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@@ -1,142 +0,0 @@
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-using System;
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-using System.Collections.Generic;
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-using System.Linq;
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-using System.Numerics;
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-using System.Text;
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-
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-namespace SharpGLTF.Geometry
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-{
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- using VERTEXKEY = System.ValueTuple<Vector3, Vector3, Vector2>;
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-
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- static class VertexTangentsFactory
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- {
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- // https://gamedev.stackexchange.com/questions/128023/how-does-mikktspace-work-for-calculating-the-tangent-space-during-normal-mapping
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- // https://stackoverflow.com/questions/25349350/calculating-per-vertex-tangents-for-glsl
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- // https://github.com/buildaworldnet/IrrlichtBAW/wiki/How-to-Normal-Detail-Bump-Derivative-Map,-why-Mikkelsen-is-slightly-wrong-and-why-you-should-give-up-on-calculating-per-vertex-tangents
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- // https://gamedev.stackexchange.com/questions/68612/how-to-compute-tangent-and-bitangent-vectors
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- // https://www.marti.works/calculating-tangents-for-your-mesh/
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- // https://www.html5gamedevs.com/topic/34364-gltf-support-and-mikkt-space/
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-
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- /// <summary>
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- /// this interface must be defined by the input primitive to which we want to add tangents
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- /// </summary>
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- public interface IMeshPrimitive
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- {
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- int VertexCount { get; }
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-
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- Vector3 GetVertexPosition(int idx);
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- Vector3 GetVertexNormal(int idx);
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- Vector2 GetVertexTexCoord(int idx);
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-
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- void SetVertexTangent(int idx, Vector4 tangent);
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-
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- IEnumerable<(int A, int B, int C)> GetTriangleIndices();
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- }
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-
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- public static void CalculateTangents<T>(IReadOnlyList<T> primitives)
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- where T : IMeshPrimitive
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- {
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- Guard.NotNull(primitives, nameof(primitives));
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-
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- var tangentsMap = new Dictionary<VERTEXKEY, (Vector3 u, Vector3 v)>();
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-
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- // calculate
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-
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- foreach (var primitive in primitives)
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- {
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- foreach (var (i1, i2, i3) in primitive.GetTriangleIndices())
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- {
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- var p1 = primitive.GetVertexPosition(i1);
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- var p2 = primitive.GetVertexPosition(i2);
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- var p3 = primitive.GetVertexPosition(i3);
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-
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- // check for degenerated triangle
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- if (p1 == p2 || p1 == p3 || p2 == p3) continue;
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-
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- var uv1 = primitive.GetVertexTexCoord(i1);
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- var uv2 = primitive.GetVertexTexCoord(i2);
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- var uv3 = primitive.GetVertexTexCoord(i3);
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-
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- // check for degenerated triangle
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- if (uv1 == uv2 || uv1 == uv3 || uv2 == uv3) continue;
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-
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- var n1 = primitive.GetVertexNormal(i1);
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- var n2 = primitive.GetVertexNormal(i2);
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- var n3 = primitive.GetVertexNormal(i3);
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-
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- // calculate tangents
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-
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- var svec = p2 - p1;
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- var tvec = p3 - p1;
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-
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- var stex = uv2 - uv1;
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- var ttex = uv3 - uv1;
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-
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- float sx = stex.X;
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- float tx = ttex.X;
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- float sy = stex.Y;
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- float ty = ttex.Y;
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-
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- var r = 1.0F / ((sx * ty) - (tx * sy));
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-
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- if (!r._IsFinite()) continue;
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-
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- var sdir = new Vector3((ty * svec.X) - (sy * tvec.X), (ty * svec.Y) - (sy * tvec.Y), (ty * svec.Z) - (sy * tvec.Z)) * r;
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- var tdir = new Vector3((sx * tvec.X) - (tx * svec.X), (sx * tvec.Y) - (tx * svec.Y), (sx * tvec.Z) - (tx * svec.Z)) * r;
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-
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- if (!sdir._IsFinite()) continue;
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- if (!tdir._IsFinite()) continue;
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-
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- // accumulate tangents
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-
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- _AddTangent(tangentsMap, (p1, n1, uv1), (sdir, tdir));
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- _AddTangent(tangentsMap, (p2, n2, uv2), (sdir, tdir));
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- _AddTangent(tangentsMap, (p3, n3, uv3), (sdir, tdir));
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- }
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- }
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-
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- // normalize
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-
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- foreach (var key in tangentsMap.Keys.ToList())
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- {
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- var val = tangentsMap[key];
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-
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- // Gram-Schmidt orthogonalize
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- val.u = Vector3.Normalize(val.u - (key.Item2 * Vector3.Dot(key.Item2, val.u)));
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- val.v = Vector3.Normalize(val.v - (key.Item2 * Vector3.Dot(key.Item2, val.v)));
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-
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- tangentsMap[key] = val;
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- }
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-
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- // apply
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-
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- foreach (var primitive in primitives)
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- {
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- for (int i = 0; i < primitive.VertexCount; ++i)
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- {
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- var p = primitive.GetVertexPosition(i);
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- var n = primitive.GetVertexNormal(i);
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- var t = primitive.GetVertexTexCoord(i);
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-
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- if (tangentsMap.TryGetValue((p, n, t), out (Vector3 u, Vector3 v) tangents))
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- {
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- var handedness = Vector3.Dot(Vector3.Cross(tangents.u, n), tangents.v) < 0 ? -1.0f : 1.0f;
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-
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- primitive.SetVertexTangent(i, new Vector4(tangents.u, handedness));
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- }
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- else
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- {
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- primitive.SetVertexTangent(i, new Vector4(1, 0, 0, 1));
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- }
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- }
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- }
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- }
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-
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- private static void _AddTangent(Dictionary<VERTEXKEY, (Vector3, Vector3)> dict, VERTEXKEY key, (Vector3 tu, Vector3 tv) alpha)
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- {
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- dict.TryGetValue(key, out (Vector3 tu, Vector3 tv) beta);
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-
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- dict[key] = (alpha.tu + beta.tu, alpha.tv + beta.tv);
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- }
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- }
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-}
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