| /* |
| 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 IFCUtil.cpp |
| * @brief Implementation of conversion routines for some common Ifc helper entities. |
| */ |
| |
| |
| |
| #ifndef ASSIMP_BUILD_NO_IFC_IMPORTER |
| |
| #include "IFCUtil.h" |
| #include "PolyTools.h" |
| #include "ProcessHelper.h" |
| #include <assimp/Defines.h> |
| |
| namespace Assimp { |
| namespace IFC { |
| |
| // ------------------------------------------------------------------------------------------------ |
| void TempOpening::Transform(const IfcMatrix4& mat) |
| { |
| if(profileMesh) { |
| profileMesh->Transform(mat); |
| } |
| if(profileMesh2D) { |
| profileMesh2D->Transform(mat); |
| } |
| extrusionDir *= IfcMatrix3(mat); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| aiMesh* TempMesh::ToMesh() |
| { |
| ai_assert(verts.size() == std::accumulate(vertcnt.begin(),vertcnt.end(),size_t(0))); |
| |
| if (verts.empty()) { |
| return NULL; |
| } |
| |
| std::unique_ptr<aiMesh> mesh(new aiMesh()); |
| |
| // copy vertices |
| mesh->mNumVertices = static_cast<unsigned int>(verts.size()); |
| mesh->mVertices = new aiVector3D[mesh->mNumVertices]; |
| std::copy(verts.begin(),verts.end(),mesh->mVertices); |
| |
| // and build up faces |
| mesh->mNumFaces = static_cast<unsigned int>(vertcnt.size()); |
| mesh->mFaces = new aiFace[mesh->mNumFaces]; |
| |
| for(unsigned int i = 0,n=0, acc = 0; i < mesh->mNumFaces; ++n) { |
| aiFace& f = mesh->mFaces[i]; |
| if (!vertcnt[n]) { |
| --mesh->mNumFaces; |
| continue; |
| } |
| |
| f.mNumIndices = vertcnt[n]; |
| f.mIndices = new unsigned int[f.mNumIndices]; |
| for(unsigned int a = 0; a < f.mNumIndices; ++a) { |
| f.mIndices[a] = acc++; |
| } |
| |
| ++i; |
| } |
| |
| return mesh.release(); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void TempMesh::Clear() |
| { |
| verts.clear(); |
| vertcnt.clear(); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void TempMesh::Transform(const IfcMatrix4& mat) |
| { |
| for(IfcVector3& v : verts) { |
| v *= mat; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------ |
| IfcVector3 TempMesh::Center() const |
| { |
| return (verts.size() == 0) ? IfcVector3(0.0f, 0.0f, 0.0f) : (std::accumulate(verts.begin(),verts.end(),IfcVector3()) / static_cast<IfcFloat>(verts.size())); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void TempMesh::Append(const TempMesh& other) |
| { |
| verts.insert(verts.end(),other.verts.begin(),other.verts.end()); |
| vertcnt.insert(vertcnt.end(),other.vertcnt.begin(),other.vertcnt.end()); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void TempMesh::RemoveDegenerates() |
| { |
| // The strategy is simple: walk the mesh and compute normals using |
| // Newell's algorithm. The length of the normals gives the area |
| // of the polygons, which is close to zero for lines. |
| |
| std::vector<IfcVector3> normals; |
| ComputePolygonNormals(normals, false); |
| |
| bool drop = false; |
| size_t inor = 0; |
| |
| std::vector<IfcVector3>::iterator vit = verts.begin(); |
| for (std::vector<unsigned int>::iterator it = vertcnt.begin(); it != vertcnt.end(); ++inor) { |
| const unsigned int pcount = *it; |
| |
| if (normals[inor].SquareLength() < 1e-10f) { |
| it = vertcnt.erase(it); |
| vit = verts.erase(vit, vit + pcount); |
| |
| drop = true; |
| continue; |
| } |
| |
| vit += pcount; |
| ++it; |
| } |
| |
| if(drop) { |
