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
454 lines
14 KiB
C++
454 lines
14 KiB
C++
/*
|
|
Open Asset Import Library (ASSIMP)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2008, ASSIMP Development Team
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the ASSIMP team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the ASSIMP Development Team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file Implementation of the StandardShapes class
|
|
*/
|
|
|
|
#include "AssimpPCH.h"
|
|
#include "StandardShapes.h"
|
|
|
|
namespace Assimp {
|
|
|
|
// note - flip the face order
|
|
#define ADD_TRIANGLE(n0,n1,n2) \
|
|
positions.push_back(n2); \
|
|
positions.push_back(n1); \
|
|
positions.push_back(n0);
|
|
|
|
# define ADD_PENTAGON(n0,n1,n2,n3,n4) \
|
|
if (polygons) \
|
|
{ \
|
|
positions.push_back(n0); \
|
|
positions.push_back(n1); \
|
|
positions.push_back(n2); \
|
|
positions.push_back(n3); \
|
|
positions.push_back(n4); \
|
|
} \
|
|
else \
|
|
{ \
|
|
ADD_TRIANGLE(n0, n1, n2) \
|
|
ADD_TRIANGLE(n0, n2, n3) \
|
|
ADD_TRIANGLE(n0, n3, n4) \
|
|
}
|
|
|
|
# define ADD_QUAD(n0,n1,n2,n3) \
|
|
if (polygons) \
|
|
{ \
|
|
positions.push_back(n0); \
|
|
positions.push_back(n1); \
|
|
positions.push_back(n2); \
|
|
positions.push_back(n3); \
|
|
} \
|
|
else \
|
|
{ \
|
|
ADD_TRIANGLE(n0, n1, n2) \
|
|
ADD_TRIANGLE(n0, n2, n3) \
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Subdivide(std::vector<aiVector3D>& positions)
|
|
{
|
|
// assume this to be constant - input must be a Platonic primitive!
|
|
const float fl1 = positions[0].Length();
|
|
|
|
unsigned int origSize = (unsigned int)positions.size();
|
|
for (unsigned int i = 0 ; i < origSize ; i+=3)
|
|
{
|
|
aiVector3D& tv0 = positions[i];
|
|
aiVector3D& tv1 = positions[i+1];
|
|
aiVector3D& tv2 = positions[i+2];
|
|
|
|
aiVector3D a = tv0, b = tv1, c = tv2;
|
|
aiVector3D v1 = aiVector3D(a.x+b.x, a.y+b.y, a.z+b.z).Normalize()*fl1;
|
|
aiVector3D v2 = aiVector3D(a.x+c.x, a.y+c.y, a.z+c.z).Normalize()*fl1;
|
|
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);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
|
|
unsigned int numIndices)
|
|
{
|
|
if (positions.size() & numIndices || positions.empty() || !numIndices)return NULL;
|
|
|
|
// Determine which kinds of primitives the mesh will consist of
|
|
aiMesh* out = new aiMesh();
|
|
switch (numIndices)
|
|
{
|
|
case 1:
|
|
out->mPrimitiveTypes = aiPrimitiveType_POINT;
|
|
break;
|
|
case 2:
|
|
out->mPrimitiveTypes = aiPrimitiveType_LINE;
|
|
break;
|
|
case 3:
|
|
out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
break;
|
|
default:
|
|
out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
|
|
break;
|
|
};
|
|
|
|
out->mNumFaces = (unsigned int)positions.size() / numIndices;
|
|
out->mFaces = new aiFace[out->mNumFaces];
|
