| /* |
| 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 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 |