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Diffstat (limited to 'libs/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp')
-rw-r--r-- | libs/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp | 233 |
1 files changed, 0 insertions, 233 deletions
diff --git a/libs/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp b/libs/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp deleted file mode 100644 index 1a8afc5..0000000 --- a/libs/assimp/code/PostProcessing/GenVertexNormalsProcess.cpp +++ /dev/null @@ -1,233 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2022, 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 generate face -* normals for all imported faces. -*/ - -// internal headers -#include "GenVertexNormalsProcess.h" -#include "ProcessHelper.h" -#include <assimp/Exceptional.h> -#include <assimp/qnan.h> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -GenVertexNormalsProcess::GenVertexNormalsProcess() : - configMaxAngle(AI_DEG_TO_RAD(175.f)) { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -GenVertexNormalsProcess::~GenVertexNormalsProcess() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the processing step is present in the given flag field. -bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const { - force_ = (pFlags & aiProcess_ForceGenNormals) != 0; - flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0; - return (pFlags & aiProcess_GenSmoothNormals) != 0; -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void GenVertexNormalsProcess::SetupProperties(const Importer *pImp) { - // Get the current value of the AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property - configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, (ai_real)175.0); - configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle, (ai_real)175.0), (ai_real)0.0)); -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -void GenVertexNormalsProcess::Execute(aiScene *pScene) { - ASSIMP_LOG_DEBUG("GenVertexNormalsProcess begin"); - - if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { - throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); - } - - bool bHas = false; - for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) { - if (GenMeshVertexNormals(pScene->mMeshes[a], a)) - bHas = true; - } - - if (bHas) { - ASSIMP_LOG_INFO("GenVertexNormalsProcess finished. " - "Vertex normals have been calculated"); - } else { - ASSIMP_LOG_DEBUG("GenVertexNormalsProcess finished. " - "Normals are already there"); - } -} - -// ------------------------------------------------------------------------------------------------ -// Executes the post processing step on the given imported data. -bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int meshIndex) { - if (nullptr != pMesh->mNormals) { - if (force_) - delete[] pMesh->mNormals; - else - 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("Normal vectors are undefined for line and point meshes"); - return false; - } - - // Allocate the array to hold the output normals - const float qnan = std::numeric_limits<ai_real>::quiet_NaN(); - pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; - - // Compute per-face normals but store them per-vertex - for (unsigned int a = 0; a < pMesh->mNumFaces; a++) { - const aiFace &face = pMesh->mFaces[a]; - if (face.mNumIndices < 3) { - // either a point or a line -> no normal vector - for (unsigned int i = 0; i < face.mNumIndices; ++i) { - pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan); - } - - continue; - } - - const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]]; - const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]]; - const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]]; - if (flippedWindingOrder_) - std::swap( pV2, pV3 ); - const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe(); - - for (unsigned int i = 0; i < face.mNumIndices; ++i) { - pMesh->mNormals[face.mIndices[i]] = vNor; - } - } - - // Set up a SpatialSort to quickly find all vertices close to a given position - // check whether we can reuse the SpatialSort of a previous step. - SpatialSort *vertexFinder = nullptr; - SpatialSort _vertexFinder; - ai_real posEpsilon = ai_real(1e-5); - if (shared) { - std::vector<std::pair<SpatialSort, ai_real>> *avf; - shared->GetProperty(AI_SPP_SPATIAL_SORT, avf); - if (avf) { - std::pair<SpatialSort, ai_real> &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; - aiVector3D *pcNew = new aiVector3D[pMesh->mNumVertices]; - - if (configMaxAngle >= AI_DEG_TO_RAD(175.f)) { - // There is no angle limit. Thus all vertices with positions close - // to each other will receive the same vertex normal. This allows us - // to optimize the whole algorithm a little bit ... - std::vector<bool> abHad(pMesh->mNumVertices, false); - for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) { - if (abHad[i]) { - continue; - } - - // Get all vertices that share this one ... - vertexFinder->FindPositions(pMesh->mVertices[i], posEpsilon, verticesFound); - - aiVector3D pcNor; - for (unsigned int a = 0; a < verticesFound.size(); ++a) { - const aiVector3D &v = pMesh->mNormals[verticesFound[a]]; - if (is_not_qnan(v.x)) pcNor += v; - } - pcNor.NormalizeSafe(); - - // Write the smoothed normal back to all affected normals - for (unsigned int a = 0; a < verticesFound.size(); ++a) { - unsigned int vidx = verticesFound[a]; - pcNew[vidx] = pcNor; - abHad[vidx] = true; - } - } - } - // Slower code path if a smooth angle is set. There are many ways to achieve - // the effect, this one is the most straightforward one. - else { - const ai_real fLimit = std::cos(configMaxAngle); - for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) { - // Get all vertices that share this one ... - vertexFinder->FindPositions(pMesh->mVertices[i], posEpsilon, verticesFound); - - aiVector3D vr = pMesh->mNormals[i]; - - aiVector3D pcNor; - for (unsigned int a = 0; a < verticesFound.size(); ++a) { - aiVector3D v = pMesh->mNormals[verticesFound[a]]; - - // Check whether the angle between the two normals is not too large. - // Skip the angle check on our own normal to avoid false negatives - // (v*v is not guaranteed to be 1.0 for all unit vectors v) - if (is_not_qnan(v.x) && (verticesFound[a] == i || (v * vr >= fLimit))) - pcNor += v; - } - pcNew[i] = pcNor.NormalizeSafe(); - } - } - - delete[] pMesh->mNormals; - pMesh->mNormals = pcNew; - - return true; -} |