107 lines
3.3 KiB
C++
107 lines
3.3 KiB
C++
/** @file Implementation of the post processing step to split up
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* all faces with more than three indices into triangles.
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*/
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#include <vector>
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#include <assert.h>
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#include "TriangulateProcess.h"
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#include "DefaultLogger.h"
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#include "../include/aiPostProcess.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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TriangulateProcess::TriangulateProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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TriangulateProcess::~TriangulateProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool TriangulateProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_Triangulate) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void TriangulateProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("TriangulateProcess begin");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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if( TriangulateMesh( pScene->mMeshes[a]))
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bHas = true;
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}
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if (bHas)DefaultLogger::get()->info("TriangulateProcess finished. Found polygons to triangulate");
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else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to do.");
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}
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// ------------------------------------------------------------------------------------------------
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// Triangulates the given mesh.
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bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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{
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// check whether we will need to do something ...
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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const aiFace& face = pMesh->mFaces[a];
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if( face.mNumIndices != 3)
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{
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break;
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}
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return false;
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}
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std::vector<aiFace> newFaces;
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newFaces.reserve( pMesh->mNumFaces*2);
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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const aiFace& face = pMesh->mFaces[a];
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// if it's a simple primitive, just copy it
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if( face.mNumIndices == 3)
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{
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newFaces.push_back( aiFace());
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aiFace& nface = newFaces.back();
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nface.mNumIndices = face.mNumIndices;
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nface.mIndices = new unsigned int[nface.mNumIndices];
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memcpy( nface.mIndices, face.mIndices, nface.mNumIndices * sizeof( unsigned int));
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}
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else
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{
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assert( face.mNumIndices > 3);
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for( unsigned int b = 0; b < face.mNumIndices - 2; b++)
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{
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newFaces.push_back( aiFace());
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aiFace& nface = newFaces.back();
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nface.mNumIndices = 3;
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nface.mIndices = new unsigned int[3];
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nface.mIndices[0] = face.mIndices[0];
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nface.mIndices[1] = face.mIndices[b+1];
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nface.mIndices[2] = face.mIndices[b+2];
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}
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}
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}
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// kill the old faces
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delete [] pMesh->mFaces;
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// and insert our newly generated faces
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pMesh->mNumFaces = newFaces.size();
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pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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for( unsigned int a = 0; a < newFaces.size(); a++)
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pMesh->mFaces[a] = newFaces[a];
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return true;
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}
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