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- /*
- ---------------------------------------------------------------------------
- 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 calculate
- * tangents and bitangents for all imported meshes
- */
-
- #include "AssimpPCH.h"
-
- // internal headers
- #include "CalcTangentsProcess.h"
- #include "ProcessHelper.h"
- #include "TinyFormatter.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 );
-
- 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;
- }
-
- if ( bHas ) {
- DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated");
- } else {
- DefaultLogger::get()->debug("CalcTangentsProcess finished");
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- // Calculates tangents and bitangents 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)
- {
- register 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 ( 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.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.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);
- 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.Normalize();
- } else {
- localBitangent = localTangent ^ meshNorm[p];
- localBitangent.Normalize();
- }
- }
-
- // 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 = 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;
- }
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