311 lines
10 KiB
C++
311 lines
10 KiB
C++
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development 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 Development 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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/** @file Implementation of the StandardShapes class
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*/
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#include "../include/aiTypes.h"
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#include "../include/DefaultLogger.h"
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#include "../include/aiAssert.h"
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#include "StandardShapes.h"
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namespace Assimp {
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// note - flip the face ordering
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#define ADD_TRIANGLE(n0,n1,n2) \
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positions.push_back(n2); \
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positions.push_back(n1); \
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positions.push_back(n0);
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#ifdef AI_STANDARD_SHAPES_OUTPUT_POLYGONS
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# define ADD_PENTAGON(n0,n1,n2,n3,n4) \
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positions.push_back(n0); \
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positions.push_back(n1); \
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positions.push_back(n2); \
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positions.push_back(n3); \
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positions.push_back(n4);
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# define ADD_QUAD(n0,n1,n2,n3) \
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positions.push_back(n0); \
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positions.push_back(n1); \
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positions.push_back(n2); \
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positions.push_back(n3);
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#else
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# define ADD_PENTAGON(n0,n1,n2,n3,n4) \
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ADD_TRIANGLE(n0, n1, n2) \
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ADD_TRIANGLE(n0, n2, n3) \
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ADD_TRIANGLE(n0, n3, n4)
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# define ADD_QUAD(n0,n1,n2,n3) \
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ADD_TRIANGLE(n0, n1, n2) \
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ADD_TRIANGLE(n0, n2, n3)
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#endif
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// ------------------------------------------------------------------------------------------------
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void Subdivide(std::vector<aiVector3D>& positions)
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{
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// assume this to be constant - input must be a Platonic primitive!
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const float fl1 = positions[0].Length();
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unsigned int origSize = (unsigned int)positions.size();
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for (unsigned int i = 0 ; i < origSize ; i+=3)
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{
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aiVector3D& tv0 = positions[i];
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aiVector3D& tv1 = positions[i+1];
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aiVector3D& tv2 = positions[i+2];
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aiVector3D a = tv0, b = tv1, c = tv2;
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aiVector3D v1 = aiVector3D(a.x+b.x, a.y+b.y, a.z+b.z).Normalize()*fl1;
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aiVector3D v2 = aiVector3D(a.x+c.x, a.y+c.y, a.z+c.z).Normalize()*fl1;
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aiVector3D v3 = aiVector3D(b.x+c.x, b.y+c.y, b.z+c.z).Normalize()*fl1;
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tv0 = v1; tv1 = v3; tv2 = v2; // overwrite the original
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ADD_TRIANGLE(v2, v1, a);
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ADD_TRIANGLE(v3, v2, c);
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ADD_TRIANGLE(v1, v3, b);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void StandardShapes::MakeIcosahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+60);
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const float t = (1.f + 2.236067977f)/2.f;
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const aiVector3D s = aiVector3D( sqrt(1.f + t*t) ) / length;
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aiVector3D v0 = aiVector3D(t,1.f, 0.f)/s;
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aiVector3D v1 = aiVector3D(-t,1.f, 0.f)/s;
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aiVector3D v2 = aiVector3D(t,-1.f, 0.f)/s;
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aiVector3D v3 = aiVector3D(-t,-1.f, 0.f)/s;
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aiVector3D v4 = aiVector3D(1.f, 0.f, t)/s;
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aiVector3D v5 = aiVector3D(1.f, 0.f,-t)/s;
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aiVector3D v6 = aiVector3D(-1.f, 0.f,t)/s;
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aiVector3D v7 = aiVector3D(-1.f, 0.f,-t)/s;
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aiVector3D v8 = aiVector3D(0.f, t, 1.f)/s;
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aiVector3D v9 = aiVector3D(0.f,-t, 1.f)/s;
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aiVector3D v10 = aiVector3D(0.f, t,-1.f)/s;
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aiVector3D v11 = aiVector3D(0.f,-t,-1.f)/s;
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ADD_TRIANGLE(v0,v8,v4);
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ADD_TRIANGLE(v0,v5,v10);
