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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2022, 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 calculate
- * tangents and bitangents for all imported meshes
- */
- // internal headers
- #include "CalcTangentsProcess.h"
- #include "ProcessHelper.h"
- #include <assimp/TinyFormatter.h>
- #include <assimp/qnan.h>
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- CalcTangentsProcess::CalcTangentsProcess() :
- configMaxAngle(float(AI_DEG_TO_RAD(45.f))), configSourceUV(0) {
- // nothing to do here
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- CalcTangentsProcess::~CalcTangentsProcess() {
- // nothing to do here
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool CalcTangentsProcess::IsActive(unsigned int pFlags) const {
- return (pFlags & aiProcess_CalcTangentSpace) != 0;
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void CalcTangentsProcess::SetupProperties(const Importer *pImp) {
- ai_assert(nullptr != pImp);
- // get the current value of the property
- configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, 45.f);
- configMaxAngle = std::max(std::min(configMaxAngle, 45.0f), 0.0f);
- configMaxAngle = AI_DEG_TO_RAD(configMaxAngle);
- configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX, 0);
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void CalcTangentsProcess::Execute(aiScene *pScene) {
- ai_assert(nullptr != pScene);
- ASSIMP_LOG_DEBUG("CalcTangentsProcess begin");
- bool bHas = false;
- for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
- if (ProcessMesh(pScene->mMeshes[a], a)) bHas = true;
- }
- if (bHas) {
- ASSIMP_LOG_INFO("CalcTangentsProcess finished. Tangents have been calculated");
- } else {
- ASSIMP_LOG_DEBUG("CalcTangentsProcess finished");
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Calculates tangents and bi-tangents for the given mesh
- bool CalcTangentsProcess::ProcessMesh(aiMesh *pMesh, unsigned int meshIndex) {
- // we assume that the mesh is still in the verbose vertex format where each face has its own set
- // of vertices and no vertices are shared between faces. Sadly I don't know any quick test to
- // assert() it here.
- // assert( must be verbose, dammit);
- if (pMesh->mTangents) // this implies that mBitangents is also there
- 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("Tangents are undefined for line and point meshes");
- return false;
- }
- // what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement
- if (pMesh->mNormals == nullptr) {
- ASSIMP_LOG_ERROR("Failed to compute tangents; need normals");
- return false;
- }
- if (configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV]) {
- ASSIMP_LOG_ERROR("Failed to compute tangents; need UV data in channel", configSourceUV);
- return false;
- }
- const float angleEpsilon = 0.9999f;
- std::vector<bool> vertexDone(pMesh->mNumVertices, false);
- const float qnan = get_qnan();
- // create space for the tangents and bitangents
- pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
- pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
- const aiVector3D *meshPos = pMesh->mVertices;
- const aiVector3D *meshNorm = pMesh->mNormals;
- const aiVector3D *meshTex = pMesh->mTextureCoords[configSourceUV];
- aiVector3D *meshTang = pMesh->mTangents;
- aiVector3D *meshBitang = pMesh->mBitangents;
- // calculate the tangent and bitangent for every face
- for (unsigned int a = 0; a < pMesh->mNumFaces; a++) {
- const aiFace &face = pMesh->mFaces[a];
- if (face.mNumIndices < 3) {
- // There are less than three indices, thus the tangent vector
- // is not defined. We are finished with these vertices now,
- // their tangent vectors are set to qnan.
- for (unsigned int i = 0; i < face.mNumIndices; ++i) {
- unsigned int idx = face.mIndices[i];
- vertexDone[idx] = true;
- meshTang[idx] = aiVector3D(qnan);
- meshBitang[idx] = aiVector3D(qnan);
- }
- continue;
- }
- // triangle or polygon... we always use only the first three indices. A polygon
- // is supposed to be planar anyways....
- // FIXME: (thom) create correct calculation for multi-vertex polygons maybe?
- const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2];
- // position differences p1->p2 and p1->p3
- aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0];
- // texture offset p1->p2 and p1->p3
- float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y;
- float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y;
- float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
- // when t1, t2, t3 in same position in UV space, just use default UV direction.
