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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 Generation of normal vectors basing on smoothing groups */
-
- #ifndef AI_SMOOTHINGGROUPS_INL_INCLUDED
- #define AI_SMOOTHINGGROUPS_INL_INCLUDED
-
- // internal headers
- #include "SGSpatialSort.h"
-
- // CRT header
- #include <algorithm>
-
- using namespace Assimp;
-
- // ------------------------------------------------------------------------------------------------
- template <class T>
- void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh)
- {
- // First generate face normals
- sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D());
- for( unsigned int a = 0; a < sMesh.mFaces.size(); a++)
- {
- T& face = sMesh.mFaces[a];
-
- aiVector3D* pV1 = &sMesh.mPositions[face.mIndices[0]];
- aiVector3D* pV2 = &sMesh.mPositions[face.mIndices[1]];
- aiVector3D* pV3 = &sMesh.mPositions[face.mIndices[2]];
-
- aiVector3D pDelta1 = *pV2 - *pV1;
- aiVector3D pDelta2 = *pV3 - *pV1;
- aiVector3D vNor = pDelta1 ^ pDelta2;
-
- for (unsigned int c = 0; c < 3;++c)
- sMesh.mNormals[face.mIndices[c]] = vNor;
- }
-
- // calculate the position bounds so we have a reliable epsilon to check position differences against
- aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
- for( unsigned int a = 0; a < sMesh.mPositions.size(); a++)
- {
- minVec.x = std::min( minVec.x, sMesh.mPositions[a].x);
- minVec.y = std::min( minVec.y, sMesh.mPositions[a].y);
- minVec.z = std::min( minVec.z, sMesh.mPositions[a].z);
- maxVec.x = std::max( maxVec.x, sMesh.mPositions[a].x);
- maxVec.y = std::max( maxVec.y, sMesh.mPositions[a].y);
- maxVec.z = std::max( maxVec.z, sMesh.mPositions[a].z);
- }
- const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
- std::vector<aiVector3D> avNormals;
- avNormals.resize(sMesh.mNormals.size());
-
- // now generate the spatial sort tree
- SGSpatialSort sSort;
- for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
- i != sMesh.mFaces.end();++i)
- {
- for (unsigned int c = 0; c < 3;++c)
- sSort.Add(sMesh.mPositions[(*i).mIndices[c]],(*i).mIndices[c],(*i).iSmoothGroup);
- }
- sSort.Prepare();
-
- std::vector<bool> vertexDone(sMesh.mPositions.size(),false);
- for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
- i != sMesh.mFaces.end();++i)
- {
- std::vector<unsigned int> poResult;
- for (unsigned int c = 0; c < 3;++c)
- {
- register unsigned int idx = (*i).mIndices[c];
- if (vertexDone[idx])continue;
-
- sSort.FindPositions(sMesh.mPositions[idx],(*i).iSmoothGroup,
- posEpsilon,poResult);
-
- aiVector3D vNormals;
- for (std::vector<unsigned int>::const_iterator
- a = poResult.begin();
- a != poResult.end();++a)
- {
- vNormals += sMesh.mNormals[(*a)];
- }
- vNormals.Normalize();
-
- // write back into all affected normals
- for (std::vector<unsigned int>::const_iterator
- a = poResult.begin();
- a != poResult.end();++a)
- {
- idx = *a;
- avNormals [idx] = vNormals;
- vertexDone[idx] = true;
- }
- }
- }
- sMesh.mNormals = avNormals;
- }
-
- #endif // !! AI_SMOOTHINGGROUPS_INL_INCLUDED
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