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Diffstat (limited to 'thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp')
-rw-r--r-- | thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp | 319 |
1 files changed, 0 insertions, 319 deletions
diff --git a/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp b/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp deleted file mode 100644 index a3f7dd2557..0000000000 --- a/thirdparty/assimp/code/PostProcessing/CalcTangentsProcess.cpp +++ /dev/null @@ -1,319 +0,0 @@ -/* ---------------------------------------------------------------------------- -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 Implementation of the post processing step to calculate - * tangents and bitangents for all imported meshes - */ - -// internal headers -#include "CalcTangentsProcess.h" -#include "ProcessHelper.h" -#include <assimp/TinyFormatter.h> -#include <assimp/qnan.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -CalcTangentsProcess::CalcTangentsProcess() -: configMaxAngle( AI_DEG_TO_RAD(45.f) ) -, configSourceUV( 0 ) { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// 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) -{ - 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); - - configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX,0); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void CalcTangentsProcess::Execute( aiScene* pScene) -{ - ai_assert( NULL != pScene ); - - ASSIMP_LOG_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 ) { - ASSIMP_LOG_INFO("CalcTangentsProcess finished. Tangents have been calculated"); - } else { - ASSIMP_LOG_DEBUG("CalcTangentsProcess finished"); - } -} - -// ------------------------------------------------------------------------------------------------ -// 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) // 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))) - { - ASSIMP_LOG_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) - { - ASSIMP_LOG_ERROR("Failed to compute tangents; need normals"); - return false; - } - if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] ) - { - ASSIMP_LOG_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; - // when t1, t2, t3 in same position in UV space, just use default UV direction. - if ( sx * ty == sy * tx ) { - 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.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.NormalizeSafe(); localBitangent.NormalizeSafe(); - - // 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); - bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z); - if (invalid_tangent != invalid_bitangent) { - if (invalid_tangent) { - localTangent = meshNorm[p] ^ localBitangent; - localTangent.NormalizeSafe(); - } else { - localBitangent = localTangent ^ meshNorm[p]; - localBitangent.NormalizeSafe(); - } - } - - // 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 = std::cos(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; -} |