Added SortByPType and DeterminePType (anon.) steps Optimized ASE, fixed 3DS. Rewrite all loaders to conform to the api changes. Optimized normal computation code in LWOLoader.cpp Added new unit tests Added test file for AC3D (good old wuson again) git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@167 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
277 lines
10 KiB
C++
277 lines
10 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (ASSIMP)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 calculate
|
|
* tangents and bitangents for all imported meshes
|
|
*/
|
|
|
|
// STL headers
|
|
#include <vector>
|
|
#include <assert.h>
|
|
|
|
// public ASSIMP headers
|
|
#include "../include/DefaultLogger.h"
|
|
#include "../include/aiPostProcess.h"
|
|
#include "../include/aiMesh.h"
|
|
#include "../include/aiScene.h"
|
|
#include "../include/assimp.hpp"
|
|
|
|
// internal headers
|
|
#include "CalcTangentsProcess.h"
|
|
#include "ProcessHelper.h"
|
|
|
|
using namespace Assimp;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
CalcTangentsProcess::CalcTangentsProcess()
|
|
{
|
|
this->configMaxAngle = AI_DEG_TO_RAD(45.f);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
CalcTangentsProcess::~CalcTangentsProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the processing step is present in the given flag field.
|
|
bool CalcTangentsProcess::IsActive( unsigned int pFlags) const
|
|
{
|
|
return (pFlags & aiProcess_CalcTangentSpace) != 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
void CalcTangentsProcess::SetupProperties(const Importer* pImp)
|
|
{
|
|
// get the current value of the property
|
|
this->configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
|
|
this->configMaxAngle = std::max(std::min(this->configMaxAngle,45.0f),0.0f);
|
|
this->configMaxAngle = AI_DEG_TO_RAD(this->configMaxAngle);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
void CalcTangentsProcess::Execute( aiScene* pScene)
|
|
{
|
|
DefaultLogger::get()->debug("CalcTangentsProcess begin");
|
|
|
|
bool bHas = false;
|
|
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
|
if(ProcessMesh( pScene->mMeshes[a],a))bHas = true;
|
|
|
|
if (bHas)DefaultLogger::get()->debug("CalcTangentsProcess finished. Tangents have been calculated");
|
|
else DefaultLogger::get()->debug("CalcTangentsProcess finished");
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Calculates tangents and bitangents for the given mesh
|
|
bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
|
|
{
|
|
// we assume that the mesh is still in the verbose vertex format where each face has its own set
|
|
// of vertices and no vertices are shared between faces. Sadly I don't know any quick test to
|
|
// assert() it here.
|
|
//assert( must be verbose, dammit);
|
|
|
|
|
|
if (pMesh->mTangents && pMesh->mBitangents ||
|
|
!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// what we can check, though, is if the mesh has normals and texture coord. That's a requirement
|
|
if( pMesh->mNormals == NULL || pMesh->mTextureCoords[0] == NULL)
|
|
{
|
|
DefaultLogger::get()->error("Unable to compute tangents: UV0 and normals must be there ");
|
|
return false;
|
|
}
|
|
const float angleEpsilon = 0.9999f;
|
|
|
|
std::vector<bool> vertexDone( pMesh->mNumVertices, false);
|
|
|
|
// create space for the tangents and bitangents
|
|
pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
|
|
pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
|
|
|
|
const aiVector3D* meshPos = pMesh->mVertices;
|
|
const aiVector3D* meshNorm = pMesh->mNormals;
|
|
const aiVector3D* meshTex = pMesh->mTextureCoords[0];
|
|
aiVector3D* meshTang = pMesh->mTangents;
|
|
aiVector3D* meshBitang = pMesh->mBitangents;
|
|
|
|
// calculate the tangent and bitangent for every face
|
|
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
|
|
{
|
|
const aiFace& face = pMesh->mFaces[a];
|
|
if (face.mNumIndices < 3)
|
|
{
|
|
for (unsigned int i = 0; i < face.mNumIndices;++i)
|
|
vertexDone[face.mIndices[i]] = true;
|
|
|
|
continue;
|
|
}
|
|
|
|
// triangle or polygon... we always use only the first three indices. A polygon
|
|
// is supposed to be planar anyways....
