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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 calculate
- * tangents and bitangents for all imported meshes
- */
-
-#include "AssimpPCH.h"
-
-// internal headers
-#include "CalcTangentsProcess.h"
-#include "ProcessHelper.h"
-
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-CalcTangentsProcess::CalcTangentsProcess()
-{
- this->configMaxAngle = AI_DEG_TO_RAD(45.f);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-CalcTangentsProcess::~CalcTangentsProcess()
-{
- // nothing to do here
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the processing step is present in the given flag field.
-bool CalcTangentsProcess::IsActive( unsigned int pFlags) const
-{
- return (pFlags & aiProcess_CalcTangentSpace) != 0;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Executes the post processing step on the given imported data.
-void CalcTangentsProcess::SetupProperties(const Importer* pImp)
-{
- // get the current value of the property
- this->configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
- this->configMaxAngle = std::max(std::min(this->configMaxAngle,45.0f),0.0f);
- this->configMaxAngle = AI_DEG_TO_RAD(this->configMaxAngle);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Executes the post processing step on the given imported data.
-void CalcTangentsProcess::Execute( aiScene* pScene)
-{
- DefaultLogger::get()->debug("CalcTangentsProcess begin");
-
- bool bHas = false;
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- if (ProcessMesh( pScene->mMeshes[a],a))bHas = true;
-
- if (bHas)DefaultLogger::get()->debug("CalcTangentsProcess finished. Tangents have been calculated");
- else DefaultLogger::get()->debug("CalcTangentsProcess finished");
-}
-
-// ------------------------------------------------------------------------------------------------
-// Calculates tangents and bitangents for the given mesh
-bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
-{
- // we assume that the mesh is still in the verbose vertex format where each face has its own set
- // of vertices and no vertices are shared between faces. Sadly I don't know any quick test to
- // assert() it here.
- //assert( must be verbose, dammit);
-
- if (pMesh->mTangents) // thisimplies that mBitangents is also there
- 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)))
- {
- DefaultLogger::get()->info("Tangents are undefined for line and point meshes");
- return false;
- }
-
- // what we can check, though, is if the mesh has normals and texture coord. That's a requirement
- if ( pMesh->mNormals == NULL || pMesh->mTextureCoords[0] == NULL)
- {
- DefaultLogger::get()->error("Unable to compute tangents: UV0 and normals must be there ");
- return false;
- }
- const float angleEpsilon = 0.9999f;
-
- std::vector<bool> vertexDone( pMesh->mNumVertices, false);
- const float qnan = get_qnan();
-
- // create space for the tangents and bitangents
- pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
- pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
-
- const aiVector3D* meshPos = pMesh->mVertices;
- const aiVector3D* meshNorm = pMesh->mNormals;
- const aiVector3D* meshTex = pMesh->mTextureCoords[0];
- aiVector3D* meshTang = pMesh->mTangents;
- aiVector3D* meshBitang = pMesh->mBitangents;
-
- // calculate the tangent and bitangent for every face
- for ( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- const aiFace& face = pMesh->mFaces[a];
- if (face.mNumIndices < 3)
- {
- // There are less than three indices, thus the tangent vector
- // is not defined. We are finished with these vertices now,
- // their tangent vectors are set to qnan.
- for (unsigned int i = 0; i < face.mNumIndices;++i)
- {
- register unsigned int idx = face.mIndices[i];
- vertexDone [idx] = true;
- meshTang [idx] = qnan;
- meshBitang [idx] = qnan;
- }
-
- continue;
- }
-
- // triangle or polygon... we always use only the first three indices. A polygon
- // is supposed to be planar anyways....
- // FIXME: (thom) create correct calculation for multi-vertex polygons maybe?
- const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2];
-
- // position differences p1->p2 and p1->p3
- aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0];
-
- // texture offset p1->p2 and p1->p3
- float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y;
- float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y;
- float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
-
- // tangent points in the direction where to positive X axis of the texture coords would point in model space
- // bitangents points along the positive Y axis of the texture coords, respectively
- aiVector3D tangent, bitangent;
- tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
- tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
- tangent.z = (w.z * sy - v.z * ty) * dirCorrection;
- bitangent.x = (w.x * sx - v.x * tx) * dirCorrection;
- bitangent.y = (w.y * sx - v.y * tx) * dirCorrection;
- bitangent.z = (w.z * sx - v.z * tx) * dirCorrection;
-
- // store for every vertex of that face
- for ( unsigned int b = 0; b < face.mNumIndices; b++)
- {
- unsigned int p = face.mIndices[b];
-
- // project tangent and bitangent into the plane formed by the vertex' normal
- aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
- aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
- localTangent.Normalize(); localBitangent.Normalize();
-
- // and write it into the mesh.
- meshTang[p] = localTangent;
- meshBitang[p] = localBitangent;
- }
- }
-
-
- // create a helper to quickly find locally close vertices among the vertex array
- // FIX: check whether we can reuse the SpatialSort of a previous step
- SpatialSort* vertexFinder = NULL;
- SpatialSort _vertexFinder;
- float posEpsilon;
- if (shared)
- {
- std::vector<std::pair<SpatialSort,float> >* avf;
- shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
- if (avf)
- {
- std::pair<SpatialSort,float>& 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;
-
- const float fLimit = cosf(this->configMaxAngle);
- std::vector<unsigned int> closeVertices;
-
- // in the second pass we now smooth out all tangents and bitangents at the same local position
- // if they are not too far off.
- for ( unsigned int a = 0; a < pMesh->mNumVertices; a++)
- {
- if ( vertexDone[a])
- continue;
-
- const aiVector3D& origPos = pMesh->mVertices[a];
- const aiVector3D& origNorm = pMesh->mNormals[a];
- const aiVector3D& origTang = pMesh->mTangents[a];
- const aiVector3D& origBitang = pMesh->mBitangents[a];
- closeVertices.clear();
-
- // find all vertices close to that position
- vertexFinder->FindPositions( origPos, posEpsilon, verticesFound);
-
- closeVertices.reserve (verticesFound.size()+5);
- closeVertices.push_back( a);
-
- // look among them for other vertices sharing the same normal and a close-enough tangent/bitangent
- for ( unsigned int b = 0; b < verticesFound.size(); b++)
- {
- unsigned int idx = verticesFound[b];
- if ( vertexDone[idx])
- continue;
- if ( meshNorm[idx] * origNorm < angleEpsilon)
- continue;
- if ( meshTang[idx] * origTang < fLimit)
- continue;
- if ( meshBitang[idx] * origBitang < fLimit)
- continue;
-
- // it's similar enough -> add it to the smoothing group
- closeVertices.push_back( idx);
- vertexDone[idx] = true;
- }
-
- // smooth the tangents and bitangents of all vertices that were found to be close enough
- aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0);
- for ( unsigned int b = 0; b < closeVertices.size(); ++b)
- {
- smoothTangent += meshTang[ closeVertices[b] ];
- smoothBitangent += meshBitang[ closeVertices[b] ];
- }
- smoothTangent.Normalize();
- smoothBitangent.Normalize();
-
- // and write it back into all affected tangents
- for ( unsigned int b = 0; b < closeVertices.size(); ++b)
- {
- meshTang[ closeVertices[b] ] = smoothTangent;
- meshBitang[ closeVertices[b] ] = smoothBitangent;
- }
- }
- return true;
-}