mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
531 lines
19 KiB
C++
531 lines
19 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) 2006-2020, 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 TriangulateProcess.cpp
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* @brief 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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*
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* The triangulation algorithm will handle concave or convex polygons.
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* Self-intersecting or non-planar polygons are not rejected, but
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* they're probably not triangulated correctly.
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*
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* DEBUG SWITCHES - do not enable any of them in release builds:
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*
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* AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
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* - generates vertex colors to represent the face winding order.
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* the first vertex of a polygon becomes red, the last blue.
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* AI_BUILD_TRIANGULATE_DEBUG_POLYS
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* - dump all polygons and their triangulation sequences to
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* a file
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*/
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#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
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#include "PostProcessing/TriangulateProcess.h"
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#include "PostProcessing/ProcessHelper.h"
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#include "Common/PolyTools.h"
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#include <memory>
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//#define AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
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//#define AI_BUILD_TRIANGULATE_DEBUG_POLYS
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#define POLY_GRID_Y 40
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#define POLY_GRID_X 70
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#define POLY_GRID_XPAD 20
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#define POLY_OUTPUT_FILE "assimp_polygons_debug.txt"
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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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ASSIMP_LOG_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 (pScene->mMeshes[ a ]) {
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if ( TriangulateMesh( pScene->mMeshes[ a ] ) ) {
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bHas = true;
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}
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}
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}
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if ( bHas ) {
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ASSIMP_LOG_INFO( "TriangulateProcess finished. All polygons have been triangulated." );
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} else {
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ASSIMP_LOG_DEBUG( "TriangulateProcess finished. There was nothing to be done." );
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}
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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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// Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
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if (!pMesh->mPrimitiveTypes) {
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bool bNeed = false;
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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const aiFace& face = pMesh->mFaces[a];
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if( face.mNumIndices != 3) {
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bNeed = true;
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}
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}
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if (!bNeed)
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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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}
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// Find out how many output faces we'll get
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unsigned int numOut = 0, max_out = 0;
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bool get_normals = true;
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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aiFace& face = pMesh->mFaces[a];
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if (face.mNumIndices <= 4) {
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get_normals = false;
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}
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if( face.mNumIndices <= 3) {
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numOut++;
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}
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else {
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numOut += face.mNumIndices-2;
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max_out = std::max(max_out,face.mNumIndices);
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}
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}
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// Just another check whether aiMesh::mPrimitiveTypes is correct
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ai_assert(numOut != pMesh->mNumFaces);
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aiVector3D* nor_out = NULL;
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// if we don't have normals yet, but expect them to be a cheap side
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// product of triangulation anyway, allocate storage for them.
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if (!pMesh->mNormals && get_normals) {
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// XXX need a mechanism to inform the GenVertexNormals process to treat these normals as preprocessed per-face normals
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// nor_out = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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}
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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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aiFace* out = new aiFace[numOut](), *curOut = out;
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std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
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std::vector<aiVector2D> temp_verts(max_out+2);
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// Apply vertex colors to represent the face winding?
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#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
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if (!pMesh->mColors[0])
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pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
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else
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new(pMesh->mColors[0]) aiColor4D[pMesh->mNumVertices];
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aiColor4D* clr = pMesh->mColors[0];
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#endif
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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FILE* fout = fopen(POLY_OUTPUT_FILE,"a");
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#endif
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const aiVector3D* verts = pMesh->mVertices;
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// use std::unique_ptr to avoid slow std::vector<bool> specialiations
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std::unique_ptr<bool[]> done(new bool[max_out]);
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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aiFace& face = pMesh->mFaces[a];
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unsigned int* idx = face.mIndices;
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int num = (int)face.mNumIndices, ear = 0, tmp, prev = num-1, next = 0, max = num;
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// Apply vertex colors to represent the face winding?
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#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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aiColor4D& c = clr[idx[i]];
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c.r = (i+1) / (float)max;
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c.b = 1.f - c.r;
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}
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#endif
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aiFace* const last_face = curOut;
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// if it's a simple point,line or triangle: 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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face.mIndices = NULL;
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continue;
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}
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// optimized code for quadrilaterals
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else if ( face.mNumIndices == 4) {
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// quads can have at maximum one concave vertex. Determine
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// this vertex (if it exists) and start tri-fanning from
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// it.
