godot/thirdparty/assimp/code/Common/StandardShapes.cpp
Rémi Verschelde da1f80c1f2 Revert "assimp: Sync with upstream 0201fc5"
This reverts commit 78b22393a8.

It caused a regression in FBX import leading to crashes.
Fixes #36908.
2020-03-09 10:42:18 +01:00

508 lines
17 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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*/
/** @file StandardShapes.cpp
* @brief Implementation of the StandardShapes class
*
* The primitive geometry data comes from
* http://geometrictools.com/Documentation/PlatonicSolids.pdf.
*/
#include <assimp/StandardShapes.h>
#include <assimp/StringComparison.h>
#include <stddef.h>
#include <assimp/Defines.h>
#include <assimp/mesh.h>
namespace Assimp {
# define ADD_TRIANGLE(n0,n1,n2) \
positions.push_back(n0); \
positions.push_back(n1); \
positions.push_back(n2);
# 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) \
}
// ------------------------------------------------------------------------------------------------
// Fast subdivision for a mesh whose verts have a magnitude of 1
void Subdivide(std::vector<aiVector3D>& positions)
{
// assume this to be constant - (fixme: must be 1.0? I think so)
const ai_real 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(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.empty() || !numIndices) return NULL;
// Determine which kinds of primitives the mesh consists 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 j = 0; i < numIndices; ++i, ++a) {
f.mIndices[j] = a;
}
}
out->mNumVertices = (unsigned int)positions.size();
out->mVertices = new aiVector3D[out->mNumVertices];
::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
return out;
}
// ------------------------------------------------------------------------------------------------
// Construct a mesh with a specific shape (callback)
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
std::vector<aiVector3D>&))
{
std::vector<aiVector3D> temp;
unsigned num = (*GenerateFunc)(temp);
return MakeMesh(temp,num);
}
// ------------------------------------------------------------------------------------------------
// Construct a mesh with a specific shape (callback)
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
std::vector<aiVector3D>&, bool))
{
std::vector<aiVector3D> temp;
unsigned num = (*GenerateFunc)(temp,true);
return MakeMesh(temp,num);
}
// ------------------------------------------------------------------------------------------------
// Construct a mesh with a specific shape (callback)
aiMesh* StandardShapes::MakeMesh (unsigned int num, void (*GenerateFunc)(
unsigned int,std::vector<aiVector3D>&))
{
std::vector<aiVector3D> temp;
(*GenerateFunc)(num,temp);
return MakeMesh(temp,3);
}
// ------------------------------------------------------------------------------------------------
// Build an incosahedron with points.magnitude == 1
unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
{
positions.reserve(positions.size()+60);
const ai_real t = ( ai_real( 1.0 )+ ai_real( 2.236067977 ) ) / ai_real( 2.0 );
const ai_real s = std::sqrt(ai_real(1.0) + t*t);
const aiVector3D v0 = aiVector3D(t,1.0, 0.0)/s;
const aiVector3D v1 = aiVector3D(-t,1.0, 0.0)/s;
const aiVector3D v2 = aiVector3D(t,-1.0, 0.0)/s;
const aiVector3D v3 = aiVector3D(-t,-1.0, 0.0)/s;
const aiVector3D v4 = aiVector3D(1.0, 0.0, t)/s;
const aiVector3D v5 = aiVector3D(1.0, 0.0,-t)/s;
const aiVector3D v6 = aiVector3D(-1.0, 0.0,t)/s;
const aiVector3D v7 = aiVector3D(-1.0, 0.0,-t)/s;
const aiVector3D v8 = aiVector3D(0.0, t, 1.0)/s;
const aiVector3D v9 = aiVector3D(0.0,-t, 1.0)/s;
const aiVector3D v10 = aiVector3D(0.0, t,-1.0)/s;
const aiVector3D v11 = aiVector3D(0.0,-t,-1.0)/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;
}
// ------------------------------------------------------------------------------------------------
// Build a dodecahedron with points.magnitude == 1
unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions,
bool polygons /*= false*/)
{
positions.reserve(positions.size()+108);
const ai_real a = ai_real( 1.0 ) / ai_real(1.7320508);
const ai_real b = std::sqrt(( ai_real( 3.0 )- ai_real( 2.23606797))/ ai_real( 6.0) );
const ai_real c = std::sqrt(( ai_real( 3.0 )+ ai_real( 2.23606797f))/ ai_real( 6.0) );
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,0.0);
const aiVector3D v9 = aiVector3D(-b,c,0.0);
const aiVector3D v10 = aiVector3D(b,-c,0.0);
const aiVector3D v11 = aiVector3D(-b,-c,0.0);
const aiVector3D v12 = aiVector3D(c, 0.0, b);
const aiVector3D v13 = aiVector3D(c, 0.0, -b);
const aiVector3D v14 = aiVector3D(-c, 0.0, b);
const aiVector3D v15 = aiVector3D(-c, 0.0, -b);
const aiVector3D v16 = aiVector3D(0.0, b, c);
const aiVector3D v17 = aiVector3D(0.0, -b, c);
const aiVector3D v18 = aiVector3D(0.0, b, -c);
const aiVector3D v19 = aiVector3D(0.0, -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);
}
// ------------------------------------------------------------------------------------------------
