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diff --git a/src/3rdparty/assimp/code/StandardShapes.cpp b/src/3rdparty/assimp/code/StandardShapes.cpp
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-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2017, assimp 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 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 StandardShapes.cpp
- * @brief Implementation of the StandardShapes class
- *
- * The primitive geometry data comes from
- * http://geometrictools.com/Documentation/PlatonicSolids.pdf.
- */
-
-#include "StandardShapes.h"
-#include "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 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;
-}
-
-// ------------------------------------------------------------------------------------------------
-// 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
- // tesselation 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 s = old; s < positions.size();s += 3) {
- std::swap(positions[s],positions[s+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