- if (sx * ty == sy * tx) {
- sx = 0.0;
- sy = 1.0;
- tx = 1.0;
- ty = 0.0;
- }
- // tangent points in the direction where to positive X axis of the texture coord's would point in model space
- // bitangent's points along the positive Y axis of the texture coord's, respectively
- aiVector3D tangent, bitangent;
- tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
- tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
- tangent.z = (w.z * sy - v.z * ty) * dirCorrection;
- bitangent.x = (w.x * sx - v.x * tx) * dirCorrection;
- bitangent.y = (w.y * sx - v.y * tx) * dirCorrection;
- bitangent.z = (w.z * sx - v.z * tx) * dirCorrection;
- // store for every vertex of that face
- for (unsigned int b = 0; b < face.mNumIndices; ++b) {
- unsigned int p = face.mIndices[b];
- // project tangent and bitangent into the plane formed by the vertex' normal
- aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
- aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
- localTangent.NormalizeSafe();
- localBitangent.NormalizeSafe();
- // reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN.
- bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z);
- bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z);
- if (invalid_tangent != invalid_bitangent) {
- if (invalid_tangent) {
- localTangent = meshNorm[p] ^ localBitangent;
- localTangent.NormalizeSafe();
- } else {
- localBitangent = localTangent ^ meshNorm[p];
- localBitangent.NormalizeSafe();
- }
- }
- // and write it into the mesh.
- meshTang[p] = localTangent;
- meshBitang[p] = localBitangent;
- }
- }
- // create a helper to quickly find locally close vertices among the vertex array
- // FIX: check whether we can reuse the SpatialSort of a previous step
- SpatialSort *vertexFinder = nullptr;
- SpatialSort _vertexFinder;
- float posEpsilon = 10e-6f;
- if (shared) {
- std::vector<std::pair<SpatialSort, float>> *avf;
- shared->GetProperty(AI_SPP_SPATIAL_SORT, avf);
- if (avf) {
- std::pair<SpatialSort, float> &blubb = avf->operator[](meshIndex);
- vertexFinder = &blubb.first;
- posEpsilon = blubb.second;
- ;
- }
- }
- if (!vertexFinder) {
- _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof(aiVector3D));
- vertexFinder = &_vertexFinder;
- posEpsilon = ComputePositionEpsilon(pMesh);
- }
- std::vector<unsigned int> verticesFound;
- const float fLimit = std::cos(configMaxAngle);
- std::vector<unsigned int> closeVertices;
- // in the second pass we now smooth out all tangents and bitangents at the same local position
- // if they are not too far off.
- for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- if (vertexDone[a])
- continue;
- const aiVector3D &origPos = pMesh->mVertices[a];
- const aiVector3D &origNorm = pMesh->mNormals[a];
- const aiVector3D &origTang = pMesh->mTangents[a];
- const aiVector3D &origBitang = pMesh->mBitangents[a];
- closeVertices.resize(0);
- // find all vertices close to that position
- vertexFinder->FindPositions(origPos, posEpsilon, verticesFound);
- closeVertices.reserve(verticesFound.size() + 5);
- closeVertices.push_back(a);
- // look among them for other vertices sharing the same normal and a close-enough tangent/bitangent
- for (unsigned int b = 0; b < verticesFound.size(); b++) {
- unsigned int idx = verticesFound[b];
- if (vertexDone[idx])
- continue;
- if (meshNorm[idx] * origNorm < angleEpsilon)
- continue;
- if (meshTang[idx] * origTang < fLimit)
- continue;
- if (meshBitang[idx] * origBitang < fLimit)
- continue;
- // it's similar enough -> add it to the smoothing group
- closeVertices.push_back(idx);
- vertexDone[idx] = true;
- }
- // smooth the tangents and bitangents of all vertices that were found to be close enough
- aiVector3D smoothTangent(0, 0, 0), smoothBitangent(0, 0, 0);
- for (unsigned int b = 0; b < closeVertices.size(); ++b) {
- smoothTangent += meshTang[closeVertices[b]];
- smoothBitangent += meshBitang[closeVertices[b]];
- }
- smoothTangent.Normalize();
- smoothBitangent.Normalize();
- // and write it back into all affected tangents
- for (unsigned int b = 0; b < closeVertices.size(); ++b) {
- meshTang[closeVertices[b]] = smoothTangent;
- meshBitang[closeVertices[b]] = smoothBitangent;
- }
- }
- return true;
- }
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