|
|
// FIXME: (thom) create correct calculation for multi-vertex polygons maybe?
|
|
const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2];
|
|
|
|
// position differences p1->p2 and p1->p3
|
|
aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0];
|
|
|
|
// texture offset p1->p2 and p1->p3
|
|
float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y;
|
|
float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y;
|
|
float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
|
|
|
|
// tangent points in the direction where to positive X axis of the texture coords would point in model space
|
|
// bitangents points along the positive Y axis of the texture coords, respectively
|
|
aiVector3D tangent, bitangent;
|
|
tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
|
|
tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
|
|
tangent.z = (w.z * sy - v.z * ty) * dirCorrection;
|
|
bitangent.x = (w.x * sx - v.x * tx) * dirCorrection;
|
|
bitangent.y = (w.y * sx - v.y * tx) * dirCorrection;
|
|
bitangent.z = (w.z * sx - v.z * tx) * dirCorrection;
|
|
|
|
// store for every vertex of that face
|
|
for( unsigned int b = 0; b < face.mNumIndices; b++)
|
|
{
|
|
unsigned int p = face.mIndices[b];
|
|
|
|
// project tangent and bitangent into the plane formed by the vertex' normal
|
|
aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
|
|
aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
|
|
localTangent.Normalize(); localBitangent.Normalize();
|
|
|
|
// and write it into the mesh.
|
|
meshTang[p] = localTangent;
|
|
meshBitang[p] = localBitangent;
|
|
}
|
|
}
|
|
|
|
|
|
// create a helper to quickly find locally close vertices among the vertex array
|
|
// FIX: check whether we can reuse the SpatialSort of a previous step
|
|
SpatialSort* vertexFinder = NULL;
|
|
SpatialSort _vertexFinder;
|
|
float posEpsilon;
|
|
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;
|
|
|
|
const float fLimit = cosf(this->configMaxAngle);
|
|
|
|
// in the second pass we now smooth out all tangents and bitangents at the same local position
|
|
// if they are not too far off.
|
|
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
|
|
{
|
|
if( vertexDone[a])
|
|
continue;
|
|
|
|
const aiVector3D& origPos = pMesh->mVertices[a];
|
|
const aiVector3D& origNorm = pMesh->mNormals[a];
|
|
const aiVector3D& origTang = pMesh->mTangents[a];
|
|
const aiVector3D& origBitang = pMesh->mBitangents[a];
|
|
std::vector<unsigned int> closeVertices;
|
|
closeVertices.push_back( a);
|
|
|
|
// find all vertices close to that position
|
|
vertexFinder->FindPositions( origPos, posEpsilon, verticesFound);
|
|
|
|
// look among them for other vertices sharing the same normal and a close-enough tangent/bitangent
|
|
for( unsigned int b = 0; b < verticesFound.size(); b++)
|
|
{
|
|
unsigned int idx = verticesFound[b];
|
|
if( vertexDone[idx])
|
|
continue;
|
|
if( meshNorm[idx] * origNorm < angleEpsilon)
|
|
continue;
|
|
if( meshTang[idx] * origTang < fLimit)
|
|
continue;
|
|
if( meshBitang[idx] * origBitang < fLimit)
|
|
continue;
|
|
|
|
// it's similar enough -> add it to the smoothing group
|
|
closeVertices.push_back( idx);
|
|
vertexDone[idx] = true;
|
|
}
|
|
|
|
// smooth the tangents and bitangents of all vertices that were found to be close enough
|
|
aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0);
|
|
for( unsigned int b = 0; b < closeVertices.size(); ++b)
|
|
{
|
|
smoothTangent += meshTang[ closeVertices[b] ];
|
|
smoothBitangent += meshBitang[ closeVertices[b] ];
|
|
}
|
|
smoothTangent.Normalize();
|
|
smoothBitangent.Normalize();
|
|
|
|
// and write it back into all affected tangents
|
|
for( unsigned int b = 0; b < closeVertices.size(); ++b)
|
|
{
|
|
meshTang[ closeVertices[b] ] = smoothTangent;
|
|
meshBitang[ closeVertices[b] ] = smoothBitangent;
|
|
}
|
|
}
|
|
return true;
|
|
}
|