mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
527 lines
18 KiB
C++
527 lines
18 KiB
C++
/*
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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
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following 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 BlenderTessellator.cpp
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* @brief A simple tessellation wrapper
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*/
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#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
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#include "BlenderDNA.h"
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#include "BlenderScene.h"
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#include "BlenderBMesh.h"
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#include "BlenderTessellator.h"
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#include <stddef.h>
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static const unsigned int BLEND_TESS_MAGIC = 0x83ed9ac3;
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#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
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namspace Assimp
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{
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template< > const char* LogFunctions< BlenderTessellatorGL >::Prefix()
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{
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static auto prefix = "BLEND_TESS_GL: ";
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return prefix;
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}
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}
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using namespace Assimp;
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using namespace Assimp::Blender;
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#ifndef CALLBACK
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#define CALLBACK
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#endif
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// ------------------------------------------------------------------------------------------------
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BlenderTessellatorGL::BlenderTessellatorGL( BlenderBMeshConverter& converter ):
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converter( &converter )
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{
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}
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// ------------------------------------------------------------------------------------------------
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BlenderTessellatorGL::~BlenderTessellatorGL( )
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{
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
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{
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AssertVertexCount( vertexCount );
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std::vector< VertexGL > polyLoopGL;
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GenerateLoopVerts( polyLoopGL, polyLoop, vertexCount, vertices );
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TessDataGL tessData;
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Tesssellate( polyLoopGL, tessData );
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TriangulateDrawCalls( tessData );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::AssertVertexCount( int vertexCount )
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{
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if ( vertexCount <= 4 )
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{
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ThrowException( "Expected more than 4 vertices for tessellation" );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::GenerateLoopVerts( std::vector< VertexGL >& polyLoopGL, const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
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{
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for ( int i = 0; i < vertexCount; ++i )
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{
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const MLoop& loopItem = polyLoop[ i ];
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const MVert& vertex = vertices[ loopItem.v ];
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polyLoopGL.push_back( VertexGL( vertex.co[ 0 ], vertex.co[ 1 ], vertex.co[ 2 ], loopItem.v, BLEND_TESS_MAGIC ) );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::Tesssellate( std::vector< VertexGL >& polyLoopGL, TessDataGL& tessData )
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{
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GLUtesselator* tessellator = gluNewTess( );
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gluTessCallback( tessellator, GLU_TESS_BEGIN_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateBegin ) );
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gluTessCallback( tessellator, GLU_TESS_END_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEnd ) );
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gluTessCallback( tessellator, GLU_TESS_VERTEX_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateVertex ) );
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gluTessCallback( tessellator, GLU_TESS_COMBINE_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateCombine ) );
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gluTessCallback( tessellator, GLU_TESS_EDGE_FLAG_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEdgeFlag ) );
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gluTessCallback( tessellator, GLU_TESS_ERROR_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateError ) );
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gluTessProperty( tessellator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO );
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gluTessBeginPolygon( tessellator, &tessData );
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gluTessBeginContour( tessellator );
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for ( unsigned int i = 0; i < polyLoopGL.size( ); ++i )
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{
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gluTessVertex( tessellator, reinterpret_cast< GLdouble* >( &polyLoopGL[ i ] ), &polyLoopGL[ i ] );
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}
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gluTessEndContour( tessellator );
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gluTessEndPolygon( tessellator );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::TriangulateDrawCalls( const TessDataGL& tessData )
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{
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// NOTE - Because we are supplying a callback to GLU_TESS_EDGE_FLAG_DATA we don't technically
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// need support for GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN but we'll keep it here in case
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// GLU tessellate changes or tri-strips and fans are wanted.
