vrshoot
diff libs/assimp/PolyTools.h @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/PolyTools.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,224 @@ 1.4 +/* 1.5 +Open Asset Import Library (assimp) 1.6 +---------------------------------------------------------------------- 1.7 + 1.8 +Copyright (c) 2006-2012, assimp team 1.9 +All rights reserved. 1.10 + 1.11 +Redistribution and use of this software in source and binary forms, 1.12 +with or without modification, are permitted provided that the 1.13 +following conditions are met: 1.14 + 1.15 +* Redistributions of source code must retain the above 1.16 + copyright notice, this list of conditions and the 1.17 + following disclaimer. 1.18 + 1.19 +* Redistributions in binary form must reproduce the above 1.20 + copyright notice, this list of conditions and the 1.21 + following disclaimer in the documentation and/or other 1.22 + materials provided with the distribution. 1.23 + 1.24 +* Neither the name of the assimp team, nor the names of its 1.25 + contributors may be used to endorse or promote products 1.26 + derived from this software without specific prior 1.27 + written permission of the assimp team. 1.28 + 1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.40 + 1.41 +---------------------------------------------------------------------- 1.42 +*/ 1.43 + 1.44 +/** @file PolyTools.h, various utilities for our dealings with arbitrary polygons */ 1.45 + 1.46 +#ifndef AI_POLYTOOLS_H_INCLUDED 1.47 +#define AI_POLYTOOLS_H_INCLUDED 1.48 + 1.49 +namespace Assimp { 1.50 + 1.51 +// ------------------------------------------------------------------------------- 1.52 +/** Compute the signed area of a triangle. 1.53 + * The function accepts an unconstrained template parameter for use with 1.54 + * both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/ 1.55 +template <typename T> 1.56 +inline double GetArea2D(const T& v1, const T& v2, const T& v3) 1.57 +{ 1.58 + return 0.5 * (v1.x * ((double)v3.y - v2.y) + v2.x * ((double)v1.y - v3.y) + v3.x * ((double)v2.y - v1.y)); 1.59 +} 1.60 + 1.61 +// ------------------------------------------------------------------------------- 1.62 +/** Test if a given point p2 is on the left side of the line formed by p0-p1. 1.63 + * The function accepts an unconstrained template parameter for use with 1.64 + * both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/ 1.65 +template <typename T> 1.66 +inline bool OnLeftSideOfLine2D(const T& p0, const T& p1,const T& p2) 1.67 +{ 1.68 + return GetArea2D(p0,p2,p1) > 0; 1.69 +} 1.70 + 1.71 +// ------------------------------------------------------------------------------- 1.72 +/** Test if a given point is inside a given triangle in R2. 1.73 + * The function accepts an unconstrained template parameter for use with 1.74 + * both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/ 1.75 +template <typename T> 1.76 +inline bool PointInTriangle2D(const T& p0, const T& p1,const T& p2, const T& pp) 1.77 +{ 1.78 + // Point in triangle test using baryzentric coordinates 1.79 + const aiVector2D v0 = p1 - p0; 1.80 + const aiVector2D v1 = p2 - p0; 1.81 + const aiVector2D v2 = pp - p0; 1.82 + 1.83 + double dot00 = v0 * v0; 1.84 + double dot01 = v0 * v1; 1.85 + double dot02 = v0 * v2; 1.86 + double dot11 = v1 * v1; 1.87 + double dot12 = v1 * v2; 1.88 + 1.89 + const double invDenom = 1 / (dot00 * dot11 - dot01 * dot01); 1.90 + dot11 = (dot11 * dot02 - dot01 * dot12) * invDenom; 1.91 + dot00 = (dot00 * dot12 - dot01 * dot02) * invDenom; 1.92 + 1.93 + return (dot11 > 0) && (dot00 > 0) && (dot11 + dot00 < 1); 1.94 +} 1.95 + 1.96 + 1.97 +// ------------------------------------------------------------------------------- 1.98 +/** Check whether the winding order of a given polygon is counter-clockwise. 1.99 + * The function accepts an unconstrained template parameter, but is intended 1.100 + * to be used only with aiVector2D and aiVector3D (z axis is ignored, only 1.101 + * x and y are taken into account). 