Adding tessellation support for new Blender 2.6 polygons
- Added BlenderBMesh.cpp/h which contains a class to convert a BMesh to an old style tri/quad mesh - Added BlenderTessellator.cpp/h which contains a class to tessellate the poly loops contained within a BMeshpull/187/head
parent
896d1b3f7e
commit
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@ -0,0 +1,176 @@
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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.
|
||||
|
||||
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.
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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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#include "AssimpPCH.h"
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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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AssertValidMesh( );
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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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if ( BMesh->totpoly != BMesh->mpoly.size( ) )
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{
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ThrowException( "BMesh poly array has incorrect size" );
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}
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if ( BMesh->totloop != BMesh->mloop.size( ) )
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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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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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}
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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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#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
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@ -0,0 +1,93 @@
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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.
|
||||
|
||||
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.
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||||
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----------------------------------------------------------------------
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*/
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/** @file BlenderBMesh.h
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* @brief Conversion of Blender's new BMesh stuff
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*/
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#ifndef INCLUDED_AI_BLEND_BMESH_H
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#define INCLUDED_AI_BLEND_BMESH_H
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#include "LogAux.h"
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namespace Assimp
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{
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// TinyFormatter.h
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namespace Formatter
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{
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template < typename T,typename TR, typename A > class basic_formatter;
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typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
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}
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// BlenderScene.h
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namespace Blender
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{
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struct Mesh;
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struct MPoly;
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struct MLoop;
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}
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class BlenderBMeshConverter: public LogFunctions< BlenderBMeshConverter >
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{
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public:
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BlenderBMeshConverter( const Blender::Mesh* mesh );
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~BlenderBMeshConverter( );
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bool ContainsBMesh( ) const;
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const Blender::Mesh* TriangulateBMesh( );
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private:
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void AssertValidMesh( );
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void AssertValidSizes( );
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void PrepareTriMesh( );
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void DestroyTriMesh( );
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void ConvertPolyToFaces( const Blender::MPoly& poly );
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void AddFace( int v1, int v2, int v3, int v4 = 0 );
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const Blender::Mesh* BMesh;
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Blender::Mesh* triMesh;
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friend class BlenderTessellatorGL;
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friend class BlenderTessellatorP2T;
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};
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} // end of namespace Assimp
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#endif // INCLUDED_AI_BLEND_BMESH_H
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@ -51,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "BlenderIntermediate.h"
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#include "BlenderModifier.h"
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#include "BlenderBMesh.h"
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#include "StreamReader.h"
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#include "MemoryIOWrapper.h"
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@ -658,6 +659,12 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
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ConversionData& conv_data, TempArray<std::vector,aiMesh>& temp
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)
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{
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BlenderBMeshConverter BMeshConverter( mesh );
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if ( BMeshConverter.ContainsBMesh( ) )
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{
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mesh = BMeshConverter.TriangulateBMesh( );
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}
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typedef std::pair<const int,size_t> MyPair;
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if ((!mesh->totface && !mesh->totloop) || !mesh->totvert) {
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return;
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@ -0,0 +1,517 @@
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/*
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Open Asset Import Library (assimp)
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||||
----------------------------------------------------------------------
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||||
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Copyright (c) 2006-2013, 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.
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----------------------------------------------------------------------
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*/
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/** @file BlenderTessellator.cpp
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* @brief A simple tessellation wrapper
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*/
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#include "AssimpPCH.h"
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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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#define BLEND_TESS_MAGIC ( 0x83ed9ac3 )
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#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
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namespace Assimp
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{
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template< > const std::string LogFunctions< BlenderTessellatorGL >::log_prefix = "BLEND_TESS_GL: ";
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}
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using namespace Assimp;
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using namespace Assimp::Blender;
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#ifndef CALLBACK
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#define CALLBACK
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#endif
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// ------------------------------------------------------------------------------------------------
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BlenderTessellatorGL::BlenderTessellatorGL( BlenderBMeshConverter& converter ):
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converter( &converter )
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{
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}
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// ------------------------------------------------------------------------------------------------
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BlenderTessellatorGL::~BlenderTessellatorGL( )
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{
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
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{
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AssertVertexCount( vertexCount );
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std::vector< VertexGL > polyLoopGL;
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GenerateLoopVerts( polyLoopGL, polyLoop, vertexCount, vertices );
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TessDataGL tessData;
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Tesssellate( polyLoopGL, tessData );
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TriangulateDrawCalls( tessData );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::AssertVertexCount( int vertexCount )
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{
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if ( vertexCount <= 4 )
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{
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ThrowException( "Expected more than 4 vertices for tessellation" );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::GenerateLoopVerts( std::vector< VertexGL >& polyLoopGL, const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
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{
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for ( int i = 0; i < vertexCount; ++i )
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{
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const MLoop& loopItem = polyLoop[ i ];
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const MVert& vertex = vertices[ loopItem.v ];
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polyLoopGL.push_back( VertexGL( vertex.co[ 0 ], vertex.co[ 1 ], vertex.co[ 2 ], loopItem.v, BLEND_TESS_MAGIC ) );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::Tesssellate( std::vector< VertexGL >& polyLoopGL, TessDataGL& tessData )
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{
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GLUtesselator* tessellator = gluNewTess( );
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gluTessCallback( tessellator, GLU_TESS_BEGIN_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateBegin ) );
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gluTessCallback( tessellator, GLU_TESS_END_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEnd ) );
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gluTessCallback( tessellator, GLU_TESS_VERTEX_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateVertex ) );
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gluTessCallback( tessellator, GLU_TESS_COMBINE_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateCombine ) );
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gluTessCallback( tessellator, GLU_TESS_EDGE_FLAG_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEdgeFlag ) );
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gluTessCallback( tessellator, GLU_TESS_ERROR_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateError ) );
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gluTessProperty( tessellator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO );
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gluTessBeginPolygon( tessellator, &tessData );
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gluTessBeginContour( tessellator );
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for ( unsigned int i = 0; i < polyLoopGL.size( ); ++i )
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{
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gluTessVertex( tessellator, reinterpret_cast< GLdouble* >( &polyLoopGL[ i ] ), &polyLoopGL[ i ] );
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}
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gluTessEndContour( tessellator );
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gluTessEndPolygon( tessellator );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::TriangulateDrawCalls( const TessDataGL& tessData )
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{
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// NOTE - Because we are supplying a callback to GLU_TESS_EDGE_FLAG_DATA we don't technically
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// need support for GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN but we'll keep it here in case
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// GLU tessellate changes or tristrips and fans are wanted.