// Build an octahedron with points.magnitude == 1
unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
{
positions.reserve(positions.size()+24);
const aiVector3D v0 = aiVector3D(1.0, 0.0, 0.0) ;
const aiVector3D v1 = aiVector3D(-1.0, 0.0, 0.0);
const aiVector3D v2 = aiVector3D(0.0, 1.0, 0.0);
const aiVector3D v3 = aiVector3D(0.0, -1.0, 0.0);
const aiVector3D v4 = aiVector3D(0.0, 0.0, 1.0);
const aiVector3D v5 = aiVector3D(0.0, 0.0, -1.0);
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;
}
// ------------------------------------------------------------------------------------------------
// Build a tetrahedron with points.magnitude == 1
unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
{
positions.reserve(positions.size()+9);
const ai_real invThree = ai_real( 1.0 ) / ai_real( 3.0 );
const ai_real a = ai_real( 1.41421 ) * invThree;
const ai_real b = ai_real( 2.4494 ) * invThree;
const aiVector3D v0 = aiVector3D(0.0,0.0,1.0);
const aiVector3D v1 = aiVector3D(2*a,0,-invThree );
const aiVector3D v2 = aiVector3D(-a,b,-invThree );
const aiVector3D v3 = aiVector3D(-a,-b,-invThree );
ADD_TRIANGLE(v0,v1,v2);
ADD_TRIANGLE(v0,v2,v3);
ADD_TRIANGLE(v0,v3,v1);
ADD_TRIANGLE(v1,v3,v2);
return 3;
}
// ------------------------------------------------------------------------------------------------
// Build a hexahedron with points.magnitude == 1
unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
bool polygons /*= false*/)
{
positions.reserve(positions.size()+36);
const ai_real length = ai_real(1.0)/ai_real(1.73205080);
const aiVector3D v0 = aiVector3D(-1.0,-1.0,-1.0)*length;
const aiVector3D v1 = aiVector3D(1.0,-1.0,-1.0)*length;
const aiVector3D v2 = aiVector3D(1.0,1.0,-1.0)*length;
const aiVector3D v3 = aiVector3D(-1.0,1.0,-1.0)*length;
const aiVector3D v4 = aiVector3D(-1.0,-1.0,1.0)*length;
const aiVector3D v5 = aiVector3D(1.0,-1.0,1.0)*length;
const aiVector3D v6 = aiVector3D(1.0,1.0,1.0)*length;
const aiVector3D v7 = aiVector3D(-1.0,1.0,1.0)*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
// ------------------------------------------------------------------------------------------------
// Create a subdivision sphere
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
// tessellation is reached
for (unsigned int i = 0; i<tess;++i)
Subdivide(positions);
}
// ------------------------------------------------------------------------------------------------
// Build a cone
void StandardShapes::MakeCone(ai_real height,ai_real radius1,
ai_real 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;
size_t old = positions.size();
// No negative radii
radius1 = std::fabs(radius1);
radius2 = std::fabs(radius2);
ai_real halfHeight = height / ai_real(2.0);
// radius1 is always the smaller one
if (radius2 > radius1)
{
std::swap(radius2,radius1);
halfHeight = -halfHeight;
}
else old = SIZE_MAX;
// Use a large epsilon to check whether the cone is pointy
if (radius1 < (radius2-radius1)*10e-3)radius1 = 0.0;
// 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(positions.size () + mem);
// Now construct all segments
const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
ai_real s = 1.0; // std::cos(angle == 0);
ai_real t = 0.0; // std::sin(angle == 0);
for (ai_real angle = 0.0; angle < angle_max; )
{
const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
const ai_real next = angle + angle_delta;
ai_real s2 = std::cos(next);
ai_real t2 = std::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(v2);
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(s2 * radius2, halfHeight, t2 * radius2 ));
positions.push_back(aiVector3D(0.0, halfHeight, 0.0));
if (radius1)
{
// generate the other end 'cap'
positions.push_back(aiVector3D(s * radius1, -halfHeight, t * radius1 ));
positions.push_back(aiVector3D(s2 * radius1, -halfHeight, t2 * radius1 ));
positions.push_back(aiVector3D(0.0, -halfHeight, 0.0));
}
}
s = s2;
t = t2;
angle = next;
}
// Need to flip face order?
if ( SIZE_MAX != old ) {
for (size_t p = old; p < positions.size();p += 3) {
std::swap(positions[p],positions[p+1]);
}
}
}
// ------------------------------------------------------------------------------------------------
// Build a circle
void StandardShapes::MakeCircle(ai_real radius, unsigned int tess,
std::vector<aiVector3D>& positions)
{
// Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE
if (tess < 3 || !radius)
return;
radius = std::fabs(radius);
// We will need 3 vertices per segment
positions.reserve(positions.size()+tess*3);
const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
ai_real s = 1.0; // std::cos(angle == 0);
ai_real t = 0.0; // std::sin(angle == 0);
for (ai_real angle = 0.0; angle < angle_max; )
{
positions.push_back(aiVector3D(s * radius,0.0,t * radius));
angle += angle_delta;
s = std::cos(angle);
t = std::sin(angle);
positions.push_back(aiVector3D(s * radius,0.0,t * radius));
positions.push_back(aiVector3D(0.0,0.0,0.0));
}
}
} // ! Assimp