# make source UV index for tangent space computation configurable via the AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX option.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1027 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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#include "CalcTangentsProcess.h"
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#include "ProcessHelper.h"
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#include "TinyFormatter.h"
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using namespace Assimp;
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@@ -77,9 +78,11 @@ bool CalcTangentsProcess::IsActive( unsigned int pFlags) const
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void CalcTangentsProcess::SetupProperties(const Importer* pImp)
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{
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// get the current value of the property
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this->configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
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this->configMaxAngle = std::max(std::min(this->configMaxAngle,45.0f),0.0f);
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this->configMaxAngle = AI_DEG_TO_RAD(this->configMaxAngle);
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configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
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configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f);
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configMaxAngle = AI_DEG_TO_RAD(configMaxAngle);
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configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX,0);
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}
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// ------------------------------------------------------------------------------------------------
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@@ -92,7 +95,7 @@ void CalcTangentsProcess::Execute( aiScene* pScene)
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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if(ProcessMesh( pScene->mMeshes[a],a))bHas = true;
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if (bHas)DefaultLogger::get()->debug("CalcTangentsProcess finished. Tangents have been calculated");
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if (bHas)DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated");
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else DefaultLogger::get()->debug("CalcTangentsProcess finished");
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}
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@@ -117,12 +120,18 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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return false;
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}
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// what we can check, though, is if the mesh has normals and texture coord. That's a requirement
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if( pMesh->mNormals == NULL || pMesh->mTextureCoords[0] == NULL)
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// what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement
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if( pMesh->mNormals == NULL)
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{
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DefaultLogger::get()->error("Unable to compute tangents: UV0 and normals must be there ");
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DefaultLogger::get()->error("Failed to compute tangents; need normals");
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return false;
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}
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if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] )
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{
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DefaultLogger::get()->error((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV));
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return false;
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}
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const float angleEpsilon = 0.9999f;
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std::vector<bool> vertexDone( pMesh->mNumVertices, false);
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@@ -134,7 +143,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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const aiVector3D* meshPos = pMesh->mVertices;
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const aiVector3D* meshNorm = pMesh->mNormals;
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const aiVector3D* meshTex = pMesh->mTextureCoords[0];
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const aiVector3D* meshTex = pMesh->mTextureCoords[configSourceUV];
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aiVector3D* meshTang = pMesh->mTangents;
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aiVector3D* meshBitang = pMesh->mBitangents;
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@@ -222,7 +231,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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}
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std::vector<unsigned int> verticesFound;
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const float fLimit = cosf(this->configMaxAngle);
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const float fLimit = cosf(configMaxAngle);
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std::vector<unsigned int> closeVertices;
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// in the second pass we now smooth out all tangents and bitangents at the same local position
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