| IFCImporter::LogDebug("removing degenerate faces"); |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| IfcVector3 TempMesh::ComputePolygonNormal(const IfcVector3* vtcs, size_t cnt, bool normalize) |
| { |
| std::vector<IfcFloat> temp((cnt+2)*3); |
| for( size_t vofs = 0, i = 0; vofs < cnt; ++vofs ) |
| { |
| const IfcVector3& v = vtcs[vofs]; |
| temp[i++] = v.x; |
| temp[i++] = v.y; |
| temp[i++] = v.z; |
| } |
| |
| IfcVector3 nor; |
| NewellNormal<3, 3, 3>(nor, static_cast<int>(cnt), &temp[0], &temp[1], &temp[2]); |
| return normalize ? nor.Normalize() : nor; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void TempMesh::ComputePolygonNormals(std::vector<IfcVector3>& normals, |
| bool normalize, |
| size_t ofs) const |
| { |
| size_t max_vcount = 0; |
| std::vector<unsigned int>::const_iterator begin = vertcnt.begin()+ofs, end = vertcnt.end(), iit; |
| for(iit = begin; iit != end; ++iit) { |
| max_vcount = std::max(max_vcount,static_cast<size_t>(*iit)); |
| } |
| |
| std::vector<IfcFloat> temp((max_vcount+2)*4); |
| normals.reserve( normals.size() + vertcnt.size()-ofs ); |
| |
| // `NewellNormal()` currently has a relatively strange interface and need to |
| // re-structure things a bit to meet them. |
| size_t vidx = std::accumulate(vertcnt.begin(),begin,0); |
| for(iit = begin; iit != end; vidx += *iit++) { |
| if (!*iit) { |
| normals.push_back(IfcVector3()); |
| continue; |
| } |
| for(size_t vofs = 0, cnt = 0; vofs < *iit; ++vofs) { |
| const IfcVector3& v = verts[vidx+vofs]; |
| temp[cnt++] = v.x; |
| temp[cnt++] = v.y; |
| temp[cnt++] = v.z; |
| #ifdef ASSIMP_BUILD_DEBUG |
| temp[cnt] = std::numeric_limits<IfcFloat>::quiet_NaN(); |
| #endif |
| ++cnt; |
| } |
| |
| normals.push_back(IfcVector3()); |
| NewellNormal<4,4,4>(normals.back(),*iit,&temp[0],&temp[1],&temp[2]); |
| } |
| |
| if(normalize) { |
| for(IfcVector3& n : normals) { |
| n.Normalize(); |
| } |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Compute the normal of the last polygon in the given mesh |
| IfcVector3 TempMesh::ComputeLastPolygonNormal(bool normalize) const |
| { |
| return ComputePolygonNormal(&verts[verts.size() - vertcnt.back()], vertcnt.back(), normalize); |
| } |
| |
| struct CompareVector |
| { |
| bool operator () (const IfcVector3& a, const IfcVector3& b) const |
| { |
| IfcVector3 d = a - b; |
| IfcFloat eps = 1e-6; |
| return d.x < -eps || (std::abs(d.x) < eps && d.y < -eps) || (std::abs(d.x) < eps && std::abs(d.y) < eps && d.z < -eps); |
| } |
| }; |
| struct FindVector |
| { |
| IfcVector3 v; |
| FindVector(const IfcVector3& p) : v(p) { } |
| bool operator () (const IfcVector3& p) { return FuzzyVectorCompare(1e-6)(p, v); } |
| }; |
| |
| // ------------------------------------------------------------------------------------------------ |
| void TempMesh::FixupFaceOrientation() |
| { |
| const IfcVector3 vavg = Center(); |
| |
| // create a list of start indices for all faces to allow random access to faces |
| std::vector<size_t> faceStartIndices(vertcnt.size()); |
| for( size_t i = 0, a = 0; a < vertcnt.size(); i += vertcnt[a], ++a ) |
| faceStartIndices[a] = i; |
| |
| // list all faces on a vertex |
| std::map<IfcVector3, std::vector<size_t>, CompareVector> facesByVertex; |
| for( size_t a = 0; a < vertcnt.size(); ++a ) |
| { |
| for( size_t b = 0; b < vertcnt[a]; ++b ) |
| facesByVertex[verts[faceStartIndices[a] + b]].push_back(a); |
| } |
| // determine neighbourhood for all polys |
