/* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the post processing step to split up * all faces with more than three indices into triangles. */ #include "AssimpPCH.h" #include "TriangulateProcess.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer TriangulateProcess::TriangulateProcess() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well TriangulateProcess::~TriangulateProcess() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Returns whether the processing step is present in the given flag field. bool TriangulateProcess::IsActive( unsigned int pFlags) const { return (pFlags & aiProcess_Triangulate) != 0; } // ------------------------------------------------------------------------------------------------ // Executes the post processing step on the given imported data. void TriangulateProcess::Execute( aiScene* pScene) { DefaultLogger::get()->debug("TriangulateProcess begin"); bool bHas = false; for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { if( TriangulateMesh( pScene->mMeshes[a])) bHas = true; } if (bHas)DefaultLogger::get()->info("TriangulateProcess finished. Found polygons to triangulate"); else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to do."); } // ------------------------------------------------------------------------------------------------ // Triangulates the given mesh. bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) { // check whether we will need to do something ... // FIX: now we have aiMesh::mPrimitiveTypes, so this is only here for test cases if (!pMesh->mPrimitiveTypes) { bool bNeed = false; for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { const aiFace& face = pMesh->mFaces[a]; if( face.mNumIndices != 3) { bNeed = true; } } if (!bNeed)return false; } else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) return false; // the output mesh will contain triangles, but no polys anymore pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON; std::vector newFaces; newFaces.reserve( pMesh->mNumFaces*2); for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { aiFace& face = pMesh->mFaces[a]; // if it's a simple primitive, just copy it if( face.mNumIndices <= 3) { newFaces.push_back( aiFace()); aiFace& nface = newFaces.back(); nface.mNumIndices = face.mNumIndices; nface.mIndices = face.mIndices; face.mIndices = NULL; } else { assert( face.mNumIndices > 3); for( unsigned int b = 0; b < face.mNumIndices - 2; b++) { newFaces.push_back( aiFace()); aiFace& nface = newFaces.back(); nface.mNumIndices = 3; nface.mIndices = new unsigned int[3]; nface.mIndices[0] = face.mIndices[0]; nface.mIndices[1] = face.mIndices[b+1]; nface.mIndices[2] = face.mIndices[b+2]; } } } // kill the old faces delete [] pMesh->mFaces; // and insert our newly generated faces pMesh->mNumFaces = (unsigned int)newFaces.size(); pMesh->mFaces = new aiFace[pMesh->mNumFaces]; for( unsigned int a = 0; a < newFaces.size(); a++) { // operator= would copy the whole array which is definitely not necessary pMesh->mFaces[a].mNumIndices = newFaces[a].mNumIndices; pMesh->mFaces[a].mIndices = newFaces[a].mIndices; newFaces[a].mIndices = NULL; } return true; }