# make source UV index for tangent space computation configurable via the AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX option.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1027 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2011-06-02 14:02:30 +00:00
parent 2f4989a35d
commit 323b9d8400
3 changed files with 33 additions and 13 deletions

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@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "CalcTangentsProcess.h"
#include "ProcessHelper.h"
#include "TinyFormatter.h"
using namespace Assimp;
@ -77,9 +78,11 @@ bool CalcTangentsProcess::IsActive( unsigned int pFlags) const
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);
configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f);
configMaxAngle = AI_DEG_TO_RAD(configMaxAngle);
configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX,0);
}
// ------------------------------------------------------------------------------------------------
@ -92,7 +95,7 @@ void CalcTangentsProcess::Execute( aiScene* pScene)
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");
if (bHas)DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated");
else DefaultLogger::get()->debug("CalcTangentsProcess finished");
}
@ -117,12 +120,18 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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)
// what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement
if( pMesh->mNormals == NULL)
{
DefaultLogger::get()->error("Unable to compute tangents: UV0 and normals must be there ");
DefaultLogger::get()->error("Failed to compute tangents; need normals");
return false;
}
if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] )
{
DefaultLogger::get()->error((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV));
return false;
}
const float angleEpsilon = 0.9999f;
std::vector<bool> vertexDone( pMesh->mNumVertices, false);
@ -134,7 +143,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
const aiVector3D* meshPos = pMesh->mVertices;
const aiVector3D* meshNorm = pMesh->mNormals;
const aiVector3D* meshTex = pMesh->mTextureCoords[0];
const aiVector3D* meshTex = pMesh->mTextureCoords[configSourceUV];
aiVector3D* meshTang = pMesh->mTangents;
aiVector3D* meshBitang = pMesh->mBitangents;
@ -222,7 +231,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
}
std::vector<unsigned int> verticesFound;
const float fLimit = cosf(this->configMaxAngle);
const float fLimit = cosf(configMaxAngle);
std::vector<unsigned int> closeVertices;
// in the second pass we now smooth out all tangents and bitangents at the same local position

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@ -111,6 +111,7 @@ private:
/** Configuration option: maximum smoothing angle, in radians*/
float configMaxAngle;
unsigned int configSourceUV;
};
} // end of namespace Assimp

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@ -102,6 +102,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Various stuff to fine-tune the behavior of a specific post processing step.
// ###########################################################################
// ---------------------------------------------------------------------------
/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
*
@ -123,16 +124,25 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two vertex tangents
* that their tangents and bitangents are smoothed.
* that their tangents and bi-tangents are smoothed.
*
* This applies to the CalcTangentSpace-Step. The angle is specified
* in degrees, so 180 is PI. The default value is
* 45 degrees. The maximum value is 175.
* Property type: float.
* in degrees. The maximum value is 175.
* Property type: float. Default value: 45 degrees
*/
#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
"PP_CT_MAX_SMOOTHING_ANGLE"
// ---------------------------------------------------------------------------
/** @brief Source UV channel for tangent space computation.
*
* The specified channel must exist or an error will be raised.
* Property type: integer. Default value: 0
*/
// ---------------------------------------------------------------------------
#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
"PP_CT_TEXTURE_CHANNEL_INDEX"
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two face normals
* at the same vertex position that their are smoothed together.