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Diffstat (limited to 'libs/assimp/code/AssetLib/Blender/BlenderTessellator.h')
-rw-r--r-- | libs/assimp/code/AssetLib/Blender/BlenderTessellator.h | 214 |
1 files changed, 214 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Blender/BlenderTessellator.h b/libs/assimp/code/AssetLib/Blender/BlenderTessellator.h new file mode 100644 index 0000000..0d0ba32 --- /dev/null +++ b/libs/assimp/code/AssetLib/Blender/BlenderTessellator.h @@ -0,0 +1,214 @@ +/* +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.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 Tessellate 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 <assimp/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 + +#ifdef ASSIMP_USE_HUNTER +# include <poly2tri/poly2tri.h> +#else +# include "../contrib/poly2tri/poly2tri/poly2tri.h" +#endif + +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 |