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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp to 5.2.3 Bugfix-Release
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3f796d2a06
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1150 changed files with 165834 additions and 112019 deletions
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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Copyright (c) 2006-2022, assimp team
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@ -45,8 +45,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* normals for all imported faces.
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*/
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// internal headers
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#include "GenVertexNormalsProcess.h"
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#include "ProcessHelper.h"
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@ -57,8 +55,8 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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GenVertexNormalsProcess::GenVertexNormalsProcess()
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: configMaxAngle( AI_DEG_TO_RAD( 175.f ) ) {
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GenVertexNormalsProcess::GenVertexNormalsProcess() :
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configMaxAngle(AI_DEG_TO_RAD(175.f)) {
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// empty
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}
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@ -70,25 +68,23 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() {
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
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{
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bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
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force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
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flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
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return (pFlags & aiProcess_GenSmoothNormals) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void GenVertexNormalsProcess::SetupProperties(const Importer* pImp)
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{
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void GenVertexNormalsProcess::SetupProperties(const Importer *pImp) {
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// Get the current value of the AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property
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configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,(ai_real)175.0);
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configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle,(ai_real)175.0),(ai_real)0.0));
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configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, (ai_real)175.0);
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configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle, (ai_real)175.0), (ai_real)0.0));
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void GenVertexNormalsProcess::Execute( aiScene* pScene)
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{
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void GenVertexNormalsProcess::Execute(aiScene *pScene) {
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ASSIMP_LOG_DEBUG("GenVertexNormalsProcess begin");
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if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
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@ -96,34 +92,34 @@ void GenVertexNormalsProcess::Execute( aiScene* pScene)
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}
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
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if(GenMeshVertexNormals( pScene->mMeshes[a],a))
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for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
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if (GenMeshVertexNormals(pScene->mMeshes[a], a))
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bHas = true;
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}
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if (bHas) {
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if (bHas) {
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ASSIMP_LOG_INFO("GenVertexNormalsProcess finished. "
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"Vertex normals have been calculated");
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"Vertex normals have been calculated");
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} else {
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ASSIMP_LOG_DEBUG("GenVertexNormalsProcess finished. "
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"Normals are already there");
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"Normals are already there");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex)
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{
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if (NULL != pMesh->mNormals) {
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if (force_) delete[] pMesh->mNormals;
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else return false;
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bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int meshIndex) {
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if (nullptr != pMesh->mNormals) {
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if (force_)
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delete[] pMesh->mNormals;
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else
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return false;
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}
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// If the mesh consists of lines and/or points but not of
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// triangles or higher-order polygons the normal vectors
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// are undefined.
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if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))
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{
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if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
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ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes");
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return false;
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}
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@ -133,75 +129,73 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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// Compute per-face normals but store them per-vertex
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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const aiFace& face = pMesh->mFaces[a];
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if (face.mNumIndices < 3)
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{
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for (unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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const aiFace &face = pMesh->mFaces[a];
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if (face.mNumIndices < 3) {
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// either a point or a line -> no normal vector
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
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}
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continue;
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}
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const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
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const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
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if (flippedWindingOrder_)
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std::swap( pV2, pV3 );
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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pMesh->mNormals[face.mIndices[i]] = vNor;
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}
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}
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// Set up a SpatialSort to quickly find all vertices close to a given position
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// check whether we can reuse the SpatialSort of a previous step.
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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ai_real posEpsilon = ai_real( 1e-5 );
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SpatialSort *vertexFinder = nullptr;
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SpatialSort _vertexFinder;
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ai_real posEpsilon = ai_real(1e-5);
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if (shared) {
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std::vector<std::pair<SpatialSort,ai_real> >* avf;
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shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
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if (avf)
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{
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std::pair<SpatialSort,ai_real>& blubb = avf->operator [] (meshIndex);
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std::vector<std::pair<SpatialSort, ai_real>> *avf;
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shared->GetProperty(AI_SPP_SPATIAL_SORT, avf);
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if (avf) {
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std::pair<SpatialSort, ai_real> &blubb = avf->operator[](meshIndex);
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vertexFinder = &blubb.first;
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posEpsilon = blubb.second;
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}
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}
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if (!vertexFinder) {
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_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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if (!vertexFinder) {
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_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof(aiVector3D));
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vertexFinder = &_vertexFinder;
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posEpsilon = ComputePositionEpsilon(pMesh);
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}
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std::vector<unsigned int> verticesFound;
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aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices];
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aiVector3D *pcNew = new aiVector3D[pMesh->mNumVertices];
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if (configMaxAngle >= AI_DEG_TO_RAD( 175.f )) {
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if (configMaxAngle >= AI_DEG_TO_RAD(175.f)) {
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// There is no angle limit. Thus all vertices with positions close
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// to each other will receive the same vertex normal. This allows us
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// to optimize the whole algorithm a little bit ...
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std::vector<bool> abHad(pMesh->mNumVertices,false);
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for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
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std::vector<bool> abHad(pMesh->mNumVertices, false);
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for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) {
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if (abHad[i]) {
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continue;
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}
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// Get all vertices that share this one ...
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vertexFinder->FindPositions( pMesh->mVertices[i], posEpsilon, verticesFound);
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vertexFinder->FindPositions(pMesh->mVertices[i], posEpsilon, verticesFound);
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aiVector3D pcNor;
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for (unsigned int a = 0; a < verticesFound.size(); ++a) {
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const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
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if (is_not_qnan(v.x))pcNor += v;
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const aiVector3D &v = pMesh->mNormals[verticesFound[a]];
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if (is_not_qnan(v.x)) pcNor += v;
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}
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pcNor.NormalizeSafe();
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// Write the smoothed normal back to all affected normals
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for (unsigned int a = 0; a < verticesFound.size(); ++a)
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{
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for (unsigned int a = 0; a < verticesFound.size(); ++a) {
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unsigned int vidx = verticesFound[a];
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pcNew[vidx] = pcNor;
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abHad[vidx] = true;
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@ -210,11 +204,11 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
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}
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// Slower code path if a smooth angle is set. There are many ways to achieve
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// the effect, this one is the most straightforward one.
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else {
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else {
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const ai_real fLimit = std::cos(configMaxAngle);
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for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
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for (unsigned int i = 0; i < pMesh->mNumVertices; ++i) {
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// Get all vertices that share this one ...
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vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
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vertexFinder->FindPositions(pMesh->mVertices[i], posEpsilon, verticesFound);
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aiVector3D vr = pMesh->mNormals[i];
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