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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2025, 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.
- ----------------------------------------------------------------------
- */
- #include "GeometryUtils.h"
- #include <assimp/vector3.h>
- namespace Assimp {
- // ------------------------------------------------------------------------------------------------
- ai_real GeometryUtils::heron( ai_real a, ai_real b, ai_real c ) {
- const ai_real s = (a + b + c) / 2;
- const ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
- return area;
- }
- // ------------------------------------------------------------------------------------------------
- ai_real GeometryUtils::distance3D( const aiVector3D &vA, const aiVector3D &vB ) {
- const ai_real lx = ( vB.x - vA.x );
- const ai_real ly = ( vB.y - vA.y );
- const ai_real lz = ( vB.z - vA.z );
- const ai_real a = lx*lx + ly*ly + lz*lz;
- const ai_real d = pow( a, (ai_real)0.5 );
- return d;
- }
- // ------------------------------------------------------------------------------------------------
- ai_real GeometryUtils::calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
- ai_real area = 0;
- const aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
- const aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
- const aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
- const ai_real a = distance3D( vA, vB );
- const ai_real b = distance3D( vB, vC );
- const ai_real c = distance3D( vC, vA );
- area = heron( a, b, c );
- return area;
- }
- // ------------------------------------------------------------------------------------------------
- // Check whether a ray intersects a plane and find the intersection point
- bool GeometryUtils::PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
- const aiVector3D& planeNormal, aiVector3D& pos) {
- const ai_real b = planeNormal * (planePos - ray.pos);
- ai_real h = ray.dir * planeNormal;
- if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
- return false;
- pos = ray.pos + (ray.dir * h);
- return true;
- }
- // ------------------------------------------------------------------------------------------------
- void GeometryUtils::normalizeVectorArray(aiVector3D *vectorArrayIn, aiVector3D *vectorArrayOut,
- size_t numVectors) {
- for (size_t i=0; i<numVectors; ++i) {
- vectorArrayOut[i] = vectorArrayIn[i].Normalize();
- }
- }
- } // namespace Assimp
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