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unsigned int start_vertex = 0;
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for (unsigned int i = 0; i < 4; ++i) {
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const aiVector3D& v0 = verts[face.mIndices[(i+3) % 4]];
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const aiVector3D& v1 = verts[face.mIndices[(i+2) % 4]];
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const aiVector3D& v2 = verts[face.mIndices[(i+1) % 4]];
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const aiVector3D& v = verts[face.mIndices[i]];
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aiVector3D left = (v0-v);
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aiVector3D diag = (v1-v);
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aiVector3D right = (v2-v);
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left.Normalize();
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diag.Normalize();
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right.Normalize();
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const float angle = std::acos(left*diag) + std::acos(right*diag);
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if (angle > AI_MATH_PI_F) {
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// this is the concave point
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start_vertex = i;
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break;
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}
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}
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const unsigned int temp[] = {face.mIndices[0], face.mIndices[1], face.mIndices[2], face.mIndices[3]};
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aiFace& nface = *curOut++;
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nface.mNumIndices = 3;
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nface.mIndices = face.mIndices;
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nface.mIndices[0] = temp[start_vertex];
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nface.mIndices[1] = temp[(start_vertex + 1) % 4];
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nface.mIndices[2] = temp[(start_vertex + 2) % 4];
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aiFace& sface = *curOut++;
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sface.mNumIndices = 3;
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sface.mIndices = new unsigned int[3];
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sface.mIndices[0] = temp[start_vertex];
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sface.mIndices[1] = temp[(start_vertex + 2) % 4];
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sface.mIndices[2] = temp[(start_vertex + 3) % 4];
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// prevent double deletion of the indices field
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face.mIndices = NULL;
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continue;
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}
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else
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{
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// A polygon with more than 3 vertices can be either concave or convex.
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// Usually everything we're getting is convex and we could easily
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// triangulate by tri-fanning. However, LightWave is probably the only
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// modeling suite to make extensive use of highly concave, monster polygons ...
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// so we need to apply the full 'ear cutting' algorithm to get it right.
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// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
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// We project it onto a plane to get a 2d triangle.
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// Collect all vertices of of the polygon.
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for (tmp = 0; tmp < max; ++tmp) {
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temp_verts3d[tmp] = verts[idx[tmp]];
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}
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// Get newell normal of the polygon. Store it for future use if it's a polygon-only mesh
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aiVector3D n;
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NewellNormal<3,3,3>(n,max,&temp_verts3d.front().x,&temp_verts3d.front().y,&temp_verts3d.front().z);
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if (nor_out) {
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for (tmp = 0; tmp < max; ++tmp)
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nor_out[idx[tmp]] = n;
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}
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// Select largest normal coordinate to ignore for projection
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const float ax = (n.x>0 ? n.x : -n.x);
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const float ay = (n.y>0 ? n.y : -n.y);
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const float az = (n.z>0 ? n.z : -n.z);
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unsigned int ac = 0, bc = 1; /* no z coord. projection to xy */
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float inv = n.z;
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if (ax > ay) {
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if (ax > az) { /* no x coord. projection to yz */
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ac = 1; bc = 2;
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inv = n.x;
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}
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}
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else if (ay > az) { /* no y coord. projection to zy */
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ac = 2; bc = 0;
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inv = n.y;
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}
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// Swap projection axes to take the negated projection vector into account
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if (inv < 0.f) {
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std::swap(ac,bc);
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}
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for (tmp =0; tmp < max; ++tmp) {
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temp_verts[tmp].x = verts[idx[tmp]][ac];
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temp_verts[tmp].y = verts[idx[tmp]][bc];
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done[tmp] = false;
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}
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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// plot the plane onto which we mapped the polygon to a 2D ASCII pic
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aiVector2D bmin,bmax;
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ArrayBounds(&temp_verts[0],max,bmin,bmax);
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char grid[POLY_GRID_Y][POLY_GRID_X+POLY_GRID_XPAD];
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std::fill_n((char*)grid,POLY_GRID_Y*(POLY_GRID_X+POLY_GRID_XPAD),' ');
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for (int i =0; i < max; ++i) {
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const aiVector2D& v = (temp_verts[i] - bmin) / (bmax-bmin);
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const size_t x = static_cast<size_t>(v.x*(POLY_GRID_X-1)), y = static_cast<size_t>(v.y*(POLY_GRID_Y-1));
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char* loc = grid[y]+x;
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if (grid[y][x] != ' ') {
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for(;*loc != ' '; ++loc);
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*loc++ = '_';
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}
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*(loc+::ai_snprintf(loc, POLY_GRID_XPAD,"%i",i)) = ' ';
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}
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for(size_t y = 0; y < POLY_GRID_Y; ++y) {
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grid[y][POLY_GRID_X+POLY_GRID_XPAD-1] = '\0';
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fprintf(fout,"%s\n",grid[y]);
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}
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fprintf(fout,"\ntriangulation sequence: ");
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#endif
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//
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// FIXME: currently this is the slow O(kn) variant with a worst case
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// complexity of O(n^2) (I think). Can be done in O(n).
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while (num > 3) {
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// Find the next ear of the polygon
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int num_found = 0;
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for (ear = next;;prev = ear,ear = next) {
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// break after we looped two times without a positive match
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for (next=ear+1;done[(next>=max?next=0:next)];++next);
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if (next < ear) {
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if (++num_found == 2) {
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break;
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}
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}
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const aiVector2D* pnt1 = &temp_verts[ear],
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*pnt0 = &temp_verts[prev],
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*pnt2 = &temp_verts[next];
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// Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1.