| std::vector<size_t> neighbour(verts.size(), SIZE_MAX); |
| std::vector<size_t> tempIntersect(10); |
| for( size_t a = 0; a < vertcnt.size(); ++a ) |
| { |
| for( size_t b = 0; b < vertcnt[a]; ++b ) |
| { |
| size_t ib = faceStartIndices[a] + b, nib = faceStartIndices[a] + (b + 1) % vertcnt[a]; |
| const std::vector<size_t>& facesOnB = facesByVertex[verts[ib]]; |
| const std::vector<size_t>& facesOnNB = facesByVertex[verts[nib]]; |
| // there should be exactly one or two faces which appear in both lists. Our face and the other side |
| std::vector<size_t>::iterator sectstart = tempIntersect.begin(); |
| std::vector<size_t>::iterator sectend = std::set_intersection( |
| facesOnB.begin(), facesOnB.end(), facesOnNB.begin(), facesOnNB.end(), sectstart); |
| |
| if( std::distance(sectstart, sectend) != 2 ) |
| continue; |
| if( *sectstart == a ) |
| ++sectstart; |
| neighbour[ib] = *sectstart; |
| } |
| } |
| |
| // now we're getting started. We take the face which is the farthest away from the center. This face is most probably |
| // facing outwards. So we reverse this face to point outwards in relation to the center. Then we adapt neighbouring |
| // faces to have the same winding until all faces have been tested. |
| std::vector<bool> faceDone(vertcnt.size(), false); |
| while( std::count(faceDone.begin(), faceDone.end(), false) != 0 ) |
| { |
| // find the farthest of the remaining faces |
| size_t farthestIndex = SIZE_MAX; |
| IfcFloat farthestDistance = -1.0; |
| for( size_t a = 0; a < vertcnt.size(); ++a ) |
| { |
| if( faceDone[a] ) |
| continue; |
| IfcVector3 faceCenter = std::accumulate(verts.begin() + faceStartIndices[a], |
| verts.begin() + faceStartIndices[a] + vertcnt[a], IfcVector3(0.0)) / IfcFloat(vertcnt[a]); |
| IfcFloat dst = (faceCenter - vavg).SquareLength(); |
| if( dst > farthestDistance ) { farthestDistance = dst; farthestIndex = a; } |
| } |
| |
| // calculate its normal and reverse the poly if its facing towards the mesh center |
| IfcVector3 farthestNormal = ComputePolygonNormal(verts.data() + faceStartIndices[farthestIndex], vertcnt[farthestIndex]); |
| IfcVector3 farthestCenter = std::accumulate(verts.begin() + faceStartIndices[farthestIndex], |
| verts.begin() + faceStartIndices[farthestIndex] + vertcnt[farthestIndex], IfcVector3(0.0)) |
| / IfcFloat(vertcnt[farthestIndex]); |
| // We accapt a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in |
| // the file. |
| if( (farthestNormal * (farthestCenter - vavg).Normalize()) < -0.4 ) |
| { |
| size_t fsi = faceStartIndices[farthestIndex], fvc = vertcnt[farthestIndex]; |
| std::reverse(verts.begin() + fsi, verts.begin() + fsi + fvc); |
| std::reverse(neighbour.begin() + fsi, neighbour.begin() + fsi + fvc); |
| // because of the neighbour index belonging to the edge starting with the point at the same index, we need to |
| // cycle the neighbours through to match the edges again. |
| // Before: points A - B - C - D with edge neighbour p - q - r - s |
| // After: points D - C - B - A, reversed neighbours are s - r - q - p, but the should be |
| // r q p s |
| for( size_t a = 0; a < fvc - 1; ++a ) |
| std::swap(neighbour[fsi + a], neighbour[fsi + a + 1]); |
| } |
| faceDone[farthestIndex] = true; |
| std::vector<size_t> todo; |
| todo.push_back(farthestIndex); |
| |
| // go over its neighbour faces recursively and adapt their winding order to match the farthest face |
