new stuff
This commit is contained in:
parent
8998bc3936
commit
64c8492e5c
6907 changed files with 3401899 additions and 0 deletions
229
assimp/code/PostProcessing/GenFaceNormalsProcess.cpp
Normal file
229
assimp/code/PostProcessing/GenFaceNormalsProcess.cpp
Normal file
|
|
@ -0,0 +1,229 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2026, 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;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue