/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2012, 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 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 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 generate face * normals for all imported faces. */ #include "AssimpPCH.h" #include "GenFaceNormalsProcess.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer GenFaceNormalsProcess::GenFaceNormalsProcess() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well GenFaceNormalsProcess::~GenFaceNormalsProcess() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Returns whether the processing step is present in the given flag field. bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const { return (pFlags & aiProcess_GenNormals) != 0; } // ------------------------------------------------------------------------------------------------ // Executes the post processing step on the given imported data. void GenFaceNormalsProcess::Execute( aiScene* pScene) { DefaultLogger::get()->debug("GenFaceNormalsProcess begin"); 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++) { if(this->GenMeshFaceNormals( pScene->mMeshes[a])) { bHas = true; } } if (bHas) { DefaultLogger::get()->info("GenFaceNormalsProcess finished. " "Face normals have been calculated"); } else DefaultLogger::get()->debug("GenFaceNormalsProcess finished. " "Normals are already there"); } // ------------------------------------------------------------------------------------------------ // Executes the post processing step on the given imported data. bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh) { 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; } // allocate an array to hold the output normals pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; const float qnan = get_qnan(); // iterate through all faces and 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 well-defined normal vector for (unsigned int i = 0;i < face.mNumIndices;++i) { pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan); } 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)).Normalize(); for (unsigned int i = 0;i < face.mNumIndices;++i) { pMesh->mNormals[face.mIndices[i]] = vNor; } } return true; }