| while( !todo.empty() ) |
| { |
| size_t tdf = todo.back(); |
| size_t vsi = faceStartIndices[tdf], vc = vertcnt[tdf]; |
| todo.pop_back(); |
| |
| // check its neighbours |
| for( size_t a = 0; a < vc; ++a ) |
| { |
| // ignore neighbours if we already checked them |
| size_t nbi = neighbour[vsi + a]; |
| if( nbi == SIZE_MAX || faceDone[nbi] ) |
| continue; |
| |
| const IfcVector3& vp = verts[vsi + a]; |
| size_t nbvsi = faceStartIndices[nbi], nbvc = vertcnt[nbi]; |
| std::vector<IfcVector3>::iterator it = std::find_if(verts.begin() + nbvsi, verts.begin() + nbvsi + nbvc, FindVector(vp)); |
| ai_assert(it != verts.begin() + nbvsi + nbvc); |
| size_t nb_vidx = std::distance(verts.begin() + nbvsi, it); |
| // two faces winded in the same direction should have a crossed edge, where one face has p0->p1 and the other |
| // has p1'->p0'. If the next point on the neighbouring face is also the next on the current face, we need |
| // to reverse the neighbour |
| nb_vidx = (nb_vidx + 1) % nbvc; |
| size_t oursideidx = (a + 1) % vc; |
| if( FuzzyVectorCompare(1e-6)(verts[vsi + oursideidx], verts[nbvsi + nb_vidx]) ) |
| { |
| std::reverse(verts.begin() + nbvsi, verts.begin() + nbvsi + nbvc); |
| std::reverse(neighbour.begin() + nbvsi, neighbour.begin() + nbvsi + nbvc); |
| for( size_t a = 0; a < nbvc - 1; ++a ) |
| std::swap(neighbour[nbvsi + a], neighbour[nbvsi + a + 1]); |
| } |
| |
| // either way we're done with the neighbour. Mark it as done and continue checking from there recursively |
| faceDone[nbi] = true; |
| todo.push_back(nbi); |
| } |
| } |
| |
| // no more faces reachable from this part of the surface, start over with a disjunct part and its farthest face |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void TempMesh::RemoveAdjacentDuplicates() |
| { |
| |
| bool drop = false; |
| std::vector<IfcVector3>::iterator base = verts.begin(); |
| for(unsigned int& cnt : vertcnt) { |
| if (cnt < 2){ |
| base += cnt; |
| continue; |
| } |
| |
| IfcVector3 vmin,vmax; |
| ArrayBounds(&*base, cnt ,vmin,vmax); |
| |
| |
| const IfcFloat epsilon = (vmax-vmin).SquareLength() / static_cast<IfcFloat>(1e9); |
| //const IfcFloat dotepsilon = 1e-9; |
| |
| //// look for vertices that lie directly on the line between their predecessor and their |
| //// successor and replace them with either of them. |
| |
| //for(size_t i = 0; i < cnt; ++i) { |
| // IfcVector3& v1 = *(base+i), &v0 = *(base+(i?i-1:cnt-1)), &v2 = *(base+(i+1)%cnt); |
| // const IfcVector3& d0 = (v1-v0), &d1 = (v2-v1); |
| // const IfcFloat l0 = d0.SquareLength(), l1 = d1.SquareLength(); |
| // if (!l0 || !l1) { |
| // continue; |
| // } |
| |
| // const IfcFloat d = (d0/std::sqrt(l0))*(d1/std::sqrt(l1)); |
| |
| // if ( d >= 1.f-dotepsilon ) { |
| // v1 = v0; |
| // } |
| // else if ( d < -1.f+dotepsilon ) { |
| // v2 = v1; |
| // continue; |
| // } |
| //} |
| |
| // drop any identical, adjacent vertices. this pass will collect the dropouts |
| // of the previous pass as a side-effect. |
| FuzzyVectorCompare fz(epsilon); |
| std::vector<IfcVector3>::iterator end = base+cnt, e = std::unique( base, end, fz ); |
| if (e != end) { |
| cnt -= static_cast<unsigned int>(std::distance(e, end)); |
| verts.erase(e,end); |
| drop = true; |
| } |
| |
| // check front and back vertices for this polygon |
| if (cnt > 1 && fz(*base,*(base+cnt-1))) { |
| verts.erase(base+ --cnt); |
| drop = true; |
