mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
171 lines
7 KiB
C++
171 lines
7 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/**
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* @file Implementation of the post-processing step to generate face
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* normals for all imported faces.
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*/
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#include "GenFaceNormalsProcess.h"
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#include <assimp/Exceptional.h>
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#include <assimp/postprocess.h>
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#include <assimp/qnan.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is in the given flag field.
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bool GenFaceNormalsProcess::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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leftHanded_ = (pFlags & aiProcess_MakeLeftHanded) != 0;
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return (pFlags & aiProcess_GenNormals) != 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 GenFaceNormalsProcess::Execute(aiScene *pScene) {
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ASSIMP_LOG_DEBUG("GenFaceNormalsProcess begin");
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if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
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throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
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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 (this->GenMeshFaceNormals(pScene->mMeshes[a])) {
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bHas = true;
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}
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}
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if (bHas) {
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ASSIMP_LOG_INFO("GenFaceNormalsProcess finished. "
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"Face normals have been calculated");
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} else {
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ASSIMP_LOG_DEBUG("GenFaceNormalsProcess finished. "
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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 GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) {
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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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}
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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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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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// allocate an array to hold the output normals
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std::vector<aiVector3D> normals;
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normals.resize(pMesh->mNumVertices);
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// mask to indicate if a vertex was already referenced and needs to be duplicated
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std::vector<bool> alreadyReferenced;
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alreadyReferenced.resize(pMesh->mNumVertices, false);
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std::vector<aiVector3D> duplicatedVertices;
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auto storeNormalSplitVertex = [&](unsigned int index, const aiVector3D& normal) {
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if (!alreadyReferenced[index]) {
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normals[index] = normal;
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alreadyReferenced[index] = true;
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} else {
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duplicatedVertices.push_back(pMesh->mVertices[index]);
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normals.push_back(normal);
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index = pMesh->mNumVertices + static_cast<unsigned int>(duplicatedVertices.size() - 1);
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}
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return index;
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};
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const aiVector3D undefinedNormal = aiVector3D(get_qnan());
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// iterate through all faces and 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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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 well-defined normal vector
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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face.mIndices[i] = storeNormalSplitVertex(face.mIndices[i], undefinedNormal);
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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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// Boolean XOR - if either but not both of these flags are set, then the winding order has
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// changed and the cross-product to calculate the normal needs to be reversed
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if (flippedWindingOrder_ != leftHanded_)
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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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face.mIndices[i] = storeNormalSplitVertex(face.mIndices[i], vNor);
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}
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}
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// store normals (and additional vertices) back into the mesh
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if (!duplicatedVertices.empty()) {
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const aiVector3D * oldVertices = pMesh->mVertices;
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auto oldNumVertices = pMesh->mNumVertices;
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pMesh->mNumVertices += static_cast<unsigned int>(duplicatedVertices.size());
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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memcpy(pMesh->mVertices, oldVertices, oldNumVertices * sizeof(aiVector3D));
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memcpy(pMesh->mVertices + oldNumVertices, duplicatedVertices.data(), duplicatedVertices.size() * sizeof(aiVector3D));
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delete[] oldVertices;
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}
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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memcpy(pMesh->mNormals, normals.data(), normals.size() * sizeof(aiVector3D));
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return true;
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}
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