207 lines
6.7 KiB
C++
207 lines
6.7 KiB
C++
/*
|
|
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
|
|
*/
|
|
|
|
|
|
#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
|
|
|
|
#include "BlenderDNA.h"
|
|
#include "BlenderScene.h"
|
|
#include "BlenderBMesh.h"
|
|
#include "BlenderTessellator.h"
|
|
|
|
namespace Assimp
|
|
{
|
|
template< > const char* LogFunctions< BlenderBMeshConverter >::Prefix()
|
|
{
|
|
static auto prefix = "BLEND_BMESH: ";
|
|
return prefix;
|
|
}
|
|
}
|
|
|
|
using namespace Assimp;
|
|
using namespace Assimp::Blender;
|
|
using namespace Assimp::Formatter;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
BlenderBMeshConverter::BlenderBMeshConverter( const Mesh* mesh ):
|
|
BMesh( mesh ),
|
|
triMesh( NULL )
|
|
{
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
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 != static_cast<int>( BMesh->mpoly.size( ) ) )
|
|
{
|
|
ThrowException( "BMesh poly array has incorrect size" );
|
|
}
|
|
if ( BMesh->totloop != static_cast<int>( 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 );
|
|
|
|
// UVs are optional, so only convert when present.
|
|
if ( BMesh->mloopuv.size() )
|
|
{
|
|
if ( (poly.loopstart + poly.totloop ) > static_cast<int>( BMesh->mloopuv.size() ) )
|
|
{
|
|
ThrowException( "BMesh uv loop array has incorrect size" );
|
|
}
|
|
const MLoopUV* loopUV = &BMesh->mloopuv[ poly.loopstart ];
|
|
AddTFace( loopUV[ 0 ].uv, loopUV[ 1 ].uv, loopUV[ 2 ].uv, poly.totloop == 4 ? loopUV[ 3 ].uv : 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 = static_cast<int>(triMesh->mface.size( ));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void BlenderBMeshConverter::AddTFace( const float* uv1, const float *uv2, const float *uv3, const float* uv4 )
|
|
{
|
|
MTFace mtface;
|
|
memcpy( &mtface.uv[ 0 ], uv1, sizeof(float) * 2 );
|
|
memcpy( &mtface.uv[ 1 ], uv2, sizeof(float) * 2 );
|
|
memcpy( &mtface.uv[ 2 ], uv3, sizeof(float) * 2 );
|
|
|
|
if ( uv4 )
|
|
{
|
|
memcpy( &mtface.uv[ 3 ], uv4, sizeof(float) * 2 );
|
|
}
|
|
|
|
triMesh->mtface.push_back( mtface );
|
|
}
|
|
|
|
#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
|