Coverage Report

Created: 2025-08-26 06:41

/src/assimp/code/Common/StandardShapes.cpp
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2025, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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  copyright notice, this list of conditions and the
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  following disclaimer.
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* Redistributions in binary form must reproduce the above
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  copyright notice, this list of conditions and the
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  following disclaimer in the documentation and/or other
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  materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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  contributors may be used to endorse or promote products
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  derived from this software without specific prior
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  written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file   StandardShapes.cpp
43
 *  @brief  Implementation of the StandardShapes class
44
 *
45
 *  The primitive geometry data comes from
46
 *  http://geometrictools.com/Documentation/PlatonicSolids.pdf.
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 */
48
49
#include <assimp/StandardShapes.h>
50
#include <assimp/StringComparison.h>
51
#include <assimp/mesh.h>
52
53
namespace Assimp {
54
55
#define ADD_TRIANGLE(n0, n1, n2) \
56
15.9k
    positions.push_back(n0);     \
57
15.9k
    positions.push_back(n1);     \
58
15.9k
    positions.push_back(n2);
59
60
#define ADD_PENTAGON(n0, n1, n2, n3, n4) \
61
192
    if (polygons) {                      \
62
0
        positions.push_back(n0);         \
63
0
        positions.push_back(n1);         \
64
0
        positions.push_back(n2);         \
65
0
        positions.push_back(n3);         \
66
0
        positions.push_back(n4);         \
67
192
    } else {                             \
68
192
        ADD_TRIANGLE(n0, n1, n2)         \
69
192
        ADD_TRIANGLE(n0, n2, n3)         \
70
192
        ADD_TRIANGLE(n0, n3, n4)         \
71
192
    }
72
73
#define ADD_QUAD(n0, n1, n2, n3) \
74
0
    if (polygons) {              \
75
0
        positions.push_back(n0); \
76
0
        positions.push_back(n1); \
77
0
        positions.push_back(n2); \
78
0
        positions.push_back(n3); \
79
0
    } else {                     \
80
0
        ADD_TRIANGLE(n0, n1, n2) \
81
0
        ADD_TRIANGLE(n0, n2, n3) \
82
0
    }
83
84
// ------------------------------------------------------------------------------------------------
85
// Fast subdivision for a mesh whose verts have a magnitude of 1
86
12
void Subdivide(std::vector<aiVector3D> &positions) {
87
    // assume this to be constant - (fixme: must be 1.0? I think so)
88
12
    const ai_real fl1 = positions[0].Length();
89
90
12
    unsigned int origSize = (unsigned int)positions.size();
91
5.11k
    for (unsigned int i = 0; i < origSize; i += 3) {
92
5.10k
        aiVector3D &tv0 = positions[i];
93
5.10k
        aiVector3D &tv1 = positions[i + 1];
94
5.10k
        aiVector3D &tv2 = positions[i + 2];
95
96
5.10k
