mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
508 lines
17 KiB
C++
508 lines
17 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file StandardShapes.cpp
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* @brief Implementation of the StandardShapes class
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*
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* The primitive geometry data comes from
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* http://geometrictools.com/Documentation/PlatonicSolids.pdf.
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*/
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#include <assimp/StandardShapes.h>
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#include <assimp/StringComparison.h>
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#include <stddef.h>
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#include <assimp/Defines.h>
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#include <assimp/mesh.h>
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namespace Assimp {
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# define ADD_TRIANGLE(n0,n1,n2) \
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positions.push_back(n0); \
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positions.push_back(n1); \
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positions.push_back(n2);
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# define ADD_PENTAGON(n0,n1,n2,n3,n4) \
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if (polygons) \
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{ \
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positions.push_back(n0); \
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positions.push_back(n1); \
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positions.push_back(n2); \
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positions.push_back(n3); \
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positions.push_back(n4); \
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} \
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else \
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{ \
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ADD_TRIANGLE(n0, n1, n2) \
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ADD_TRIANGLE(n0, n2, n3) \
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ADD_TRIANGLE(n0, n3, n4) \
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}
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# define ADD_QUAD(n0,n1,n2,n3) \
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if (polygons) \
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{ \
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positions.push_back(n0); \
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positions.push_back(n1); \
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positions.push_back(n2); \
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positions.push_back(n3); \
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} \
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else \
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{ \
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ADD_TRIANGLE(n0, n1, n2) \
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ADD_TRIANGLE(n0, n2, n3) \
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}
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// ------------------------------------------------------------------------------------------------
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// Fast subdivision for a mesh whose verts have a magnitude of 1
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void Subdivide(std::vector<aiVector3D>& positions)
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{
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// assume this to be constant - (fixme: must be 1.0? I think so)
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const ai_real fl1 = positions[0].Length();
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unsigned int origSize = (unsigned int)positions.size();
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for (unsigned int i = 0 ; i < origSize ; i+=3)
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{
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aiVector3D& tv0 = positions[i];
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aiVector3D& tv1 = positions[i+1];
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aiVector3D& tv2 = positions[i+2];
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aiVector3D a = tv0, b = tv1, c = tv2;
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aiVector3D v1 = aiVector3D(a.x+b.x, a.y+b.y, a.z+b.z).Normalize()*fl1;
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aiVector3D v2 = aiVector3D(a.x+c.x, a.y+c.y, a.z+c.z).Normalize()*fl1;
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aiVector3D v3 = aiVector3D(b.x+c.x, b.y+c.y, b.z+c.z).Normalize()*fl1;
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tv0 = v1; tv1 = v3; tv2 = v2; // overwrite the original
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ADD_TRIANGLE(v1, v2, a);
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ADD_TRIANGLE(v2, v3, c);
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ADD_TRIANGLE(v3, v1, b);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Construct a mesh from given vertex positions
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aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
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unsigned int numIndices)
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{
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if (positions.empty() || !numIndices) return NULL;
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// Determine which kinds of primitives the mesh consists of
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aiMesh* out = new aiMesh();
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switch (numIndices) {
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case 1:
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out->mPrimitiveTypes = aiPrimitiveType_POINT;
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break;
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case 2:
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out->mPrimitiveTypes = aiPrimitiveType_LINE;
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break;
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case 3:
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out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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break;
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default:
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out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
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break;
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};
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out->mNumFaces = (unsigned int)positions.size() / numIndices;
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out->mFaces = new aiFace[out->mNumFaces];
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for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i) {
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aiFace& f = out->mFaces[i];
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f.mNumIndices = numIndices;
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f.mIndices = new unsigned int[numIndices];
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for (unsigned int j = 0; i < numIndices; ++i, ++a) {
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f.mIndices[j] = a;
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}
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}
