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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 GenUVCoords step */
+
+
+#include "ComputeUVMappingProcess.h"
+#include "ProcessHelper.h"
+#include <assimp/Exceptional.h>
+
+using namespace Assimp;
+
+namespace {
+
+ const static aiVector3D base_axis_y(0.0,1.0,0.0);
+ const static aiVector3D base_axis_x(1.0,0.0,0.0);
+ const static aiVector3D base_axis_z(0.0,0.0,1.0);
+ const static ai_real angle_epsilon = ai_real( 0.95 );
+}
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+ComputeUVMappingProcess::ComputeUVMappingProcess()
+{
+ // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+ComputeUVMappingProcess::~ComputeUVMappingProcess()
+{
+ // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the processing step is present in the given flag field.
+bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
+{
+ return (pFlags & aiProcess_GenUVCoords) != 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Check whether a ray intersects a plane and find the intersection point
+inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
+ const aiVector3D& planeNormal, aiVector3D& pos)
+{
+ const ai_real b = planeNormal * (planePos - ray.pos);
+ ai_real h = ray.dir * planeNormal;
+ if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
+ return false;
+
+ pos = ray.pos + (ray.dir * h);
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Find the first empty UV channel in a mesh
+inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
+{
+ for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
+ if (!mesh->mTextureCoords[m])return m;
+
+ ASSIMP_LOG_ERROR("Unable to compute UV coordinates, no free UV slot found");
+ return UINT_MAX;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Try to remove UV seams
+void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
+{
+ // TODO: just a very rough algorithm. I think it could be done
+ // much easier, but I don't know how and am currently too tired to
+ // to think about a better solution.
+
+ const static ai_real LOWER_LIMIT = ai_real( 0.1 );
+ const static ai_real UPPER_LIMIT = ai_real( 0.9 );
+
+ const static ai_real LOWER_EPSILON = ai_real( 10e-3 );
+ const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 );
+
+ for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
+ {
+ const aiFace& face = mesh->mFaces[fidx];
+ if (face.mNumIndices < 3) continue; // triangles and polygons only, please
+
+ unsigned int small = face.mNumIndices, large = small;
+ bool zero = false, one = false, round_to_zero = false;
+
+ // Check whether this face lies on a UV seam. We can just guess,
+ // but the assumption that a face with at least one very small
+ // on the one side and one very large U coord on the other side
+ // lies on a UV seam should work for most cases.
+ for (unsigned int n = 0; n < face.mNumIndices;++n)
+ {
+ if (out[face.mIndices[n]].x < LOWER_LIMIT)
+ {
+ small = n;
+
+ // If we have a U value very close to 0 we can't
+ // round the others to 0, too.
+ if (out[face.mIndices[n]].x <= LOWER_EPSILON)
+ zero = true;
+ else round_to_zero = true;
+ }
+ if (out[face.mIndices[n]].x > UPPER_LIMIT)
+ {
+ large = n;
+
+ // If we have a U value very close to 1 we can't
+ // round the others to 1, too.
+ if (out[face.mIndices[n]].x >= UPPER_EPSILON)
+ one = true;
+ }
+ }
+ if (small != face.mNumIndices && large != face.mNumIndices)
+ {
+ for (unsigned int n = 0; n < face.mNumIndices;++n)
+ {
+ // If the u value is over the upper limit and no other u
+ // value of that face is 0, round it to 0
+ if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
+ out[face.mIndices[n]].x = 0.0;
+
+ // If the u value is below the lower limit and no other u
+ // value of that face is 1, round it to 1
+ else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
+ out[face.mIndices[n]].x = 1.0;
+
+ // The face contains both 0 and 1 as UV coords. This can occur
+ // for faces which have an edge that lies directly on the seam.
+ // Due to numerical inaccuracies one U coord becomes 0, the
+ // other 1. But we do still have a third UV coord to determine
+ // to which side we must round to.