| } |
| |
| // removing adjacent duplicates shouldn't erase everything :-) |
| ai_assert(cnt>0); |
| base += cnt; |
| } |
| if(drop) { |
| IFCImporter::LogDebug("removing duplicate vertices"); |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void TempMesh::Swap(TempMesh& other) |
| { |
| vertcnt.swap(other.vertcnt); |
| verts.swap(other.verts); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| bool IsTrue(const EXPRESS::BOOLEAN& in) |
| { |
| return (std::string)in == "TRUE" || (std::string)in == "T"; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| IfcFloat ConvertSIPrefix(const std::string& prefix) |
| { |
| if (prefix == "EXA") { |
| return 1e18f; |
| } |
| else if (prefix == "PETA") { |
| return 1e15f; |
| } |
| else if (prefix == "TERA") { |
| return 1e12f; |
| } |
| else if (prefix == "GIGA") { |
| return 1e9f; |
| } |
| else if (prefix == "MEGA") { |
| return 1e6f; |
| } |
| else if (prefix == "KILO") { |
| return 1e3f; |
| } |
| else if (prefix == "HECTO") { |
| return 1e2f; |
| } |
| else if (prefix == "DECA") { |
| return 1e-0f; |
| } |
| else if (prefix == "DECI") { |
| return 1e-1f; |
| } |
| else if (prefix == "CENTI") { |
| return 1e-2f; |
| } |
| else if (prefix == "MILLI") { |
| return 1e-3f; |
| } |
| else if (prefix == "MICRO") { |
| return 1e-6f; |
| } |
| else if (prefix == "NANO") { |
| return 1e-9f; |
| } |
| else if (prefix == "PICO") { |
| return 1e-12f; |
| } |
| else if (prefix == "FEMTO") { |
| return 1e-15f; |
| } |
| else if (prefix == "ATTO") { |
| return 1e-18f; |
| } |
| else { |
| IFCImporter::LogError("Unrecognized SI prefix: " + prefix); |
| return 1; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertColor(aiColor4D& out, const IfcColourRgb& in) |
| { |
| out.r = static_cast<float>( in.Red ); |
| out.g = static_cast<float>( in.Green ); |
| out.b = static_cast<float>( in.Blue ); |
| out.a = static_cast<float>( 1.f ); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertColor(aiColor4D& out, const IfcColourOrFactor& in,ConversionData& conv,const aiColor4D* base) |
| { |
| if (const EXPRESS::REAL* const r = in.ToPtr<EXPRESS::REAL>()) { |
| out.r = out.g = out.b = static_cast<float>(*r); |
| if(base) { |
| out.r *= static_cast<float>( base->r ); |
| out.g *= static_cast<float>( base->g ); |
| out.b *= static_cast<float>( base->b ); |
| out.a = static_cast<float>( base->a ); |
| } |
| else out.a = 1.0; |
| } |
| else if (const IfcColourRgb* const rgb = in.ResolveSelectPtr<IfcColourRgb>(conv.db)) { |
| ConvertColor(out,*rgb); |
| } |
| else { |
| IFCImporter::LogWarn("skipping unknown IfcColourOrFactor entity"); |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertCartesianPoint(IfcVector3& out, const IfcCartesianPoint& in) |
| { |
| out = IfcVector3(); |
| for(size_t i = 0; i < in.Coordinates.size(); ++i) { |
| out[static_cast<unsigned int>(i)] = in.Coordinates[i]; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertVector(IfcVector3& out, const IfcVector& in) |
| { |
| ConvertDirection(out,in.Orientation); |
| out *= in.Magnitude; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertDirection(IfcVector3& out, const IfcDirection& in) |
| { |
| out = IfcVector3(); |
| for(size_t i = 0; i < in.DirectionRatios.size(); ++i) { |
| out[static_cast<unsigned int>(i)] = in.DirectionRatios[i]; |
| } |
| const IfcFloat len = out.Length(); |
| if (len<1e-6) { |