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ADD_TRIANGLE(v2,v4,v9);
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ADD_TRIANGLE(v2,v11,v5);
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ADD_TRIANGLE(v1,v6,v8);
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ADD_TRIANGLE(v1,v10,v7);
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ADD_TRIANGLE(v3,v9,v6);
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ADD_TRIANGLE(v3,v7,v11);
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ADD_TRIANGLE(v0,v10,v8);
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ADD_TRIANGLE(v1,v8,v10);
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ADD_TRIANGLE(v2,v9,v11);
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ADD_TRIANGLE(v3,v11,v9);
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ADD_TRIANGLE(v4,v2,v0);
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ADD_TRIANGLE(v5,v0,v2);
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ADD_TRIANGLE(v6,v1,v3);
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ADD_TRIANGLE(v7,v3,v1);
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ADD_TRIANGLE(v8,v6,v4);
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ADD_TRIANGLE(v9,v4,v6);
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ADD_TRIANGLE(v10,v5,v7);
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ADD_TRIANGLE(v11,v7,v5);
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}
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// ------------------------------------------------------------------------------------------------
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void StandardShapes::MakeDodecahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+108);
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const float a = 1.f / 1.7320508f;
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const float b = sqrt((3.f-2.23606797f)/6.f);
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const float c = sqrt((3.f+2.23606797f)/6.f);
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aiVector3D v0 = aiVector3D(a,a,a).SymMul(length);
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aiVector3D v1 = aiVector3D(a,a,-a).SymMul(length);
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aiVector3D v2 = aiVector3D(a,-a,a).SymMul(length);
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aiVector3D v3 = aiVector3D(a,-a,-a).SymMul(length);
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aiVector3D v4 = aiVector3D(-a,a,a).SymMul(length);
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aiVector3D v5 = aiVector3D(-a,a,-a).SymMul(length);
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aiVector3D v6 = aiVector3D(-a,-a,a).SymMul(length);
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aiVector3D v7 = aiVector3D(-a,-a,-a).SymMul(length);
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aiVector3D v8 = aiVector3D(b,c,0.f).SymMul(length);
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aiVector3D v9 = aiVector3D(-b,c,0.f).SymMul(length);
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aiVector3D v10 = aiVector3D(b,-c,0.f).SymMul(length);
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aiVector3D v11 = aiVector3D(-b,-c,0.f).SymMul(length);
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aiVector3D v12 = aiVector3D(c, 0.f, b).SymMul(length);
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aiVector3D v13 = aiVector3D(c, 0.f, -b).SymMul(length);
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aiVector3D v14 = aiVector3D(-c, 0.f, b).SymMul(length);
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aiVector3D v15 = aiVector3D(-c, 0.f, -b).SymMul(length);
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aiVector3D v16 = aiVector3D(0.f, b, c).SymMul(length);
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aiVector3D v17 = aiVector3D(0.f, -b, c).SymMul(length);
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aiVector3D v18 = aiVector3D(0.f, b, -c).SymMul(length);
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aiVector3D v19 = aiVector3D(0.f, -b, -c).SymMul(length);
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ADD_PENTAGON(v0, v8, v9, v4, v16);
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ADD_PENTAGON(v0, v12, v13, v1, v8);
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ADD_PENTAGON(v0, v16, v17, v2, v12);
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ADD_PENTAGON(v8, v1, v18, v5, v9);
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ADD_PENTAGON(v12, v2, v10, v3, v13);
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ADD_PENTAGON(v16, v4, v14, v6, v17);
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ADD_PENTAGON(v9, v5, v15, v14, v4);
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ADD_PENTAGON(v6, v11, v10, v2, v17);
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ADD_PENTAGON(v3, v19, v18, v1, v13);
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ADD_PENTAGON(v7, v15, v5, v18, v19);
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ADD_PENTAGON(v7, v11, v6, v14, v15);
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ADD_PENTAGON(v7, v19, v3, v10, v11);
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}
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// ------------------------------------------------------------------------------------------------
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void StandardShapes::MakeOctahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+24);
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aiVector3D v0 = aiVector3D(length.x, 0.f, 0.f) ;
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aiVector3D v1 = aiVector3D(-length.x, 0.f, 0.f);
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aiVector3D v2 = aiVector3D(0.f, length.y, 0.f);
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aiVector3D v3 = aiVector3D(0.f, -length.y, 0.f);
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aiVector3D v4 = aiVector3D(0.f, 0.f, length.z);
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aiVector3D v5 = aiVector3D(0.f, 0.f, -length.z);
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ADD_TRIANGLE(v4,v0,v2);
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ADD_TRIANGLE(v4,v2,v1);
