FIX: NFF face winding bug (actually it was in StandardShapes.cpp).
FIX: StandardShapes::MakeCone() - face order was incorrect in 50% of all cases. Implemented StandardShapes::MakeCircle(). Fixed a compiler warning in B3DImporter.cpp. Modified cone.nff - one texture isn't found, that's ok. The mapping should be better visible now. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@299 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -38,7 +38,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Implementation of the StandardShapes class
|
||||
/** @file StandardShapes.cpp
|
||||
* @brief Implementation of the StandardShapes class
|
||||
*
|
||||
* The primitive geometry data comes from
|
||||
* http://geometrictools.com/Documentation/PlatonicSolids.pdf.
|
||||
*/
|
||||
|
||||
#include "AssimpPCH.h"
|
||||
@@ -46,11 +50,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// note - flip the face order
|
||||
#define ADD_TRIANGLE(n0,n1,n2) \
|
||||
positions.push_back(n2); \
|
||||
|
||||
# define ADD_TRIANGLE(n0,n1,n2) \
|
||||
positions.push_back(n0); \
|
||||
positions.push_back(n1); \
|
||||
positions.push_back(n0);
|
||||
positions.push_back(n2);
|
||||
|
||||
# define ADD_PENTAGON(n0,n1,n2,n3,n4) \
|
||||
if (polygons) \
|
||||
@@ -84,9 +88,10 @@ namespace Assimp {
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Fast subdivision for a mesh whose verts have a magnitude of 1
|
||||
void Subdivide(std::vector<aiVector3D>& positions)
|
||||
{
|
||||
// assume this to be constant - input must be a Platonic primitive!
|
||||
// assume this to be constant - (fixme: must be 1.0? I think so)
|
||||
const float fl1 = positions[0].Length();
|
||||
|
||||
unsigned int origSize = (unsigned int)positions.size();
|
||||
@@ -102,23 +107,25 @@ void Subdivide(std::vector<aiVector3D>& positions)
|
||||
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);
|
||||
ADD_TRIANGLE(v1, v2, a);
|
||||
ADD_TRIANGLE(v2, v3, c);
|
||||
ADD_TRIANGLE(v3, v1, b);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Construct a mesh from given vertex positions
|
||||
aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
|
||||
unsigned int numIndices)
|
||||
{
|
||||
if (positions.size() & numIndices || positions.empty() || !numIndices)return NULL;
|
||||
if (positions.size() & numIndices || positions.empty() || !numIndices)
|
||||
return NULL;
|
||||
|
||||
// Determine which kinds of primitives the mesh will consist of
|
||||
// Determine which kinds of primitives the mesh consists of
|
||||
aiMesh* out = new aiMesh();
|
||||
switch (numIndices)
|
||||
{
|
||||
case 1:
|
||||
case 1:
|
||||
out->mPrimitiveTypes = aiPrimitiveType_POINT;
|
||||
break;
|
||||
case 2:
|
||||
@@ -149,6 +156,7 @@ aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Construct a mesh with a specific shape (callback)
|
||||
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
|
||||
std::vector<aiVector3D>&))
|
||||
{
|
||||
@@ -158,6 +166,7 @@ aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Construct a mesh with a specific shape (callback)
|
||||
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
|
||||
std::vector<aiVector3D>&, bool))
|
||||
{
|
||||
@@ -167,6 +176,7 @@ aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Construct a mesh with a specific shape (callback)
|
||||
aiMesh* StandardShapes::MakeMesh (unsigned int num, void (*GenerateFunc)(
|
||||
unsigned int,std::vector<aiVector3D>&))
|
||||
{
|
||||
@@ -176,6 +186,7 @@ aiMesh* StandardShapes::MakeMesh (unsigned int num, void (*GenerateFunc)(
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build an incosahedron with points.magnitude == 1
|
||||
unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
|
||||
{
|
||||
positions.reserve(positions.size()+60);
|
||||
@@ -224,6 +235,7 @@ unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build a dodecahedron with points.magnitude == 1
|
||||
unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions,
|
||||
bool polygons /*= false*/)
|
||||
{
|
||||
@@ -271,6 +283,7 @@ unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build an octahedron with points.magnitude == 1
|
||||
unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
|
||||
{
|
||||
positions.reserve(positions.size()+24);
|
||||
@@ -295,6 +308,7 @@ unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build a tetrahedron with points.magnitude == 1
|
||||
unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
|
||||
{
|
||||
positions.reserve(positions.size()+9);
|
||||
@@ -315,6 +329,7 @@ unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build a hexahedron with points.magnitude == 1
|
||||
unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
|
||||
bool polygons /*= false*/)
|
||||
{
|
||||
@@ -345,6 +360,7 @@ unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
|
||||
#undef ADD_PENTAGON
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Create a subdivision sphere
|
||||
void StandardShapes::MakeSphere(unsigned int tess,
|
||||
std::vector<aiVector3D>& positions)
|
||||
{
|
||||
@@ -362,27 +378,30 @@ void StandardShapes::MakeSphere(unsigned int tess,
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build a cone
|
||||
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
|
||||
// Sorry, a cone with less than 3 segments makes ABSOLUTELY NO SENSE
|
||||
if (tess < 3 || !height)
|
||||
return;
|
||||
|
||||
size_t old = positions.size();
|
||||
|
||||
// No negative radii
|
||||
radius1 = fabs(radius1);
|
||||
radius2 = fabs(radius2);
|
||||
radius1 = ::fabs(radius1);
|
||||
radius2 = ::fabs(radius2);
|
||||
|
||||
float halfHeight = height / 2;
|
||||
|
||||
// radius1 is always the smaller one
|
||||
// radius1 is always the smaller one
|
||||
if (radius2 > radius1)
|
||||
{
|
||||
std::swap(radius2,radius1);
|
||||
halfHeight = -halfHeight;
|
||||
}
|
||||
else old = 0xffffffff;
|
||||
|
||||
// Use a large epsilon to check whether the cone is pointy
|
||||
if (radius1 < (radius2-radius1)*10e-3f)radius1 = 0.f;
|
||||
@@ -390,7 +409,7 @@ void StandardShapes::MakeCone(float height,float radius1,
|
||||
// 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);
|
||||
positions.reserve(positions.size () + mem);
|
||||
|
||||
// Now construct all segments
|
||||
const float angle_delta = (float)AI_MATH_TWO_PI / tess;
|
||||
@@ -405,49 +424,79 @@ void StandardShapes::MakeCone(float height,float radius1,
|
||||
const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
|
||||
|
||||
const float next = angle + angle_delta;
|
||||
float s2 = cos(next);
|
||||
float t2 = sin(next);
|
||||
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(v4);
|
||||
positions.push_back(v1);
|
||||
positions.push_back(v3);
|
||||
|
||||
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 ));
|
||||
positions.push_back(aiVector3D(0.f, halfHeight, 0.f));
|
||||
|
||||
|
||||
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 ));
|
||||
positions.push_back(aiVector3D(0.f, -halfHeight, 0.f));
|
||||
|
||||
}
|
||||
}
|
||||
s = s2;
|
||||
t = t2;
|
||||
angle = next;
|
||||
}
|
||||
|
||||
// Need to flip face order?
|
||||
if (0xffffffff != old )
|
||||
{
|
||||
for (size_t s = old; s < positions.size();s += 3)
|
||||
std::swap(positions[s],positions[s+1]);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void StandardShapes::MakeCircle(
|
||||
const aiVector3D& center,
|
||||
const aiVector3D& normal,
|
||||
float radius,
|
||||
unsigned int tess,
|
||||
// Build a circle
|
||||
void StandardShapes::MakeCircle(float radius, unsigned int tess,
|
||||
std::vector<aiVector3D>& positions)
|
||||
{
|
||||
// todo
|
||||
// Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE
|
||||
if (tess < 3 || !radius)
|
||||
return;
|
||||
|
||||
radius = ::fabs(radius);
|
||||
|
||||
// We will need 3 vertices per segment
|
||||
positions.reserve(positions.size()+tess*3);
|
||||
|
||||
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; )
|
||||
{
|
||||
positions.push_back(aiVector3D(s * radius,0.f,t * radius));
|
||||
angle += angle_delta;
|
||||
s = ::cos(angle);
|
||||
t = ::sin(angle);
|
||||
positions.push_back(aiVector3D(s * radius,0.f,t * radius));
|
||||
|
||||
positions.push_back(aiVector3D(0.f,0.f,0.f));
|
||||
}
|
||||
}
|
||||
|
||||
} // ! Assimp
|
||||
|
||||
Reference in New Issue
Block a user