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out->mNumVertices = (unsigned int)positions.size();
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out->mVertices = new aiVector3D[out->mNumVertices];
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::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
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return out;
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}
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// ------------------------------------------------------------------------------------------------
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// Construct a mesh with a specific shape (callback)
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aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
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std::vector<aiVector3D>&))
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{
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std::vector<aiVector3D> temp;
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unsigned num = (*GenerateFunc)(temp);
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return MakeMesh(temp,num);
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}
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// ------------------------------------------------------------------------------------------------
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// Construct a mesh with a specific shape (callback)
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aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
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std::vector<aiVector3D>&, bool))
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{
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std::vector<aiVector3D> temp;
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unsigned num = (*GenerateFunc)(temp,true);
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return MakeMesh(temp,num);
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}
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// ------------------------------------------------------------------------------------------------
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// Construct a mesh with a specific shape (callback)
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aiMesh* StandardShapes::MakeMesh (unsigned int num, void (*GenerateFunc)(
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unsigned int,std::vector<aiVector3D>&))
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{
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std::vector<aiVector3D> temp;
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(*GenerateFunc)(num,temp);
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return MakeMesh(temp,3);
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}
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// ------------------------------------------------------------------------------------------------
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// Build an incosahedron with points.magnitude == 1
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unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+60);
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const ai_real t = ( ai_real( 1.0 )+ ai_real( 2.236067977 ) ) / ai_real( 2.0 );
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const ai_real s = std::sqrt(ai_real(1.0) + t*t);
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const aiVector3D v0 = aiVector3D(t,1.0, 0.0)/s;
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const aiVector3D v1 = aiVector3D(-t,1.0, 0.0)/s;
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const aiVector3D v2 = aiVector3D(t,-1.0, 0.0)/s;
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const aiVector3D v3 = aiVector3D(-t,-1.0, 0.0)/s;
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const aiVector3D v4 = aiVector3D(1.0, 0.0, t)/s;
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const aiVector3D v5 = aiVector3D(1.0, 0.0,-t)/s;
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const aiVector3D v6 = aiVector3D(-1.0, 0.0,t)/s;
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const aiVector3D v7 = aiVector3D(-1.0, 0.0,-t)/s;
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const aiVector3D v8 = aiVector3D(0.0, t, 1.0)/s;
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const aiVector3D v9 = aiVector3D(0.0,-t, 1.0)/s;
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const aiVector3D v10 = aiVector3D(0.0, t,-1.0)/s;
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const aiVector3D v11 = aiVector3D(0.0,-t,-1.0)/s;
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ADD_TRIANGLE(v0,v8,v4);
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ADD_TRIANGLE(v0,v5,v10);
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ADD_TRIANGLE(v2,v4,v9);
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ADD_TRIANGLE(v2,v11,v5);
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ADD_TRIANGLE(v1,v6,v8);
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ADD_TRIANGLE(v1,v10,v7);
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ADD_TRIANGLE(v3,v9,v6);
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ADD_TRIANGLE(v3,v7,v11);
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ADD_TRIANGLE(v0,v10,v8);
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ADD_TRIANGLE(v1,v8,v10);
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ADD_TRIANGLE(v2,v9,v11);
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ADD_TRIANGLE(v3,v11,v9);
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ADD_TRIANGLE(v4,v2,v0);
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ADD_TRIANGLE(v5,v0,v2);
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ADD_TRIANGLE(v6,v1,v3);
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ADD_TRIANGLE(v7,v3,v1);
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ADD_TRIANGLE(v8,v6,v4);
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ADD_TRIANGLE(v9,v4,v6);
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ADD_TRIANGLE(v10,v5,v7);
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ADD_TRIANGLE(v11,v7,v5);
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return 3;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a dodecahedron with points.magnitude == 1
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unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions,
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bool polygons /*= false*/)
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{
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positions.reserve(positions.size()+108);
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const ai_real a = ai_real( 1.0 ) / ai_real(1.7320508);
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const ai_real b = std::sqrt(( ai_real( 3.0 )- ai_real( 2.23606797))/ ai_real( 6.0) );
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const ai_real c = std::sqrt(( ai_real( 3.0 )+ ai_real( 2.23606797f))/ ai_real( 6.0) );
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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,0.0);
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const aiVector3D v9 = aiVector3D(-b,c,0.0);
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const aiVector3D v10 = aiVector3D(b,-c,0.0);
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const aiVector3D v11 = aiVector3D(-b,-c,0.0);
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const aiVector3D v12 = aiVector3D(c, 0.0, b);
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const aiVector3D v13 = aiVector3D(c, 0.0, -b);
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const aiVector3D v14 = aiVector3D(-c, 0.0, b);
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const aiVector3D v15 = aiVector3D(-c, 0.0, -b);