1.102 + * @note Code taken from http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/applet1.html and translated to C++ 1.103 + */ 1.104 +template <typename T> 1.105 +inline bool IsCCW(T* in, size_t npoints) { 1.106 + double aa, bb, cc, b, c, theta; 1.107 + double convex_turn; 1.108 + double convex_sum = 0; 1.109 + 1.110 + ai_assert(npoints >= 3); 1.111 + 1.112 + for (size_t i = 0; i < npoints - 2; i++) { 1.113 + aa = ((in[i+2].x - in[i].x) * (in[i+2].x - in[i].x)) + 1.114 + ((-in[i+2].y + in[i].y) * (-in[i+2].y + in[i].y)); 1.115 + 1.116 + bb = ((in[i+1].x - in[i].x) * (in[i+1].x - in[i].x)) + 1.117 + ((-in[i+1].y + in[i].y) * (-in[i+1].y + in[i].y)); 1.118 + 1.119 + cc = ((in[i+2].x - in[i+1].x) * 1.120 + (in[i+2].x - in[i+1].x)) + 1.121 + ((-in[i+2].y + in[i+1].y) * 1.122 + (-in[i+2].y + in[i+1].y)); 1.123 + 1.124 + b = sqrt(bb); 1.125 + c = sqrt(cc); 1.126 + theta = acos((bb + cc - aa) / (2 * b * c)); 1.127 + 1.128 + if (OnLeftSideOfLine2D(in[i],in[i+2],in[i+1])) { 1.129 + // if (convex(in[i].x, in[i].y, 1.130 + // in[i+1].x, in[i+1].y, 1.131 + // in[i+2].x, in[i+2].y)) { 1.132 + convex_turn = AI_MATH_PI_F - theta; 1.133 + convex_sum += convex_turn; 1.134 + } 1.135 + else { 1.136 + convex_sum -= AI_MATH_PI_F - theta; 1.137 + } 1.138 + } 1.139 + aa = ((in[1].x - in[npoints-2].x) * 1.140 + (in[1].x - in[npoints-2].x)) + 1.141 + ((-in[1].y + in[npoints-2].y) * 1.142 + (-in[1].y + in[npoints-2].y)); 1.143 + 1.144 + bb = ((in[0].x - in[npoints-2].x) * 1.145 + (in[0].x - in[npoints-2].x)) + 1.146 + ((-in[0].y + in[npoints-2].y) * 1.147 + (-in[0].y + in[npoints-2].y)); 1.148 + 1.149 + cc = ((in[1].x - in[0].x) * (in[1].x - in[0].x)) + 1.150 + ((-in[1].y + in[0].y) * (-in[1].y + in[0].y)); 1.151 + 1.152 + b = sqrt(bb); 1.153 + c = sqrt(cc); 1.154 + theta = acos((bb + cc - aa) / (2 * b * c)); 1.155 + 1.156 + //if (convex(in[npoints-2].x, in[npoints-2].y, 1.157 + // in[0].x, in[0].y, 1.158 + // in[1].x, in[1].y)) { 1.159 + if (OnLeftSideOfLine2D(in[npoints-2],in[1],in[0])) { 1.160 + convex_turn = AI_MATH_PI_F - theta; 1.161 + convex_sum += convex_turn; 1.162 + } 1.163 + else { 1.164 + convex_sum -= AI_MATH_PI_F - theta; 1.165 + } 1.166 + 1.167 + return convex_sum >= (2 * AI_MATH_PI_F); 1.168 +} 1.169 + 1.170 + 1.171 +// ------------------------------------------------------------------------------- 1.172 +/** Compute the normal of an arbitrary polygon in R3. 1.173 + * 1.174 + * The code is based on Newell's formula, that is a polygons normal is the ratio 1.175 + * of its area when projected onto the three coordinate axes. 1.176 + * 1.177 + * @param out Receives the output normal 1.178 + * @param num Number of input vertices 1.179 + * @param x X data source. x[ofs_x*n] is the n'th element. 1.180 + * @param y Y data source. y[ofs_y*n] is the y'th element 1.181 + * @param z Z data source. z[ofs_z*n] is the z'th element 1.182 + * 1.183 + * @note The data arrays must have storage for at least num+2 elements. Using 1.184 + * this method is much faster than the 'other' NewellNormal() 1.185 + */ 1.186 +template <int ofs_x, int ofs_y, int ofs_z, typename TReal> 1.187 +inline void NewellNormal (aiVector3t<TReal>& out, int num, TReal* x, TReal* y, TReal* z) 1.188 +{ 1.189 + // Duplicate the first two vertices at the end 1.190 + x[(num+0)*ofs_x] = x[0]; 1.191 + x[(num+1)*ofs_x] = x[ofs_x]; 1.192 + 1.193 + y[(num+0)*ofs_y] = y[0]; 1.194 + y[(num+1)*ofs_y] = y[ofs_y]; 1.195 + 1.196 + z[(num+0)*ofs_z] = z[0]; 1.197 + z[(num+1)*ofs_z] = z[ofs_z]; 1.198 + 1.199 + TReal sum_xy = 0.0, sum_yz = 0.0, sum_zx = 0.0; 1.200 + 1.201 + TReal *xptr = x +ofs_x, *xlow = x, *xhigh = x + ofs_x*2; 1.202 + TReal *yptr = y +ofs_y, *ylow = y, *yhigh = y + ofs_y*2; 1.203 + TReal *zptr = z +ofs_z, *zlow = z, *zhigh = z + ofs_z*2; 1.204 + 1.205 + for (int tmp=0; tmp < num; tmp++) { 1.206 + sum_xy += (*xptr) * ( (*yhigh) - (*ylow) ); 1.207 + sum_yz += (*yptr) * ( (*zhigh) - (*zlow) ); 1.208 + sum_zx += (*zptr) * ( (*xhigh) - (*xlow) ); 1.209 + 1.210 + xptr += ofs_x; 1.211 + xlow += ofs_x; 1.212 + xhigh += ofs_x; 1.213 + 1.214 + yptr += ofs_y; 1.215 + ylow += ofs_y; 1.216 + yhigh += ofs_y; 1.217 + 1.218 + zptr += ofs_z; 1.219 + zlow += ofs_z; 1.220 + zhigh += ofs_z; 1.221 + } 1.222 + out = aiVector3t<TReal>(sum_yz,sum_zx,sum_xy); 1.223 +} 1.224 + 1.225 +} // ! Assimp 1.226 + 1.227 +#endif