summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/assimp/code/BlenderTessellator.cpp
blob: 8a7e274a3fcb0b55628cb93d11df455014dc87a6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
/*
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  BlenderTessellator.cpp
 *  @brief A simple tessellation wrapper
 */

#include "AssimpPCH.h"

#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER

#include "BlenderDNA.h"
#include "BlenderScene.h"
#include "BlenderBMesh.h"
#include "BlenderTessellator.h"

static const unsigned int BLEND_TESS_MAGIC = 0x83ed9ac3;

#if ASSIMP_BLEND_WITH_GLU_TESSELLATE

namspace Assimp
{
	template< > const std::string LogFunctions< BlenderTessellatorGL >::log_prefix = "BLEND_TESS_GL: ";
}

using namespace Assimp;
using namespace Assimp::Blender;

#ifndef CALLBACK
#define CALLBACK
#endif

// ------------------------------------------------------------------------------------------------
BlenderTessellatorGL::BlenderTessellatorGL( BlenderBMeshConverter& converter ):
	converter( &converter )
{
}

// ------------------------------------------------------------------------------------------------
BlenderTessellatorGL::~BlenderTessellatorGL( )
{
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
{
	AssertVertexCount( vertexCount );

	std::vector< VertexGL > polyLoopGL;
	GenerateLoopVerts( polyLoopGL, polyLoop, vertexCount, vertices );

	TessDataGL tessData;
	Tesssellate( polyLoopGL, tessData );

	TriangulateDrawCalls( tessData );
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::AssertVertexCount( int vertexCount )
{
	if ( vertexCount <= 4 )
	{
		ThrowException( "Expected more than 4 vertices for tessellation" );
	}
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::GenerateLoopVerts( std::vector< VertexGL >& polyLoopGL, const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
{
	for ( int i = 0; i < vertexCount; ++i )
	{
		const MLoop& loopItem = polyLoop[ i ];
		const MVert& vertex = vertices[ loopItem.v ];
		polyLoopGL.push_back( VertexGL( vertex.co[ 0 ], vertex.co[ 1 ], vertex.co[ 2 ], loopItem.v, BLEND_TESS_MAGIC ) );
	}
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::Tesssellate( std::vector< VertexGL >& polyLoopGL, TessDataGL& tessData )
{
	GLUtesselator* tessellator = gluNewTess( );
	gluTessCallback( tessellator, GLU_TESS_BEGIN_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateBegin ) );
	gluTessCallback( tessellator, GLU_TESS_END_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEnd ) );
	gluTessCallback( tessellator, GLU_TESS_VERTEX_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateVertex ) );
	gluTessCallback( tessellator, GLU_TESS_COMBINE_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateCombine ) );
	gluTessCallback( tessellator, GLU_TESS_EDGE_FLAG_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEdgeFlag ) );
	gluTessCallback( tessellator, GLU_TESS_ERROR_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateError ) );
	gluTessProperty( tessellator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO );

	gluTessBeginPolygon( tessellator, &tessData );
	gluTessBeginContour( tessellator );

	for ( unsigned int i = 0; i < polyLoopGL.size( ); ++i )
	{
		gluTessVertex( tessellator, reinterpret_cast< GLdouble* >( &polyLoopGL[ i ] ), &polyLoopGL[ i ] );
	}

	gluTessEndContour( tessellator );
	gluTessEndPolygon( tessellator );
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TriangulateDrawCalls( const TessDataGL& tessData )
{
	// NOTE - Because we are supplying a callback to GLU_TESS_EDGE_FLAG_DATA we don't technically
	//        need support for GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN but we'll keep it here in case
	//        GLU tessellate changes or tristrips and fans are wanted.
	//        See: http://www.opengl.org/sdk/docs/man2/xhtml/gluTessCallback.xml
	for ( unsigned int i = 0; i < tessData.drawCalls.size( ); ++i )
	{
		const DrawCallGL& drawCallGL = tessData.drawCalls[ i ];
        const VertexGL* vertices = &tessData.vertices[ drawCallGL.baseVertex ];
		if ( drawCallGL.drawMode == GL_TRIANGLES )
		{
			MakeFacesFromTris( vertices, drawCallGL.vertexCount );
		}
		else if ( drawCallGL.drawMode == GL_TRIANGLE_STRIP )
		{
			MakeFacesFromTriStrip( vertices, drawCallGL.vertexCount );
		}
		else if ( drawCallGL.drawMode == GL_TRIANGLE_FAN )
		{
			MakeFacesFromTriFan( vertices, drawCallGL.vertexCount );
		}
	}
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTris( const VertexGL* vertices, int vertexCount )
{
	int triangleCount = vertexCount / 3;
	for ( int i = 0; i < triangleCount; ++i )
	{
		int vertexBase = i * 3;
		converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
	}
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTriStrip( const VertexGL* vertices, int vertexCount )
{
	int triangleCount = vertexCount - 2;
	for ( int i = 0; i < triangleCount; ++i )
	{
		int vertexBase = i;
		converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
	}
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::MakeFacesFromTriFan( const VertexGL* vertices, int vertexCount )
{
	int triangleCount = vertexCount - 2;
	for ( int i = 0; i < triangleCount; ++i )
	{
		int vertexBase = i;
		converter->AddFace( vertices[ 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
	}
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateBegin( GLenum drawModeGL, void* userData )
{
	TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
	tessData.drawCalls.push_back( DrawCallGL( drawModeGL, tessData.vertices.size( ) ) );
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateEnd( void* )
{
	// Do nothing
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateVertex( const void* vtxData, void* userData )
{
	TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );