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// See: http://www.opengl.org/sdk/docs/man2/xhtml/gluTessCallback.xml
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for ( unsigned int i = 0; i < tessData.drawCalls.size( ); ++i )
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{
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const DrawCallGL& drawCallGL = tessData.drawCalls[ i ];
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const VertexGL* vertices = &tessData.vertices[ drawCallGL.baseVertex ];
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if ( drawCallGL.drawMode == GL_TRIANGLES )
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{
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MakeFacesFromTris( vertices, drawCallGL.vertexCount );
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}
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else if ( drawCallGL.drawMode == GL_TRIANGLE_STRIP )
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{
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MakeFacesFromTriStrip( vertices, drawCallGL.vertexCount );
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}
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else if ( drawCallGL.drawMode == GL_TRIANGLE_FAN )
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{
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MakeFacesFromTriFan( vertices, drawCallGL.vertexCount );
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::MakeFacesFromTris( const VertexGL* vertices, int vertexCount )
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{
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const int triangleCount = vertexCount / 3;
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for ( int i = 0; i < triangleCount; ++i )
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{
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int vertexBase = i * 3;
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converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::MakeFacesFromTriStrip( const VertexGL* vertices, int vertexCount )
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{
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const int triangleCount = vertexCount - 2;
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for ( int i = 0; i < triangleCount; ++i )
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{
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int vertexBase = i;
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converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::MakeFacesFromTriFan( const VertexGL* vertices, int vertexCount )
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{
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const int triangleCount = vertexCount - 2;
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for ( int i = 0; i < triangleCount; ++i )
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{
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int vertexBase = i;
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converter->AddFace( vertices[ 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::TessellateBegin( GLenum drawModeGL, void* userData )
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{
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TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
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tessData.drawCalls.push_back( DrawCallGL( drawModeGL, tessData.vertices.size( ) ) );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::TessellateEnd( void* )
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{
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// Do nothing
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::TessellateVertex( const void* vtxData, void* userData )
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{
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TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
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const VertexGL& vertex = *reinterpret_cast< const VertexGL* >( vtxData );
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if ( vertex.magic != BLEND_TESS_MAGIC )
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{
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ThrowException( "Point returned by GLU Tessellate was probably not one of ours. This indicates we need a new way to store vertex information" );
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}
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tessData.vertices.push_back( vertex );
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if ( tessData.drawCalls.size( ) == 0 )
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{
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ThrowException( "\"Vertex\" callback received before \"Begin\"" );
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}
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++( tessData.drawCalls.back( ).vertexCount );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData )
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{
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ThrowException( "Intersected polygon loops are not yet supported" );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::TessellateEdgeFlag( GLboolean, void* )
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{
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// Do nothing
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorGL::TessellateError( GLenum errorCode, void* )
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{
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ThrowException( reinterpret_cast< const char* >( gluErrorString( errorCode ) ) );
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}
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#endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE
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#if ASSIMP_BLEND_WITH_POLY_2_TRI
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namespace Assimp
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{
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template< > const char* LogFunctions< BlenderTessellatorP2T >::Prefix()
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{
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static auto prefix = "BLEND_TESS_P2T: ";
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return prefix;
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}
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}
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using namespace Assimp;
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using namespace Assimp::Blender;
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// ------------------------------------------------------------------------------------------------
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BlenderTessellatorP2T::BlenderTessellatorP2T( BlenderBMeshConverter& converter ):
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converter( &converter )
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{
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}
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// ------------------------------------------------------------------------------------------------
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BlenderTessellatorP2T::~BlenderTessellatorP2T( )
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{
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorP2T::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
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{
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AssertVertexCount( vertexCount );
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// NOTE - We have to hope that points in a Blender polygon are roughly on the same plane.
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// There may be some triangulation artifacts if they are wildly different.
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std::vector< PointP2T > points;
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Copy3DVertices( polyLoop, vertexCount, vertices, points );
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PlaneP2T plane = FindLLSQPlane( points );
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aiMatrix4x4 transform = GeneratePointTransformMatrix( plane );
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TransformAndFlattenVectices( transform, points );
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std::vector< p2t::Point* > pointRefs;
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ReferencePoints( points, pointRefs );
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p2t::CDT cdt( pointRefs );
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cdt.Triangulate( );
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std::vector< p2t::Triangle* > triangles = cdt.GetTriangles( );
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MakeFacesFromTriangles( triangles );
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorP2T::AssertVertexCount( int vertexCount )
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{
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if ( vertexCount <= 4 )
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{
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ThrowException( "Expected more than 4 vertices for tessellation" );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorP2T::Copy3DVertices( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices, std::vector< PointP2T >& points ) const
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{
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points.resize( vertexCount );
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for ( int i = 0; i < vertexCount; ++i )
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{
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const MLoop& loop = polyLoop[ i ];
