Refactor: Expand tabs to 4 spaces

This commit is contained in:
Richard
2015-05-18 21:57:13 -06:00
parent a96a595a7a
commit 83de707587
324 changed files with 78951 additions and 78956 deletions

View File

@@ -57,180 +57,180 @@ using namespace Assimp;
// Constructor to be privately used by Importer
GenVertexNormalsProcess::GenVertexNormalsProcess()
{
this->configMaxAngle = AI_DEG_TO_RAD(175.f);
this->configMaxAngle = AI_DEG_TO_RAD(175.f);
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
GenVertexNormalsProcess::~GenVertexNormalsProcess()
{
// nothing to do here
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_GenSmoothNormals) != 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,175.f);
configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle,175.0f),0.0f));
// Get the current value of the AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property
configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,175.f);
configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle,175.0f),0.0f));
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void GenVertexNormalsProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("GenVertexNormalsProcess begin");
DefaultLogger::get()->debug("GenVertexNormalsProcess begin");
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
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++)
{
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
{
if(GenMeshVertexNormals( pScene->mMeshes[a],a))
bHas = true;
}
bHas = true;
}
if (bHas) {
DefaultLogger::get()->info("GenVertexNormalsProcess finished. "
"Vertex normals have been calculated");
}
else DefaultLogger::get()->debug("GenVertexNormalsProcess finished. "
"Normals are already there");
if (bHas) {
DefaultLogger::get()->info("GenVertexNormalsProcess finished. "
"Vertex normals have been calculated");
}
else DefaultLogger::get()->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 (NULL != pMesh->mNormals)
return false;
if (NULL != pMesh->mNormals)
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)))
{
DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes");
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)))
{
DefaultLogger::get()->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<float>::quiet_NaN();
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
// Allocate the array to hold the output normals
const float qnan = std::numeric_limits<float>::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);
}
// 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;
}
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]];
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1));
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]];
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1));
for (unsigned int i = 0;i < face.mNumIndices;++i) {
pMesh->mNormals[face.mIndices[i]] = vNor;
}
}
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 = NULL;
SpatialSort _vertexFinder;
float posEpsilon = 1e-5f;
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;
aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices];
// 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 = NULL;
SpatialSort _vertexFinder;
float posEpsilon = 1e-5f;
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;
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;
}
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);
// 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.Normalize();
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.Normalize();
// 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 float 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);
// 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 float 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];
float vrlen = vr.Length();
aiVector3D vr = pMesh->mNormals[i];
float vrlen = vr.Length();
aiVector3D pcNor;
for (unsigned int a = 0; a < verticesFound.size(); ++a) {
aiVector3D v = pMesh->mNormals[verticesFound[a]];
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
// HACK: if v.x is qnan the dot product will become qnan, too
// therefore the comparison against fLimit should be false
// in every case.
if (v * vr >= fLimit * vrlen * v.Length())
pcNor += v;
}
pcNew[i] = pcNor.Normalize();
}
}
// check whether the angle between the two normals is not too large
// HACK: if v.x is qnan the dot product will become qnan, too
// therefore the comparison against fLimit should be false
// in every case.
if (v * vr >= fLimit * vrlen * v.Length())
pcNor += v;
}
pcNew[i] = pcNor.Normalize();
}
}
delete[] pMesh->mNormals;
pMesh->mNormals = pcNew;
delete[] pMesh->mNormals;
pMesh->mNormals = pcNew;
return true;
return true;
}