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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2016, 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 Defines a helper class to represent an interleaved vertex
- along with arithmetic operations to support vertex operations
- such as subdivision, smoothing etc.
- While the code is kept as general as possible, arithmetic operations
- that are not currently well-defined (and would cause compile errors
- due to missing operators in the math library), are commented.
- */
- #ifndef AI_VERTEX_H_INC
- #define AI_VERTEX_H_INC
- #include <assimp/vector3.h>
- #include <assimp/mesh.h>
- #include <assimp/ai_assert.h>
- #include <functional>
- namespace Assimp {
- ///////////////////////////////////////////////////////////////////////////
- // std::plus-family operates on operands with identical types - we need to
- // support all the (vectype op float) combinations in vector maths.
- // Providing T(float) would open the way to endless implicit conversions.
- ///////////////////////////////////////////////////////////////////////////
- namespace Intern {
- template <typename T0, typename T1, typename TRES = T0> struct plus {
- TRES operator() (const T0& t0, const T1& t1) const {
- return t0+t1;
- }
- };
- template <typename T0, typename T1, typename TRES = T0> struct minus {
- TRES operator() (const T0& t0, const T1& t1) const {
- return t0-t1;
- }
- };
- template <typename T0, typename T1, typename TRES = T0> struct multiplies {
- TRES operator() (const T0& t0, const T1& t1) const {
- return t0*t1;
- }
- };
- template <typename T0, typename T1, typename TRES = T0> struct divides {
- TRES operator() (const T0& t0, const T1& t1) const {
- return t0/t1;
- }
- };
- }
- // ------------------------------------------------------------------------------------------------
- /** Intermediate description a vertex with all possible components. Defines a full set of
- * operators, so you may use such a 'Vertex' in basic arithmetics. All operators are applied
- * to *all* vertex components equally. This is useful for stuff like interpolation
- * or subdivision, but won't work if special handling is required for some vertex components. */
- // ------------------------------------------------------------------------------------------------
- class Vertex
- {
- friend Vertex operator + (const Vertex&,const Vertex&);
- friend Vertex operator - (const Vertex&,const Vertex&);
- // friend Vertex operator + (const Vertex&,ai_real);
- // friend Vertex operator - (const Vertex&,ai_real);
- friend Vertex operator * (const Vertex&,ai_real);
- friend Vertex operator / (const Vertex&,ai_real);
- // friend Vertex operator + (ai_real, const Vertex&);
- // friend Vertex operator - (ai_real, const Vertex&);
- friend Vertex operator * (ai_real, const Vertex&);
- // friend Vertex operator / (ai_real, const Vertex&);
- public:
- Vertex() {}
- // ----------------------------------------------------------------------------
- /** Extract a particular vertex from a mesh and interleave all components */
- explicit Vertex(const aiMesh* msh, unsigned int idx) {
- ai_assert(idx < msh->mNumVertices);
- position = msh->mVertices[idx];
- if (msh->HasNormals()) {
- normal = msh->mNormals[idx];
- }
- if (msh->HasTangentsAndBitangents()) {
- tangent = msh->mTangents[idx];
- bitangent = msh->mBitangents[idx];
- }
- for (unsigned int i = 0; msh->HasTextureCoords(i); ++i) {
- texcoords[i] = msh->mTextureCoords[i][idx];
- }
- for (unsigned int i = 0; msh->HasVertexColors(i); ++i) {
- colors[i] = msh->mColors[i][idx];
- }
- }
- public:
- Vertex& operator += (const Vertex& v) {
- *this = *this+v;
- return *this;
- }
- Vertex& operator -= (const Vertex& v) {
- *this = *this-v;
- return *this;
- }
- /*
- Vertex& operator += (ai_real v) {
- *this = *this+v;
- return *this;
- }
- Vertex& operator -= (ai_real v) {
- *this = *this-v;
- return *this;
- }
- */
- Vertex& operator *= (ai_real v) {
- *this = *this*v;
- return *this;
- }
- Vertex& operator /= (ai_real v) {
- *this = *this/v;
- return *this;
- }
- public:
- // ----------------------------------------------------------------------------
- /** Convert back to non-interleaved storage */
- void SortBack(aiMesh* out, unsigned int idx) const {
- ai_assert(idx<out->mNumVertices);
- out->mVertices[idx] = position;
- if (out->HasNormals()) {
- out->mNormals[idx] = normal;
- }
- if (out->HasTangentsAndBitangents()) {
- out->mTangents[idx] = tangent;
- out->mBitangents[idx] = bitangent;
- }
- for(unsigned int i = 0; out->HasTextureCoords(i); ++i) {