        aiVector3D a = tv0, b = tv1, c = tv2;
97
5.10k
        aiVector3D v1 = aiVector3D(a.x + b.x, a.y + b.y, a.z + b.z).Normalize() * fl1;
98
5.10k
        aiVector3D v2 = aiVector3D(a.x + c.x, a.y + c.y, a.z + c.z).Normalize() * fl1;
99
5.10k
        aiVector3D v3 = aiVector3D(b.x + c.x, b.y + c.y, b.z + c.z).Normalize() * fl1;
100
101
5.10k
        tv0 = v1;
102
5.10k
        tv1 = v3;
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5.10k
        tv2 = v2; // overwrite the original
104
5.10k
        ADD_TRIANGLE(v1, v2, a);
105
5.10k
        ADD_TRIANGLE(v2, v3, c);
106
5.10k
        ADD_TRIANGLE(v3, v1, b);
107
5.10k
    }
108
12
}
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// ------------------------------------------------------------------------------------------------
111
// Construct a mesh from given vertex positions
112
aiMesh *StandardShapes::MakeMesh(const std::vector<aiVector3D> &positions,
113
0
        unsigned int numIndices) {
114
0
    if (positions.empty() || !numIndices) {
115
0
        return nullptr;
116
0
    }
117
118
    // Determine which kinds of primitives the mesh consists of
119
0
    aiMesh *out = new aiMesh();
120
0
    switch (numIndices) {
121
0
    case 1:
122
0
        out->mPrimitiveTypes = aiPrimitiveType_POINT;
123
0
        break;
124
0
    case 2:
125
0
        out->mPrimitiveTypes = aiPrimitiveType_LINE;
126
0
        break;
127
0
    case 3:
128
0
        out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
129
0
        break;
130
0
    default:
131
0
        out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
132
0
        break;
133
0
    };
134
135
0
    out->mNumFaces = (unsigned int)positions.size() / numIndices;
136
0
    out->mFaces = new aiFace[out->mNumFaces];
137
0
    for (unsigned int i = 0, a = 0; i < out->mNumFaces; ++i) {
138
0
        aiFace &f = out->mFaces[i];
139
0
        f.mNumIndices = numIndices;
140
0
        f.mIndices = new unsigned int[numIndices];
141
0
        for (unsigned int j = 0; j < numIndices; ++j, ++a) {
142
0
            f.mIndices[j] = a;
143
0
        }
144
0
    }
145
0
    out->mNumVertices = (unsigned int)positions.size();
146
0
    out->mVertices = new aiVector3D[out->mNumVertices];
147
0
    ::memcpy(out->mVertices, &positions[0], out->mNumVertices * sizeof(aiVector3D));
148
149
0
    return out;
150
0
}
151
152
// ------------------------------------------------------------------------------------------------
153
// Construct a mesh with a specific shape (callback)
154
aiMesh *StandardShapes::MakeMesh(unsigned int (*GenerateFunc)(
155
0
        std::vector<aiVector3D> &)) {
156
0
    std::vector<aiVector3D> temp;
157
0
    unsigned num = (*GenerateFunc)(temp);
158
0
    return MakeMesh(temp, num);
159
0
}
160
161
// ------------------------------------------------------------------------------------------------
162
// Construct a mesh with a specific shape (callback)
163
aiMesh *StandardShapes::MakeMesh(unsigned int (*GenerateFunc)(
164
0
        std::vector<aiVector3D> &, bool)) {
165
0
    std::vector<aiVector3D> temp;
166
0
    unsigned num = (*GenerateFunc)(temp, true);
167
0
    return MakeMesh(temp, num);
168
0
}
169
170
// ------------------------------------------------------------------------------------------------
171
