/* 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 BlenderBMesh.cpp * @brief Conversion of Blender's new BMesh stuff */ #include "AssimpPCH.h" #ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER #include "BlenderDNA.h" #include "BlenderScene.h" #include "BlenderBMesh.h" #include "BlenderTessellator.h" namespace Assimp { template< > const std::string LogFunctions< BlenderBMeshConverter >::log_prefix = "BLEND_BMESH: "; } using namespace Assimp; using namespace Assimp::Blender; using namespace Assimp::Formatter; // ------------------------------------------------------------------------------------------------ BlenderBMeshConverter::BlenderBMeshConverter( const Mesh* mesh ): BMesh( mesh ), triMesh( NULL ) { AssertValidMesh( ); } // ------------------------------------------------------------------------------------------------ BlenderBMeshConverter::~BlenderBMeshConverter( ) { DestroyTriMesh( ); } // ------------------------------------------------------------------------------------------------ bool BlenderBMeshConverter::ContainsBMesh( ) const { // TODO - Should probably do some additional verification here return BMesh->totpoly && BMesh->totloop && BMesh->totvert; } // ------------------------------------------------------------------------------------------------ const Mesh* BlenderBMeshConverter::TriangulateBMesh( ) { AssertValidMesh( ); AssertValidSizes( ); PrepareTriMesh( ); for ( int i = 0; i < BMesh->totpoly; ++i ) { const MPoly& poly = BMesh->mpoly[ i ]; ConvertPolyToFaces( poly ); } return triMesh; } // ------------------------------------------------------------------------------------------------ void BlenderBMeshConverter::AssertValidMesh( ) { if ( !ContainsBMesh( ) ) { ThrowException( "BlenderBMeshConverter requires a BMesh with \"polygons\" - please call BlenderBMeshConverter::ContainsBMesh to check this first" ); } } // ------------------------------------------------------------------------------------------------ void BlenderBMeshConverter::AssertValidSizes( ) { if ( BMesh->totpoly != BMesh->mpoly.size( ) ) { ThrowException( "BMesh poly array has incorrect size" ); } if ( BMesh->totloop != BMesh->mloop.size( ) ) { ThrowException( "BMesh loop array has incorrect size" ); } } // ------------------------------------------------------------------------------------------------ void BlenderBMeshConverter::PrepareTriMesh( ) { if ( triMesh ) { DestroyTriMesh( ); } triMesh = new Mesh( *BMesh ); triMesh->totface = 0; triMesh->mface.clear( ); } // ------------------------------------------------------------------------------------------------ void BlenderBMeshConverter::DestroyTriMesh( ) { delete triMesh; triMesh = NULL; } // ------------------------------------------------------------------------------------------------ void BlenderBMeshConverter::ConvertPolyToFaces( const MPoly& poly ) { const MLoop* polyLoop = &BMesh->mloop[ poly.loopstart ]; if ( poly.totloop == 3 || poly.totloop == 4 ) { AddFace( polyLoop[ 0 ].v, polyLoop[ 1 ].v, polyLoop[ 2 ].v, poly.totloop == 4 ? polyLoop[ 3 ].v : 0 ); } else if ( poly.totloop > 4 ) { #if ASSIMP_BLEND_WITH_GLU_TESSELLATE BlenderTessellatorGL tessGL( *this ); tessGL.Tessellate( polyLoop, poly.totloop, triMesh->mvert ); #elif ASSIMP_BLEND_WITH_POLY_2_TRI BlenderTessellatorP2T tessP2T( *this ); tessP2T.Tessellate( polyLoop, poly.totloop, triMesh->mvert ); #endif } } // ------------------------------------------------------------------------------------------------ void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 ) { MFace face; face.v1 = v1; face.v2 = v2; face.v3 = v3; face.v4 = v4; // TODO - Work out how materials work face.mat_nr = 0; triMesh->mface.push_back( face ); triMesh->totface = triMesh->mface.size( ); } #endif // ASSIMP_BUILD_NO_BLEND_IMPORTER