vrshoot
diff libs/assimp/Vertex.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/Vertex.h Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,319 @@ 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 +/** @file Defines a helper class to represent an interleaved vertex 1.44 + along with arithmetic operations to support vertex operations 1.45 + such as subdivision, smoothing etc. 1.46 + 1.47 + While the code is kept as general as possible, arithmetic operations 1.48 + that are not currently well-defined (and would cause compile errors 1.49 + due to missing operators in the math library), are commented. 1.50 + */ 1.51 +#ifndef AI_VERTEX_H_INC 1.52 +#define AI_VERTEX_H_INC 1.53 + 1.54 +#include <functional> 1.55 + 1.56 +namespace Assimp { 1.57 + 1.58 + /////////////////////////////////////////////////////////////////////////// 1.59 + // std::plus-family operates on operands with identical types - we need to 1.60 + // support all the (vectype op float) combinations in vector maths. 1.61 + // Providing T(float) would open the way to endless implicit conversions. 1.62 + /////////////////////////////////////////////////////////////////////////// 1.63 + namespace Intern { 1.64 + template <typename T0, typename T1, typename TRES = T0> struct plus { 1.65 + TRES operator() (const T0& t0, const T1& t1) const { 1.66 + return t0+t1; 1.67 + } 1.68 + }; 1.69 + template <typename T0, typename T1, typename TRES = T0> struct minus { 1.70 + TRES operator() (const T0& t0, const T1& t1) const { 1.71 + return t0-t1; 1.72 + } 1.73 + }; 1.74 + template <typename T0, typename T1, typename TRES = T0> struct multiplies { 1.75 + TRES operator() (const T0& t0, const T1& t1) const { 1.76 + return t0*t1; 1.77 + } 1.78 + }; 1.79 + template <typename T0, typename T1, typename TRES = T0> struct divides { 1.80 + TRES operator() (const T0& t0, const T1& t1) const { 1.81 + return t0/t1; 1.82 + } 1.83 + }; 1.84 + } 1.85 + 1.86 +// ------------------------------------------------------------------------------------------------ 1.87 +/** Intermediate description a vertex with all possible components. Defines a full set of 1.88 + * operators, so you may use such a 'Vertex' in basic arithmetics. All operators are applied 1.89 + * to *all* vertex components equally. This is useful for stuff like interpolation 1.90 + * or subdivision, but won't work if special handling is required for some vertex components. */ 1.91 +// ------------------------------------------------------------------------------------------------ 1.92 +class Vertex 1.93 +{ 1.94 + friend Vertex operator + (const Vertex&,const Vertex&); 1.95 + friend Vertex operator - (const Vertex&,const Vertex&); 1.96 + 1.97 +// friend Vertex operator + (const Vertex&,float); 1.98 +// friend Vertex operator - (const Vertex&,float); 1.99 + friend Vertex operator * (const Vertex&,float); 1.100 + friend Vertex operator / (const Vertex&,float); 1.101 + 1.102 +// friend Vertex operator + (float, const Vertex&); 1.103 +// friend Vertex operator - (float, const Vertex&); 1.104 + friend Vertex operator * (float, const Vertex&); 1.105 +// friend Vertex operator / (float, const Vertex&); 1.106 + 1.107 +public: 1.108 + 1.109 + Vertex() {} 1.110 + 1.111 + // ---------------------------------------------------------------------------- 1.112 + /** Extract a particular vertex from a mesh and interleave all components */ 1.113 + explicit Vertex(const aiMesh* msh, unsigned int idx) { 1.114 + ai_assert(idx < msh->mNumVertices); 1.115 + position = msh->mVertices[idx]; 1.116 + 1.117 + if (msh->HasNormals()) { 