Added support for cones and cylinders to NFF (the code to generate these primitives is hosted in StandardShapes.cpp).
Fixed some minor material bugs in NFF. Added some more test NFF files, refactored and commented the old ones. Added FromToMatrix function to aiMatrix4x4 Temporarily disabled animation support in SMD and fixed some minor bugs. Static models should load correctly in every case. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@254 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -114,6 +114,7 @@ aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
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{
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if (positions.size() & numIndices || positions.empty() || !numIndices)return NULL;
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// Determine which kinds of primitives the mesh will consist of
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aiMesh* out = new aiMesh();
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switch (numIndices)
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{
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@@ -182,18 +183,18 @@ unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
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const float t = (1.f + 2.236067977f)/2.f;
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const float s = sqrt(1.f + t*t);
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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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const aiVector3D v0 = aiVector3D(t,1.f, 0.f)/s;
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const aiVector3D v1 = aiVector3D(-t,1.f, 0.f)/s;
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const aiVector3D v2 = aiVector3D(t,-1.f, 0.f)/s;
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const aiVector3D v3 = aiVector3D(-t,-1.f, 0.f)/s;
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const aiVector3D v4 = aiVector3D(1.f, 0.f, t)/s;
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const aiVector3D v5 = aiVector3D(1.f, 0.f,-t)/s;
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const aiVector3D v6 = aiVector3D(-1.f, 0.f,t)/s;
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const aiVector3D v7 = aiVector3D(-1.f, 0.f,-t)/s;
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const aiVector3D v8 = aiVector3D(0.f, t, 1.f)/s;
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const aiVector3D v9 = aiVector3D(0.f,-t, 1.f)/s;
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const aiVector3D v10 = aiVector3D(0.f, t,-1.f)/s;
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const 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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@@ -232,26 +233,26 @@ unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions
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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);
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aiVector3D v1 = aiVector3D(a,a,-a);
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aiVector3D v2 = aiVector3D(a,-a,a);
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aiVector3D v3 = aiVector3D(a,-a,-a);
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aiVector3D v4 = aiVector3D(-a,a,a);
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aiVector3D v5 = aiVector3D(-a,a,-a);
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aiVector3D v6 = aiVector3D(-a,-a,a);
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aiVector3D v7 = aiVector3D(-a,-a,-a);
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aiVector3D v8 = aiVector3D(b,c,0.f);
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aiVector3D v9 = aiVector3D(-b,c,0.f);
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aiVector3D v10 = aiVector3D(b,-c,0.f);
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aiVector3D v11 = aiVector3D(-b,-c,0.f);
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aiVector3D v12 = aiVector3D(c, 0.f, b);
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aiVector3D v13 = aiVector3D(c, 0.f, -b);
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aiVector3D v14 = aiVector3D(-c, 0.f, b);
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aiVector3D v15 = aiVector3D(-c, 0.f, -b);
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aiVector3D v16 = aiVector3D(0.f, b, c);
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aiVector3D v17 = aiVector3D(0.f, -b, c);
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aiVector3D v18 = aiVector3D(0.f, b, -c);
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aiVector3D v19 = aiVector3D(0.f, -b, -c);
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const aiVector3D v0 = aiVector3D(a,a,a);
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const aiVector3D v1 = aiVector3D(a,a,-a);
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const aiVector3D v2 = aiVector3D(a,-a,a);
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const aiVector3D v3 = aiVector3D(a,-a,-a);
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const aiVector3D v4 = aiVector3D(-a,a,a);
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const aiVector3D v5 = aiVector3D(-a,a,-a);
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const aiVector3D v6 = aiVector3D(-a,-a,a);
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const aiVector3D v7 = aiVector3D(-a,-a,-a);
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const aiVector3D v8 = aiVector3D(b,c,0.f);
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const aiVector3D v9 = aiVector3D(-b,c,0.f);
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const aiVector3D v10 = aiVector3D(b,-c,0.f);
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const aiVector3D v11 = aiVector3D(-b,-c,0.f);
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const aiVector3D v12 = aiVector3D(c, 0.f, b);
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const aiVector3D v13 = aiVector3D(c, 0.f, -b);
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const aiVector3D v14 = aiVector3D(-c, 0.f, b);
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const aiVector3D v15 = aiVector3D(-c, 0.f, -b);
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const aiVector3D v16 = aiVector3D(0.f, b, c);
