add handling for special cases for the uv-calculation:
- When 3 vector have same UV, using default UV direction:
- When 2 vector have same UV, recalculate tangent/bitangent according to normal and bitangent/tangent.

Thanks to Ya ping Jin.

Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>
pull/232/head
Kim Kulling 2014-03-05 23:25:49 +01:00
parent 5c95848f51
commit ec2b8dd3fa
3 changed files with 44 additions and 15 deletions

View File

@ -141,4 +141,7 @@ Bugfix for a compiler fix for iOS on arm.
Rewrite of PyAssimp, distutils and Python3 support
- albert-wang
Bugfixes for the collada parser
Bugfixes for the collada parser
- Ya ping Jin
Bugfixes for uv-tanget calculation.

View File

@ -55,8 +55,9 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
CalcTangentsProcess::CalcTangentsProcess()
{
this->configMaxAngle = AI_DEG_TO_RAD(45.f);
: configMaxAngle( AI_DEG_TO_RAD(45.f) )
, configSourceUV( 0 ) {
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
@ -77,6 +78,8 @@ bool CalcTangentsProcess::IsActive( unsigned int pFlags) const
// Executes the post processing step on the given imported data.
void CalcTangentsProcess::SetupProperties(const Importer* pImp)
{
ai_assert( NULL != pImp );
// get the current value of the property
configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f);
@ -89,14 +92,20 @@ void CalcTangentsProcess::SetupProperties(const Importer* pImp)
// Executes the post processing step on the given imported data.
void CalcTangentsProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("CalcTangentsProcess begin");
ai_assert( NULL != pScene );
DefaultLogger::get()->debug("CalcTangentsProcess begin");
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
for ( unsigned int a = 0; a < pScene->mNumMeshes; a++ ) {
if(ProcessMesh( pScene->mMeshes[a],a))bHas = true;
}
if (bHas)DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated");
else DefaultLogger::get()->debug("CalcTangentsProcess finished");
if ( bHas ) {
DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated");
} else {
DefaultLogger::get()->debug("CalcTangentsProcess finished");
}
}
// ------------------------------------------------------------------------------------------------
@ -179,9 +188,14 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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;
// when t1, t2, t3 in same position in UV space, just use default UV direction.
if ( 0 == sx && 0 ==sy && 0 == tx && 0 == ty ) {
sx = 0.0; sy = 1.0;
tx = 1.0; ty = 0.0;
}
// 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
// tangent points in the direction where to positive X axis of the texture coord's would point in model space
// bitangent's points along the positive Y axis of the texture coord's, respectively
aiVector3D tangent, bitangent;
tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
@ -191,8 +205,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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++)
{
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
@ -200,9 +213,22 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
localTangent.Normalize(); localBitangent.Normalize();
// and write it into the mesh.
meshTang[p] = localTangent;
meshBitang[p] = localBitangent;
// reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN.
bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z);
bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z);
if (invalid_tangent != invalid_bitangent) {
if (invalid_tangent) {
localTangent = meshNorm[p] ^ localBitangent;
localTangent.Normalize();
} else {
localBitangent = localTangent ^ meshNorm[p];
localBitangent.Normalize();
}
}
// and write it into the mesh.
meshTang[ p ] = localTangent;
meshBitang[ p ] = localBitangent;
}
}

View File

@ -380,7 +380,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeBoxMapping(aiMesh* /*mesh*/, aiVector3D* /*out*/)
void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
{
DefaultLogger::get()->error("Mapping type currently not implemented");
}