|
for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i)
|
|
{
|
|
aiFace& f = out->mFaces[i];
|
|
f.mNumIndices = numIndices;
|
|
f.mIndices = new unsigned int[numIndices];
|
|
for (unsigned int i = 0; i < numIndices;++i,++a)
|
|
f.mIndices[i] = a;
|
|
}
|
|
out->mNumVertices = (unsigned int)positions.size();
|
|
out->mVertices = new aiVector3D[out->mNumVertices];
|
|
::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
|
|
return out;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
|
|
std::vector<aiVector3D>&))
|
|
{
|
|
std::vector<aiVector3D> temp;
|
|
unsigned num = (*GenerateFunc)(temp);
|
|
return MakeMesh(temp,num);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
|
|
std::vector<aiVector3D>&, bool))
|
|
{
|
|
std::vector<aiVector3D> temp;
|
|
unsigned num = (*GenerateFunc)(temp,true);
|
|
return MakeMesh(temp,num);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiMesh* StandardShapes::MakeMesh (unsigned int num, void (*GenerateFunc)(
|
|
unsigned int,std::vector<aiVector3D>&))
|
|
{
|
|
std::vector<aiVector3D> temp;
|
|
(*GenerateFunc)(num,temp);
|
|
return MakeMesh(temp,3);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
|
|
{
|
|
positions.reserve(positions.size()+60);
|
|
|
|
const float t = (1.f + 2.236067977f)/2.f;
|
|
const float s = sqrt(1.f + t*t);
|
|
|
|
const aiVector3D v0 = aiVector3D(t,1.f, 0.f)/s;
|
|
const aiVector3D v1 = aiVector3D(-t,1.f, 0.f)/s;
|
|
const aiVector3D v2 = aiVector3D(t,-1.f, 0.f)/s;
|
|
const aiVector3D v3 = aiVector3D(-t,-1.f, 0.f)/s;
|
|
const aiVector3D v4 = aiVector3D(1.f, 0.f, t)/s;
|
|
const aiVector3D v5 = aiVector3D(1.f, 0.f,-t)/s;
|
|
const aiVector3D v6 = aiVector3D(-1.f, 0.f,t)/s;
|
|
const aiVector3D v7 = aiVector3D(-1.f, 0.f,-t)/s;
|
|
const aiVector3D v8 = aiVector3D(0.f, t, 1.f)/s;
|
|
const aiVector3D v9 = aiVector3D(0.f,-t, 1.f)/s;
|
|
const aiVector3D v10 = aiVector3D(0.f, t,-1.f)/s;
|
|
const aiVector3D v11 = aiVector3D(0.f,-t,-1.f)/s;
|
|
|
|
ADD_TRIANGLE(v0,v8,v4);
|
|
ADD_TRIANGLE(v0,v5,v10);
|
|
ADD_TRIANGLE(v2,v4,v9);
|
|
ADD_TRIANGLE(v2,v11,v5);
|
|
|
|
ADD_TRIANGLE(v1,v6,v8);
|
|
ADD_TRIANGLE(v1,v10,v7);
|
|
ADD_TRIANGLE(v3,v9,v6);
|
|
ADD_TRIANGLE(v3,v7,v11);
|
|
|
|
ADD_TRIANGLE(v0,v10,v8);
|
|
ADD_TRIANGLE(v1,v8,v10);
|
|
ADD_TRIANGLE(v2,v9,v11);
|
|
ADD_TRIANGLE(v3,v11,v9);
|
|
|
|
ADD_TRIANGLE(v4,v2,v0);
|
|
ADD_TRIANGLE(v5,v0,v2);
|
|
ADD_TRIANGLE(v6,v1,v3);
|
|
ADD_TRIANGLE(v7,v3,v1);
|
|
|
|
ADD_TRIANGLE(v8,v6,v4);
|
|
ADD_TRIANGLE(v9,v4,v6);
|
|
ADD_TRIANGLE(v10,v5,v7);
|
|
ADD_TRIANGLE(v11,v7,v5);
|
|
return 3;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions,
|
|
bool polygons /*= false*/)
|
|
{
|
|
positions.reserve(positions.size()+108);
|
|
|
|
const float a = 1.f / 1.7320508f;
|
|
const float b = sqrt((3.f-2.23606797f)/6.f);
|
|
const float c = sqrt((3.f+2.23606797f)/6.f);
