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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 generate face
- * normals for all imported faces.
- */
- // internal headers
- #include "GenVertexNormalsProcess.h"
- #include "ProcessHelper.h"
- #include <assimp/Exceptional.h>
- #include <assimp/qnan.h>
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- GenVertexNormalsProcess::GenVertexNormalsProcess() :
- configMaxAngle(AI_DEG_TO_RAD(175.f)) {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // 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 {
- force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
- flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
- 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 AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property
- configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, (ai_real)175.0);
- configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle, (ai_real)175.0), (ai_real)0.0));
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void GenVertexNormalsProcess::Execute(aiScene *pScene) {
- ASSIMP_LOG_DEBUG("GenVertexNormalsProcess 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 (GenMeshVertexNormals(pScene->mMeshes[a], a))
- bHas = true;
- }
- if (bHas) {
- ASSIMP_LOG_INFO("GenVertexNormalsProcess finished. "
- "Vertex normals have been calculated");
- } else {
- ASSIMP_LOG_DEBUG("GenVertexNormalsProcess finished. "
- "Normals are already there");
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int meshIndex) {
- 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 the array to hold the output normals
- const float qnan = std::numeric_limits<ai_real>::quiet_NaN();
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- // 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 normal vector
- for (unsigned int i = 0; i < face.mNumIndices; ++i) {
- pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
- }
- 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]];
- if (flippedWindingOrder_)
- std::swap( pV2, pV3 );
- const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
- for (unsigned int i = 0; i < face.mNumIndices; ++i) {
- pMesh->mNormals[face.mIndices[i]] = vNor;
- }
- }
- // Set up a SpatialSort to quickly find all vertices close to a given position
- // check whether we can reuse the SpatialSort of a previous step.
- SpatialSort *vertexFinder = nullptr;
- SpatialSort _vertexFinder;
- ai_real posEpsilon = ai_real(1e-5);
- if (shared) {
- std::vector<std::pair<SpatialSort, ai_real>> *avf;
- shared->GetProperty(AI_SPP_SPATIAL_SORT, avf);
- if (avf) {
- std::pair<SpatialSort, ai_real> &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;
- aiVector3D *pcNew = new aiVector3D[pMesh->mNumVertices];
- if (configMaxAngle >= AI_DEG_TO_RAD(175.f)) {
- // There is no angle limit. Thus all vertices with positions close
- // to each other will receive the same vertex normal. This allows us
- // to optimize the whole algorithm a little bit ...
- std::vector<bool> abHad(pMesh->mNumVertices, false);
- for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) {
- if (abHad[i]) {
- continue;
- }
- // Get all vertices that share this one ...
- vertexFinder->FindPositions(pMesh->mVertices[i], posEpsilon, verticesFound);
- aiVector3D pcNor;
- for (unsigned int a = 0; a < verticesFound.size(); ++a) {
- const aiVector3D &v = pMesh->mNormals[verticesFound[a]];
- if (is_not_qnan(v.x)) pcNor += v;
- }
- pcNor.NormalizeSafe();
- // Write the smoothed normal back to all affected normals
- for (unsigned int a = 0; a < verticesFound.size(); ++a) {
- unsigned int vidx = verticesFound[a];
- pcNew[vidx] = pcNor;
- abHad[vidx] = true;
- }
- }
- }
- // Slower code path if a smooth angle is set. There are many ways to achieve
- // the effect, this one is the most straightforward one.
- else {
- const ai_real fLimit = std::cos(configMaxAngle);
- for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) {
- // Get all vertices that share this one ...
- vertexFinder->FindPositions(pMesh->mVertices[i], posEpsilon, verticesFound);
- aiVector3D vr = pMesh->mNormals[i];
- aiVector3D pcNor;
- for (unsigned int a = 0; a < verticesFound.size(); ++a) {
- aiVector3D v = pMesh->mNormals[verticesFound[a]];
- // Check whether the angle between the two normals is not too large.
- // Skip the angle check on our own normal to avoid false negatives
- // (v*v is not guaranteed to be 1.0 for all unit vectors v)
- if (is_not_qnan(v.x) && (verticesFound[a] == i || (v * vr >= fLimit)))
- pcNor += v;
- }
- pcNew[i] = pcNor.NormalizeSafe();
- }
- }
- delete[] pMesh->mNormals;
- pMesh->mNormals = pcNew;
- return true;
- }
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