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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 post processing step to generate face
- * normals for all imported faces.
- */
- #include "GenVertexNormalsProcess.h"
- #include "SpatialSort.h"
- #include "../include/DefaultLogger.h"
- #include "../include/aiPostProcess.h"
- #include "../include/aiMesh.h"
- #include "../include/aiScene.h"
- #include "../include/assimp.hpp"
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- GenVertexNormalsProcess::GenVertexNormalsProcess()
- {
- this->configMaxAngle = AI_DEG_TO_RAD(175.f);
- }
- // ------------------------------------------------------------------------------------------------
- // 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::SetupProperties(const Importer* pImp)
- {
- // get the current value of the property
- this->configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,175.f);
- this->configMaxAngle = std::max(std::min(this->configMaxAngle,175.0f),0.0f);
- this->configMaxAngle = AI_DEG_TO_RAD(this->configMaxAngle);
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void GenVertexNormalsProcess::Execute( aiScene* pScene)
- {
- DefaultLogger::get()->debug("GenVertexNormalsProcess begin");
- bool bHas = false;
- for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- {
- if(this->GenMeshVertexNormals( pScene->mMeshes[a]))
- bHas = true;
- }
- if (bHas)
- {
- DefaultLogger::get()->info("GenVertexNormalsProcess finished. "
- "Vertex normals have been calculated");
- }
- else DefaultLogger::get()->debug("GenVertexNormalsProcess finished. "
- "Normals are already there");
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh)
- {
- if (NULL != pMesh->mNormals)return false;
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- const aiFace& face = pMesh->mFaces[a];
- 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;
- vNor.Normalize();
- for (unsigned int i = 0;i < face.mNumIndices;++i)
- pMesh->mNormals[face.mIndices[i]] = 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;
- const float fLimit = cosf(this->configMaxAngle);
- 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;
- unsigned int div = 0;
- for (unsigned int a = 0; a < verticesFound.size(); ++a)
- {
- unsigned int vidx = verticesFound[a];
- // check whether the angle between the two normals is not too large
- if (pMesh->mNormals[vidx] * pMesh->mNormals[i] < fLimit)
- continue;
- pcNor += pMesh->mNormals[vidx];
- ++div;
- }
- pcNor.Normalize();
- pcNew[i] = pcNor;
- }
- delete[] pMesh->mNormals;
- pMesh->mNormals = pcNew;
- return true;
- }
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