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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp 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 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 "GenFaceNormalsProcess.h"
- #include <assimp/Exceptional.h>
- #include <assimp/postprocess.h>
- #include <assimp/qnan.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include <numeric>
- #include <memory>
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is in the given flag field.
- bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
- force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
- flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
- leftHanded_ = (pFlags & aiProcess_MakeLeftHanded) != 0;
- return (pFlags & aiProcess_GenNormals) != 0;
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post-processing step on the given imported data.
- void GenFaceNormalsProcess::Execute(aiScene *pScene) {
- ASSIMP_LOG_DEBUG("GenFaceNormalsProcess begin");
- if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
- throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
- }
- bool bHas = false;
- for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
- if (this->GenMeshFaceNormals(pScene->mMeshes[a])) {
- bHas = true;
- }
- }
- if (bHas) {
- ASSIMP_LOG_INFO("GenFaceNormalsProcess finished. "
- "Face normals have been calculated");
- } else {
- ASSIMP_LOG_DEBUG("GenFaceNormalsProcess finished. "
- "Normals are already there");
- }
- }
- namespace {
- template<class XMesh>
- void updateXMeshVertices(XMesh *pMesh, std::vector<int> &uniqueVertices) {
- // replace vertex data with the unique data sets
- pMesh->mNumVertices = static_cast<unsigned int>(uniqueVertices.size());
- // ----------------------------------------------------------------------------
- // NOTE - we're *not* calling Vertex::SortBack() because it would check for
- // presence of every single vertex component once PER VERTEX. And our CPU
- // dislikes branches, even if they're easily predictable.
- // ----------------------------------------------------------------------------
- // Position, if present (check made for aiAnimMesh)
- if (pMesh->mVertices) {
- std::unique_ptr<aiVector3D[]> oldVertices(pMesh->mVertices);
- pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- pMesh->mVertices[a] = oldVertices[uniqueVertices[a]];
- }
- }
- // Tangents, if present
- if (pMesh->mTangents) {
- std::unique_ptr<aiVector3D[]> oldTangents(pMesh->mTangents);
- pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
- for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- pMesh->mTangents[a] = oldTangents[uniqueVertices[a]];
- }
- }
- // Bitangents as well
- if (pMesh->mBitangents) {
- std::unique_ptr<aiVector3D[]> oldBitangents(pMesh->mBitangents);
- pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
- for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- pMesh->mBitangents[a] = oldBitangents[uniqueVertices[a]];
- }
- }
- // Vertex colors
- for (unsigned int a = 0; pMesh->HasVertexColors(a); a++) {
- std::unique_ptr<aiColor4D[]> oldColors(pMesh->mColors[a]);
- pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
- for (unsigned int b = 0; b < pMesh->mNumVertices; b++) {
- pMesh->mColors[a][b] = oldColors[uniqueVertices[b]];
- }
- }
- // Texture coords
- for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++) {
- std::unique_ptr<aiVector3D[]> oldTextureCoords(pMesh->mTextureCoords[a]);
- pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
- for (unsigned int b = 0; b < pMesh->mNumVertices; b++) {
- pMesh->mTextureCoords[a][b] = oldTextureCoords[uniqueVertices[b]];
- }
- }
- }
- } // namespace
- // ------------------------------------------------------------------------------------------------
- // Executes the post-processing step on the given imported data.
- bool GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) {
- if (nullptr != pMesh->mNormals) {
- if (force_) {
- delete[] pMesh->mNormals;
- } else {
- return false;
- }
- }
- // If the mesh consists of lines and/or points but not of
- // triangles or higher-order polygons the normal vectors
- // are undefined.
- if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
- ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes");
- return false;
- }
- // allocate an array to hold the output normals
- std::vector<aiVector3D> normals;
- normals.resize(pMesh->mNumVertices);
- // mask to indicate if a vertex was already referenced and needs to be duplicated
- std::vector<bool> alreadyReferenced;
- alreadyReferenced.resize(pMesh->mNumVertices, false);
- std::vector<int> duplicatedVertices;
- duplicatedVertices.resize(pMesh->mNumVertices);
- std::iota(std::begin(duplicatedVertices), std::end(duplicatedVertices), 0);
- auto storeNormalSplitVertex = [&](unsigned int index, const aiVector3D& normal) {
- if (!alreadyReferenced[index]) {
- normals[index] = normal;
- alreadyReferenced[index] = true;
- } else {
- normals.push_back(normal);
- duplicatedVertices.push_back(index);
- index = static_cast<unsigned int>(duplicatedVertices.size() - 1);
- }
- return index;
- };
- const aiVector3D undefinedNormal = aiVector3D(get_qnan());
- // iterate through all faces and compute per-face normals but store them per-vertex.
- for (unsigned int a = 0; a < pMesh->mNumFaces; a++) {
- const aiFace &face = pMesh->mFaces[a];
- if (face.mNumIndices < 3) {
- // either a point or a line -> no well-defined normal vector
- for (unsigned int i = 0; i < face.mNumIndices; ++i) {
- face.mIndices[i] = storeNormalSplitVertex(face.mIndices[i], undefinedNormal);
- }
- continue;
- }
- const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
- const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
- const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
- // Boolean XOR - if either but not both of these flags are set, then the winding order has
- // changed and the cross-product to calculate the normal needs to be reversed
- if (flippedWindingOrder_ != leftHanded_)
- std::swap(pV2, pV3);
- const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
- for (unsigned int i = 0; i < face.mNumIndices; ++i) {
- face.mIndices[i] = storeNormalSplitVertex(face.mIndices[i], vNor);
- }
- }
- // store normals (and additional vertices) back into the mesh
- if (pMesh->mNumVertices != std::size(duplicatedVertices)) {
- updateXMeshVertices(pMesh, duplicatedVertices);
- }
- pMesh->mNormals = new aiVector3D[normals.size()];
- memcpy(pMesh->mNormals, normals.data(), normals.size() * sizeof(aiVector3D));
- return true;
- }
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