Added AC-loader, WIP version. PLY loader is now able to load models from blender, test model added. Refactoring. Added FindInvalidData step. Added support for precompiled headers, the release builds in VC8 are configued to use PCH now. Added separate makefile for mingw, no -FPic warning anymore, -clear works now. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@176 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
211 lines
6.2 KiB
C++
211 lines
6.2 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "stdafx.h"
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#include "assimp_view.h"
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#include "GenFaceNormalsProcess.h"
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#include "GenVertexNormalsProcess.h"
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#include "JoinVerticesProcess.h"
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#include "CalcTangentsProcess.h"
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#include "extra/MakeVerboseFormat.h"
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namespace AssimpView {
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// NOTE: These classes are necessary since the c'tors of all
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// postprocess steps are protected. Generally they're not
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// intended to be used directly by applications.
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//
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// However, the viewer is an exception. It does nothing than
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// displaxing the aiScene, so it wouldn't make sense to copy
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// the data to another data structure.
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//
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class MyGenFaceNormalsProcess : public Assimp::GenFaceNormalsProcess
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{
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public:
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MyGenFaceNormalsProcess() {}
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};
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class MyGenVertexNormalsProcess : public Assimp::GenVertexNormalsProcess
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{
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public:
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MyGenVertexNormalsProcess() {}
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};
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class MyMakeVerboseFormatProcess : public Assimp::MakeVerboseFormatProcess
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{
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public:
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MyMakeVerboseFormatProcess() {}
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};
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class MyCalcTangentsProcess : public Assimp::CalcTangentsProcess
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{
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public:
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MyCalcTangentsProcess() {}
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};
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class MyJoinVerticesProcess : public Assimp::JoinVerticesProcess
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{
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public:
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MyJoinVerticesProcess() {}
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};
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bool g_bWasFlipped = false;
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//-------------------------------------------------------------------------------
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// Flip all normal vectors
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//-------------------------------------------------------------------------------
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void AssetHelper::FlipNormalsInt()
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{
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// invert all normal vectors
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = this->pcScene->mMeshes[i];
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
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{
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pcMesh->mNormals[a] *= -1.0f;
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}
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}
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}
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//-------------------------------------------------------------------------------
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void AssetHelper::FlipNormals()
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{
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FlipNormalsInt();
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// recreate native data
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DeleteAssetData(true);
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CreateAssetData();
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g_bWasFlipped = ! g_bWasFlipped;
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}
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//-------------------------------------------------------------------------------
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// Set the normal set of the scene
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//-------------------------------------------------------------------------------
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void AssetHelper::SetNormalSet(unsigned int iSet)
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{
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if (this->iNormalSet == iSet)return;
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// we need to build an unique set of vertices for this ...
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{
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MyMakeVerboseFormatProcess* pcProcess = new MyMakeVerboseFormatProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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if (!this->apcMeshes[i]->pvOriginalNormals)
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{
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this->apcMeshes[i]->pvOriginalNormals = new aiVector3D[this->pcScene->mMeshes[i]->mNumVertices];
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memcpy( this->apcMeshes[i]->pvOriginalNormals,this->pcScene->mMeshes[i]->mNormals,
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this->pcScene->mMeshes[i]->mNumVertices * sizeof(aiVector3D));
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}
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delete[] this->pcScene->mMeshes[i]->mNormals;
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this->pcScene->mMeshes[i]->mNormals = NULL;
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}
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}
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// now we can start to calculate a new set of normals
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if (HARD == iSet)
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{
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MyGenFaceNormalsProcess* pcProcess = new MyGenFaceNormalsProcess();
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pcProcess->Execute(this->pcScene);
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//FlipNormalsInt();
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delete pcProcess;
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}
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else if (SMOOTH == iSet)
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{
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MyGenVertexNormalsProcess* pcProcess = new MyGenVertexNormalsProcess();
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pcProcess->SetMaxSmoothAngle(1.5f);
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pcProcess->Execute(this->pcScene);
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//FlipNormalsInt();
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delete pcProcess;
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}
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else if (ORIGINAL == iSet)
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{
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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if (this->apcMeshes[i]->pvOriginalNormals)
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{
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delete[] this->pcScene->mMeshes[i]->mNormals;
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this->pcScene->mMeshes[i]->mNormals = this->apcMeshes[i]->pvOriginalNormals;
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this->apcMeshes[i]->pvOriginalNormals = NULL;
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}
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}
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}
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// recalculate tangents and bitangents
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Assimp::BaseProcess* pcProcess = new MyCalcTangentsProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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// join the mesh vertices again
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pcProcess = new MyJoinVerticesProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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this->iNormalSet = iSet;
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if (g_bWasFlipped)
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{
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// invert all normal vectors
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = this->pcScene->mMeshes[i];
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
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{
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pcMesh->mNormals[a] *= -1.0f;
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}
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}
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}
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// recreate native data
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DeleteAssetData(true);
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CreateAssetData();
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return;
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}
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}; |