# 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-9d2fd5bffc1fpull/1/head
parent
2f4989a35d
commit
323b9d8400
|
@ -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
|
||||
|
|
|
@ -111,6 +111,7 @@ private:
|
|||
|
||||
/** Configuration option: maximum smoothing angle, in radians*/
|
||||
float configMaxAngle;
|
||||
unsigned int configSourceUV;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
|
@ -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.
|
||||
|
|
Loading…
Reference in New Issue