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:
aramis_acg
2009-01-15 19:22:29 +00:00
parent 0f5c1cf3ba
commit 6557c28ef7
6 changed files with 117 additions and 93 deletions

View File

@@ -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