FIX: GenFaceNormals process returns unit normals now.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@464 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-08-08 10:50:46 +00:00
parent 82bb2313f0
commit 07428f37c7
1 changed files with 21 additions and 21 deletions

View File

@ -76,17 +76,17 @@ void GenFaceNormalsProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("GenFaceNormalsProcess begin");
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
throw new ImportErrorException("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
}
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
{
if(this->GenMeshFaceNormals( pScene->mMeshes[a]))
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
if(this->GenMeshFaceNormals( pScene->mMeshes[a])) {
bHas = true;
}
if (bHas)
{
}
if (bHas) {
DefaultLogger::get()->info("GenFaceNormalsProcess finished. "
"Face normals have been calculated");
}
@ -98,13 +98,14 @@ void GenFaceNormalsProcess::Execute( aiScene* pScene)
// Executes the post processing step on the given imported data.
bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
{
if (NULL != pMesh->mNormals)return false;
if (NULL != pMesh->mNormals) {
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)))
{
if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes");
return false;
}
@ -113,26 +114,25 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
const float qnan = get_qnan();
// iterate through all faces and compute per-face normals but store
// them per-vertex.
for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
{
// iterate through all faces and compute per-face normals but store them per-vertex.
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
const aiFace& face = pMesh->mFaces[a];
if (face.mNumIndices < 3)
{
if (face.mNumIndices < 3) {
// either a point or a line -> no well-defined normal vector
for (unsigned int i = 0;i < face.mNumIndices;++i)
for (unsigned int i = 0;i < face.mNumIndices;++i) {
pMesh->mNormals[face.mIndices[i]] = qnan;
}
continue;
}
aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
aiVector3D vNor = (*pV2 - *pV1) ^ (*pV3 - *pV1).Normalize();
const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
for (unsigned int i = 0;i < face.mNumIndices;++i)
for (unsigned int i = 0;i < face.mNumIndices;++i) {
pMesh->mNormals[face.mIndices[i]] = vNor;
}
}
return true;
}