137 lines
4.8 KiB
C++
137 lines
4.8 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) 2006-2017, assimp 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 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 VertexTriangleAdjacency helper class
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*/
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// internal headers
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#include "VertexTriangleAdjacency.h"
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#include <assimp/mesh.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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VertexTriangleAdjacency::VertexTriangleAdjacency(aiFace *pcFaces,
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unsigned int iNumFaces,
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unsigned int iNumVertices /*= 0*/,
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bool bComputeNumTriangles /*= false*/)
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{
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// compute the number of referenced vertices if it wasn't specified by the caller
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const aiFace* const pcFaceEnd = pcFaces + iNumFaces;
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if (!iNumVertices) {
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for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace) {
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ai_assert(3 == pcFace->mNumIndices);
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iNumVertices = std::max(iNumVertices,pcFace->mIndices[0]);
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iNumVertices = std::max(iNumVertices,pcFace->mIndices[1]);
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iNumVertices = std::max(iNumVertices,pcFace->mIndices[2]);
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}
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}
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this->iNumVertices = iNumVertices;
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unsigned int* pi;
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// allocate storage
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if (bComputeNumTriangles) {
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pi = mLiveTriangles = new unsigned int[iNumVertices+1];
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memset(mLiveTriangles,0,sizeof(unsigned int)*(iNumVertices+1));
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mOffsetTable = new unsigned int[iNumVertices+2]+1;
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}
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else {
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pi = mOffsetTable = new unsigned int[iNumVertices+2]+1;
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memset(mOffsetTable,0,sizeof(unsigned int)*(iNumVertices+1));
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mLiveTriangles = NULL; // important, otherwise the d'tor would crash
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}
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// get a pointer to the end of the buffer
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unsigned int* piEnd = pi+iNumVertices;
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*piEnd++ = 0u;
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// first pass: compute the number of faces referencing each vertex
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for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace)
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{
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pi[pcFace->mIndices[0]]++;
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pi[pcFace->mIndices[1]]++;
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pi[pcFace->mIndices[2]]++;
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}
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// second pass: compute the final offset table
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unsigned int iSum = 0;
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unsigned int* piCurOut = this->mOffsetTable;
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for (unsigned int* piCur = pi; piCur != piEnd;++piCur,++piCurOut) {
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unsigned int iLastSum = iSum;
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iSum += *piCur;
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*piCurOut = iLastSum;
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}
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pi = this->mOffsetTable;
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// third pass: compute the final table
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this->mAdjacencyTable = new unsigned int[iSum];
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iSum = 0;
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for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace,++iSum) {
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unsigned int idx = pcFace->mIndices[0];
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mAdjacencyTable[pi[idx]++] = iSum;
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idx = pcFace->mIndices[1];
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mAdjacencyTable[pi[idx]++] = iSum;
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idx = pcFace->mIndices[2];
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mAdjacencyTable[pi[idx]++] = iSum;
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}
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// fourth pass: undo the offset computations made during the third pass
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// We could do this in a separate buffer, but this would be TIMES slower.
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--mOffsetTable;
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*mOffsetTable = 0u;
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}
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// ------------------------------------------------------------------------------------------------
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VertexTriangleAdjacency::~VertexTriangleAdjacency()
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{
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// delete allocated storage
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delete[] mOffsetTable;
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delete[] mAdjacencyTable;
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delete[] mLiveTriangles;
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}
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