assimp/code/GenVertexNormalsProcess.cpp

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/** @file Implementation of the post processing step to generate face
* normals for all imported faces.
*/
#include "GenVertexNormalsProcess.h"
#include "SpatialSort.h"
#include "../include/aiPostProcess.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
using namespace Assimp;
// Constructor to be privately used by Importer
GenVertexNormalsProcess::GenVertexNormalsProcess()
{
}
// 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
{
return (pFlags & aiProcess_GenSmoothNormals) != 0;
}
// -------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void GenVertexNormalsProcess::Execute( aiScene* pScene)
{
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
this->GenMeshVertexNormals( pScene->mMeshes[a]);
}
// -------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh)
{
if (NULL != pMesh->mNormals)return;
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{
const aiFace& face = pMesh->mFaces[a];
// assume it is a triangle
aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[2]];
aiVector3D pDelta1 = *pV2 - *pV1;
aiVector3D pDelta2 = *pV3 - *pV1;
aiVector3D vNor = pDelta1 ^ pDelta2;
float fLength = vNor.Length();
if (0.0f != fLength)vNor /= fLength;
pMesh->mNormals[face.mIndices[0]] = vNor;
pMesh->mNormals[face.mIndices[1]] = vNor;
pMesh->mNormals[face.mIndices[2]] = vNor;
}
// calculate the position bounds so we have a reliable epsilon to
// check position differences against
aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
{
minVec.x = std::min( minVec.x, pMesh->mVertices[a].x);
minVec.y = std::min( minVec.y, pMesh->mVertices[a].y);
minVec.z = std::min( minVec.z, pMesh->mVertices[a].z);
maxVec.x = std::max( maxVec.x, pMesh->mVertices[a].x);
maxVec.y = std::max( maxVec.y, pMesh->mVertices[a].y);
maxVec.z = std::max( maxVec.z, pMesh->mVertices[a].z);
}
const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
// set up a SpatialSort to quickly find all vertices close to a given position
SpatialSort vertexFinder( pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
std::vector<unsigned int> verticesFound;
aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices];
for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
{
const aiVector3D& posThis = pMesh->mVertices[i];
// get all vertices that share this one ...
vertexFinder.FindPositions( posThis, posEpsilon, verticesFound);
aiVector3D pcNor;
for (unsigned int a = 0; a < verticesFound.size(); ++a)
{
unsigned int vidx = verticesFound[a];
pcNor += pMesh->mNormals[vidx];
}
pcNor /= (float) verticesFound.size();
pcNew[i] = pcNor;
}
delete pMesh->mNormals;
pMesh->mNormals = pcNew;
return;
}