	const VertexGL& vertex = *reinterpret_cast< const VertexGL* >( vtxData );
	if ( vertex.magic != BLEND_TESS_MAGIC )
	{
		ThrowException( "Point returned by GLU Tessellate was probably not one of ours. This indicates we need a new way to store vertex information" );
	}
	tessData.vertices.push_back( vertex );
	if ( tessData.drawCalls.size( ) == 0 )
	{
		ThrowException( "\"Vertex\" callback received before \"Begin\"" );
	}
	++( tessData.drawCalls.back( ).vertexCount );
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData )
{
	ThrowException( "Intersected polygon loops are not yet supported" );
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateEdgeFlag( GLboolean, void* )
{
	// Do nothing
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorGL::TessellateError( GLenum errorCode, void* )
{
	ThrowException( reinterpret_cast< const char* >( gluErrorString( errorCode ) ) );
}

#endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE

#if ASSIMP_BLEND_WITH_POLY_2_TRI

namespace Assimp
{
	template< > const std::string LogFunctions< BlenderTessellatorP2T >::log_prefix = "BLEND_TESS_P2T: ";
}

using namespace Assimp;
using namespace Assimp::Blender;

// ------------------------------------------------------------------------------------------------
BlenderTessellatorP2T::BlenderTessellatorP2T( BlenderBMeshConverter& converter ):
	converter( &converter )
{
}

// ------------------------------------------------------------------------------------------------
BlenderTessellatorP2T::~BlenderTessellatorP2T( )
{
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
{
	AssertVertexCount( vertexCount );

	// NOTE - We have to hope that points in a Blender polygon are roughly on the same plane.
	//        There may be some triangulation artifacts if they are wildly different.

	std::vector< PointP2T > points;
	Copy3DVertices( polyLoop, vertexCount, vertices, points );

	PlaneP2T plane = FindLLSQPlane( points );

	aiMatrix4x4 transform = GeneratePointTransformMatrix( plane );

	TransformAndFlattenVectices( transform, points );

	std::vector< p2t::Point* > pointRefs;
	ReferencePoints( points, pointRefs );

	p2t::CDT cdt( pointRefs );

	cdt.Triangulate( );
	std::vector< p2t::Triangle* > triangles = cdt.GetTriangles( );

	MakeFacesFromTriangles( triangles );
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::AssertVertexCount( int vertexCount )
{
	if ( vertexCount <= 4 )
	{
		ThrowException( "Expected more than 4 vertices for tessellation" );
	}
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::Copy3DVertices( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices, std::vector< PointP2T >& points ) const
{
	points.resize( vertexCount );
	for ( int i = 0; i < vertexCount; ++i )
	{
		const MLoop& loop = polyLoop[ i ];
		const MVert& vert = vertices[ loop.v ];

		PointP2T& point = points[ i ];
		point.point3D.Set( vert.co[ 0 ], vert.co[ 1 ], vert.co[ 2 ] );
		point.index = loop.v;
		point.magic = BLEND_TESS_MAGIC;
	}
}

// ------------------------------------------------------------------------------------------------
aiMatrix4x4 BlenderTessellatorP2T::GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const
{
	aiVector3D sideA( 1.0f, 0.0f, 0.0f );
	if ( std::fabs( plane.normal * sideA ) > 0.999f )
	{
		sideA = aiVector3D( 0.0f, 1.0f, 0.0f );
	}

	aiVector3D sideB( plane.normal ^ sideA );
	sideB.Normalize( );
	sideA = sideB ^ plane.normal;

	aiMatrix4x4 result;
	result.a1 = sideA.x;
	result.a2 = sideA.y;
	result.a3 = sideA.z;
	result.b1 = sideB.x;
	result.b2 = sideB.y;
	result.b3 = sideB.z;
	result.c1 = plane.normal.x;
	result.c2 = plane.normal.y;
	result.c3 = plane.normal.z;
	result.a4 = plane.centre.x;
	result.b4 = plane.centre.y;
	result.c4 = plane.centre.z;
	result.Inverse( );

	return result;
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const
{
	for ( unsigned int i = 0; i < vertices.size( ); ++i )
	{
		PointP2T& point = vertices[ i ];
		point.point3D = transform * point.point3D;
		point.point2D.set( point.point3D.y, point.point3D.z );
	}
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const
{
	pointRefs.resize( points.size( ) );
	for ( unsigned int i = 0; i < points.size( ); ++i )
	{
		pointRefs[ i ] = &points[ i ].point2D;
	}
}

