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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the post processing step to split up
- * all faces with more than three indices into triangles.
- */
- #include "AssimpPCH.h"
- #include "TriangulateProcess.h"
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- TriangulateProcess::TriangulateProcess()
- {
- // nothing to do here
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- TriangulateProcess::~TriangulateProcess()
- {
- // nothing to do here
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool TriangulateProcess::IsActive( unsigned int pFlags) const
- {
- return (pFlags & aiProcess_Triangulate) != 0;
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void TriangulateProcess::Execute( aiScene* pScene)
- {
- DefaultLogger::get()->debug("TriangulateProcess begin");
- bool bHas = false;
- for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- {
- if( TriangulateMesh( pScene->mMeshes[a]))
- bHas = true;
- }
- if (bHas)DefaultLogger::get()->info("TriangulateProcess finished. Found polygons to triangulate");
- else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to do.");
- }
- // ------------------------------------------------------------------------------------------------
- // Triangulates the given mesh.
- bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
- {
- // check whether we will need to do something ...
- // FIX: now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
- if (!pMesh->mPrimitiveTypes)
- {
- bool bNeed = false;
- for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- const aiFace& face = pMesh->mFaces[a];
- if( face.mNumIndices != 3)
- {
- bNeed = true;
- }
- }
- if (!bNeed)return false;
- }
- else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON))
- return false;
- // the output mesh will contain triangles, but no polys anymore
- pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
- std::vector<aiFace> newFaces;
- newFaces.reserve( pMesh->mNumFaces*2);
- for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- aiFace& face = pMesh->mFaces[a];
- // if it's a simple primitive, just copy it
- if( face.mNumIndices <= 3)
- {
- newFaces.push_back( aiFace());
- aiFace& nface = newFaces.back();
- nface.mNumIndices = face.mNumIndices;
- nface.mIndices = face.mIndices;
- face.mIndices = NULL;
- }
- else
- {
- assert( face.mNumIndices > 3);
- for( unsigned int b = 0; b < face.mNumIndices - 2; b++)
- {
- newFaces.push_back( aiFace());
- aiFace& nface = newFaces.back();
- nface.mNumIndices = 3;
- nface.mIndices = new unsigned int[3];
- nface.mIndices[0] = face.mIndices[0];
- nface.mIndices[1] = face.mIndices[b+1];
- nface.mIndices[2] = face.mIndices[b+2];
- }
- }
- }
- // kill the old faces
- delete [] pMesh->mFaces;
- // and insert our newly generated faces
- pMesh->mNumFaces = (unsigned int)newFaces.size();
- pMesh->mFaces = new aiFace[pMesh->mNumFaces];
- for( unsigned int a = 0; a < newFaces.size(); a++)
- {
- // operator= would copy the whole array which is definitely not necessary
- pMesh->mFaces[a].mNumIndices = newFaces[a].mNumIndices;
- pMesh->mFaces[a].mIndices = newFaces[a].mIndices;
- newFaces[a].mIndices = NULL;
- }
- return true;
- }
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