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const aiVector3D v17 = aiVector3D(0.f, -b, c);
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const aiVector3D v18 = aiVector3D(0.f, b, -c);
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const aiVector3D v19 = aiVector3D(0.f, -b, -c);
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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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@@ -274,12 +275,12 @@ unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+24);
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aiVector3D v0 = aiVector3D(1.0f, 0.f, 0.f) ;
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aiVector3D v1 = aiVector3D(-1.0f, 0.f, 0.f);
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aiVector3D v2 = aiVector3D(0.f, 1.0f, 0.f);
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aiVector3D v3 = aiVector3D(0.f, -1.0f, 0.f);
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aiVector3D v4 = aiVector3D(0.f, 0.f, 1.0f);
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aiVector3D v5 = aiVector3D(0.f, 0.f, -1.0f);
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const aiVector3D v0 = aiVector3D(1.0f, 0.f, 0.f) ;
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const aiVector3D v1 = aiVector3D(-1.0f, 0.f, 0.f);
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const aiVector3D v2 = aiVector3D(0.f, 1.0f, 0.f);
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const aiVector3D v3 = aiVector3D(0.f, -1.0f, 0.f);
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const aiVector3D v4 = aiVector3D(0.f, 0.f, 1.0f);
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const aiVector3D v5 = aiVector3D(0.f, 0.f, -1.0f);
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ADD_TRIANGLE(v4,v0,v2);
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ADD_TRIANGLE(v4,v2,v1);
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@@ -301,10 +302,10 @@ unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
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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);
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aiVector3D v1 = aiVector3D(2*a,0,-1.f/3.f);
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aiVector3D v2 = aiVector3D(-a,b,-1.f/3.f);
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aiVector3D v3 = aiVector3D(-a,-b,-1.f/3.f);
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const aiVector3D v0 = aiVector3D(0.f,0.f,1.f);
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const aiVector3D v1 = aiVector3D(2*a,0,-1.f/3.f);
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const aiVector3D v2 = aiVector3D(-a,b,-1.f/3.f);
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const aiVector3D v3 = aiVector3D(-a,-b,-1.f/3.f);
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ADD_TRIANGLE(v0,v1,v2);
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ADD_TRIANGLE(v0,v2,v3);
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@@ -318,16 +319,16 @@ unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
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bool polygons /*= false*/)
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{
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positions.reserve(positions.size()+36);
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float length = 1.f/1.73205080f;
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const float length = 1.f/1.73205080f;
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aiVector3D v0 = aiVector3D(-1.f,-1.f,-1.f)*length;
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aiVector3D v1 = aiVector3D(1.f,-1.f,-1.f)*length;
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aiVector3D v2 = aiVector3D(1.f,1.f,-1.f)*length;
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aiVector3D v3 = aiVector3D(-1.f,1.f,-1.f)*length;
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aiVector3D v4 = aiVector3D(-1.f,-1.f,1.f)*length;
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aiVector3D v5 = aiVector3D(1.f,-1.f,1.f)*length;
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aiVector3D v6 = aiVector3D(1.f,1.f,1.f)*length;
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aiVector3D v7 = aiVector3D(-1.f,1.f,1.f)*length;
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const aiVector3D v0 = aiVector3D(-1.f,-1.f,-1.f)*length;
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const aiVector3D v1 = aiVector3D(1.f,-1.f,-1.f)*length;
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const aiVector3D v2 = aiVector3D(1.f,1.f,-1.f)*length;
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const aiVector3D v3 = aiVector3D(-1.f,1.f,-1.f)*length;
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const aiVector3D v4 = aiVector3D(-1.f,-1.f,1.f)*length;
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const aiVector3D v5 = aiVector3D(1.f,-1.f,1.f)*length;
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const aiVector3D v6 = aiVector3D(1.f,1.f,1.f)*length;
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const aiVector3D v7 = aiVector3D(-1.f,1.f,1.f)*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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@@ -347,22 +348,95 @@ unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
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void StandardShapes::MakeSphere(unsigned int tess,
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std::vector<aiVector3D>& positions)
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{
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// Reserve enough storage. Every subdivision
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// splits each triangle in 4, the icosahedron consists of 60 verts
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positions.reserve(positions.size()+60 * integer_pow(4, tess));
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// Construct an icosahedron to start with
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MakeIcosahedron(positions);
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// ... and subdivide it until the requested output
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// tesselation is reached