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// See: http://www.opengl.org/sdk/docs/man2/xhtml/gluTessCallback.xml
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for ( unsigned int i = 0; i < tessData.drawCalls.size( ); ++i )
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{
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const DrawCallGL& drawCallGL = tessData.drawCalls[ i ];
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const VertexGL* vertices = &tessData.vertices[ drawCallGL.baseVertex ];
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if ( drawCallGL.drawMode == GL_TRIANGLES )
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{
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MakeFacesFromTris( vertices, drawCallGL.vertexCount );
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}
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else if ( drawCallGL.drawMode == GL_TRIANGLE_STRIP )
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{
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MakeFacesFromTriStrip( vertices, drawCallGL.vertexCount );
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}
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else if ( drawCallGL.drawMode == GL_TRIANGLE_FAN )
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{
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MakeFacesFromTriFan( vertices, drawCallGL.vertexCount );
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::MakeFacesFromTris( const VertexGL* vertices, int vertexCount )
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{
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int triangleCount = vertexCount / 3;
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for ( int i = 0; i < triangleCount; ++i )
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{
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int vertexBase = i * 3;
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converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::MakeFacesFromTriStrip( const VertexGL* vertices, int vertexCount )
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{
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int triangleCount = vertexCount - 2;
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for ( int i = 0; i < triangleCount; ++i )
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{
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int vertexBase = i;
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converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
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}
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}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void BlenderTessellatorGL::MakeFacesFromTriFan( const VertexGL* vertices, int vertexCount )
|
||||
{
|
||||
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 std::string LogFunctions< BlenderTessellatorP2T >::log_prefix = "BLEND_TESS_P2T: ";
|
||||
}
|
||||
|
||||
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 ( 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 ( unsigned int 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 ( unsigned int i = 0; i < points.size( ); ++i )
|
||||
{
|
||||
pointRefs[ i ] = &points[ i ].point2D;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Yes this is filthy... but we have no choice
|
||||
#define OffsetOf( Class, Member ) ( reinterpret_cast< unsigned int >( &( reinterpret_cast< Class* >( NULL )->*( &Class::Member ) ) ) )
|
||||
inline PointP2T& BlenderTessellatorP2T::GetActualPointStructure( p2t::Point& point ) const
|
||||
{
|
||||
int pointOffset = OffsetOf( PointP2T, point2D );
|
||||
PointP2T& pointStruct = *reinterpret_cast< PointP2T* >( reinterpret_cast< char* >( &point ) - pointOffset );
|
||||
if ( pointStruct.magic != 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 ( unsigned int 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 ( int x = 0; x < 3; ++x )
|
||||
{
|
||||
for ( int y = 0; y < 3; ++y )
|
||||
{
|
||||
result = p2tMax( fabs( mtx[ x ][ y ] ), result );
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Aparently Assimp doesn't have matrix scaling
|
||||
aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const
|
||||
{
|
||||
aiMatrix3x3 result;
|
||||
|
||||
for ( int x = 0; x < 3; ++x )
|
||||
{
|
||||
for ( 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
|
||||
{
|
||||
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( 0.0f );
|
||||
for ( unsigned int i = 0; i < points.size( ); ++i )
|
||||
{
|
||||
sum += points[ i ].point3D;
|
||||
}
|
||||
result.centre = sum * ( 1.0f / points.size( ) );
|
||||
|
||||
float sumXX = 0.0f;
|
||||
float sumXY = 0.0f;
|
||||
float sumXZ = 0.0f;
|
||||
float sumYY = 0.0f;
|
||||
float sumYZ = 0.0f;
|
||||
float sumZZ = 0.0f;
|
||||
for ( unsigned int 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 );
|
||||
|
||||
float 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
|
|
@ -0,0 +1,199 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2013, 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
|
||||
#define ASSIMP_BLEND_WITH_GLU_TESSELLATE 1
|
||||
#define ASSIMP_BLEND_WITH_POLY_2_TRI 1
|
||||
|
||||
#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
|
|
@ -1867,6 +1867,14 @@
|
|||
<Filter
|
||||
Name="blend"
|
||||
>
|
||||
<File
|
||||
RelativePath="..\..\code\BlenderBMesh.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\BlenderBMesh.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\BlenderDNA.cpp"
|
||||
>
|
||||
|
@ -1911,6 +1919,14 @@
|
|||
RelativePath="..\..\code\BlenderSceneGen.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\BlenderTessellator.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\BlenderTessellator.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="q3bsp"
|
||||
|
|
Loading…
Reference in New Issue