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+/*
+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