171 lines
5.6 KiB
C++
171 lines
5.6 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development 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 following
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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 Development 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 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 "AssimpPCH.h"
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#include "TriangulateProcess.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. All polygons have been triangulated");
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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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// FIX: now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
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if (!pMesh->mPrimitiveTypes)
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{
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bool bNeed = false;
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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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bNeed = true;
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}
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}
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if (!bNeed)return false;
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}
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else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON))
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return false;
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// the output mesh will contain triangles, but no polys anymore
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pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
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// Find out how many output faces we'll have
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unsigned int numOut = 0;
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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aiFace& face = pMesh->mFaces[a];
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if( face.mNumIndices <= 3)
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numOut++;
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else numOut += face.mNumIndices-2;
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}
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// Just another check whether aiMesh::mPrimitiveTypes is correct
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assert(numOut != pMesh->mNumFaces);
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aiFace* out = new aiFace[numOut], *curOut = out;
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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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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aiFace& nface = *curOut++;
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nface.mNumIndices = face.mNumIndices;
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nface.mIndices = face.mIndices;
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}
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else
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{
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for( unsigned int b = 0, end = face.mNumIndices - 2; b < end; b++)
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{
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aiFace& nface = *curOut++;
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nface.mNumIndices = 3;
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// Reuse the buffer for the very last element to save another allocation
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if (b == end-1)
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nface.mIndices = face.mIndices;
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else
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{
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nface.mIndices = new unsigned int[3];
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nface.mIndices[0] = face.mIndices[0];
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}
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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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face.mIndices = NULL;
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}
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// kill the old faces
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delete [] pMesh->mFaces;
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// ... and store the new ones
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pMesh->mFaces = out;
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pMesh->mNumFaces = numOut;
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return true;
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}
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