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
213 lines
7.3 KiB
C++
213 lines
7.3 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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/** @file Implementation of the post processing step to generate face
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* normals for all imported faces.
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*/
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#include "AssimpPCH.h"
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// internal headers
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#include "GenVertexNormalsProcess.h"
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#include "ProcessHelper.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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GenVertexNormalsProcess::GenVertexNormalsProcess()
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{
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this->configMaxAngle = AI_DEG_TO_RAD(175.f);
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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GenVertexNormalsProcess::~GenVertexNormalsProcess()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_GenSmoothNormals) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void GenVertexNormalsProcess::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_GSN_MAX_SMOOTHING_ANGLE,175.f);
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this->configMaxAngle = std::max(std::min(this->configMaxAngle,175.0f),0.0f);
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this->configMaxAngle = AI_DEG_TO_RAD(this->configMaxAngle);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void GenVertexNormalsProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("GenVertexNormalsProcess begin");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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if(GenMeshVertexNormals( pScene->mMeshes[a],a))
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bHas = true;
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}
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if (bHas)
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{
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DefaultLogger::get()->info("GenVertexNormalsProcess finished. "
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"Vertex normals have been calculated");
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}
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else DefaultLogger::get()->debug("GenVertexNormalsProcess finished. "
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"Normals are already there");
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex)
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{
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if (NULL != pMesh->mNormals)return false;
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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const aiFace& face = pMesh->mFaces[a];
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aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
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aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
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aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
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aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
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for (unsigned int i = 0;i < face.mNumIndices;++i)
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pMesh->mNormals[face.mIndices[i]] = vNor;
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}
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// set up a SpatialSort to quickly find all vertices close to a given position
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// check whether we can reuse the SpatialSort of a previous step.
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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float posEpsilon;
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const float epsilon = 1e-5f;
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if (shared)
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{
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std::vector<std::pair<SpatialSort,float> >* avf;
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shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
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if (avf)
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{
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std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
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vertexFinder = &blubb.first;
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posEpsilon = blubb.second;
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}
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}
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if (!vertexFinder)
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{
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_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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vertexFinder = &_vertexFinder;
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posEpsilon = ComputePositionEpsilon(pMesh);
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}
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std::vector<unsigned int> verticesFound;
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aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices];
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if (configMaxAngle >= AI_DEG_TO_RAD( 175.f ))
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{
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// there is no angle limit. Thus all vertices with positions close
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// to each other will receive the same vertex normal. This allows us
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// to optimize the whole algorithm a little bit ...
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std::vector<bool> abHad(pMesh->mNumVertices,false);
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for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
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{
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if (abHad[i])continue;
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// get all vertices that share this one ...
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vertexFinder->FindPositions( pMesh->mVertices[i], posEpsilon, verticesFound);
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aiVector3D pcNor;
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for (unsigned int a = 0; a < verticesFound.size(); ++a)
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{
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register unsigned int vidx = verticesFound[a];
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pcNor += pMesh->mNormals[vidx];
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}
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pcNor.Normalize();
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// write the smoothed normal back to all affected normals
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for (unsigned int a = 0; a < verticesFound.size(); ++a)
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{
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register unsigned int vidx = verticesFound[a];
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pcNew[vidx] = pcNor;
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abHad[vidx] = true;
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}
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}
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}
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else
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{
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const float fLimit = cos(configMaxAngle);
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for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
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{
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// get all vertices that share this one ...
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vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
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aiVector3D pcNor;
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for (unsigned int a = 0; a < verticesFound.size(); ++a)
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{
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register unsigned int vidx = verticesFound[a];
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// check whether the angle between the two normals is not too large
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if (pMesh->mNormals[vidx] * pMesh->mNormals[i] < fLimit)
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continue;
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pcNor += pMesh->mNormals[vidx];
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}
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pcNor.Normalize();
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pcNew[i] = pcNor;
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}
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}
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delete[] pMesh->mNormals;
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pMesh->mNormals = pcNew;
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return true;
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}
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