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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
-
- Copyright (c) 2006-2013, 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 BlenderTessellator.h
- * @brief A simple tessellation wrapper
- */
- #ifndef INCLUDED_AI_BLEND_TESSELLATOR_H
- #define INCLUDED_AI_BLEND_TESSELLATOR_H
-
- // Use these to toggle between GLU Tessellate or poly2tri
- // Note (acg) keep GLU Tesselate disabled by default - if it is turned on,
- // assimp needs to be linked against GLU, which is currently not yet
- // made configurable in CMake and potentially not wanted by most users
- // as it requires a Gl environment.
- #ifndef ASSIMP_BLEND_WITH_GLU_TESSELLATE
- # define ASSIMP_BLEND_WITH_GLU_TESSELLATE 0
- #endif
-
- #ifndef ASSIMP_BLEND_WITH_POLY_2_TRI
- # define ASSIMP_BLEND_WITH_POLY_2_TRI 1
- #endif
-
- #include "LogAux.h"
-
- #if ASSIMP_BLEND_WITH_GLU_TESSELLATE
-
- #if defined( WIN32 ) || defined( _WIN32 ) || defined( _MSC_VER )
- #include <windows.h>
- #endif
- #include <GL/glu.h>
-
- namespace Assimp
- {
- class BlenderBMeshConverter;
-
- // TinyFormatter.h
- namespace Formatter
- {
- template < typename T,typename TR, typename A > class basic_formatter;
- typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
- }
-
- // BlenderScene.h
- namespace Blender
- {
- struct MLoop;
- struct MVert;
-
- struct VertexGL
- {
- GLdouble X;
- GLdouble Y;
- GLdouble Z;
- int index;
- int magic;
-
- VertexGL( GLdouble X, GLdouble Y, GLdouble Z, int index, int magic ): X( X ), Y( Y ), Z( Z ), index( index ), magic( magic ) { }
- };
-
- struct DrawCallGL
- {
- GLenum drawMode;
- int baseVertex;
- int vertexCount;
-
- DrawCallGL( GLenum drawMode, int baseVertex ): drawMode( drawMode ), baseVertex( baseVertex ), vertexCount( 0 ) { }
- };
-
- struct TessDataGL
- {
- std::vector< DrawCallGL > drawCalls;
- std::vector< VertexGL > vertices;
- };
- }
-
- class BlenderTessellatorGL: public LogFunctions< BlenderTessellatorGL >
- {
- public:
- BlenderTessellatorGL( BlenderBMeshConverter& converter );
- ~BlenderTessellatorGL( );
-
- void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
-
- private:
- void AssertVertexCount( int vertexCount );
- void GenerateLoopVerts( std::vector< Blender::VertexGL >& polyLoopGL, const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
- void Tesssellate( std::vector< Blender::VertexGL >& polyLoopGL, Blender::TessDataGL& tessData );
- void TriangulateDrawCalls( const Blender::TessDataGL& tessData );
- void MakeFacesFromTris( const Blender::VertexGL* vertices, int vertexCount );
- void MakeFacesFromTriStrip( const Blender::VertexGL* vertices, int vertexCount );
- void MakeFacesFromTriFan( const Blender::VertexGL* vertices, int vertexCount );
-
- static void TessellateBegin( GLenum drawModeGL, void* userData );
- static void TessellateEnd( void* userData );
- static void TessellateVertex( const void* vtxData, void* userData );
- static void TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData );
- static void TessellateEdgeFlag( GLboolean edgeFlag, void* userData );
- static void TessellateError( GLenum errorCode, void* userData );
-
- BlenderBMeshConverter* converter;
- };
- } // end of namespace Assimp
-
- #endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE
-
- #if ASSIMP_BLEND_WITH_POLY_2_TRI
-
- #include "../contrib/poly2tri/poly2tri/poly2tri.h"
-
- namespace Assimp
- {
- class BlenderBMeshConverter;
-
- // TinyFormatter.h
- namespace Formatter
- {
- template < typename T,typename TR, typename A > class basic_formatter;
- typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
- }
-
- // BlenderScene.h
- namespace Blender
- {
- struct MLoop;
- struct MVert;
-
- struct PointP2T
- {
- aiVector3D point3D;
- p2t::Point point2D;
- int magic;
- int index;
- };
-
- struct PlaneP2T
- {
- aiVector3D centre;
- aiVector3D normal;
- };
- }
-
- class BlenderTessellatorP2T: public LogFunctions< BlenderTessellatorP2T >
- {
- public:
- BlenderTessellatorP2T( BlenderBMeshConverter& converter );
- ~BlenderTessellatorP2T( );
-
- void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
-
- private:
- void AssertVertexCount( int vertexCount );
- void Copy3DVertices( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices, std::vector< Blender::PointP2T >& targetVertices ) const;
- aiMatrix4x4 GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const;
- void TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const;
- void ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const;
- inline Blender::PointP2T& GetActualPointStructure( p2t::Point& point ) const;
- void MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const;
-
- // Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
- float FindLargestMatrixElem( const aiMatrix3x3& mtx ) const;
- aiMatrix3x3 ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const;
- aiVector3D GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const;
- Blender::PlaneP2T FindLLSQPlane( const std::vector< Blender::PointP2T >& points ) const;
-
- BlenderBMeshConverter* converter;
- };
- } // end of namespace Assimp
-
- #endif // ASSIMP_BLEND_WITH_POLY_2_TRI
-
- #endif // INCLUDED_AI_BLEND_TESSELLATOR_H
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