Added forced generation of normals with extra flag.

pull/1996/head
Sebastian Maisch 2018-06-01 17:32:02 +02:00
parent c6eda67296
commit f15dcf7663
5 changed files with 25 additions and 7 deletions

View File

@ -74,6 +74,7 @@ GenFaceNormalsProcess::~GenFaceNormalsProcess()
// Returns whether the processing step is present in the given flag field.
bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const
{
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
return (pFlags & aiProcess_GenNormals) != 0;
}
@ -106,8 +107,8 @@ void GenFaceNormalsProcess::Execute( aiScene* pScene)
bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
{
if (NULL != pMesh->mNormals) {
// return false;
delete[] pMesh->mNormals;
if (force_) delete[] pMesh->mNormals;
else return false;
}
// If the mesh consists of lines and/or points but not of

View File

@ -78,7 +78,8 @@ public:
private:
bool GenMeshFaceNormals (aiMesh* pcMesh);
bool GenMeshFaceNormals(aiMesh* pcMesh);
mutable bool force_ = false;
};
} // end of namespace Assimp

View File

@ -72,6 +72,7 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() {
// Returns whether the processing step is present in the given flag field.
bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
{
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
return (pFlags & aiProcess_GenSmoothNormals) != 0;
}
@ -113,9 +114,9 @@ void GenVertexNormalsProcess::Execute( aiScene* pScene)
bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex)
{
if (NULL != pMesh->mNormals) {
delete[] pMesh->mNormals;
if (force_) delete[] pMesh->mNormals;
else return false;
}
// return false;
// If the mesh consists of lines and/or points but not of
// triangles or higher-order polygons the normal vectors
@ -147,7 +148,18 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1));
auto pV12 = *pV2 - *pV1;
auto pV31 = *pV3 - *pV1;
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
if (std::isnan(vNor.x) || std::isnan(vNor.y) || std::isnan(vNor.z)) {
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
pMesh->mNormals[face.mIndices[i]] = aiVector3D(0.0f, 0.0f, 0.0f);
}
continue;
}
for (unsigned int i = 0;i < face.mNumIndices;++i) {
pMesh->mNormals[face.mIndices[i]] = vNor;

View File

@ -107,6 +107,7 @@ private:
/** Configuration option: maximum smoothing angle, in radians*/
ai_real configMaxAngle;
mutable bool force_ = false;
};
} // end of namespace Assimp

View File

@ -555,10 +555,13 @@ enum aiPostProcessSteps
* of the imported model. And if so, it uses that.
*/
aiProcess_EmbedTextures = 0x10000000,
// aiProcess_GenEntityMeshes = 0x100000,
// aiProcess_OptimizeAnimations = 0x200000
// aiProcess_FixTexturePaths = 0x200000
aiProcess_ForceGenNormals = 0x20000000,
};