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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Numerics;
- using System.Text;
- using System.Threading.Tasks;
- using System.Xml.Schema;
- namespace SharpGLTF.Runtime
- {
- using VERTEXKEY = System.ValueTuple<Vector3, Vector3, Vector2>;
- static class VertexNormalsFactory
- {
- #pragma warning disable CA1034 // Nested types should not be visible
- public interface IMeshPrimitive
- #pragma warning restore CA1034 // Nested types should not be visible
- {
- int VertexCount { get; }
- Vector3 GetVertexPosition(int idx);
- void SetVertexNormal(int idx, Vector3 normal);
- IEnumerable<(int A, int B, int C)> GetTriangleIndices();
- }
- private static bool _IsFinite(this float value) { return !float.IsNaN(value) && !float.IsInfinity(value); }
- private static bool _IsFinite(this Vector3 value) { return value.X._IsFinite() && value.Y._IsFinite() && value.Z._IsFinite(); }
- public static void CalculateSmoothNormals<T>(IReadOnlyList<T> primitives)
- where T : IMeshPrimitive
- {
- // Guard.NotNull(primitives, nameof(primitives));
- var normalMap = new Dictionary<Vector3, Vector3>();
- // calculate
- foreach (var primitive in primitives)
- {
- foreach (var (ta, tb, tc) in primitive.GetTriangleIndices())
- {
- var p1 = primitive.GetVertexPosition(ta);
- var p2 = primitive.GetVertexPosition(tb);
- var p3 = primitive.GetVertexPosition(tc);
- var d = Vector3.Cross(p2 - p1, p3 - p1);
- _AddDirection(normalMap, p1, d);
- _AddDirection(normalMap, p2, d);
- _AddDirection(normalMap, p3, d);
- }
- }
- // normalize
- foreach (var pos in normalMap.Keys.ToList())
- {
- var nrm = Vector3.Normalize(normalMap[pos]);
- normalMap[pos] = nrm._IsFinite() && nrm.LengthSquared() > 0.5f ? nrm : Vector3.UnitZ;
- }
- // apply
- foreach (var primitive in primitives)
- {
- for (int i = 0; i < primitive.VertexCount; ++i)
- {
- var pos = primitive.GetVertexPosition(i);
- if (normalMap.TryGetValue(pos, out Vector3 nrm))
- {
- primitive.SetVertexNormal(i, nrm);
- }
- else
- {
- primitive.SetVertexNormal(i, Vector3.UnitZ);
- }
- }
- }
- }
- private static void _AddDirection(Dictionary<Vector3, Vector3> dict, Vector3 pos, Vector3 dir)
- {
- if (!dir._IsFinite()) return;
- if (!dict.TryGetValue(pos, out Vector3 n)) n = Vector3.Zero;
- dict[pos] = n + dir;
- }
- }
- static class VertexTangentsFactory
- {
- // https://gamedev.stackexchange.com/questions/128023/how-does-mikktspace-work-for-calculating-the-tangent-space-during-normal-mapping
- // https://stackoverflow.com/questions/25349350/calculating-per-vertex-tangents-for-glsl
- // 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
- // https://gamedev.stackexchange.com/questions/68612/how-to-compute-tangent-and-bitangent-vectors
- // https://www.marti.works/calculating-tangents-for-your-mesh/
- // https://www.html5gamedevs.com/topic/34364-gltf-support-and-mikkt-space/
-
- /// <summary>
- /// this interface must be defined by the input primitive to which we want to add tangents
- /// </summary>
- public interface IMeshPrimitive
- {
- int VertexCount { get; }
- Vector3 GetVertexPosition(int idx);
- Vector3 GetVertexNormal(int idx);
- Vector2 GetVertexTexCoord(int idx);
- void SetVertexTangent(int idx, Vector4 tangent);