// Construct a mesh with a specific shape (callback)
172
aiMesh *StandardShapes::MakeMesh(unsigned int num, void (*GenerateFunc)(
173
0
                                                           unsigned int, std::vector<aiVector3D> &)) {
174
0
    std::vector<aiVector3D> temp;
175
0
    (*GenerateFunc)(num, temp);
176
0
    return MakeMesh(temp, 3);
177
0
}
178
179
// ------------------------------------------------------------------------------------------------
180
// Build an incosahedron with points.magnitude == 1
181
3
unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D> &positions) {
182
3
    positions.reserve(positions.size() + 60);
183
184
3
    const ai_real t = (ai_real(1.0) + ai_real(2.236067977)) / ai_real(2.0);
185
3
    const ai_real s = std::sqrt(ai_real(1.0) + t * t);
186
187
3
    const aiVector3D v0 = aiVector3D(t, 1.0, 0.0) / s;
188
3
    const aiVector3D v1 = aiVector3D(-t, 1.0, 0.0) / s;
189
3
    const aiVector3D v2 = aiVector3D(t, -1.0, 0.0) / s;
190
3
    const aiVector3D v3 = aiVector3D(-t, -1.0, 0.0) / s;
191
3
    const aiVector3D v4 = aiVector3D(1.0, 0.0, t) / s;
192
3
    const aiVector3D v5 = aiVector3D(1.0, 0.0, -t) / s;
193
3
    const aiVector3D v6 = aiVector3D(-1.0, 0.0, t) / s;
194
3
    const aiVector3D v7 = aiVector3D(-1.0, 0.0, -t) / s;
195
3
    const aiVector3D v8 = aiVector3D(0.0, t, 1.0) / s;
196
3
    const aiVector3D v9 = aiVector3D(0.0, -t, 1.0) / s;
197
3
    const aiVector3D v10 = aiVector3D(0.0, t, -1.0) / s;
198
3
    const aiVector3D v11 = aiVector3D(0.0, -t, -1.0) / s;
199
200
3
    ADD_TRIANGLE(v0, v8, v4);
201
3
    ADD_TRIANGLE(v0, v5, v10);
202
3
    ADD_TRIANGLE(v2, v4, v9);
203
3
    ADD_TRIANGLE(v2, v11, v5);
204
205
3
    ADD_TRIANGLE(v1, v6, v8);
206
3
    ADD_TRIANGLE(v1, v10, v7);
207
3
    ADD_TRIANGLE(v3, v9, v6);
208
3
    ADD_TRIANGLE(v3, v7, v11);
209
210
3
    ADD_TRIANGLE(v0, v10, v8);
211
3
    ADD_TRIANGLE(v1, v8, v10);
212
3
    ADD_TRIANGLE(v2, v9, v11);
213
3
    ADD_TRIANGLE(v3, v11, v9);
214
215
3
    ADD_TRIANGLE(v4, v2, v0);
216
3
    ADD_TRIANGLE(v5, v0, v2);
217
3
    ADD_TRIANGLE(v6, v1, v3);
218
3
    ADD_TRIANGLE(v7, v3, v1);
219
220
3
    ADD_TRIANGLE(v8, v6, v4);
221
3
    ADD_TRIANGLE(v9, v4, v6);
222
3
    ADD_TRIANGLE(v10, v5, v7);
223
3
    ADD_TRIANGLE(v11, v7, v5);
224
3
    return 3;
225
3
}
226
227
// ------------------------------------------------------------------------------------------------
228
// Build a dodecahedron with points.magnitude == 1
229
unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D> &positions,
230
16
        bool polygons /*= false*/) {
231
16
    positions.reserve(positions.size() + 108);
232
233
16
    const ai_real a = ai_real(1.0) / ai_real(1.7320508);
234
16
    const ai_real b = std::sqrt((ai_real(3.0) - ai_real(2.23606797)) / ai_real(6.0));
235
16
    const ai_real c = std::sqrt((ai_real(3.0) + ai_real(2.23606797f)) / ai_real(6.0));
236
237
16
    const aiVector3D v0 = aiVector3D(a, a, a);
238
16
    const aiVector3D v1 = aiVector3D(a, a, -a);
239
16
    const aiVector3D v2 = aiVector3D(a, -a, a);
240
16
    const aiVector3D v3 = aiVector3D(a, -a, -a);
241
16
    const aiVector3D v4 = aiVector3D(-a, a, a);
242
16
    const aiVector3D v5 = aiVector3D(-a, a, -a);
243
16
    const aiVector3D v6 = aiVector3D(-a, -a, a);
244
16