// ------------------------------------------------------------------------------------------------
// Yes this is filthy... but we have no choice
#define OffsetOf( Class, Member ) ( static_cast< unsigned int >( \
	reinterpret_cast<uint8_t*>(&( reinterpret_cast< Class* >( NULL )->*( &Class::Member ) )) - \
	static_cast<uint8_t*>(NULL) ) )

inline PointP2T& BlenderTessellatorP2T::GetActualPointStructure( p2t::Point& point ) const
{
	unsigned int pointOffset = OffsetOf( PointP2T, point2D );
	PointP2T& pointStruct = *reinterpret_cast< PointP2T* >( reinterpret_cast< char* >( &point ) - pointOffset );
	if ( pointStruct.magic != static_cast<int>( BLEND_TESS_MAGIC ) )
	{
		ThrowException( "Point returned by poly2tri was probably not one of ours. This indicates we need a new way to store vertex information" );
	}
	return pointStruct;
}

// ------------------------------------------------------------------------------------------------
void BlenderTessellatorP2T::MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const
{
	for ( unsigned int i = 0; i < triangles.size( ); ++i )
	{
		p2t::Triangle& Triangle = *triangles[ i ];

		PointP2T& pointA = GetActualPointStructure( *Triangle.GetPoint( 0 ) );
		PointP2T& pointB = GetActualPointStructure( *Triangle.GetPoint( 1 ) );
		PointP2T& pointC = GetActualPointStructure( *Triangle.GetPoint( 2 ) );

		converter->AddFace( pointA.index, pointB.index, pointC.index );
	}
}

// ------------------------------------------------------------------------------------------------
inline float p2tMax( float a, float b )
{
	return a > b ? a : b;
}

// ------------------------------------------------------------------------------------------------
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
float BlenderTessellatorP2T::FindLargestMatrixElem( const aiMatrix3x3& mtx ) const
{
	float result = 0.0f;

	for ( int x = 0; x < 3; ++x )
	{
		for ( int y = 0; y < 3; ++y )
		{
			result = p2tMax( std::fabs( mtx[ x ][ y ] ), result );
		}
	}

	return result;
}

// ------------------------------------------------------------------------------------------------
// Aparently Assimp doesn't have matrix scaling
aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const
{
	aiMatrix3x3 result;

	for ( int x = 0; x < 3; ++x )
	{
		for ( int y = 0; y < 3; ++y )
		{
			result[ x ][ y ] = mtx[ x ][ y ] * scale;
		}
	}

	return result;
}


// ------------------------------------------------------------------------------------------------
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
aiVector3D BlenderTessellatorP2T::GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const
{
	float scale = FindLargestMatrixElem( mtx );
	aiMatrix3x3 mc = ScaleMatrix( mtx, 1.0f / scale );
	mc = mc * mc * mc;

	aiVector3D v( 1.0f );
	aiVector3D lastV = v;
	for ( int i = 0; i < 100; ++i )
	{
		v = mc * v;
		v.Normalize( );
		if ( ( v - lastV ).SquareLength( ) < 1e-16f )
		{
			break;
		}
		lastV = v;
	}
	return v;
} 

// ------------------------------------------------------------------------------------------------
// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& points ) const
{
	PlaneP2T result;

	aiVector3D sum( 0.0f );
	for ( unsigned int i = 0; i < points.size( ); ++i )
	{
		sum += points[ i ].point3D;
	}
	result.centre = sum * ( 1.0f / points.size( ) );

	float sumXX = 0.0f;
	float sumXY = 0.0f;
	float sumXZ = 0.0f;
	float sumYY = 0.0f;
	float sumYZ = 0.0f;
	float sumZZ = 0.0f;
	for ( unsigned int i = 0; i < points.size( ); ++i )
	{
		aiVector3D offset = points[ i ].point3D - result.centre;
		sumXX += offset.x * offset.x;
		sumXY += offset.x * offset.y;
		sumXZ += offset.x * offset.z;
		sumYY += offset.y * offset.y;
		sumYZ += offset.y * offset.z;
		sumZZ += offset.z * offset.z;
	}

	aiMatrix3x3 mtx( sumXX, sumXY, sumXZ, sumXY, sumYY, sumYZ, sumXZ, sumYZ, sumZZ );

	float det = mtx.Determinant( );
	if ( det == 0.0f )
	{
		result.normal = aiVector3D( 0.0f );
	}
	else
	{
		aiMatrix3x3 invMtx = mtx;
		invMtx.Inverse( );
		result.normal = GetEigenVectorFromLargestEigenValue( invMtx );
	}

	return result;
}

#endif // ASSIMP_BLEND_WITH_POLY_2_TRI

#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER