Refactor: Expand tags to 4 spaces
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4ec76d88f0
commit
eee32a5668
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@ -56,83 +56,83 @@ using namespace Assimp;
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template <class T>
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void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh)
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{
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// First generate face normals
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sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D());
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for( unsigned int a = 0; a < sMesh.mFaces.size(); a++)
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{
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T& face = sMesh.mFaces[a];
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// First generate face normals
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sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D());
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for( unsigned int a = 0; a < sMesh.mFaces.size(); a++)
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{
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T& face = sMesh.mFaces[a];
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aiVector3D* pV1 = &sMesh.mPositions[face.mIndices[0]];
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aiVector3D* pV2 = &sMesh.mPositions[face.mIndices[1]];
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aiVector3D* pV3 = &sMesh.mPositions[face.mIndices[2]];
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aiVector3D* pV1 = &sMesh.mPositions[face.mIndices[0]];
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aiVector3D* pV2 = &sMesh.mPositions[face.mIndices[1]];
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aiVector3D* pV3 = &sMesh.mPositions[face.mIndices[2]];
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aiVector3D pDelta1 = *pV2 - *pV1;
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aiVector3D pDelta2 = *pV3 - *pV1;
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aiVector3D vNor = pDelta1 ^ pDelta2;
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aiVector3D pDelta1 = *pV2 - *pV1;
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aiVector3D pDelta2 = *pV3 - *pV1;
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aiVector3D vNor = pDelta1 ^ pDelta2;
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for (unsigned int c = 0; c < 3;++c)
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sMesh.mNormals[face.mIndices[c]] = vNor;
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}
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for (unsigned int c = 0; c < 3;++c)
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sMesh.mNormals[face.mIndices[c]] = vNor;
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}
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
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for( unsigned int a = 0; a < sMesh.mPositions.size(); a++)
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{
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minVec.x = std::min( minVec.x, sMesh.mPositions[a].x);
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minVec.y = std::min( minVec.y, sMesh.mPositions[a].y);
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minVec.z = std::min( minVec.z, sMesh.mPositions[a].z);
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maxVec.x = std::max( maxVec.x, sMesh.mPositions[a].x);
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maxVec.y = std::max( maxVec.y, sMesh.mPositions[a].y);
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maxVec.z = std::max( maxVec.z, sMesh.mPositions[a].z);
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}
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const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
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std::vector<aiVector3D> avNormals;
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avNormals.resize(sMesh.mNormals.size());
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// now generate the spatial sort tree
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SGSpatialSort sSort;
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for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
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i != sMesh.mFaces.end();++i)
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{
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for (unsigned int c = 0; c < 3;++c)
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sSort.Add(sMesh.mPositions[(*i).mIndices[c]],(*i).mIndices[c],(*i).iSmoothGroup);
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}
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sSort.Prepare();
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
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for( unsigned int a = 0; a < sMesh.mPositions.size(); a++)
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{
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minVec.x = std::min( minVec.x, sMesh.mPositions[a].x);
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minVec.y = std::min( minVec.y, sMesh.mPositions[a].y);
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minVec.z = std::min( minVec.z, sMesh.mPositions[a].z);
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maxVec.x = std::max( maxVec.x, sMesh.mPositions[a].x);
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maxVec.y = std::max( maxVec.y, sMesh.mPositions[a].y);
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maxVec.z = std::max( maxVec.z, sMesh.mPositions[a].z);
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}
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const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
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std::vector<aiVector3D> avNormals;
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avNormals.resize(sMesh.mNormals.size());
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// now generate the spatial sort tree
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SGSpatialSort sSort;
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for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
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i != sMesh.mFaces.end();++i)
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{
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for (unsigned int c = 0; c < 3;++c)
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sSort.Add(sMesh.mPositions[(*i).mIndices[c]],(*i).mIndices[c],(*i).iSmoothGroup);
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}
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sSort.Prepare();
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std::vector<bool> vertexDone(sMesh.mPositions.size(),false);
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for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
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i != sMesh.mFaces.end();++i)
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{
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std::vector<unsigned int> poResult;
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for (unsigned int c = 0; c < 3;++c)
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{
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unsigned int idx = (*i).mIndices[c];
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if (vertexDone[idx])continue;
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std::vector<bool> vertexDone(sMesh.mPositions.size(),false);
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for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
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i != sMesh.mFaces.end();++i)
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{
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std::vector<unsigned int> poResult;
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for (unsigned int c = 0; c < 3;++c)
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{
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unsigned int idx = (*i).mIndices[c];
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if (vertexDone[idx])continue;
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sSort.FindPositions(sMesh.mPositions[idx],(*i).iSmoothGroup,
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posEpsilon,poResult);
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sSort.FindPositions(sMesh.mPositions[idx],(*i).iSmoothGroup,
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posEpsilon,poResult);
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aiVector3D vNormals;
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for (std::vector<unsigned int>::const_iterator
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a = poResult.begin();
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a != poResult.end();++a)
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{
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vNormals += sMesh.mNormals[(*a)];
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}
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vNormals.Normalize();
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aiVector3D vNormals;
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for (std::vector<unsigned int>::const_iterator
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a = poResult.begin();
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a != poResult.end();++a)
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{
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vNormals += sMesh.mNormals[(*a)];
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}
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vNormals.Normalize();
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// write back into all affected normals
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for (std::vector<unsigned int>::const_iterator
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a = poResult.begin();
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a != poResult.end();++a)
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{
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idx = *a;
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avNormals [idx] = vNormals;
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vertexDone[idx] = true;
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}
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}
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}
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sMesh.mNormals = avNormals;
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// write back into all affected normals
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for (std::vector<unsigned int>::const_iterator
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a = poResult.begin();
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a != poResult.end();++a)
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{
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idx = *a;
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avNormals [idx] = vNormals;
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vertexDone[idx] = true;
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}
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}
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}
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sMesh.mNormals = avNormals;
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}
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#endif // !! AI_SMOOTHINGGROUPS_INL_INCLUDED
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