|
|
|
|
const aiVector3D v0 = aiVector3D(a,a,a);
|
|
const aiVector3D v1 = aiVector3D(a,a,-a);
|
|
const aiVector3D v2 = aiVector3D(a,-a,a);
|
|
const aiVector3D v3 = aiVector3D(a,-a,-a);
|
|
const aiVector3D v4 = aiVector3D(-a,a,a);
|
|
const aiVector3D v5 = aiVector3D(-a,a,-a);
|
|
const aiVector3D v6 = aiVector3D(-a,-a,a);
|
|
const aiVector3D v7 = aiVector3D(-a,-a,-a);
|
|
const aiVector3D v8 = aiVector3D(b,c,0.f);
|
|
const aiVector3D v9 = aiVector3D(-b,c,0.f);
|
|
const aiVector3D v10 = aiVector3D(b,-c,0.f);
|
|
const aiVector3D v11 = aiVector3D(-b,-c,0.f);
|
|
const aiVector3D v12 = aiVector3D(c, 0.f, b);
|
|
const aiVector3D v13 = aiVector3D(c, 0.f, -b);
|
|
const aiVector3D v14 = aiVector3D(-c, 0.f, b);
|
|
const aiVector3D v15 = aiVector3D(-c, 0.f, -b);
|
|
const aiVector3D v16 = aiVector3D(0.f, b, c);
|
|
const aiVector3D v17 = aiVector3D(0.f, -b, c);
|
|
const aiVector3D v18 = aiVector3D(0.f, b, -c);
|
|
const aiVector3D v19 = aiVector3D(0.f, -b, -c);
|
|
|
|
ADD_PENTAGON(v0, v8, v9, v4, v16);
|
|
ADD_PENTAGON(v0, v12, v13, v1, v8);
|
|
ADD_PENTAGON(v0, v16, v17, v2, v12);
|
|
ADD_PENTAGON(v8, v1, v18, v5, v9);
|
|
ADD_PENTAGON(v12, v2, v10, v3, v13);
|
|
ADD_PENTAGON(v16, v4, v14, v6, v17);
|
|
ADD_PENTAGON(v9, v5, v15, v14, v4);
|
|
|
|
ADD_PENTAGON(v6, v11, v10, v2, v17);
|
|
ADD_PENTAGON(v3, v19, v18, v1, v13);
|
|
ADD_PENTAGON(v7, v15, v5, v18, v19);
|
|
ADD_PENTAGON(v7, v11, v6, v14, v15);
|
|
ADD_PENTAGON(v7, v19, v3, v10, v11);
|
|
return (polygons ? 5 : 3);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
|
|
{
|
|
positions.reserve(positions.size()+24);
|
|
|
|
const aiVector3D v0 = aiVector3D(1.0f, 0.f, 0.f) ;
|
|
const aiVector3D v1 = aiVector3D(-1.0f, 0.f, 0.f);
|
|
const aiVector3D v2 = aiVector3D(0.f, 1.0f, 0.f);
|
|
const aiVector3D v3 = aiVector3D(0.f, -1.0f, 0.f);
|
|
const aiVector3D v4 = aiVector3D(0.f, 0.f, 1.0f);
|
|
const aiVector3D v5 = aiVector3D(0.f, 0.f, -1.0f);
|
|
|
|
ADD_TRIANGLE(v4,v0,v2);
|
|
ADD_TRIANGLE(v4,v2,v1);
|
|
ADD_TRIANGLE(v4,v1,v3);
|
|
ADD_TRIANGLE(v4,v3,v0);
|
|
|
|
ADD_TRIANGLE(v5,v2,v0);
|
|
ADD_TRIANGLE(v5,v1,v2);
|
|
ADD_TRIANGLE(v5,v3,v1);
|
|
ADD_TRIANGLE(v5,v0,v3);
|
|
return 3;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
|
|
{
|
|
positions.reserve(positions.size()+9);
|
|
|
|
const float a = 1.41421f/3.f;
|
|
const float b = 2.4494f/3.f;
|
|
|
|
const aiVector3D v0 = aiVector3D(0.f,0.f,1.f);
|
|
const aiVector3D v1 = aiVector3D(2*a,0,-1.f/3.f);
|
|
const aiVector3D v2 = aiVector3D(-a,b,-1.f/3.f);
|
|
const aiVector3D v3 = aiVector3D(-a,-b,-1.f/3.f);
|
|
|
|
ADD_TRIANGLE(v0,v1,v2);
|
|
ADD_TRIANGLE(v0,v2,v3);
|
|
ADD_TRIANGLE(v0,v3,v1);
|
|
ADD_TRIANGLE(v1,v3,v2);
|
|
return 3;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
|
|
bool polygons /*= false*/)
|
|
{
|
|
