2013-10-27 14:56:01 +00:00
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2013, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file BlenderBMesh.cpp
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* @brief Conversion of Blender's new BMesh stuff
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*/
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#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
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#include "BlenderDNA.h"
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#include "BlenderScene.h"
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#include "BlenderBMesh.h"
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#include "BlenderTessellator.h"
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namespace Assimp
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{
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template< > const std::string LogFunctions< BlenderBMeshConverter >::log_prefix = "BLEND_BMESH: ";
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}
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using namespace Assimp;
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using namespace Assimp::Blender;
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using namespace Assimp::Formatter;
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// ------------------------------------------------------------------------------------------------
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BlenderBMeshConverter::BlenderBMeshConverter( const Mesh* mesh ):
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BMesh( mesh ),
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triMesh( NULL )
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{
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}
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// ------------------------------------------------------------------------------------------------
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BlenderBMeshConverter::~BlenderBMeshConverter( )
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{
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DestroyTriMesh( );
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}
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// ------------------------------------------------------------------------------------------------
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bool BlenderBMeshConverter::ContainsBMesh( ) const
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{
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// TODO - Should probably do some additional verification here
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return BMesh->totpoly && BMesh->totloop && BMesh->totvert;
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}
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// ------------------------------------------------------------------------------------------------
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const Mesh* BlenderBMeshConverter::TriangulateBMesh( )
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{
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AssertValidMesh( );
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AssertValidSizes( );
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PrepareTriMesh( );
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for ( int i = 0; i < BMesh->totpoly; ++i )
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{
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const MPoly& poly = BMesh->mpoly[ i ];
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ConvertPolyToFaces( poly );
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}
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return triMesh;
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderBMeshConverter::AssertValidMesh( )
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{
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if ( !ContainsBMesh( ) )
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{
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ThrowException( "BlenderBMeshConverter requires a BMesh with \"polygons\" - please call BlenderBMeshConverter::ContainsBMesh to check this first" );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderBMeshConverter::AssertValidSizes( )
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{
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2014-04-21 14:18:14 +00:00
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if ( BMesh->totpoly != static_cast<int>( BMesh->mpoly.size( ) ) )
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2013-10-27 14:56:01 +00:00
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{
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ThrowException( "BMesh poly array has incorrect size" );
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}
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2014-04-21 14:18:14 +00:00
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if ( BMesh->totloop != static_cast<int>( BMesh->mloop.size( ) ) )
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2013-10-27 14:56:01 +00:00
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{
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ThrowException( "BMesh loop array has incorrect size" );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderBMeshConverter::PrepareTriMesh( )
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{
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if ( triMesh )
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{
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DestroyTriMesh( );
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}
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triMesh = new Mesh( *BMesh );
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triMesh->totface = 0;
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triMesh->mface.clear( );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderBMeshConverter::DestroyTriMesh( )
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{
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delete triMesh;
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triMesh = NULL;
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderBMeshConverter::ConvertPolyToFaces( const MPoly& poly )
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{
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const MLoop* polyLoop = &BMesh->mloop[ poly.loopstart ];
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2014-09-13 16:34:07 +00:00
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2013-10-27 14:56:01 +00:00
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if ( poly.totloop == 3 || poly.totloop == 4 )
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{
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AddFace( polyLoop[ 0 ].v, polyLoop[ 1 ].v, polyLoop[ 2 ].v, poly.totloop == 4 ? polyLoop[ 3 ].v : 0 );
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2014-09-13 16:34:07 +00:00
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// UVs are optional, so only convert when present.
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if ( BMesh->mloopuv.size() )
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{
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2014-09-20 17:23:21 +00:00
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if ( (poly.loopstart + poly.totloop ) > static_cast<int>( BMesh->mloopuv.size() ) )
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2014-09-13 16:34:07 +00:00
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{
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ThrowException( "BMesh uv loop array has incorrect size" );
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}
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const MLoopUV* loopUV = &BMesh->mloopuv[ poly.loopstart ];
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AddTFace( loopUV[ 0 ].uv, loopUV[ 1 ].uv, loopUV[ 2 ].uv, poly.totloop == 4 ? loopUV[ 3 ].uv : 0 );
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}
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2013-10-27 14:56:01 +00:00
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}
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else if ( poly.totloop > 4 )
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{
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#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
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BlenderTessellatorGL tessGL( *this );
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tessGL.Tessellate( polyLoop, poly.totloop, triMesh->mvert );
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#elif ASSIMP_BLEND_WITH_POLY_2_TRI
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BlenderTessellatorP2T tessP2T( *this );
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tessP2T.Tessellate( polyLoop, poly.totloop, triMesh->mvert );
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#endif
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 )
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{
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MFace face;
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face.v1 = v1;
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face.v2 = v2;
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face.v3 = v3;
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face.v4 = v4;
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// TODO - Work out how materials work
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face.mat_nr = 0;
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triMesh->mface.push_back( face );
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triMesh->totface = triMesh->mface.size( );
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}
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2014-08-30 04:39:03 +00:00
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// ------------------------------------------------------------------------------------------------
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void BlenderBMeshConverter::AddTFace( const float* uv1, const float *uv2, const float *uv3, const float* uv4 )
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{
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MTFace mtface;
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memcpy( &mtface.uv[ 0 ], uv1, sizeof(float) * 2 );
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memcpy( &mtface.uv[ 1 ], uv2, sizeof(float) * 2 );
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memcpy( &mtface.uv[ 2 ], uv3, sizeof(float) * 2 );
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if ( uv4 )
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{
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memcpy( &mtface.uv[ 3 ], uv4, sizeof(float) * 2 );
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}
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triMesh->mtface.push_back( mtface );
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}
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2013-10-27 14:56:01 +00:00
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#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
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