assimp/tools/assimp_view/Normals.cpp

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/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, 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.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include "GenFaceNormalsProcess.h"
#include "GenVertexNormalsProcess.h"
#include "JoinVerticesProcess.h"
#include "CalcTangentsProcess.h"
namespace AssimpView {
bool g_bWasFlipped = false;
//-------------------------------------------------------------------------------
// Flip all normal vectors
//-------------------------------------------------------------------------------
void AssetHelper::FlipNormals()
{
// invert all normal vectors
for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
{
aiMesh* pcMesh = this->pcScene->mMeshes[i];
for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
{
pcMesh->mNormals[a] *= -1.0f;
}
}
// recreate native data
DeleteAssetData(true);
CreateAssetData();
g_bWasFlipped = ! g_bWasFlipped;
}
//-------------------------------------------------------------------------------
// Set the normal set of the scene
//-------------------------------------------------------------------------------
void AssetHelper::SetNormalSet(unsigned int iSet)
{
if (this->iNormalSet == iSet)return;
// we need to build an unique set of vertices for this ...
for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
{
aiMesh* pcMesh = this->pcScene->mMeshes[i];
const unsigned int iNumVerts = pcMesh->mNumFaces*3;
aiVector3D* pvPositions = new aiVector3D[iNumVerts];
aiVector3D* pvNormals = new aiVector3D[iNumVerts];
aiVector3D* pvTangents(NULL), *pvBitangents(NULL);
ai_assert(AI_MAX_NUMBER_OF_TEXTURECOORDS == 4);
ai_assert(AI_MAX_NUMBER_OF_COLOR_SETS == 4);
aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {NULL,NULL,NULL,NULL};
aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {NULL,NULL,NULL,NULL};
unsigned int p = 0;
while (pcMesh->HasTextureCoords(p))
apvTextureCoords[p++] = new aiVector3D[iNumVerts];
p = 0;
while (pcMesh->HasVertexColors(p))
apvColorSets[p++] = new aiColor4D[iNumVerts];
// iterate through all faces and build a clean list
unsigned int iIndex = 0;
for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
{
aiFace* pcFace = &pcMesh->mFaces[a];
for (unsigned int q = 0; q < 3;++q,++iIndex)
{
pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
unsigned int p = 0;
while (pcMesh->HasTextureCoords(p))
{
apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
++p;
}
p = 0;
while (pcMesh->HasVertexColors(p))
{
apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
++p;
}
pcFace->mIndices[q] = iIndex;
}
}
// delete the old members
delete[] pcMesh->mVertices;
pcMesh->mVertices = pvPositions;
p = 0;
while (pcMesh->HasTextureCoords(p))
{
delete pcMesh->mTextureCoords[p];
pcMesh->mTextureCoords[p] = apvTextureCoords[p];
++p;
}
p = 0;
while (pcMesh->HasVertexColors(p))
{
delete pcMesh->mColors[p];
pcMesh->mColors[p] = apvColorSets[p];
++p;
}
pcMesh->mNumVertices = iNumVerts;
// keep the pointer to the normals
delete[] pcMesh->mNormals;
pcMesh->mNormals = NULL;
if (!this->apcMeshes[i]->pvOriginalNormals)
this->apcMeshes[i]->pvOriginalNormals = pvNormals;
}
// now we can start to calculate a new set of normals
if (HARD == iSet)
{
Assimp::GenFaceNormalsProcess* pcProcess = new Assimp::GenFaceNormalsProcess();
pcProcess->Execute(this->pcScene);
delete pcProcess;
}
else if (SMOOTH == iSet)
{
Assimp::GenVertexNormalsProcess* pcProcess = new Assimp::GenVertexNormalsProcess();
pcProcess->Execute(this->pcScene);
delete pcProcess;
}
else if (ORIGINAL == iSet)
{
for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
{
this->pcScene->mMeshes[i]->mNormals = this->apcMeshes[i]->pvOriginalNormals;
}
}
// recalculate tangents and bitangents
Assimp::BaseProcess* pcProcess = new Assimp::CalcTangentsProcess();
pcProcess->Execute(this->pcScene);
delete pcProcess;
// join the mesh vertices again
pcProcess = new Assimp::JoinVerticesProcess();
pcProcess->Execute(this->pcScene);
delete pcProcess;
this->iNormalSet = iSet;
if (g_bWasFlipped && ORIGINAL != iSet)
{
// invert all normal vectors
for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
{
aiMesh* pcMesh = this->pcScene->mMeshes[i];
for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
{
pcMesh->mNormals[a] *= -1.0f;
}
}
}
// recreate native data
DeleteAssetData(true);
CreateAssetData();
return;
}
};