assimp/code/CalcTangentsProcess.cpp

280 lines
11 KiB
C++
Raw Normal View History

/*
---------------------------------------------------------------------------
Open 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.
---------------------------------------------------------------------------
*/
/** @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);
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
if (pMesh->mTangents) // thisimplies that mBitangents is also there
return false;
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
// 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)))
{
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
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);
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
const float qnan = std::numeric_limits<float>::quiet_NaN();
// 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)
{
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
// 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)
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
{
vertexDone[face.mIndices[i]] = true;
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
meshTang [face.mIndices[i]] = 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);
// 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];
std::vector<unsigned int> closeVertices;
closeVertices.push_back( a);
// find all vertices close to that position
vertexFinder->FindPositions( origPos, posEpsilon, verticesFound);
// 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;
}