Refactor: Use LF for line endings

pull/566/head
Richard 2015-06-28 16:11:05 -06:00
parent e4b0c27a2e
commit 4ec76d88f0
2 changed files with 872 additions and 872 deletions

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@ -1,138 +1,138 @@
/* /*
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/** @file Generation of normal vectors basing on smoothing groups */ /** @file Generation of normal vectors basing on smoothing groups */
#ifndef AI_SMOOTHINGGROUPS_INL_INCLUDED #ifndef AI_SMOOTHINGGROUPS_INL_INCLUDED
#define AI_SMOOTHINGGROUPS_INL_INCLUDED #define AI_SMOOTHINGGROUPS_INL_INCLUDED
// internal headers // internal headers
#include "SGSpatialSort.h" #include "SGSpatialSort.h"
// CRT header // CRT header
#include <algorithm> #include <algorithm>
using namespace Assimp; using namespace Assimp;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
template <class T> template <class T>
void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh) void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh)
{ {
// First generate face normals // First generate face normals
sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D()); sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D());
for( unsigned int a = 0; a < sMesh.mFaces.size(); a++) for( unsigned int a = 0; a < sMesh.mFaces.size(); a++)
{ {
T& face = sMesh.mFaces[a]; T& face = sMesh.mFaces[a];
aiVector3D* pV1 = &sMesh.mPositions[face.mIndices[0]]; aiVector3D* pV1 = &sMesh.mPositions[face.mIndices[0]];
aiVector3D* pV2 = &sMesh.mPositions[face.mIndices[1]]; aiVector3D* pV2 = &sMesh.mPositions[face.mIndices[1]];
aiVector3D* pV3 = &sMesh.mPositions[face.mIndices[2]]; aiVector3D* pV3 = &sMesh.mPositions[face.mIndices[2]];
aiVector3D pDelta1 = *pV2 - *pV1; aiVector3D pDelta1 = *pV2 - *pV1;
aiVector3D pDelta2 = *pV3 - *pV1; aiVector3D pDelta2 = *pV3 - *pV1;
aiVector3D vNor = pDelta1 ^ pDelta2; aiVector3D vNor = pDelta1 ^ pDelta2;
for (unsigned int c = 0; c < 3;++c) for (unsigned int c = 0; c < 3;++c)
sMesh.mNormals[face.mIndices[c]] = vNor; sMesh.mNormals[face.mIndices[c]] = vNor;
} }
// calculate the position bounds so we have a reliable epsilon to check position differences against // calculate the position bounds so we have a reliable epsilon to check position differences against
aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f); aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
for( unsigned int a = 0; a < sMesh.mPositions.size(); a++) for( unsigned int a = 0; a < sMesh.mPositions.size(); a++)
{ {
minVec.x = std::min( minVec.x, sMesh.mPositions[a].x); minVec.x = std::min( minVec.x, sMesh.mPositions[a].x);
minVec.y = std::min( minVec.y, sMesh.mPositions[a].y); minVec.y = std::min( minVec.y, sMesh.mPositions[a].y);
minVec.z = std::min( minVec.z, sMesh.mPositions[a].z); minVec.z = std::min( minVec.z, sMesh.mPositions[a].z);
maxVec.x = std::max( maxVec.x, sMesh.mPositions[a].x); maxVec.x = std::max( maxVec.x, sMesh.mPositions[a].x);
maxVec.y = std::max( maxVec.y, sMesh.mPositions[a].y); maxVec.y = std::max( maxVec.y, sMesh.mPositions[a].y);
maxVec.z = std::max( maxVec.z, sMesh.mPositions[a].z); maxVec.z = std::max( maxVec.z, sMesh.mPositions[a].z);
} }
const float posEpsilon = (maxVec - minVec).Length() * 1e-5f; const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
std::vector<aiVector3D> avNormals; std::vector<aiVector3D> avNormals;
avNormals.resize(sMesh.mNormals.size()); avNormals.resize(sMesh.mNormals.size());
// now generate the spatial sort tree // now generate the spatial sort tree
SGSpatialSort sSort; SGSpatialSort sSort;
for( typename std::vector<T>::iterator i = sMesh.mFaces.begin(); for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
i != sMesh.mFaces.end();++i) i != sMesh.mFaces.end();++i)
{ {
for (unsigned int c = 0; c < 3;++c) for (unsigned int c = 0; c < 3;++c)
sSort.Add(sMesh.mPositions[(*i).mIndices[c]],(*i).mIndices[c],(*i).iSmoothGroup); sSort.Add(sMesh.mPositions[(*i).mIndices[c]],(*i).mIndices[c],(*i).iSmoothGroup);
} }
sSort.Prepare(); sSort.Prepare();
std::vector<bool> vertexDone(sMesh.mPositions.size(),false); std::vector<bool> vertexDone(sMesh.mPositions.size(),false);
for( typename std::vector<T>::iterator i = sMesh.mFaces.begin(); for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
i != sMesh.mFaces.end();++i) i != sMesh.mFaces.end();++i)
{ {
std::vector<unsigned int> poResult; std::vector<unsigned int> poResult;
for (unsigned int c = 0; c < 3;++c) for (unsigned int c = 0; c < 3;++c)
{ {
unsigned int idx = (*i).mIndices[c]; unsigned int idx = (*i).mIndices[c];
if (vertexDone[idx])continue; if (vertexDone[idx])continue;
sSort.FindPositions(sMesh.mPositions[idx],(*i).iSmoothGroup, sSort.FindPositions(sMesh.mPositions[idx],(*i).iSmoothGroup,
posEpsilon,poResult); posEpsilon,poResult);
aiVector3D vNormals; aiVector3D vNormals;
for (std::vector<unsigned int>::const_iterator for (std::vector<unsigned int>::const_iterator
a = poResult.begin(); a = poResult.begin();
a != poResult.end();++a) a != poResult.end();++a)
{ {
vNormals += sMesh.mNormals[(*a)]; vNormals += sMesh.mNormals[(*a)];
} }
vNormals.Normalize(); vNormals.Normalize();
// write back into all affected normals // write back into all affected normals
for (std::vector<unsigned int>::const_iterator for (std::vector<unsigned int>::const_iterator
a = poResult.begin(); a = poResult.begin();
a != poResult.end();++a) a != poResult.end();++a)
{ {
idx = *a; idx = *a;
avNormals [idx] = vNormals; avNormals [idx] = vNormals;
vertexDone[idx] = true; vertexDone[idx] = true;
} }
} }
} }
sMesh.mNormals = avNormals; sMesh.mNormals = avNormals;
} }
#endif // !! AI_SMOOTHINGGROUPS_INL_INCLUDED #endif // !! AI_SMOOTHINGGROUPS_INL_INCLUDED