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if (OnLeftSideOfLine2D(*pnt0,*pnt2,*pnt1)) {
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continue;
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}
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// and no other point may be contained in this triangle
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for ( tmp = 0; tmp < max; ++tmp) {
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// We need to compare the actual values because it's possible that multiple indexes in
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// the polygon are referring to the same position. concave_polygon.obj is a sample
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//
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// FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in
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// PointInTriangle() I'm guessing that it's actually possible to construct
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// input data that would cause us to end up with no ears. The problem is,
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// which epsilon? If we chose a too large value, we'd get wrong results
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const aiVector2D& vtmp = temp_verts[tmp];
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if ( vtmp != *pnt1 && vtmp != *pnt2 && vtmp != *pnt0 && PointInTriangle2D(*pnt0,*pnt1,*pnt2,vtmp)) {
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break;
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}
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}
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if (tmp != max) {
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continue;
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}
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// this vertex is an ear
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break;
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}
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if (num_found == 2) {
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// Due to the 'two ear theorem', every simple polygon with more than three points must
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// have 2 'ears'. Here's definitely something wrong ... but we don't give up yet.
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//
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// Instead we're continuing with the standard tri-fanning algorithm which we'd
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// use if we had only convex polygons. That's life.
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ASSIMP_LOG_ERROR("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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fprintf(fout,"critical error here, no ear found! ");
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#endif
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num = 0;
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break;
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curOut -= (max-num); /* undo all previous work */
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for (tmp = 0; tmp < max-2; ++tmp) {
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aiFace& nface = *curOut++;
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nface.mNumIndices = 3;
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if (!nface.mIndices)
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nface.mIndices = new unsigned int[3];
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nface.mIndices[0] = 0;
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nface.mIndices[1] = tmp+1;
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nface.mIndices[2] = tmp+2;
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}
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num = 0;
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break;
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}
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aiFace& nface = *curOut++;
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nface.mNumIndices = 3;
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if (!nface.mIndices) {
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nface.mIndices = new unsigned int[3];
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}
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// setup indices for the new triangle ...
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nface.mIndices[0] = prev;
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nface.mIndices[1] = ear;
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nface.mIndices[2] = next;
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// exclude the ear from most further processing
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done[ear] = true;
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--num;
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}
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if (num > 0) {
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// We have three indices forming the last 'ear' remaining. Collect them.
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aiFace& nface = *curOut++;
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nface.mNumIndices = 3;
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if (!nface.mIndices) {
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nface.mIndices = new unsigned int[3];
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}
|
|
|
|
for (tmp = 0; done[tmp]; ++tmp);
|
|
nface.mIndices[0] = tmp;
|
|
|
|
for (++tmp; done[tmp]; ++tmp);
|
|
nface.mIndices[1] = tmp;
|
|
|
|
for (++tmp; done[tmp]; ++tmp);
|
|
nface.mIndices[2] = tmp;
|
|
|
|
}
|
|
}
|
|
|
|
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
|
|
|
for(aiFace* f = last_face; f != curOut; ++f) {
|
|
unsigned int* i = f->mIndices;
|
|
fprintf(fout," (%i %i %i)",i[0],i[1],i[2]);
|
|
}
|
|
|
|
fprintf(fout,"\n*********************************************************************\n");
|
|
fflush(fout);
|
|
|
|
#endif
|
|
|
|
for(aiFace* f = last_face; f != curOut; ) {
|
|
unsigned int* i = f->mIndices;
|
|
|
|
// drop dumb 0-area triangles - deactivated for now:
|
|
//FindDegenerates post processing step can do the same thing
|
|
//if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
|
|
// ASSIMP_LOG_DEBUG("Dropping triangle with area 0");
|
|
// --curOut;
|
|
|
|
// delete[] f->mIndices;
|
|
// f->mIndices = nullptr;
|
|
|
|
// for(aiFace* ff = f; ff != curOut; ++ff) {
|
|
// ff->mNumIndices = (ff+1)->mNumIndices;
|
|
// ff->mIndices = (ff+1)->mIndices;
|
|
// (ff+1)->mIndices = nullptr;
|
|
// }
|
|
// continue;
|
|
//}
|
|
|
|
i[0] = idx[i[0]];
|
|
i[1] = idx[i[1]];
|
|
i[2] = idx[i[2]];
|
|
++f;
|
|
}
|
|
|
|
delete[] face.mIndices;
|
|
face.mIndices = NULL;
|
|
}
|
|
|
|
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
|
|
fclose(fout);
|
|
#endif
|
|
|
|
// kill the old faces
|
|
delete [] pMesh->mFaces;
|
|
|
|
// ... and store the new ones
|
|
pMesh->mFaces = out;
|
|
pMesh->mNumFaces = (unsigned int)(curOut-out); /* not necessarily equal to numOut */
|
|
return true;
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
|