diff options
Diffstat (limited to 'libs/assimp/code/AssetLib/Blender/BlenderTessellator.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/Blender/BlenderTessellator.cpp | 532 |
1 files changed, 0 insertions, 532 deletions
diff --git a/libs/assimp/code/AssetLib/Blender/BlenderTessellator.cpp b/libs/assimp/code/AssetLib/Blender/BlenderTessellator.cpp deleted file mode 100644 index d3d463e..0000000 --- a/libs/assimp/code/AssetLib/Blender/BlenderTessellator.cpp +++ /dev/null @@ -1,532 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2022, 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.cpp - * @brief A simple tessellation wrapper - */ - - -#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER - -#include "BlenderDNA.h" -#include "BlenderScene.h" -#include "BlenderBMesh.h" -#include "BlenderTessellator.h" - -#include <stddef.h> - -static const unsigned int BLEND_TESS_MAGIC = 0x83ed9ac3; - -#if ASSIMP_BLEND_WITH_GLU_TESSELLATE - -namspace Assimp -{ - template< > const char* LogFunctions< BlenderTessellatorGL >::Prefix() - { - static auto prefix = "BLEND_TESS_GL: "; - return prefix; - } -} - -using namespace Assimp; -using namespace Assimp::Blender; - -#ifndef CALLBACK -#define CALLBACK -#endif - -// ------------------------------------------------------------------------------------------------ -BlenderTessellatorGL::BlenderTessellatorGL( BlenderBMeshConverter& converter ): - converter( &converter ) -{ -} - -// ------------------------------------------------------------------------------------------------ -BlenderTessellatorGL::~BlenderTessellatorGL( ) -{ -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices ) -{ - AssertVertexCount( vertexCount ); - - std::vector< VertexGL > polyLoopGL; - GenerateLoopVerts( polyLoopGL, polyLoop, vertexCount, vertices ); - - TessDataGL tessData; - Tesssellate( polyLoopGL, tessData ); - - TriangulateDrawCalls( tessData ); -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::AssertVertexCount( int vertexCount ) -{ - if ( vertexCount <= 4 ) - { - ThrowException( "Expected more than 4 vertices for tessellation" ); - } -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::GenerateLoopVerts( std::vector< VertexGL >& polyLoopGL, const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices ) -{ - for ( int i = 0; i < vertexCount; ++i ) - { - const MLoop& loopItem = polyLoop[ i ]; - const MVert& vertex = vertices[ loopItem.v ]; - polyLoopGL.push_back( VertexGL( vertex.co[ 0 ], vertex.co[ 1 ], vertex.co[ 2 ], loopItem.v, BLEND_TESS_MAGIC ) ); - } -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::Tesssellate( std::vector< VertexGL >& polyLoopGL, TessDataGL& tessData ) -{ - GLUtesselator* tessellator = gluNewTess( ); - gluTessCallback( tessellator, GLU_TESS_BEGIN_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateBegin ) ); - gluTessCallback( tessellator, GLU_TESS_END_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEnd ) ); - gluTessCallback( tessellator, GLU_TESS_VERTEX_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateVertex ) ); - gluTessCallback( tessellator, GLU_TESS_COMBINE_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateCombine ) ); - gluTessCallback( tessellator, GLU_TESS_EDGE_FLAG_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEdgeFlag ) ); - gluTessCallback( tessellator, GLU_TESS_ERROR_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateError ) ); - gluTessProperty( tessellator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO ); - - gluTessBeginPolygon( tessellator, &tessData ); - gluTessBeginContour( tessellator ); - - for ( unsigned int i = 0; i < polyLoopGL.size( ); ++i ) - { - gluTessVertex( tessellator, reinterpret_cast< GLdouble* >( &polyLoopGL[ i ] ), &polyLoopGL[ i ] ); - } - - gluTessEndContour( tessellator ); - gluTessEndPolygon( tessellator ); -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::TriangulateDrawCalls( const TessDataGL& tessData ) -{ - // NOTE - Because we are supplying a callback to GLU_TESS_EDGE_FLAG_DATA we don't technically - // need support for GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN but we'll keep it here in case - // GLU tessellate changes or tri-strips and fans are wanted. - // See: http://www.opengl.org/sdk/docs/man2/xhtml/gluTessCallback.xml - for ( unsigned int i = 0; i < tessData.drawCalls.size( ); ++i ) - { - const DrawCallGL& drawCallGL = tessData.drawCalls[ i ]; - const VertexGL* vertices = &tessData.vertices[ drawCallGL.baseVertex ]; - if ( drawCallGL.drawMode == GL_TRIANGLES ) - { - MakeFacesFromTris( vertices, drawCallGL.vertexCount ); - } - else if ( drawCallGL.drawMode == GL_TRIANGLE_STRIP ) - { - MakeFacesFromTriStrip( vertices, drawCallGL.vertexCount ); - } - else if ( drawCallGL.drawMode == GL_TRIANGLE_FAN ) - { - MakeFacesFromTriFan( vertices, drawCallGL.vertexCount ); - } - } -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::MakeFacesFromTris( const VertexGL* vertices, int vertexCount ) -{ - const int triangleCount = vertexCount / 3; - for ( int i = 0; i < triangleCount; ++i ) - { - int vertexBase = i * 3; - converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index ); - } -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::MakeFacesFromTriStrip( const VertexGL* vertices, int vertexCount ) -{ - const int triangleCount = vertexCount - 2; - for ( int i = 0; i < triangleCount; ++i ) - { - int vertexBase = i; - converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index ); - } -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::MakeFacesFromTriFan( const VertexGL* vertices, int vertexCount ) -{ - const int triangleCount = vertexCount - 2; - for ( int i = 0; i < triangleCount; ++i ) - { - int vertexBase = i; - converter->AddFace( vertices[ 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index ); - } -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::TessellateBegin( GLenum drawModeGL, void* userData ) -{ - TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData ); - tessData.drawCalls.push_back( DrawCallGL( drawModeGL, tessData.vertices.size( ) ) ); -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::TessellateEnd( void* ) -{ - // Do nothing -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::TessellateVertex( const void* vtxData, void* userData ) -{ - TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData ); - - const VertexGL& vertex = *reinterpret_cast< const VertexGL* >( vtxData ); - if ( vertex.magic != BLEND_TESS_MAGIC ) - { - ThrowException( "Point returned by GLU Tessellate was probably not one of ours. This indicates we need a new way to store vertex information" ); - } - tessData.vertices.push_back( vertex ); - if ( tessData.drawCalls.size( ) == 0 ) - { - ThrowException( "\"Vertex\" callback received before \"Begin\"" ); - } - ++( tessData.drawCalls.back( ).vertexCount ); -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData ) -{ - ThrowException( "Intersected polygon loops are not yet supported" ); -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::TessellateEdgeFlag( GLboolean, void* ) -{ - // Do nothing -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorGL::TessellateError( GLenum errorCode, void* ) -{ - ThrowException( reinterpret_cast< const char* >( gluErrorString( errorCode ) ) ); -} - -#endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE - -#if ASSIMP_BLEND_WITH_POLY_2_TRI - -namespace Assimp -{ - template< > const char* LogFunctions< BlenderTessellatorP2T >::Prefix() - { - static auto prefix = "BLEND_TESS_P2T: "; - return prefix; - } -} - -using namespace Assimp; -using namespace Assimp::Blender; - -// ------------------------------------------------------------------------------------------------ -BlenderTessellatorP2T::BlenderTessellatorP2T( BlenderBMeshConverter& converter ): - converter( &converter ) -{ -} - -// ------------------------------------------------------------------------------------------------ -BlenderTessellatorP2T::~BlenderTessellatorP2T( ) -{ -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorP2T::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices ) -{ - AssertVertexCount( vertexCount ); - - // NOTE - We have to hope that points in a Blender polygon are roughly on the same plane. - // There may be some triangulation artifacts if they are wildly different. - - std::vector< PointP2T > points; - Copy3DVertices( polyLoop, vertexCount, vertices, points ); - - PlaneP2T plane = FindLLSQPlane( points ); - - aiMatrix4x4 transform = GeneratePointTransformMatrix( plane ); - - TransformAndFlattenVectices( transform, points ); - - std::vector< p2t::Point* > pointRefs; - ReferencePoints( points, pointRefs ); - - p2t::CDT cdt( pointRefs ); - - cdt.Triangulate( ); - std::vector< p2t::Triangle* > triangles = cdt.GetTriangles( ); - - MakeFacesFromTriangles( triangles ); -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorP2T::AssertVertexCount( int vertexCount ) -{ - if ( vertexCount <= 4 ) - { - ThrowException( "Expected more than 4 vertices for tessellation" ); - } -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorP2T::Copy3DVertices( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices, std::vector< PointP2T >& points ) const -{ - points.resize( vertexCount ); - for ( int i = 0; i < vertexCount; ++i ) - { - const MLoop& loop = polyLoop[ i ]; - const MVert& vert = vertices[ loop.v ]; - - PointP2T& point = points[ i ]; - point.point3D.Set( vert.co[ 0 ], vert.co[ 1 ], vert.co[ 2 ] ); - point.index = loop.v; - point.magic = BLEND_TESS_MAGIC; - } -} - -// ------------------------------------------------------------------------------------------------ -aiMatrix4x4 BlenderTessellatorP2T::GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const -{ - aiVector3D sideA( 1.0f, 0.0f, 0.0f ); - if ( std::fabs( plane.normal * sideA ) > 0.999f ) - { - sideA = aiVector3D( 0.0f, 1.0f, 0.0f ); - } - - aiVector3D sideB( plane.normal ^ sideA ); - sideB.Normalize( ); - sideA = sideB ^ plane.normal; - - aiMatrix4x4 result; - result.a1 = sideA.x; - result.a2 = sideA.y; - result.a3 = sideA.z; - result.b1 = sideB.x; - result.b2 = sideB.y; - result.b3 = sideB.z; - result.c1 = plane.normal.x; - result.c2 = plane.normal.y; - result.c3 = plane.normal.z; - result.a4 = plane.centre.x; - result.b4 = plane.centre.y; - result.c4 = plane.centre.z; - result.Inverse( ); - - return result; -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorP2T::TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const -{ - for ( size_t i = 0; i < vertices.size( ); ++i ) - { - PointP2T& point = vertices[ i ]; - point.point3D = transform * point.point3D; - point.point2D.set( point.point3D.y, point.point3D.z ); - } -} - -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorP2T::ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const -{ - pointRefs.resize( points.size( ) ); - for ( size_t i = 0; i < points.size( ); ++i ) - { - pointRefs[ i ] = &points[ i ].point2D; - } -} - -// ------------------------------------------------------------------------------------------------ -inline PointP2T& BlenderTessellatorP2T::GetActualPointStructure( p2t::Point& point ) const -{ -#if defined __clang__ -# pragma clang diagnostic push -# pragma clang diagnostic ignored "-Winvalid-offsetof" -#endif // __clang__ - unsigned int pointOffset = offsetof( PointP2T, point2D ); -#if defined __clang__ -# pragma clang diagnostic pop -#endif - PointP2T& pointStruct = *reinterpret_cast< PointP2T* >( reinterpret_cast< char* >( &point ) - pointOffset ); - if ( pointStruct.magic != static_cast<int>( BLEND_TESS_MAGIC ) ) - { - ThrowException( "Point returned by poly2tri was probably not one of ours. This indicates we need a new way to store vertex information" ); - } - return pointStruct; -} -// ------------------------------------------------------------------------------------------------ -void BlenderTessellatorP2T::MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const -{ - for ( size_t i = 0; i < triangles.size( ); ++i ) - { - p2t::Triangle& Triangle = *triangles[ i ]; - - PointP2T& pointA = GetActualPointStructure( *Triangle.GetPoint( 0 ) ); - PointP2T& pointB = GetActualPointStructure( *Triangle.GetPoint( 1 ) ); - PointP2T& pointC = GetActualPointStructure( *Triangle.GetPoint( 2 ) ); - - converter->AddFace( pointA.index, pointB.index, pointC.index ); - } -} - -// ------------------------------------------------------------------------------------------------ -inline float p2tMax( float a, float b ) -{ - return a > b ? a : b; -} - -// ------------------------------------------------------------------------------------------------ -// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html -float BlenderTessellatorP2T::FindLargestMatrixElem( const aiMatrix3x3& mtx ) const -{ - float result = 0.0f; - - for ( unsigned int x = 0; x < 3; ++x ) - { - for ( unsigned int y = 0; y < 3; ++y ) - { - result = p2tMax( std::fabs( mtx[ x ][ y ] ), result ); - } - } - - return result; -} - -// ------------------------------------------------------------------------------------------------ -// Apparently Assimp doesn't have matrix scaling -aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const -{ - aiMatrix3x3 result; - - for ( unsigned int x = 0; x < 3; ++x ) - { - for ( unsigned int y = 0; y < 3; ++y ) - { - result[ x ][ y ] = mtx[ x ][ y ] * scale; - } - } - - return result; -} - - -// ------------------------------------------------------------------------------------------------ -// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html -aiVector3D BlenderTessellatorP2T::GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const -{ - const float scale = FindLargestMatrixElem( mtx ); - aiMatrix3x3 mc = ScaleMatrix( mtx, 1.0f / scale ); - mc = mc * mc * mc; - - aiVector3D v( 1.0f ); - aiVector3D lastV = v; - for ( int i = 0; i < 100; ++i ) - { - v = mc * v; - v.Normalize( ); - if ( ( v - lastV ).SquareLength( ) < 1e-16f ) - { - break; - } - lastV = v; - } - return v; -} - -// ------------------------------------------------------------------------------------------------ -// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html -PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& points ) const -{ - PlaneP2T result; - - aiVector3D sum( 0.0 ); - for ( size_t i = 0; i < points.size( ); ++i ) - { - sum += points[ i ].point3D; - } - result.centre = sum * (ai_real)( 1.0 / points.size( ) ); - - ai_real sumXX = 0.0; - ai_real sumXY = 0.0; - ai_real sumXZ = 0.0; - ai_real sumYY = 0.0; - ai_real sumYZ = 0.0; - ai_real sumZZ = 0.0; - for ( size_t i = 0; i < points.size( ); ++i ) - { - aiVector3D offset = points[ i ].point3D - result.centre; - sumXX += offset.x * offset.x; - sumXY += offset.x * offset.y; - sumXZ += offset.x * offset.z; - sumYY += offset.y * offset.y; - sumYZ += offset.y * offset.z; - sumZZ += offset.z * offset.z; - } - - aiMatrix3x3 mtx( sumXX, sumXY, sumXZ, sumXY, sumYY, sumYZ, sumXZ, sumYZ, sumZZ ); - - const ai_real det = mtx.Determinant( ); - if ( det == 0.0f ) - { - result.normal = aiVector3D( 0.0f ); - } - else - { - aiMatrix3x3 invMtx = mtx; - invMtx.Inverse( ); - result.normal = GetEigenVectorFromLargestEigenValue( invMtx ); - } - - return result; -} - -#endif // ASSIMP_BLEND_WITH_POLY_2_TRI - -#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER |