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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development Team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file Implementation of the 3ds importer class */
- #include "3DSLoader.h"
- #include "MaterialSystem.h"
- #include <algorithm>
- #include "../include/IOStream.h"
- #include "../include/IOSystem.h"
- #include "../include/aiMesh.h"
- #include "../include/aiScene.h"
- #include "../include/aiAssert.h"
- #include "3DSSpatialSort.h"
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
- {
- // First generate face normals
- sMesh->mNormals.resize(sMesh->mPositions.size(),aiVector3D());
- for( unsigned int a = 0; a < sMesh->mFaces.size(); a++)
- {
- Dot3DS::Face& face = sMesh->mFaces[a];
- // assume it is a triangle
- aiVector3D* pV1 = &sMesh->mPositions[face.mIndices[0]];
- aiVector3D* pV2 = &sMesh->mPositions[face.mIndices[1]];
- aiVector3D* pV3 = &sMesh->mPositions[face.mIndices[2]];
- aiVector3D pDelta1 = *pV2 - *pV1;
- aiVector3D pDelta2 = *pV3 - *pV1;
- aiVector3D vNor = pDelta1 ^ pDelta2;
- sMesh->mNormals[face.mIndices[0]] = vNor;
- sMesh->mNormals[face.mIndices[1]] = vNor;
- sMesh->mNormals[face.mIndices[2]] = vNor;
- }
- // calculate the position bounds so we have a reliable epsilon to
- // check position differences against
- // @Schrompf: This is the 6th time this snippet is repeated!
- aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
- for( unsigned int a = 0; a < sMesh->mPositions.size(); a++)
- {
- minVec.x = std::min( minVec.x, sMesh->mPositions[a].x);
- minVec.y = std::min( minVec.y, sMesh->mPositions[a].y);
- minVec.z = std::min( minVec.z, sMesh->mPositions[a].z);
- maxVec.x = std::max( maxVec.x, sMesh->mPositions[a].x);
- maxVec.y = std::max( maxVec.y, sMesh->mPositions[a].y);
- maxVec.z = std::max( maxVec.z, sMesh->mPositions[a].z);
- }
- const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
- std::vector<aiVector3D> avNormals;
- avNormals.resize(sMesh->mNormals.size());
-
- // now generate the spatial sort tree
- D3DSSpatialSorter sSort;
- for( std::vector<Dot3DS::Face>::iterator
- i = sMesh->mFaces.begin();
- i != sMesh->mFaces.end();++i)
- {
- sSort.AddFace(&(*i),sMesh->mPositions);
- }
- sSort.Prepare();
- for( std::vector<Dot3DS::Face>::iterator
- i = sMesh->mFaces.begin();
- i != sMesh->mFaces.end();++i)
- {
- std::vector<unsigned int> poResult;
- for (unsigned int c = 0; c < 3;++c)
- {
- sSort.FindPositions(sMesh->mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
- posEpsilon,poResult);
- aiVector3D vNormals;
- float fDiv = 0.0f;
- for (std::vector<unsigned int>::const_iterator
- a = poResult.begin();
- a != poResult.end();++a)
- {
- vNormals += sMesh->mNormals[(*a)];
- fDiv += 1.0f;
- }
- vNormals.x /= fDiv;
- vNormals.y /= fDiv;
- vNormals.z /= fDiv;
- vNormals.Normalize();
- avNormals[(*i).mIndices[c]] = vNormals;
- poResult.clear();
- }
- }
- sMesh->mNormals = avNormals;
- return;
- }
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