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ADD_TRIANGLE(v4,v1,v3);
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ADD_TRIANGLE(v4,v3,v0);
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ADD_TRIANGLE(v5,v2,v0);
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ADD_TRIANGLE(v5,v1,v2);
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ADD_TRIANGLE(v5,v3,v1);
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ADD_TRIANGLE(v5,v0,v3);
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}
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// ------------------------------------------------------------------------------------------------
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void StandardShapes::MakeTetrahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+9);
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const float a = 1.41421f/3.f;
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const float b = 2.4494f/3.f;
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aiVector3D v0 = aiVector3D(0.f,0.f,1.f).SymMul(length);
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aiVector3D v1 = aiVector3D(2*a,0,-1.f/3.f).SymMul(length);
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aiVector3D v2 = aiVector3D(-a,b,-1.f/3.f).SymMul(length);
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aiVector3D v3 = aiVector3D(-a,-b,-1.f/3.f).SymMul(length);
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ADD_TRIANGLE(v0,v1,v2);
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ADD_TRIANGLE(v0,v2,v3);
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ADD_TRIANGLE(v0,v3,v1);
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ADD_TRIANGLE(v1,v3,v2);
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}
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// ------------------------------------------------------------------------------------------------
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void StandardShapes::MakeHexahedron(aiVector3D& center,const aiVector3D& length,
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std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+36);
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aiVector3D _length = length * (1.f/1.73205080f);
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aiVector3D v0 = aiVector3D(-1.f,-1.f,-1.f).SymMul(_length) ;
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aiVector3D v1 = aiVector3D(1.f,-1.f,-1.f).SymMul(_length) ;
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aiVector3D v2 = aiVector3D(1.f,1.f,-1.f) .SymMul(_length) ;
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aiVector3D v3 = aiVector3D(-1.f,1.f,-1.f) .SymMul(_length) ;
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aiVector3D v4 = aiVector3D(-1.f,-1.f,1.f) .SymMul(_length) ;
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aiVector3D v5 = aiVector3D(1.f,-1.f,1.f) .SymMul(_length) ;
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aiVector3D v6 = aiVector3D(1.f,1.f,1.f) .SymMul(_length) ;
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aiVector3D v7 = aiVector3D(-1.f,1.f,1.f) .SymMul(_length) ;
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ADD_QUAD(v0,v3,v2,v1);
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ADD_QUAD(v0,v1,v5,v4);
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ADD_QUAD(v0,v4,v7,v3);
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ADD_QUAD(v6,v5,v1,v2);
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ADD_QUAD(v6,v2,v3,v7);
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ADD_QUAD(v6,v7,v4,v5);
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}
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#undef ADD_TRIANGLE
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// ------------------------------------------------------------------------------------------------
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void StandardShapes::MakeSphere(
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aiVector3D& center,
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float radius,
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unsigned int tess,
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std::vector<aiVector3D>& positions)
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{
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MakeIcosahedron(center,radius,positions);
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for (unsigned int i = 0; i<tess;++i)
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Subdivide(positions);
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}
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// ------------------------------------------------------------------------------------------------
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void StandardShapes::MakeCone(
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aiVector3D& center1,
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float radius1,
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aiVector3D& center2,
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float radius2,
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unsigned int tess,
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std::vector<aiVector3D>& positions,
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bool bOpened /*= false*/)
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{
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}
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// ------------------------------------------------------------------------------------------------
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void StandardShapes::MakeCircle(
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aiVector3D& center,
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aiVector3D& normal,
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float radius,
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unsigned int tess,
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std::vector<aiVector3D>& positions)
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{
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}
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} // ! Assimp
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