| IFCImporter::LogWarn("direction vector magnitude too small, normalization would result in a division by zero"); |
| return; |
| } |
| out /= len; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void AssignMatrixAxes(IfcMatrix4& out, const IfcVector3& x, const IfcVector3& y, const IfcVector3& z) |
| { |
| out.a1 = x.x; |
| out.b1 = x.y; |
| out.c1 = x.z; |
| |
| out.a2 = y.x; |
| out.b2 = y.y; |
| out.c2 = y.z; |
| |
| out.a3 = z.x; |
| out.b3 = z.y; |
| out.c3 = z.z; |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement3D& in) |
| { |
| IfcVector3 loc; |
| ConvertCartesianPoint(loc,in.Location); |
| |
| IfcVector3 z(0.f,0.f,1.f),r(1.f,0.f,0.f),x; |
| |
| if (in.Axis) { |
| ConvertDirection(z,*in.Axis.Get()); |
| } |
| if (in.RefDirection) { |
| ConvertDirection(r,*in.RefDirection.Get()); |
| } |
| |
| IfcVector3 v = r.Normalize(); |
| IfcVector3 tmpx = z * (v*z); |
| |
| x = (v-tmpx).Normalize(); |
| IfcVector3 y = (z^x); |
| |
| IfcMatrix4::Translation(loc,out); |
| AssignMatrixAxes(out,x,y,z); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement2D& in) |
| { |
| IfcVector3 loc; |
| ConvertCartesianPoint(loc,in.Location); |
| |
| IfcVector3 x(1.f,0.f,0.f); |
| if (in.RefDirection) { |
| ConvertDirection(x,*in.RefDirection.Get()); |
| } |
| |
| const IfcVector3 y = IfcVector3(x.y,-x.x,0.f); |
| |
| IfcMatrix4::Translation(loc,out); |
| AssignMatrixAxes(out,x,y,IfcVector3(0.f,0.f,1.f)); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertAxisPlacement(IfcVector3& axis, IfcVector3& pos, const IfcAxis1Placement& in) |
| { |
| ConvertCartesianPoint(pos,in.Location); |
| if (in.Axis) { |
| ConvertDirection(axis,in.Axis.Get()); |
| } |
| else { |
| axis = IfcVector3(0.f,0.f,1.f); |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement& in, ConversionData& conv) |
| { |
| if(const IfcAxis2Placement3D* pl3 = in.ResolveSelectPtr<IfcAxis2Placement3D>(conv.db)) { |
| ConvertAxisPlacement(out,*pl3); |
| } |
| else if(const IfcAxis2Placement2D* pl2 = in.ResolveSelectPtr<IfcAxis2Placement2D>(conv.db)) { |
| ConvertAxisPlacement(out,*pl2); |
| } |
| else { |
| IFCImporter::LogWarn("skipping unknown IfcAxis2Placement entity"); |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| void ConvertTransformOperator(IfcMatrix4& out, const IfcCartesianTransformationOperator& op) |
| { |
| IfcVector3 loc; |
| ConvertCartesianPoint(loc,op.LocalOrigin); |
| |
| IfcVector3 x(1.f,0.f,0.f),y(0.f,1.f,0.f),z(0.f,0.f,1.f); |
| if (op.Axis1) { |
| ConvertDirection(x,*op.Axis1.Get()); |
| } |
| if (op.Axis2) { |
| ConvertDirection(y,*op.Axis2.Get()); |
| } |
| if (const IfcCartesianTransformationOperator3D* op2 = op.ToPtr<IfcCartesianTransformationOperator3D>()) { |
| if(op2->Axis3) { |
| ConvertDirection(z,*op2->Axis3.Get()); |
| } |
| } |
| |
| IfcMatrix4 locm; |
| IfcMatrix4::Translation(loc,locm); |
| AssignMatrixAxes(out,x,y,z); |
| |
| |
| IfcVector3 vscale; |
| if (const IfcCartesianTransformationOperator3DnonUniform* nuni = op.ToPtr<IfcCartesianTransformationOperator3DnonUniform>()) { |
| vscale.x = nuni->Scale?op.Scale.Get():1.f; |
| vscale.y = nuni->Scale2?nuni->Scale2.Get():1.f; |
| vscale.z = nuni->Scale3?nuni->Scale3.Get():1.f; |
| } |
| else { |
| const IfcFloat sc = op.Scale?op.Scale.Get():1.f; |
| vscale = IfcVector3(sc,sc,sc); |
| } |
| |
| IfcMatrix4 s; |
| IfcMatrix4::Scaling(vscale,s); |
| |
| out = locm * out * s; |
| } |
| |
| |
| } // ! IFC |
| } // ! Assimp |
| |
| #endif |