/** @file Implementation of the post processing step to calculate tangents and bitangents * for all imported meshes */ #include #include #include "CalcTangentsProcess.h" #include "SpatialSort.h" #include "../include/aiPostProcess.h" #include "../include/aiMesh.h" #include "../include/aiScene.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer CalcTangentsProcess::CalcTangentsProcess() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well CalcTangentsProcess::~CalcTangentsProcess() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Returns whether the processing step is present in the given flag field. bool CalcTangentsProcess::IsActive( unsigned int pFlags) const { return (pFlags & aiProcess_CalcTangentSpace) != 0; } // ------------------------------------------------------------------------------------------------ // Executes the post processing step on the given imported data. void CalcTangentsProcess::Execute( aiScene* pScene) { for( unsigned int a = 0; a < pScene->mNumMeshes; a++) ProcessMesh( pScene->mMeshes[a]); } // ------------------------------------------------------------------------------------------------ // Calculates tangents and bitangents for the given mesh void CalcTangentsProcess::ProcessMesh( aiMesh* pMesh) { // we assume that the mesh is still in the verbose vertex format where each face has its own set // of vertices and no vertices are shared between faces. Sadly I don't know any quick test to // assert() it here. //assert( must be verbose, dammit); // 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) return; // calculate the position bounds so we have a reliable epsilon to check position differences against aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f); for( unsigned int a = 0; a < pMesh->mNumVertices; a++) { minVec.x = std::min( minVec.x, pMesh->mVertices[a].x); minVec.y = std::min( minVec.y, pMesh->mVertices[a].y); minVec.z = std::min( minVec.z, pMesh->mVertices[a].z); maxVec.x = std::max( maxVec.x, pMesh->mVertices[a].x); maxVec.y = std::max( maxVec.y, pMesh->mVertices[a].y); maxVec.z = std::max( maxVec.z, pMesh->mVertices[a].z); } // calculate epsilons border const float epsilon = 1e-5f; const float posEpsilon = (maxVec - minVec).Length() * epsilon; const float angleEpsilon = 0.9999f; // create space for the tangents and bitangents pMesh->mTangents = new aiVector3D[pMesh->mNumVertices]; pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices]; const aiVector3D* meshPos = pMesh->mVertices; const aiVector3D* meshNorm = pMesh->mNormals; const aiVector3D* meshTex = pMesh->mTextureCoords[0]; aiVector3D* meshTang = pMesh->mTangents; aiVector3D* meshBitang = pMesh->mBitangents; // calculate the tangent and bitangent for every face for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { const aiFace& face = pMesh->mFaces[a]; // triangle or polygon... we always use only the first three indices. A polygon // is supposed to be planar anyways.... // FIXME: (thom) create correct calculation for multi-vertex polygons maybe? const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2]; // position differences p1->p2 and p1->p3 aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0]; // texture offset p1->p2 and p1->p3 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; // 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 aiVector3D tangent, bitangent; tangent.x = (w.x * sy - v.x * ty) * dirCorrection; tangent.y = (w.y * sy - v.y * ty) * dirCorrection; tangent.z = (w.z * sy - v.z * ty) * dirCorrection; bitangent.x = (w.x * sx - v.x * tx) * dirCorrection; bitangent.y = (w.y * sx - v.y * tx) * dirCorrection; 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++) { unsigned int p = face.mIndices[b]; // project tangent and bitangent into the plane formed by the vertex' normal aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]); localTangent.Normalize(); localBitangent.Normalize(); // and write it into the mesh. meshTang[p] = localTangent; meshBitang[p] = localBitangent; } } // create a helper to quickly find locally close vertices among the vertex array SpatialSort vertexFinder( meshPos, pMesh->mNumVertices, sizeof( aiVector3D)); std::vector verticesFound; // in the second pass we now smooth out all tangents and bitangents at the same local position // if they are not too far off. std::vector vertexDone( pMesh->mNumVertices, false); for( unsigned int a = 0; a < pMesh->mNumVertices; a++) { if( vertexDone[a]) continue; const aiVector3D& origPos = pMesh->mVertices[a]; const aiVector3D& origNorm = pMesh->mNormals[a]; const aiVector3D& origTang = pMesh->mTangents[a]; const aiVector3D& origBitang = pMesh->mBitangents[a]; std::vector closeVertices; closeVertices.push_back( a); // find all vertices close to that position vertexFinder.FindPositions( origPos, posEpsilon, verticesFound); // look among them for other vertices sharing the same normal and a close-enough tangent/bitangent static const float MAX_DIFF_ANGLE = 0.701f; for( unsigned int b = 0; b < verticesFound.size(); b++) { unsigned int idx = verticesFound[b]; if( vertexDone[idx]) continue; if( meshNorm[idx] * origNorm < angleEpsilon) continue; if( meshTang[idx] * origTang < MAX_DIFF_ANGLE) continue; if( meshBitang[idx] * origBitang < MAX_DIFF_ANGLE) continue; // it's similar enough -> add it to the smoothing group closeVertices.push_back( idx); vertexDone[idx] = true; } // smooth the tangents and bitangents of all vertices that were found to be close enough aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0); for( unsigned int b = 0; b < closeVertices.size(); b++) { smoothTangent += meshTang[ closeVertices[b] ]; smoothBitangent += meshBitang[ closeVertices[b] ]; } smoothTangent.Normalize(); smoothBitangent.Normalize(); // and write it back into all affected tangents for( unsigned int b = 0; b < closeVertices.size(); b++) { meshTang[ closeVertices[b] ] = smoothTangent; meshBitang[ closeVertices[b] ] = smoothBitangent; } } }