+ else if (one && zero)
+ {
+ if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
+ out[face.mIndices[n]].x = 0.0;
+ else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
+ out[face.mIndices[n]].x = 1.0;
+ }
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
+{
+ aiVector3D center, min, max;
+ FindMeshCenter(mesh, center, min, max);
+
+ // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
+ // currently the mapping axis will always be one of x,y,z, except if the
+ // PretransformVertices step is used (it transforms the meshes into worldspace,
+ // thus changing the mapping axis)
+ if (axis * base_axis_x >= angle_epsilon) {
+
+ // For each point get a normalized projection vector in the sphere,
+ // get its longitude and latitude and map them to their respective
+ // UV axes. Problems occur around the poles ... unsolvable.
+ //
+ // The spherical coordinate system looks like this:
+ // x = cos(lon)*cos(lat)
+ // y = sin(lon)*cos(lat)
+ // z = sin(lat)
+ //
+ // Thus we can derive:
+ // lat = arcsin (z)
+ // lon = arctan (y/x)
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
+ out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
+ (std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
+ }
+ }
+ else if (axis * base_axis_y >= angle_epsilon) {
+ // ... just the same again
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
+ out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
+ (std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
+ }
+ }
+ else if (axis * base_axis_z >= angle_epsilon) {
+ // ... just the same again
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
+ out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
+ (std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
+ }
+ }
+ // slower code path in case the mapping axis is not one of the coordinate system axes
+ else {
+ aiMatrix4x4 mTrafo;
+ aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
+
+ // again the same, except we're applying a transformation now
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
+ out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
+ (std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
+ }
+ }
+
+
+ // Now find and remove UV seams. A seam occurs if a face has a tcoord
+ // close to zero on the one side, and a tcoord close to one on the
+ // other side.
+ RemoveUVSeams(mesh,out);
+}
+
+// ------------------------------------------------------------------------------------------------
+void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
+{
+ aiVector3D center, min, max;
+
+ // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
+ // currently the mapping axis will always be one of x,y,z, except if the
+ // PretransformVertices step is used (it transforms the meshes into worldspace,
+ // thus changing the mapping axis)
+ if (axis * base_axis_x >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ const ai_real diff = max.x - min.x;
+
+ // If the main axis is 'z', the z coordinate of a point 'p' is mapped
+ // directly to the texture V axis. The other axis is derived from
+ // the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
+ // 'c' is the center point of the mesh.
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ aiVector3D& uv = out[pnt];
+
+ uv.y = (pos.x - min.x) / diff;
+ uv.x = (std::atan2( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
+ }
+ }
+ else if (axis * base_axis_y >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ const ai_real diff = max.y - min.y;
+
+ // just the same ...
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ aiVector3D& uv = out[pnt];
+
+ uv.y = (pos.y - min.y) / diff;
+ uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
+ }
+ }
+ else if (axis * base_axis_z >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ const ai_real diff = max.z - min.z;
+
+ // just the same ...
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ aiVector3D& uv = out[pnt];
+
+ uv.y = (pos.z - min.z) / diff;
+ uv.x = (std::atan2( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
+ }
+ }
+ // slower code path in case the mapping axis is not one of the coordinate system axes
+ else {
+ aiMatrix4x4 mTrafo;
+ aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
+ FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
+ const ai_real diff = max.y - min.y;
+
+ // again the same, except we're applying a transformation now
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
+ const aiVector3D pos = mTrafo* mesh->mVertices[pnt];
+ aiVector3D& uv = out[pnt];
+
+ uv.y = (pos.y - min.y) / diff;
+ uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
+ }
+ }
+
+ // Now find and remove UV seams. A seam occurs if a face has a tcoord
+ // close to zero on the one side, and a tcoord close to one on the
+ // other side.