- IEnumerable<(int A, int B, int C)> GetTriangleIndices();
- }
- private static bool _IsFinite(this float value) { return !float.IsNaN(value) && !float.IsInfinity(value); }
- private static bool _IsFinite(this Vector3 value) { return value.X._IsFinite() && value.Y._IsFinite() && value.Z._IsFinite(); }
- public static void CalculateTangents<T>(IReadOnlyList<T> primitives)
- where T : IMeshPrimitive
- {
- // Guard.NotNull(primitives, nameof(primitives));
- var tangentsMap = new Dictionary<VERTEXKEY, (Vector3 u, Vector3 v)>();
- // calculate
- foreach (var primitive in primitives)
- {
- foreach (var (i1, i2, i3) in primitive.GetTriangleIndices())
- {
- var p1 = primitive.GetVertexPosition(i1);
- var p2 = primitive.GetVertexPosition(i2);
- var p3 = primitive.GetVertexPosition(i3);
- // check for degenerated triangle
- if (p1 == p2 || p1 == p3 || p2 == p3) continue;
- var uv1 = primitive.GetVertexTexCoord(i1);
- var uv2 = primitive.GetVertexTexCoord(i2);
- var uv3 = primitive.GetVertexTexCoord(i3);
- // check for degenerated triangle
- if (uv1 == uv2 || uv1 == uv3 || uv2 == uv3) continue;
- var n1 = primitive.GetVertexNormal(i1);
- var n2 = primitive.GetVertexNormal(i2);
- var n3 = primitive.GetVertexNormal(i3);
- // calculate tangents
- var svec = p2 - p1;
- var tvec = p3 - p1;
- var stex = uv2 - uv1;
- var ttex = uv3 - uv1;
- float sx = stex.X;
- float tx = ttex.X;
- float sy = stex.Y;
- float ty = ttex.Y;
- var r = 1.0F / ((sx * ty) - (tx * sy));
- if (!r._IsFinite()) continue;
- var sdir = new Vector3((ty * svec.X) - (sy * tvec.X), (ty * svec.Y) - (sy * tvec.Y), (ty * svec.Z) - (sy * tvec.Z)) * r;
- var tdir = new Vector3((sx * tvec.X) - (tx * svec.X), (sx * tvec.Y) - (tx * svec.Y), (sx * tvec.Z) - (tx * svec.Z)) * r;
- if (!sdir._IsFinite()) continue;
- if (!tdir._IsFinite()) continue;
- // accumulate tangents
- _AddTangent(tangentsMap, (p1, n1, uv1), (sdir, tdir));
- _AddTangent(tangentsMap, (p2, n2, uv2), (sdir, tdir));
- _AddTangent(tangentsMap, (p3, n3, uv3), (sdir, tdir));
- }
- }
- // normalize
- foreach (var key in tangentsMap.Keys.ToList())
- {
- var val = tangentsMap[key];
- // Gram-Schmidt orthogonalize
- val.u = Vector3.Normalize(val.u - (key.Item2 * Vector3.Dot(key.Item2, val.u)));
- val.v = Vector3.Normalize(val.v - (key.Item2 * Vector3.Dot(key.Item2, val.v)));
- tangentsMap[key] = val;
- }
- // apply
- foreach (var primitive in primitives)
- {
- for (int i = 0; i < primitive.VertexCount; ++i)
- {
- var p = primitive.GetVertexPosition(i);
- var n = primitive.GetVertexNormal(i);
- var t = primitive.GetVertexTexCoord(i);
- if (tangentsMap.TryGetValue((p, n, t), out (Vector3 u, Vector3 v) tangents))
- {
- var handedness = Vector3.Dot(Vector3.Cross(tangents.u, n), tangents.v) < 0 ? -1.0f : 1.0f;
- primitive.SetVertexTangent(i, new Vector4(tangents.u, handedness));
- }
- else
- {
- primitive.SetVertexTangent(i, new Vector4(1, 0, 0, 1));
- }
- }
- }
- }
- private static void _AddTangent(Dictionary<VERTEXKEY, (Vector3, Vector3)> dict, VERTEXKEY key, (Vector3 tu, Vector3 tv) alpha)
- {
- dict.TryGetValue(key, out (Vector3 tu, Vector3 tv) beta);
- dict[key] = (alpha.tu + beta.tu, alpha.tv + beta.tv);
- }
- }
- }
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