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const aiVector3D v16 = aiVector3D(0.0, b, c);
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const aiVector3D v17 = aiVector3D(0.0, -b, c);
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const aiVector3D v18 = aiVector3D(0.0, b, -c);
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const aiVector3D v19 = aiVector3D(0.0, -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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ADD_PENTAGON(v0, v16, v17, v2, v12);
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ADD_PENTAGON(v8, v1, v18, v5, v9);
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ADD_PENTAGON(v12, v2, v10, v3, v13);
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ADD_PENTAGON(v16, v4, v14, v6, v17);
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ADD_PENTAGON(v9, v5, v15, v14, v4);
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ADD_PENTAGON(v6, v11, v10, v2, v17);
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ADD_PENTAGON(v3, v19, v18, v1, v13);
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ADD_PENTAGON(v7, v15, v5, v18, v19);
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ADD_PENTAGON(v7, v11, v6, v14, v15);
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ADD_PENTAGON(v7, v19, v3, v10, v11);
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return (polygons ? 5 : 3);
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}
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// ------------------------------------------------------------------------------------------------
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// Build an octahedron with points.magnitude == 1
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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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const aiVector3D v0 = aiVector3D(1.0, 0.0, 0.0) ;
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const aiVector3D v1 = aiVector3D(-1.0, 0.0, 0.0);
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const aiVector3D v2 = aiVector3D(0.0, 1.0, 0.0);
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const aiVector3D v3 = aiVector3D(0.0, -1.0, 0.0);
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const aiVector3D v4 = aiVector3D(0.0, 0.0, 1.0);
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const aiVector3D v5 = aiVector3D(0.0, 0.0, -1.0);
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ADD_TRIANGLE(v4,v0,v2);
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ADD_TRIANGLE(v4,v2,v1);
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ADD_TRIANGLE(v4,v1,v3);
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ADD_TRIANGLE(v4,v3,v0);
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ADD_TRIANGLE(v5,v2,v0);
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ADD_TRIANGLE(v5,v1,v2);
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ADD_TRIANGLE(v5,v3,v1);
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ADD_TRIANGLE(v5,v0,v3);
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return 3;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a tetrahedron with points.magnitude == 1
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unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+9);
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const ai_real invThree = ai_real( 1.0 ) / ai_real( 3.0 );
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const ai_real a = ai_real( 1.41421 ) * invThree;
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const ai_real b = ai_real( 2.4494 ) * invThree;
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const aiVector3D v0 = aiVector3D(0.0,0.0,1.0);
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const aiVector3D v1 = aiVector3D(2*a,0,-invThree );
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const aiVector3D v2 = aiVector3D(-a,b,-invThree );
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const aiVector3D v3 = aiVector3D(-a,-b,-invThree );
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ADD_TRIANGLE(v0,v1,v2);
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ADD_TRIANGLE(v0,v2,v3);
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ADD_TRIANGLE(v0,v3,v1);
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ADD_TRIANGLE(v1,v3,v2);
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return 3;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a hexahedron with points.magnitude == 1
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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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const ai_real length = ai_real(1.0)/ai_real(1.73205080);
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const aiVector3D v0 = aiVector3D(-1.0,-1.0,-1.0)*length;
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const aiVector3D v1 = aiVector3D(1.0,-1.0,-1.0)*length;
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const aiVector3D v2 = aiVector3D(1.0,1.0,-1.0)*length;
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const aiVector3D v3 = aiVector3D(-1.0,1.0,-1.0)*length;
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const aiVector3D v4 = aiVector3D(-1.0,-1.0,1.0)*length;
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const aiVector3D v5 = aiVector3D(1.0,-1.0,1.0)*length;
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const aiVector3D v6 = aiVector3D(1.0,1.0,1.0)*length;
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const aiVector3D v7 = aiVector3D(-1.0,1.0,1.0)*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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ADD_QUAD(v0,v4,v7,v3);
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ADD_QUAD(v6,v5,v1,v2);
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ADD_QUAD(v6,v2,v3,v7);
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ADD_QUAD(v6,v7,v4,v5);
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return (polygons ? 4 : 3);
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}
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// Cleanup ...
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#undef ADD_TRIANGLE
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#undef ADD_QUAD
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#undef ADD_PENTAGON
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// ------------------------------------------------------------------------------------------------
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// Create a subdivision sphere
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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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// tessellation 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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// Build a cone
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void StandardShapes::MakeCone(ai_real height,ai_real radius1,
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ai_real 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 ABSOLUTELY NO SENSE
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if (tess < 3 || !height)
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return;
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size_t old = positions.size();
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// No negative radii
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radius1 = std::fabs(radius1);
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radius2 = std::fabs(radius2);
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ai_real halfHeight = height / ai_real(2.0);
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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);
|
|
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
|