    const aiVector3D v7 = aiVector3D(-a, -a, -a);
245
16
    const aiVector3D v8 = aiVector3D(b, c, 0.0);
246
16
    const aiVector3D v9 = aiVector3D(-b, c, 0.0);
247
16
    const aiVector3D v10 = aiVector3D(b, -c, 0.0);
248
16
    const aiVector3D v11 = aiVector3D(-b, -c, 0.0);
249
16
    const aiVector3D v12 = aiVector3D(c, 0.0, b);
250
16
    const aiVector3D v13 = aiVector3D(c, 0.0, -b);
251
16
    const aiVector3D v14 = aiVector3D(-c, 0.0, b);
252
16
    const aiVector3D v15 = aiVector3D(-c, 0.0, -b);
253
16
    const aiVector3D v16 = aiVector3D(0.0, b, c);
254
16
    const aiVector3D v17 = aiVector3D(0.0, -b, c);
255
16
    const aiVector3D v18 = aiVector3D(0.0, b, -c);
256
16
    const aiVector3D v19 = aiVector3D(0.0, -b, -c);
257
258
16
    ADD_PENTAGON(v0, v8, v9, v4, v16);
259
16
    ADD_PENTAGON(v0, v12, v13, v1, v8);
260
16
    ADD_PENTAGON(v0, v16, v17, v2, v12);
261
16
    ADD_PENTAGON(v8, v1, v18, v5, v9);
262
16
    ADD_PENTAGON(v12, v2, v10, v3, v13);
263
16
    ADD_PENTAGON(v16, v4, v14, v6, v17);
264
16
    ADD_PENTAGON(v9, v5, v15, v14, v4);
265
266
16
    ADD_PENTAGON(v6, v11, v10, v2, v17);
267
16
    ADD_PENTAGON(v3, v19, v18, v1, v13);
268
16
    ADD_PENTAGON(v7, v15, v5, v18, v19);
269
16
    ADD_PENTAGON(v7, v11, v6, v14, v15);
270
16
    ADD_PENTAGON(v7, v19, v3, v10, v11);
271
16
    return (polygons ? 5 : 3);
272
16
}
273
274
// ------------------------------------------------------------------------------------------------
275
// Build an octahedron with points.magnitude == 1
276
0
unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D> &positions) {
277
0
    positions.reserve(positions.size() + 24);
278
279
0
    const aiVector3D v0 = aiVector3D(1.0, 0.0, 0.0);
280
0
    const aiVector3D v1 = aiVector3D(-1.0, 0.0, 0.0);
281
0
    const aiVector3D v2 = aiVector3D(0.0, 1.0, 0.0);
282
0
    const aiVector3D v3 = aiVector3D(0.0, -1.0, 0.0);
283
0
    const aiVector3D v4 = aiVector3D(0.0, 0.0, 1.0);
284
0
    const aiVector3D v5 = aiVector3D(0.0, 0.0, -1.0);
285
286
0
    ADD_TRIANGLE(v4, v0, v2);
287
0
    ADD_TRIANGLE(v4, v2, v1);
288
0
    ADD_TRIANGLE(v4, v1, v3);
289
0
    ADD_TRIANGLE(v4, v3, v0);
290
291
0
    ADD_TRIANGLE(v5, v2, v0);
292
0
    ADD_TRIANGLE(v5, v1, v2);
293
0
    ADD_TRIANGLE(v5, v3, v1);
294
0
    ADD_TRIANGLE(v5, v0, v3);
295
0
    return 3;
296
0
}
297
298
// ------------------------------------------------------------------------------------------------
299
// Build a tetrahedron with points.magnitude == 1
300
0
unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D> &positions) {
301
0
    positions.reserve(positions.size() + 9);
302
303
0
    const ai_real invThree = ai_real(1.0) / ai_real(3.0);
304
0
    const ai_real a = ai_real(1.41421) * invThree;
305
0
    const ai_real b = ai_real(2.4494) * invThree;
306
307
0
    const aiVector3D v0 = aiVector3D(0.0, 0.0, 1.0);
308
0
    const aiVector3D v1 = aiVector3D(2 * a, 0, -invThree);
309
0
    const aiVector3D v2 = aiVector3D(-a, b, -invThree);
310
0
    const aiVector3D v3 = aiVector3D(-a, -b, -invThree);
311
312
0
    ADD_TRIANGLE(v0, v1, v2);
313
0
    ADD_TRIANGLE(v0, v2, v3);
314
0
    ADD_TRIANGLE(v0, v3, v1);
315
0
    ADD_TRIANGLE(v1, v3, v2);
316
0
    return 3;
317
0
}
318
319
// ------------------------------------------------------------------------------------------------