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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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void StandardShapes::MakeCone(float height,float radius1,
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float radius2,unsigned int tess,
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std::vector<aiVector3D>& positions,bool bOpen /*= false */)
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{
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// Sorry, a cone with less than 3 segments makes
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// ABSOLUTELY NO SENSE
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if (tess < 3 || !height)
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return;
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// No negative radii
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radius1 = fabs(radius1);
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radius2 = fabs(radius2);
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float halfHeight = height / 2;
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// radius1 is always the smaller one
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if (radius2 > radius1)
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{
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std::swap(radius2,radius1);
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halfHeight = -halfHeight;
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}
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// Use a large epsilon to check whether the cone is pointy
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if (radius1 < (radius2-radius1)*10e-3f)radius1 = 0.f;
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// We will need 3*2 verts per segment + 3*2 verts per segment
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// if the cone is closed
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const unsigned int mem = tess*6 + (!bOpen ? tess*3 * (radius1 ? 2 : 1) : 0);
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positions.reserve(mem);
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// Now construct all segments
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const float angle_delta = (float)AI_MATH_TWO_PI / tess;
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const float angle_max = (float)AI_MATH_TWO_PI;
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float s = 1.f; // cos(angle == 0);
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float t = 0.f; // sin(angle == 0);
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for (float angle = 0.f; angle < angle_max; )
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{
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const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
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const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
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const float next = angle + angle_delta;
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float s2 = cos(next);
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float t2 = sin(next);
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const aiVector3D v3 = aiVector3D (s2 * radius2, halfHeight, t2 * radius2 );
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const aiVector3D v4 = aiVector3D (s2 * radius1, -halfHeight, t2 * radius1 );
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positions.push_back(v1);
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positions.push_back(v3);
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positions.push_back(v2);
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positions.push_back(v4);
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positions.push_back(v3);
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positions.push_back(v1);
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if (!bOpen)
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{
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// generate the end 'cap'
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positions.push_back(aiVector3D(s * radius2, halfHeight, t * radius2 ));
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positions.push_back(aiVector3D(0.f, halfHeight, 0.f));
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positions.push_back(aiVector3D(s2 * radius2, halfHeight, t2 * radius2 ));
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if (radius1)
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{
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// generate the other end 'cap'
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positions.push_back(aiVector3D(s * radius1, -halfHeight, t * radius1 ));
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positions.push_back(aiVector3D(0.f, -halfHeight, 0.f));
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positions.push_back(aiVector3D(s2 * radius1, -halfHeight, t2 * radius1 ));
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}
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}
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s = s2;
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t = t2;
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angle = next;
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}
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}
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// ------------------------------------------------------------------------------------------------
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@@ -373,7 +447,7 @@ void StandardShapes::MakeCircle(
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unsigned int tess,
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std::vector<aiVector3D>& positions)
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{
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//aiVector3D current = aiVector3D ( normal.x,
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// todo
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}
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} // ! Assimp
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