positions.reserve(positions.size()+36);
|
|
const float length = 1.f/1.73205080f;
|
|
|
|
const aiVector3D v0 = aiVector3D(-1.f,-1.f,-1.f)*length;
|
|
const aiVector3D v1 = aiVector3D(1.f,-1.f,-1.f)*length;
|
|
const aiVector3D v2 = aiVector3D(1.f,1.f,-1.f)*length;
|
|
const aiVector3D v3 = aiVector3D(-1.f,1.f,-1.f)*length;
|
|
const aiVector3D v4 = aiVector3D(-1.f,-1.f,1.f)*length;
|
|
const aiVector3D v5 = aiVector3D(1.f,-1.f,1.f)*length;
|
|
const aiVector3D v6 = aiVector3D(1.f,1.f,1.f)*length;
|
|
const aiVector3D v7 = aiVector3D(-1.f,1.f,1.f)*length;
|
|
|
|
ADD_QUAD(v0,v3,v2,v1);
|
|
ADD_QUAD(v0,v1,v5,v4);
|
|
ADD_QUAD(v0,v4,v7,v3);
|
|
ADD_QUAD(v6,v5,v1,v2);
|
|
ADD_QUAD(v6,v2,v3,v7);
|
|
ADD_QUAD(v6,v7,v4,v5);
|
|
return (polygons ? 4 : 3);
|
|
}
|
|
|
|
// Cleanup ...
|
|
#undef ADD_TRIANGLE
|
|
#undef ADD_QUAD
|
|
#undef ADD_PENTAGON
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void StandardShapes::MakeSphere(unsigned int tess,
|
|
std::vector<aiVector3D>& positions)
|
|
{
|
|
// Reserve enough storage. Every subdivision
|
|
// splits each triangle in 4, the icosahedron consists of 60 verts
|
|
positions.reserve(positions.size()+60 * integer_pow(4, tess));
|
|
|
|
// Construct an icosahedron to start with
|
|
MakeIcosahedron(positions);
|
|
|
|
// ... and subdivide it until the requested output
|
|
// tesselation is reached
|
|
for (unsigned int i = 0; i<tess;++i)
|
|
Subdivide(positions);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
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
|
|
if (tess < 3 || !height)
|
|
return;
|
|
|
|
// No negative radii
|
|
radius1 = fabs(radius1);
|
|
radius2 = fabs(radius2);
|
|
|
|
float halfHeight = height / 2;
|
|
|
|
// radius1 is always the smaller one
|
|
if (radius2 > radius1)
|
|
{
|
|
std::swap(radius2,radius1);
|
|
halfHeight = -halfHeight;
|
|
}
|
|
|
|
// Use a large epsilon to check whether the cone is pointy
|
|
if (radius1 < (radius2-radius1)*10e-3f)radius1 = 0.f;
|
|
|
|
// 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);
|
|
|
|
// Now construct all segments
|
|
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; )
|
|
{
|
|
const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
|
|
const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
|
|
|
|
const float next = angle + angle_delta;
|
|
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(v1);
|
|
|
|
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 ));
|
|
|
|
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 ));
|
|
}
|
|
}
|
|
s = s2;
|
|
t = t2;
|
|
angle = next;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void StandardShapes::MakeCircle(
|
|
const aiVector3D& center,
|
|
const aiVector3D& normal,
|
|
float radius,
|
|
unsigned int tess,
|
|
std::vector<aiVector3D>& positions)
|
|
{
|
|
// todo
|
|
}
|
|
|
|
} // ! Assimp
|