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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.
- ---------------------------------------------------------------------------
- */
-
-
- #include "stdafx.h"
- #include "assimp_view.h"
-
- // note: these are no longer part of the public API, but they are
- // exported on Windows to keep AssimpView alive.
- #include "GenFaceNormalsProcess.h"
- #include "GenVertexNormalsProcess.h"
- #include "JoinVerticesProcess.h"
- #include "CalcTangentsProcess.h"
- #include "MakeVerboseFormat.h"
-
- namespace AssimpView {
-
-
- bool g_bWasFlipped = false;
- float g_smoothAngle = 80.f;
-
- //-------------------------------------------------------------------------------
- // Flip all normal vectors
- //-------------------------------------------------------------------------------
- void AssetHelper::FlipNormalsInt()
- {
- // invert all normal vectors
- for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
- {
- aiMesh* pcMesh = this->pcScene->mMeshes[i];
-
- if (!pcMesh->mNormals)
- continue;
-
- for (unsigned int a = 0; a < pcMesh->mNumVertices;++a){
- pcMesh->mNormals[a] *= -1.0f;
- }
- }
- }
-
- //-------------------------------------------------------------------------------
- void AssetHelper::FlipNormals()
- {
- FlipNormalsInt();
-
- // recreate native data
- DeleteAssetData(true);
- CreateAssetData();
- g_bWasFlipped = ! g_bWasFlipped;
- }
-
- //-------------------------------------------------------------------------------
- // Set the normal set of the scene
- //-------------------------------------------------------------------------------
- void AssetHelper::SetNormalSet(unsigned int iSet)
- {
- // we need to build an unique set of vertices for this ...
- {
- MakeVerboseFormatProcess* pcProcess = new MakeVerboseFormatProcess();
- pcProcess->Execute(pcScene);
- delete pcProcess;
-
- for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
- {
- if (!apcMeshes[i]->pvOriginalNormals)
- {
- apcMeshes[i]->pvOriginalNormals = new aiVector3D[pcScene->mMeshes[i]->mNumVertices];
- memcpy( apcMeshes[i]->pvOriginalNormals,pcScene->mMeshes[i]->mNormals,
- pcScene->mMeshes[i]->mNumVertices * sizeof(aiVector3D));
- }
- delete[] pcScene->mMeshes[i]->mNormals;
- pcScene->mMeshes[i]->mNormals = NULL;
- }
- }
-
-
- // now we can start to calculate a new set of normals
- if (HARD == iSet)
- {
- GenFaceNormalsProcess* pcProcess = new GenFaceNormalsProcess();
- pcProcess->Execute(pcScene);
- FlipNormalsInt();
- delete pcProcess;
- }
- else if (SMOOTH == iSet)
- {
- GenVertexNormalsProcess* pcProcess = new GenVertexNormalsProcess();
- pcProcess->SetMaxSmoothAngle((float)AI_DEG_TO_RAD(g_smoothAngle));
- pcProcess->Execute(pcScene);
- FlipNormalsInt();
- delete pcProcess;
- }
- else if (ORIGINAL == iSet)
- {
- for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
- {
- if (apcMeshes[i]->pvOriginalNormals)
- {
- delete[] pcScene->mMeshes[i]->mNormals;
- pcScene->mMeshes[i]->mNormals = apcMeshes[i]->pvOriginalNormals;
- apcMeshes[i]->pvOriginalNormals = NULL;
- }
- }
- }
-
- // recalculate tangents and bitangents
- Assimp::BaseProcess* pcProcess = new CalcTangentsProcess();
- pcProcess->Execute(pcScene);
- delete pcProcess;
-
- // join the mesh vertices again
- pcProcess = new JoinVerticesProcess();
- pcProcess->Execute(pcScene);
- delete pcProcess;
-
- iNormalSet = iSet;
-
- if (g_bWasFlipped)
- {
- // invert all normal vectors
- for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
- {
- aiMesh* pcMesh = pcScene->mMeshes[i];
- for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
- {
- pcMesh->mNormals[a] *= -1.0f;
- }
- }
- }
-
- // recreate native data
- DeleteAssetData(true);
- CreateAssetData();
- return;
- }
-
- };
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