320
// Build a hexahedron with points.magnitude == 1
321
unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D> &positions,
322
0
        bool polygons /*= false*/) {
323
0
    positions.reserve(positions.size() + 36);
324
0
    const ai_real length = ai_real(1.0) / ai_real(1.73205080);
325
326
0
    const aiVector3D v0 = aiVector3D(-1.0, -1.0, -1.0) * length;
327
0
    const aiVector3D v1 = aiVector3D(1.0, -1.0, -1.0) * length;
328
0
    const aiVector3D v2 = aiVector3D(1.0, 1.0, -1.0) * length;
329
0
    const aiVector3D v3 = aiVector3D(-1.0, 1.0, -1.0) * length;
330
0
    const aiVector3D v4 = aiVector3D(-1.0, -1.0, 1.0) * length;
331
0
    const aiVector3D v5 = aiVector3D(1.0, -1.0, 1.0) * length;
332
0
    const aiVector3D v6 = aiVector3D(1.0, 1.0, 1.0) * length;
333
0
    const aiVector3D v7 = aiVector3D(-1.0, 1.0, 1.0) * length;
334
335
0
    ADD_QUAD(v0, v3, v2, v1);
336
0
    ADD_QUAD(v0, v1, v5, v4);
337
0
    ADD_QUAD(v0, v4, v7, v3);
338
0
    ADD_QUAD(v6, v5, v1, v2);
339
0
    ADD_QUAD(v6, v2, v3, v7);
340
0
    ADD_QUAD(v6, v7, v4, v5);
341
0
    return (polygons ? 4 : 3);
342
0
}
343
344
// Cleanup ...
345
#undef ADD_TRIANGLE
346
#undef ADD_QUAD
347
#undef ADD_PENTAGON
348
349
// ------------------------------------------------------------------------------------------------
350
// Create a subdivision sphere
351
void StandardShapes::MakeSphere(unsigned int tess,
352
3
        std::vector<aiVector3D> &positions) {
353
    // Reserve enough storage. Every subdivision
354
    // splits each triangle in 4, the icosahedron consists of 60 verts
355
3
    positions.reserve(positions.size() + 60 * integer_pow(4, tess));
356
357
    // Construct an icosahedron to start with
358
3
    MakeIcosahedron(positions);
359
360
    // ... and subdivide it until the requested output
361
    // tessellation is reached
362
15
    for (unsigned int i = 0; i < tess; ++i)
363
12
        Subdivide(positions);
364
3
}
365
366
// ------------------------------------------------------------------------------------------------
367
// Build a cone
368
void StandardShapes::MakeCone(ai_real height, ai_real radius1,
369
        ai_real radius2, unsigned int tess,
370
0
        std::vector<aiVector3D> &positions, bool bOpen /*= false */) {
371
    // Sorry, a cone with less than 3 segments makes ABSOLUTELY NO SENSE
372
0
    if (tess < 3 || !height)
373
0
        return;
374
375
0
    size_t old = positions.size();
376
377
    // No negative radii
378
0
    radius1 = std::fabs(radius1);
379
0
    radius2 = std::fabs(radius2);
380
381
0
    ai_real halfHeight = height / ai_real(2.0);
382
383
    // radius1 is always the smaller one
384
0
    if (radius2 > radius1) {
385
0
        std::swap(radius2, radius1);
386
0
        halfHeight = -halfHeight;
387
0
    } else
388
0
        old = SIZE_MAX;
389
390
    // Use a large epsilon to check whether the cone is pointy
391
0
    if (radius1 < (radius2 - radius1) * 10e-3) radius1 = 0.0;
392
393
    // We will need 3*2 verts per segment + 3*2 verts per segment
394
    // if the cone is closed
395
0
    const unsigned int mem = tess * 6 + (!bOpen ? tess * 3 * (radius1 ? 2 : 1) : 0);
396
0
    positions.reserve(positions.size() + mem);
397
398
    // Now construct all segments
399
