diff options
Diffstat (limited to 'src/3rdparty/assimp/code/CalcTangentsProcess.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/CalcTangentsProcess.cpp | 395 |
1 files changed, 197 insertions, 198 deletions
diff --git a/src/3rdparty/assimp/code/CalcTangentsProcess.cpp b/src/3rdparty/assimp/code/CalcTangentsProcess.cpp index 1d5e1bdec..dbba1bed3 100644 --- a/src/3rdparty/assimp/code/CalcTangentsProcess.cpp +++ b/src/3rdparty/assimp/code/CalcTangentsProcess.cpp @@ -3,12 +3,12 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2012, assimp team +Copyright (c) 2006-2016, assimp 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 +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 @@ -25,30 +25,29 @@ conditions are met: derived from this software without specific prior written permission of the assimp team. -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +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 +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 +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 +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 +/** @file Implementation of the post processing step to calculate * tangents and bitangents for all imported meshes */ -#include "AssimpPCH.h" - // internal headers #include "CalcTangentsProcess.h" #include "ProcessHelper.h" #include "TinyFormatter.h" +#include "qnan.h" using namespace Assimp; @@ -57,21 +56,21 @@ using namespace Assimp; CalcTangentsProcess::CalcTangentsProcess() : configMaxAngle( AI_DEG_TO_RAD(45.f) ) , configSourceUV( 0 ) { - // nothing to do here + // nothing to do here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well CalcTangentsProcess::~CalcTangentsProcess() { - // nothing to do here + // 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; + return (pFlags & aiProcess_CalcTangentSpace) != 0; } // ------------------------------------------------------------------------------------------------ @@ -80,12 +79,12 @@ void CalcTangentsProcess::SetupProperties(const Importer* pImp) { ai_assert( NULL != pImp ); - // get the current value of the property - configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f); - configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f); - configMaxAngle = AI_DEG_TO_RAD(configMaxAngle); + // get the current value of the property + configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f); + configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f); + configMaxAngle = AI_DEG_TO_RAD(configMaxAngle); - configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX,0); + configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX,0); } // ------------------------------------------------------------------------------------------------ @@ -96,12 +95,12 @@ 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; + bool bHas = false; + for ( unsigned int a = 0; a < pScene->mNumMeshes; a++ ) { + if(ProcessMesh( pScene->mMeshes[a],a))bHas = true; } - if ( bHas ) { + if ( bHas ) { DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated"); } else { DefaultLogger::get()->debug("CalcTangentsProcess finished"); @@ -109,109 +108,109 @@ void CalcTangentsProcess::Execute( aiScene* pScene) } // ------------------------------------------------------------------------------------------------ -// Calculates tangents and bitangents for the given mesh +// Calculates tangents and bi-tangents 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) // thisimplies that mBitangents is also there - 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("Tangents are undefined for line and point meshes"); - return false; - } - - // what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement - if( pMesh->mNormals == NULL) - { - DefaultLogger::get()->error("Failed to compute tangents; need normals"); - return false; - } - if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] ) - { - DefaultLogger::get()->error((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV)); - return false; - } - - const float angleEpsilon = 0.9999f; - - std::vector<bool> vertexDone( pMesh->mNumVertices, false); - const float qnan = get_qnan(); - - // 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[configSourceUV]; - 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) - { - // There are less than three indices, thus the tangent vector - // is not defined. We are finished with these vertices now, - // their tangent vectors are set to qnan. - for (unsigned int i = 0; i < face.mNumIndices;++i) - { - unsigned int idx = face.mIndices[i]; - vertexDone [idx] = true; - meshTang [idx] = aiVector3D(qnan); - meshBitang [idx] = aiVector3D(qnan); - } - - 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; + // 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) // this implies that mBitangents is also there + 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("Tangents are undefined for line and point meshes"); + return false; + } + + // what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement + if( pMesh->mNormals == NULL) + { + DefaultLogger::get()->error("Failed to compute tangents; need normals"); + return false; + } + if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] ) + { + DefaultLogger::get()->error((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV)); + return false; + } + + const float angleEpsilon = 0.9999f; + + std::vector<bool> vertexDone( pMesh->mNumVertices, false); + const float qnan = get_qnan(); + + // 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[configSourceUV]; + 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) + { + // There are less than three indices, thus the tangent vector + // is not defined. We are finished with these vertices now, + // their tangent vectors are set to qnan. + for (unsigned int i = 0; i < face.mNumIndices;++i) + { + unsigned int idx = face.mIndices[i]; + vertexDone [idx] = true; + meshTang [idx] = aiVector3D(qnan); + meshBitang [idx] = aiVector3D(qnan); + } + + 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; + float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f; // when t1, t2, t3 in same position in UV space, just use default UV direction. if ( 0 == sx && 0 ==sy && 0 == tx && 0 == ty ) { sx = 0.0; sy = 1.0; tx = 1.0; ty = 0.0; } - // tangent points in the direction where to positive X axis of the texture coord's would point in model space - // bitangent's points along the positive Y axis of the texture coord's, respectively - aiVector3D tangent, bitangent; - tangent.x = (w.x * sy - v.x * ty) * dirCorrection; + // tangent points in the direction where to positive X axis of the texture coord's would point in model space + // bitangent's points along the positive Y axis of the texture coord's, 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]; + // 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(); + // 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(); // reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN. bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z); @@ -221,98 +220,98 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex) localTangent = meshNorm[p] ^ localBitangent; localTangent.Normalize(); } else { - localBitangent = localTangent ^ meshNorm[p]; + localBitangent = localTangent ^ meshNorm[p]; localBitangent.Normalize(); } } // and write it into the mesh. - meshTang[ p ] = localTangent; - meshBitang[ p ] = localBitangent; - } + 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(configMaxAngle); - std::vector<unsigned int> closeVertices; - - // 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]; - closeVertices.clear(); - - // find all vertices close to that position - vertexFinder->FindPositions( origPos, posEpsilon, verticesFound); - - closeVertices.reserve (verticesFound.size()+5); - closeVertices.push_back( a); - - // 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; + // 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(configMaxAngle); + std::vector<unsigned int> closeVertices; + + // 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]; + closeVertices.resize( 0 ); + + // find all vertices close to that position + vertexFinder->FindPositions( origPos, posEpsilon, verticesFound); + + closeVertices.reserve (verticesFound.size()+5); + closeVertices.push_back( a); + + // 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; } |