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Diffstat (limited to 'thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp')
-rw-r--r-- | thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp | 506 |
1 files changed, 0 insertions, 506 deletions
diff --git a/thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp b/thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp deleted file mode 100644 index df4d44337d..0000000000 --- a/thirdparty/assimp/code/PostProcessing/ComputeUVMappingProcess.cpp +++ /dev/null @@ -1,506 +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 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.x - min.x; - diffv = max.y - min.y; - - for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) { - const aiVector3D& pos = mesh->mVertices[pnt]; - out[pnt].Set((pos.x - min.x) / diffu,(pos.y - min.y) / 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"); -} |