0
    const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
400
0
    const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
401
402
0
    ai_real s = 1.0; // std::cos(angle == 0);
403
0
    ai_real t = 0.0; // std::sin(angle == 0);
404
405
0
    for (ai_real angle = 0.0; angle < angle_max;) {
406
0
        const aiVector3D v1 = aiVector3D(s * radius1, -halfHeight, t * radius1);
407
0
        const aiVector3D v2 = aiVector3D(s * radius2, halfHeight, t * radius2);
408
409
0
        const ai_real next = angle + angle_delta;
410
0
        ai_real s2 = std::cos(next);
411
0
        ai_real t2 = std::sin(next);
412
413
0
        const aiVector3D v3 = aiVector3D(s2 * radius2, halfHeight, t2 * radius2);
414
0
        const aiVector3D v4 = aiVector3D(s2 * radius1, -halfHeight, t2 * radius1);
415
416
0
        positions.push_back(v1);
417
0
        positions.push_back(v2);
418
0
        positions.push_back(v3);
419
0
        positions.push_back(v4);
420
0
        positions.push_back(v1);
421
0
        positions.push_back(v3);
422
423
0
        if (!bOpen) {
424
0
            const ai_real zero(0.0);
425
426
            // generate the end 'cap'
427
0
            positions.emplace_back(s * radius2, halfHeight, t * radius2);
428
0
            positions.emplace_back(s2 * radius2, halfHeight, t2 * radius2);
429
0
            positions.emplace_back(zero, halfHeight, zero);
430
431
0
            if (radius1) {
432
                // generate the other end 'cap'
433
0
                positions.emplace_back(s * radius1, -halfHeight, t * radius1);
434
0
                positions.emplace_back(s2 * radius1, -halfHeight, t2 * radius1);
435
0
                positions.emplace_back(zero, -halfHeight, zero);
436
0
            }
437
0
        }
438
0
        s = s2;
439
0
        t = t2;
440
0
        angle = next;
441
0
    }
442
443
    // Need to flip face order?
444
0
    if (SIZE_MAX != old) {
445
0
        for (size_t p = old; p < positions.size(); p += 3) {
446
0
            std::swap(positions[p], positions[p + 1]);
447
0
        }
448
0
    }
449
0
}
450
451
// ------------------------------------------------------------------------------------------------
452
// Build a circle
453
void StandardShapes::MakeCircle(ai_real radius, unsigned int tess,
454
0
        std::vector<aiVector3D> &positions) {
455
    // Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE
456
0
    if (tess < 3 || !radius)
457
0
        return;
458
459
0
    radius = std::fabs(radius);
460
461
    // We will need 3 vertices per segment
462
0
    positions.reserve(positions.size() + tess * 3);
463
464
0
    const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
465
0
    const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
466
467
0
    ai_real s = 1.0; // std::cos(angle == 0);
468
0
    ai_real t = 0.0; // std::sin(angle == 0);
469
470
0
    for (ai_real angle = 0.0; angle < angle_max;) {
471
0
        const ai_real zero(0.0);
472
0
        positions.emplace_back(s * radius, zero, t * radius);
473
0
        angle += angle_delta;
474
0
        s = std::cos(angle);
475
0
        t = std::sin(angle);
476
0
        positions.emplace_back(s * radius, zero, t * radius);
477
478
0
        positions.emplace_back(zero, zero, zero);
479
0
    }
480
0
}
481
482
} // namespace Assimp