- out->mTextureCoords[i][idx] = texcoords[i];
- }
- for(unsigned int i = 0; out->HasVertexColors(i); ++i) {
- out->mColors[i][idx] = colors[i];
- }
- }
- private:
- // ----------------------------------------------------------------------------
- /** Construct from two operands and a binary operation to combine them */
- template <template <typename t> class op> static Vertex BinaryOp(const Vertex& v0, const Vertex& v1) {
- // this is a heavy task for the compiler to optimize ... *pray*
- Vertex res;
- res.position = op<aiVector3D>()(v0.position,v1.position);
- res.normal = op<aiVector3D>()(v0.normal,v1.normal);
- res.tangent = op<aiVector3D>()(v0.tangent,v1.tangent);
- res.bitangent = op<aiVector3D>()(v0.bitangent,v1.bitangent);
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- res.texcoords[i] = op<aiVector3D>()(v0.texcoords[i],v1.texcoords[i]);
- }
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
- res.colors[i] = op<aiColor4D>()(v0.colors[i],v1.colors[i]);
- }
- return res;
- }
- // ----------------------------------------------------------------------------
- /** This time binary arithmetics of v0 with a floating-point number */
- template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
- // this is a heavy task for the compiler to optimize ... *pray*
- Vertex res;
- res.position = op<aiVector3D,ai_real,aiVector3D>()(v0.position,f);
- res.normal = op<aiVector3D,ai_real,aiVector3D>()(v0.normal,f);
- res.tangent = op<aiVector3D,ai_real,aiVector3D>()(v0.tangent,f);
- res.bitangent = op<aiVector3D,ai_real,aiVector3D>()(v0.bitangent,f);
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- res.texcoords[i] = op<aiVector3D,ai_real,aiVector3D>()(v0.texcoords[i],f);
- }
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
- res.colors[i] = op<aiColor4D,ai_real,aiColor4D>()(v0.colors[i],f);
- }
- return res;
- }
- // ----------------------------------------------------------------------------
- /** This time binary arithmetics of v0 with a floating-point number */
- template <template <typename, typename, typename> class op> static Vertex BinaryOp(ai_real f, const Vertex& v0) {
- // this is a heavy task for the compiler to optimize ... *pray*
- Vertex res;
- res.position = op<ai_real,aiVector3D,aiVector3D>()(f,v0.position);
- res.normal = op<ai_real,aiVector3D,aiVector3D>()(f,v0.normal);
- res.tangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.tangent);
- res.bitangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.bitangent);
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- res.texcoords[i] = op<ai_real,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
- }
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
- res.colors[i] = op<ai_real,aiColor4D,aiColor4D>()(f,v0.colors[i]);
- }
- return res;
- }
- public:
- aiVector3D position;
- aiVector3D normal;
- aiVector3D tangent, bitangent;
- aiVector3D texcoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- aiColor4D colors[AI_MAX_NUMBER_OF_COLOR_SETS];
- };
- // ------------------------------------------------------------------------------------------------
- AI_FORCE_INLINE Vertex operator + (const Vertex& v0,const Vertex& v1) {
- return Vertex::BinaryOp<std::plus>(v0,v1);
- }
- AI_FORCE_INLINE Vertex operator - (const Vertex& v0,const Vertex& v1) {
- return Vertex::BinaryOp<std::minus>(v0,v1);
- }
- // ------------------------------------------------------------------------------------------------
- /*
- AI_FORCE_INLINE Vertex operator + (const Vertex& v0,ai_real f) {
- return Vertex::BinaryOp<Intern::plus>(v0,f);
- }
- AI_FORCE_INLINE Vertex operator - (const Vertex& v0,ai_real f) {
- return Vertex::BinaryOp<Intern::minus>(v0,f);
- }
- */
- AI_FORCE_INLINE Vertex operator * (const Vertex& v0,ai_real f) {
- return Vertex::BinaryOp<Intern::multiplies>(v0,f);
- }
- AI_FORCE_INLINE Vertex operator / (const Vertex& v0,ai_real f) {
- return Vertex::BinaryOp<Intern::multiplies>(v0,1.f/f);
- }
- // ------------------------------------------------------------------------------------------------
- /*
- AI_FORCE_INLINE Vertex operator + (ai_real f,const Vertex& v0) {
- return Vertex::BinaryOp<Intern::plus>(f,v0);
- }
- AI_FORCE_INLINE Vertex operator - (ai_real f,const Vertex& v0) {
- return Vertex::BinaryOp<Intern::minus>(f,v0);
- }
- */
- AI_FORCE_INLINE Vertex operator * (ai_real f,const Vertex& v0) {
- return Vertex::BinaryOp<Intern::multiplies>(f,v0);
- }
- /*
- AI_FORCE_INLINE Vertex operator / (ai_real f,const Vertex& v0) {
- return Vertex::BinaryOp<Intern::divides>(f,v0);
- }
- */
- }
- #endif
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