update assimp to 5.2.3 Bugfix-Release

This commit is contained in:
AzaezelX 2022-04-26 11:56:24 -05:00
parent 3f796d2a06
commit f297476092
1150 changed files with 165834 additions and 112019 deletions

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2022, assimp team
@ -45,8 +45,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* normals for all imported faces.
*/
// internal headers
#include "GenVertexNormalsProcess.h"
#include "ProcessHelper.h"
@ -57,8 +55,8 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
GenVertexNormalsProcess::GenVertexNormalsProcess()
: configMaxAngle( AI_DEG_TO_RAD( 175.f ) ) {
GenVertexNormalsProcess::GenVertexNormalsProcess() :
configMaxAngle(AI_DEG_TO_RAD(175.f)) {
// empty
}
@ -70,25 +68,23 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() {
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
{
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)
{
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));
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)
{
void GenVertexNormalsProcess::Execute(aiScene *pScene) {
ASSIMP_LOG_DEBUG("GenVertexNormalsProcess begin");
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
@ -96,34 +92,34 @@ void GenVertexNormalsProcess::Execute( aiScene* pScene)
}
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
if(GenMeshVertexNormals( pScene->mMeshes[a],a))
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
if (GenMeshVertexNormals(pScene->mMeshes[a], a))
bHas = true;
}
if (bHas) {
if (bHas) {
ASSIMP_LOG_INFO("GenVertexNormalsProcess finished. "
"Vertex normals have been calculated");
"Vertex normals have been calculated");
} else {
ASSIMP_LOG_DEBUG("GenVertexNormalsProcess finished. "
"Normals are already there");
"Normals are already there");
}
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex)
{
if (NULL != pMesh->mNormals) {
if (force_) delete[] pMesh->mNormals;
else return false;
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)))
{
if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes");
return false;
}
@ -133,75 +129,73 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
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)
{
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) {
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]];
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) {
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 = NULL;
SpatialSort _vertexFinder;
ai_real posEpsilon = ai_real( 1e-5 );
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);
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));
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];
aiVector3D *pcNew = new aiVector3D[pMesh->mNumVertices];
if (configMaxAngle >= AI_DEG_TO_RAD( 175.f )) {
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) {
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);
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;
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)
{
for (unsigned int a = 0; a < verticesFound.size(); ++a) {
unsigned int vidx = verticesFound[a];
pcNew[vidx] = pcNor;
abHad[vidx] = true;
@ -210,11 +204,11 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
}
// 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 {
else {
const ai_real fLimit = std::cos(configMaxAngle);
for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) {
// Get all vertices that share this one ...
vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
vertexFinder->FindPositions(pMesh->mVertices[i], posEpsilon, verticesFound);
aiVector3D vr = pMesh->mNormals[i];