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const MVert& vert = vertices[ loop.v ];
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PointP2T& point = points[ i ];
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point.point3D.Set( vert.co[ 0 ], vert.co[ 1 ], vert.co[ 2 ] );
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point.index = loop.v;
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point.magic = BLEND_TESS_MAGIC;
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}
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}
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// ------------------------------------------------------------------------------------------------
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aiMatrix4x4 BlenderTessellatorP2T::GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const
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{
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aiVector3D sideA( 1.0f, 0.0f, 0.0f );
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if ( std::fabs( plane.normal * sideA ) > 0.999f )
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{
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sideA = aiVector3D( 0.0f, 1.0f, 0.0f );
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}
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aiVector3D sideB( plane.normal ^ sideA );
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sideB.Normalize( );
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sideA = sideB ^ plane.normal;
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aiMatrix4x4 result;
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result.a1 = sideA.x;
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result.a2 = sideA.y;
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result.a3 = sideA.z;
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result.b1 = sideB.x;
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result.b2 = sideB.y;
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result.b3 = sideB.z;
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result.c1 = plane.normal.x;
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result.c2 = plane.normal.y;
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result.c3 = plane.normal.z;
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result.a4 = plane.centre.x;
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result.b4 = plane.centre.y;
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result.c4 = plane.centre.z;
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result.Inverse( );
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return result;
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorP2T::TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const
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{
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for ( size_t i = 0; i < vertices.size( ); ++i )
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{
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PointP2T& point = vertices[ i ];
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point.point3D = transform * point.point3D;
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point.point2D.set( point.point3D.y, point.point3D.z );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorP2T::ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const
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{
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pointRefs.resize( points.size( ) );
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for ( size_t i = 0; i < points.size( ); ++i )
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{
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pointRefs[ i ] = &points[ i ].point2D;
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}
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}
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// ------------------------------------------------------------------------------------------------
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inline PointP2T& BlenderTessellatorP2T::GetActualPointStructure( p2t::Point& point ) const
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{
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unsigned int pointOffset = offsetof( PointP2T, point2D );
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PointP2T& pointStruct = *reinterpret_cast< PointP2T* >( reinterpret_cast< char* >( &point ) - pointOffset );
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if ( pointStruct.magic != static_cast<int>( BLEND_TESS_MAGIC ) )
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{
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ThrowException( "Point returned by poly2tri was probably not one of ours. This indicates we need a new way to store vertex information" );
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}
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return pointStruct;
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderTessellatorP2T::MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const
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{
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for ( size_t i = 0; i < triangles.size( ); ++i )
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{
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p2t::Triangle& Triangle = *triangles[ i ];
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PointP2T& pointA = GetActualPointStructure( *Triangle.GetPoint( 0 ) );
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PointP2T& pointB = GetActualPointStructure( *Triangle.GetPoint( 1 ) );
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PointP2T& pointC = GetActualPointStructure( *Triangle.GetPoint( 2 ) );
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converter->AddFace( pointA.index, pointB.index, pointC.index );
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}
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}
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// ------------------------------------------------------------------------------------------------
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inline float p2tMax( float a, float b )
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{
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return a > b ? a : b;
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}
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// ------------------------------------------------------------------------------------------------
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// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
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float BlenderTessellatorP2T::FindLargestMatrixElem( const aiMatrix3x3& mtx ) const
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{
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float result = 0.0f;
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for ( unsigned int x = 0; x < 3; ++x )
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{
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for ( unsigned int y = 0; y < 3; ++y )
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{
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result = p2tMax( std::fabs( mtx[ x ][ y ] ), result );
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}
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}
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return result;
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}
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// ------------------------------------------------------------------------------------------------
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// Apparently Assimp doesn't have matrix scaling
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aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const
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{
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aiMatrix3x3 result;
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for ( unsigned int x = 0; x < 3; ++x )
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{
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for ( unsigned int y = 0; y < 3; ++y )
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{
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result[ x ][ y ] = mtx[ x ][ y ] * scale;
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}
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}
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return result;
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}
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// ------------------------------------------------------------------------------------------------
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// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
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aiVector3D BlenderTessellatorP2T::GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const
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{
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const float scale = FindLargestMatrixElem( mtx );
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aiMatrix3x3 mc = ScaleMatrix( mtx, 1.0f / scale );
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mc = mc * mc * mc;
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|
|
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( 0.0 );
|
|
for ( size_t i = 0; i < points.size( ); ++i )
|
|
{
|
|
sum += points[ i ].point3D;
|
|
}
|
|
result.centre = sum * (ai_real)( 1.0 / points.size( ) );
|
|
|
|
ai_real sumXX = 0.0;
|
|
ai_real sumXY = 0.0;
|
|
ai_real sumXZ = 0.0;
|
|
ai_real sumYY = 0.0;
|
|
ai_real sumYZ = 0.0;
|
|
ai_real sumZZ = 0.0;
|
|
for ( size_t 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 );
|
|
|
|
const ai_real 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
|