadlyImportError("MeshGeometry_AddColor2. Color idx is out of range."); } col_tgt_arr[*coordidx_it] = col_arr_copy[*colidx_it]; } } // if(pColorIdx.size() > 0) else { // when color indices list is absent use CoordIdx. // check indices array count. if (colors.size() < pMesh.mNumVertices) { throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + ai_to_string(colors.size()) + ") can not be less than Vertices count(" + ai_to_string(pMesh.mNumVertices) + ")."); } // create list with colors for every vertex. col_tgt_arr.resize(pMesh.mNumVertices); for (size_t i = 0; i < pMesh.mNumVertices; i++) { col_tgt_arr[i] = col_arr_copy[i]; } } // if(pColorIdx.size() > 0) else } // if(pColorPerVertex) else { if (colorIdx.size() > 0) { // check indices array count. if (colorIdx.size() < pMesh.mNumFaces) { throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + ai_to_string(colorIdx.size()) + ") can not be less than Faces count(" + ai_to_string(pMesh.mNumFaces) + ")."); } // create list with colors for every vertex using faces indices. col_tgt_arr.resize(pMesh.mNumFaces); std::vector::const_iterator colidx_it = colorIdx.begin(); for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) { if ((unsigned int)*colidx_it > pMesh.mNumFaces) throw DeadlyImportError("MeshGeometry_AddColor2. Face idx is out of range."); col_tgt_arr[fi] = col_arr_copy[*colidx_it++]; } } // if(pColorIdx.size() > 0) else { // when color indices list is absent use CoordIdx. // check indices array count. if (colors.size() < pMesh.mNumFaces) { throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + ai_to_string(colors.size()) + ") can not be less than Faces count(" + ai_to_string(pMesh.mNumFaces) + ")."); } // create list with colors for every vertex using faces indices. col_tgt_arr.resize(pMesh.mNumFaces); for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) col_tgt_arr[fi] = col_arr_copy[fi]; } // if(pColorIdx.size() > 0) else } // if(pColorPerVertex) else // copy array to list for calling function that add colors. for (std::vector::const_iterator it = col_tgt_arr.begin(); it != col_tgt_arr.end(); ++it) col_tgt_list.push_back(*it); // add prepared colors list to mesh. add_color(pMesh, col_tgt_list, pColorPerVertex); } void X3DGeoHelper::add_normal(aiMesh &pMesh, const std::vector &pCoordIdx, const std::vector &pNormalIdx, const std::list &pNormals, const bool pNormalPerVertex) { std::vector tind; std::vector norm_arr_copy; // copy list to array because we are need indexed access to normals. norm_arr_copy.reserve(pNormals.size()); for (std::list::const_iterator it = pNormals.begin(); it != pNormals.end(); ++it) { norm_arr_copy.push_back(*it); } if (pNormalPerVertex) { if (pNormalIdx.size() > 0) { // check indices array count. if (pNormalIdx.size() != pCoordIdx.size()) throw DeadlyImportError("Normals and Coords inidces count must be equal."); tind.reserve(pNormalIdx.size()); for (std::vector::const_iterator it = pNormalIdx.begin(); it != pNormalIdx.end(); ++it) { if (*it != (-1)) tind.push_back(*it); } // copy normals to mesh pMesh.mNormals = new aiVector3D[pMesh.mNumVertices]; for (size_t i = 0; (i < pMesh.mNumVertices) && (i < tind.size()); i++) { if (tind[i] >= norm_arr_copy.size()) throw DeadlyImportError("MeshGeometry_AddNormal. Normal index(" + ai_to_string(tind[i]) + ") is out of range. Normals count: " + ai_to_string(norm_arr_copy.size()) + "."); pMesh.mNormals[i] = norm_arr_copy[tind[i]]; } } else { if (pNormals.size() != pMesh.mNumVertices) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and vertices count must be equal."); // copy normals to mesh pMesh.mNormals = new aiVector3D[pMesh.mNumVertices]; std::list::const_iterator norm_it = pNormals.begin(); for (size_t i = 0; i < pMesh.mNumVertices; i++) pMesh.mNormals[i] = *norm_it++; } } // if(pNormalPerVertex) else { if (pNormalIdx.size() > 0) { if (pMesh.mNumFaces != pNormalIdx.size()) throw DeadlyImportError("Normals faces count must be equal to mesh faces count."); std::vector::const_iterator normidx_it = pNormalIdx.begin(); tind.reserve(pNormalIdx.size()); for (size_t i = 0, i_e = pNormalIdx.size(); i < i_e; i++) tind.push_back(*normidx_it++); } else { tind.reserve(pMesh.mNumFaces); for (size_t i = 0; i < pMesh.mNumFaces; i++) tind.push_back(i); } // copy normals to mesh pMesh.mNormals = new aiVector3D[pMesh.mNumVertices]; for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) { aiVector3D tnorm; tnorm = norm_arr_copy[tind[fi]]; for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++) pMesh.mNormals[pMesh.mFaces[fi].mIndices[vi]] = tnorm; } } // if(pNormalPerVertex) else } void X3DGeoHelper::add_normal(aiMesh &pMesh, const std::list &pNormals, const bool pNormalPerVertex) { std::list::const_iterator norm_it = pNormals.begin(); if (pNormalPerVertex) { if (pNormals.size() != pMesh.mNumVertices) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and vertices count must be equal."); // copy normals to mesh pMesh.mNormals = new aiVector3D[pMesh.mNumVertices]; for (size_t i = 0; i < pMesh.mNumVertices; i++) pMesh.mNormals[i] = *norm_it++; } // if(pNormalPerVertex) else { if (pNormals.size() != pMesh.mNumFaces) throw DeadlyImportError("MeshGeometry_AddNormal. Normals and faces count must be equal."); // copy normals to mesh pMesh.mNormals = new aiVector3D[pMesh.mNumVertices]; for (size_t fi = 0; fi < pMesh.mNumFaces; fi++) { // apply color to all vertices of face for (size_t vi = 0, vi_e = pMesh.mFaces[fi].mNumIndices; vi < vi_e; vi++) pMesh.mNormals[pMesh.mFaces[fi].mIndices[vi]] = *norm_it; ++norm_it; } } // if(pNormalPerVertex) else } void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::vector &pCoordIdx, const std::vector &pTexCoordIdx, const std::list &pTexCoords) { std::vector texcoord_arr_copy; std::vector faces; unsigned int prim_type; // copy list to array because we are need indexed access to normals. texcoord_arr_copy.reserve(pTexCoords.size()); for (std::list::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) { texcoord_arr_copy.emplace_back((*it).x, (*it).y, 0); } if (pTexCoordIdx.size() > 0) { coordIdx_str2faces_arr(pTexCoordIdx, faces, prim_type); if (faces.empty()) { throw DeadlyImportError("Failed to add texture coordinates to mesh, faces list is empty."); } if (faces.size() != pMesh.mNumFaces) { throw DeadlyImportError("Texture coordinates faces count must be equal to mesh faces count."); } } else { coordIdx_str2faces_arr(pCoordIdx, faces, prim_type); } pMesh.mTextureCoords[0] = new aiVector3D[pMesh.mNumVertices]; pMesh.mNumUVComponents[0] = 2; for (size_t fi = 0, fi_e = faces.size(); fi < fi_e; fi++) { if (pMesh.mFaces[fi].mNumIndices != faces.at(fi).mNumIndices) throw DeadlyImportError("Number of indices in texture face and mesh face must be equal. Invalid face index: " + ai_to_string(fi) + "."); for (size_t ii = 0; ii < pMesh.mFaces[fi].mNumIndices; ii++) { size_t vert_idx = pMesh.mFaces[fi].mIndices[ii]; size_t tc_idx = faces.at(fi).mIndices[ii]; pMesh.mTextureCoords[0][vert_idx] = texcoord_arr_copy.at(tc_idx); } } // for(size_t fi = 0, fi_e = faces.size(); fi < fi_e; fi++) } void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::list &pTexCoords) { std::vector tc_arr_copy; if (pTexCoords.size() != pMesh.mNumVertices) { throw DeadlyImportError("MeshGeometry_AddTexCoord. Texture coordinates and vertices count must be equal."); } // copy list to array because we are need convert aiVector2D to aiVector3D and also get indexed access as a bonus. tc_arr_copy.reserve(pTexCoords.size()); for (std::list::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) { tc_arr_copy.emplace_back((*it).x, (*it).y, 0); } // copy texture coordinates to mesh pMesh.mTextureCoords[0] = new aiVector3D[pMesh.mNumVertices]; pMesh.mNumUVComponents[0] = 2; for (size_t i = 0; i < pMesh.mNumVertices; i++) { pMesh.mTextureCoords[0][i] = tc_arr_copy[i]; } } aiMesh *X3DGeoHelper::make_mesh(const std::vector &pCoordIdx, const std::list &pVertices) { std::vector faces; unsigned int prim_type = 0; // create faces array from input string with vertices indices. X3DGeoHelper::coordIdx_str2faces_arr(pCoordIdx, faces, prim_type); if (!faces.size()) { throw DeadlyImportError("Failed to create mesh, faces list is empty."); } // // Create new mesh and copy geometry data. // aiMesh *tmesh = new aiMesh; size_t ts = faces.size(); // faces tmesh->mFaces = new aiFace[ts]; tmesh->mNumFaces = static_cast(ts); for (size_t i = 0; i < ts; i++) tmesh->mFaces[i] = faces.at(i); // vertices std::list::const_iterator vit = pVertices.begin(); ts = pVertices.size(); tmesh->mVertices = new aiVector3D[ts]; tmesh->mNumVertices = static_cast(ts); for (size_t i = 0; i < ts; i++) { tmesh->mVertices[i] = *vit++; } // set primitives type and return result. tmesh->mPrimitiveTypes = prim_type; return tmesh; } } // namespace Assimp