1.118 + normal = msh->mNormals[idx]; 1.119 + } 1.120 + 1.121 + if (msh->HasTangentsAndBitangents()) { 1.122 + tangent = msh->mTangents[idx]; 1.123 + bitangent = msh->mBitangents[idx]; 1.124 + } 1.125 + 1.126 + for (unsigned int i = 0; msh->HasTextureCoords(i); ++i) { 1.127 + texcoords[i] = msh->mTextureCoords[i][idx]; 1.128 + } 1.129 + 1.130 + for (unsigned int i = 0; msh->HasVertexColors(i); ++i) { 1.131 + colors[i] = msh->mColors[i][idx]; 1.132 + } 1.133 + } 1.134 + 1.135 +public: 1.136 + 1.137 + Vertex& operator += (const Vertex& v) { 1.138 + *this = *this+v; 1.139 + return *this; 1.140 + } 1.141 + 1.142 + Vertex& operator -= (const Vertex& v) { 1.143 + *this = *this-v; 1.144 + return *this; 1.145 + } 1.146 + 1.147 + 1.148 +/* 1.149 + Vertex& operator += (float v) { 1.150 + *this = *this+v; 1.151 + return *this; 1.152 + } 1.153 + 1.154 + Vertex& operator -= (float v) { 1.155 + *this = *this-v; 1.156 + return *this; 1.157 + } 1.158 +*/ 1.159 + Vertex& operator *= (float v) { 1.160 + *this = *this*v; 1.161 + return *this; 1.162 + } 1.163 + 1.164 + Vertex& operator /= (float v) { 1.165 + *this = *this/v; 1.166 + return *this; 1.167 + } 1.168 + 1.169 +public: 1.170 + 1.171 + // ---------------------------------------------------------------------------- 1.172 + /** Convert back to non-interleaved storage */ 1.173 + void SortBack(aiMesh* out, unsigned int idx) const { 1.174 + 1.175 + ai_assert(idx<out->mNumVertices); 1.176 + out->mVertices[idx] = position; 1.177 + 1.178 + if (out->HasNormals()) { 1.179 + out->mNormals[idx] = normal; 1.180 + } 1.181 + 1.182 + if (out->HasTangentsAndBitangents()) { 1.183 + out->mTangents[idx] = tangent; 1.184 + out->mBitangents[idx] = bitangent; 1.185 + } 1.186 + 1.187 + for(unsigned int i = 0; out->HasTextureCoords(i); ++i) { 1.188 + out->mTextureCoords[i][idx] = texcoords[i]; 1.189 + } 1.190 + 1.191 + for(unsigned int i = 0; out->HasVertexColors(i); ++i) { 1.192 + out->mColors[i][idx] = colors[i]; 1.193 + } 1.194 + } 1.195 + 1.196 +private: 1.197 + 1.198 + // ---------------------------------------------------------------------------- 1.199 + /** Construct from two operands and a binary operation to combine them */ 1.200 + template <template <typename t> class op> static Vertex BinaryOp(const Vertex& v0, const Vertex& v1) { 1.201 + // this is a heavy task for the compiler to optimize ... *pray* 1.202 + 1.203 + Vertex res; 1.204 + res.position = op<aiVector3D>()(v0.position,v1.position); 1.205 + res.normal = op<aiVector3D>()(v0.normal,v1.normal); 1.206 + res.tangent = op<aiVector3D>()(v0.tangent,v1.tangent); 1.207 + res.bitangent = op<aiVector3D>()(v0.bitangent,v1.bitangent); 1.208 + 1.209 + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { 1.210 + res.texcoords[i] = op<aiVector3D>()(v0.texcoords[i],v1.texcoords[i]); 1.211 + } 1.212 + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) { 1.213 + res.colors[i] = op<aiColor4D>()(v0.colors[i],v1.colors[i]); 1.214 + } 1.215 + return res; 1.216 + } 1.217 + 1.218 + // ---------------------------------------------------------------------------- 1.219 + /** This time binary arithmetics of v0 with a floating-point number */ 1.220 + template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, float f) { 1.221 + // this is a heavy task for the compiler to optimize ... *pray* 1.222 + 1.223 + Vertex res; 1.224 + res.position = op<aiVector3D,float,aiVector3D>()(v0.position,f); 1.225 + res.normal = op<aiVector3D,float,aiVector3D>()(v0.normal,f); 1.226 + res.tangent = op<aiVector3D,float,aiVector3D>()(v0.tangent,f); 1.227 + res.bitangent = op<aiVector3D,float,aiVector3D>()(v0.bitangent,f); 1.228 + 1.229 + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { 1.230 + res.texcoords[i] = op<aiVector3D,float,aiVector3D>()(v0.texcoords[i],f); 1.231 + } 1.232 + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) { 1.233 + res.colors[i] = op<aiColor4D,float,aiColor4D>()(v0.colors[i],f); 1.234 + } 1.235 + return res; 1.236 + } 1.237 + 1.238 + // ---------------------------------------------------------------------------- 1.239 + /** This time binary arithmetics of v0 with a floating-point number */ 1.240 + template <template <typename, typename, typename> class op> static Vertex BinaryOp(float f, const Vertex& v0) { 1.241 + // this is a heavy task for the compiler to optimize ... *pray* 1.242 + 1.243 + Vertex res; 1.244 + res.position = op<float,aiVector3D,aiVector3D>()(f,v0.position); 1.245 + res.normal = op<float,aiVector3D,aiVector3D>()(f,v0.normal); 1.246 + res.tangent = op<float,aiVector3D,aiVector3D>()(f,v0.tangent); 1.247 + res.bitangent = op<float,aiVector3D,aiVector3D>()(f,v0.bitangent); 1.248 + 1.249 + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { 1.250 + res.texcoords[i] = op<float,aiVector3D,aiVector3D>()(f,v0.texcoords[i]); 1.251 + } 1.252 + for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) { 1.253 + res.colors[i] = op<float,aiColor4D,aiColor4D>()(f,v0.colors[i]); 1.254 + } 1.255 + return res; 1.256 + } 1.257 + 1.258 +public: 1.259 + 1.260 + aiVector3D position; 1.261 + aiVector3D normal; 1.262 + aiVector3D tangent, bitangent; 1.263 + 1.264 + aiVector3D texcoords[AI_MAX_NUMBER_OF_TEXTURECOORDS]; 1.265 + aiColor4D colors[AI_MAX_NUMBER_OF_COLOR_SETS]; 1.266 +}; 1.267 + 1.268 + 1.269 + 1.270 +// ------------------------------------------------------------------------------------------------ 1.271 +AI_FORCE_INLINE Vertex operator + (const Vertex& v0,const Vertex& v1) { 1.272 + return Vertex::BinaryOp<std::plus>(v0,v1); 1.273 +} 1.274 + 1.275 +AI_FORCE_INLINE Vertex operator - (const Vertex& v0,const Vertex& v1) { 1.276 + return Vertex::BinaryOp<std::minus>(v0,v1); 1.277 +} 1.278 + 1.279 + 1.280 +// ------------------------------------------------------------------------------------------------ 1.281 +/* 1.282 +AI_FORCE_INLINE Vertex operator + (const Vertex& v0,float f) { 1.283 + return Vertex::BinaryOp<Intern::plus>(v0,f); 1.284 +} 1.285 + 1.286 +AI_FORCE_INLINE Vertex operator - (const Vertex& v0,float f) { 1.287 + return Vertex::BinaryOp<Intern::minus>(v0,f); 1.288 +} 1.289 + 1.290 +*/ 1.291 + 1.292 +AI_FORCE_INLINE Vertex operator * (const Vertex& v0,float f) { 1.293 + return Vertex::BinaryOp<Intern::multiplies>(v0,f); 1.294 +} 1.295 + 1.296 +AI_FORCE_INLINE Vertex operator / (const Vertex& v0,float f) { 1.297 + return Vertex::BinaryOp<Intern::multiplies>(v0,1.f/f); 1.298 +} 1.299 + 1.300 +// ------------------------------------------------------------------------------------------------ 1.301 +/* 1.302 +AI_FORCE_INLINE Vertex operator + (float f,const Vertex& v0) { 1.303 + return Vertex::BinaryOp<Intern::plus>(f,v0); 1.304 +} 1.305 + 1.306 +AI_FORCE_INLINE Vertex operator - (float f,const Vertex& v0) { 1.307 + return Vertex::BinaryOp<Intern::minus>(f,v0); 1.308 +} 1.309 +*/ 1.310 + 1.311 +AI_FORCE_INLINE Vertex operator * (float f,const Vertex& v0) { 1.312 + return Vertex::BinaryOp<Intern::multiplies>(f,v0); 1.313 +} 1.314 + 1.315 +/* 1.316 +AI_FORCE_INLINE Vertex operator / (float f,const Vertex& v0) { 1.317 + return Vertex::BinaryOp<Intern::divides>(f,v0); 1.318 +} 1.319 +*/ 1.320 + 1.321 +} 1.322 +#endif