+ RemoveUVSeams(mesh,out);
+}
+
+// ------------------------------------------------------------------------------------------------
+void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
+{
+ ai_real diffu,diffv;
+ aiVector3D center, min, max;
+
+ // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
+ // currently the mapping axis will always be one of x,y,z, except if the
+ // PretransformVertices step is used (it transforms the meshes into worldspace,
+ // thus changing the mapping axis)
+ if (axis * base_axis_x >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ diffu = max.z - min.z;
+ diffv = max.y - min.y;
+
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0);
+ }
+ }
+ else if (axis * base_axis_y >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ diffu = max.x - min.x;
+ diffv = max.z - min.z;
+
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
+ }
+ }
+ else if (axis * base_axis_z >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ diffu = max.y - min.y;
+ diffv = max.z - min.z;
+
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0);
+ }
+ }
+ // slower code path in case the mapping axis is not one of the coordinate system axes
+ else
+ {
+ aiMatrix4x4 mTrafo;
+ aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
+ FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
+ diffu = max.x - min.x;
+ diffv = max.z - min.z;
+
+ // again the same, except we're applying a transformation now
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
+ out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
+ }
+ }
+
+ // shouldn't be necessary to remove UV seams ...
+}
+
+// ------------------------------------------------------------------------------------------------
+void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
+{
+ ASSIMP_LOG_ERROR("Mapping type currently not implemented");
+}
+
+// ------------------------------------------------------------------------------------------------
+void ComputeUVMappingProcess::Execute( aiScene* pScene)
+{
+ ASSIMP_LOG_DEBUG("GenUVCoordsProcess begin");
+ char buffer[1024];
+
+ if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
+ throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
+
+ std::list<MappingInfo> mappingStack;
+
+ /* Iterate through all materials and search for non-UV mapped textures
+ */
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
+ {
+ mappingStack.clear();
+ aiMaterial* mat = pScene->mMaterials[i];
+ for (unsigned int a = 0; a < mat->mNumProperties;++a)
+ {
+ aiMaterialProperty* prop = mat->mProperties[a];
+ if (!::strcmp( prop->mKey.data, "$tex.mapping"))
+ {
+ aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData);
+ if (aiTextureMapping_UV != mapping)
+ {
+ if (!DefaultLogger::isNullLogger())
+ {
+ ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
+ TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
+ MappingTypeToString(mapping));
+
+ ASSIMP_LOG_INFO(buffer);
+ }
+
+ if (aiTextureMapping_OTHER == mapping)
+ continue;
+
+ MappingInfo info (mapping);
+
+ // Get further properties - currently only the major axis
+ for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
+ {
+ aiMaterialProperty* prop2 = mat->mProperties[a2];
+ if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
+ continue;
+
+ if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) {
+ info.axis = *((aiVector3D*)prop2->mData);
+ break;
+ }
+ }
+
+ unsigned int idx( 99999999 );
+
+ // Check whether we have this mapping mode already
+ std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info);
+ if (mappingStack.end() != it)
+ {
+ idx = (*it).uv;
+ }
+ else
+ {
+ /* We have found a non-UV mapped texture. Now
+ * we need to find all meshes using this material
+ * that we can compute UV channels for them.
+ */
+ for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
+ {
+ aiMesh* mesh = pScene->mMeshes[m];
+ unsigned int outIdx = 0;
+ if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX ||
+ !mesh->mNumVertices)
+ {
+ continue;
+ }
+
+ // Allocate output storage
+ aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
+
+ switch (mapping)
+ {
+ case aiTextureMapping_SPHERE:
+ ComputeSphereMapping(mesh,info.axis,p);
+ break;
+ case aiTextureMapping_CYLINDER:
+ ComputeCylinderMapping(mesh,info.axis,p);
+ break;
+ case aiTextureMapping_PLANE:
+ ComputePlaneMapping(mesh,info.axis,p);
+ break;
+ case aiTextureMapping_BOX:
+ ComputeBoxMapping(mesh,p);
+ break;
+ default:
+ ai_assert(false);
+ }
+ if (m && idx != outIdx)
+ {
+ ASSIMP_LOG_WARN("UV index mismatch. Not all meshes assigned to "
+ "this material have equal numbers of UV channels. The UV index stored in "
+ "the material structure does therefore not apply for all meshes. ");
+ }
+ idx = outIdx;
+ }
+ info.uv = idx;
+ mappingStack.push_back(info);
+ }
+
+ // Update the material property list
+ mapping = aiTextureMapping_UV;
+ ((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
+ }
+ }
+ }
+ }
+ ASSIMP_LOG_DEBUG("GenUVCoordsProcess finished");
+}