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- /** @file Implementation of the post processing step to generate face
- * normals for all imported faces.
- */
- #include "GenVertexNormalsProcess.h"
- #include "SpatialSort.h"
- #include "../include/aiPostProcess.h"
- #include "../include/aiMesh.h"
- #include "../include/aiScene.h"
- using namespace Assimp;
- // Constructor to be privately used by Importer
- GenVertexNormalsProcess::GenVertexNormalsProcess()
- {
- }
- // Destructor, private as well
- GenVertexNormalsProcess::~GenVertexNormalsProcess()
- {
- // nothing to do here
- }
- // -------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
- {
- return (pFlags & aiProcess_GenSmoothNormals) != 0;
- }
- // -------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void GenVertexNormalsProcess::Execute( aiScene* pScene)
- {
- for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- this->GenMeshVertexNormals( pScene->mMeshes[a]);
- }
- // -------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh)
- {
- if (NULL != pMesh->mNormals)return;
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- const aiFace& face = pMesh->mFaces[a];
- // assume it is a triangle
- aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
- aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
- aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[2]];
- aiVector3D pDelta1 = *pV2 - *pV1;
- aiVector3D pDelta2 = *pV3 - *pV1;
- aiVector3D vNor = pDelta1 ^ pDelta2;
- float fLength = vNor.Length();
- if (0.0f != fLength)vNor /= fLength;
- pMesh->mNormals[face.mIndices[0]] = vNor;
- pMesh->mNormals[face.mIndices[1]] = vNor;
- pMesh->mNormals[face.mIndices[2]] = vNor;
- }
- // calculate the position bounds so we have a reliable epsilon to
- // check position differences against
- aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
- for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
- {
- minVec.x = std::min( minVec.x, pMesh->mVertices[a].x);
- minVec.y = std::min( minVec.y, pMesh->mVertices[a].y);
- minVec.z = std::min( minVec.z, pMesh->mVertices[a].z);
- maxVec.x = std::max( maxVec.x, pMesh->mVertices[a].x);
- maxVec.y = std::max( maxVec.y, pMesh->mVertices[a].y);
- maxVec.z = std::max( maxVec.z, pMesh->mVertices[a].z);
- }
- const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
- // set up a SpatialSort to quickly find all vertices close to a given position
- SpatialSort vertexFinder( pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
- std::vector<unsigned int> verticesFound;
- aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices];
- for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
- {
- const aiVector3D& posThis = pMesh->mVertices[i];
- // get all vertices that share this one ...
- vertexFinder.FindPositions( posThis, posEpsilon, verticesFound);
- aiVector3D pcNor;
- for (unsigned int a = 0; a < verticesFound.size(); ++a)
- {
- unsigned int vidx = verticesFound[a];
- pcNor += pMesh->mNormals[vidx];
- }
- pcNor /= (float) verticesFound.size();
- pcNew[i] = pcNor;
- }
- delete pMesh->mNormals;
- pMesh->mNormals = pcNew;
- return;
- }
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