/* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the ASSIMP team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the ASSIMP Development Team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ /** @file Implementation of the 3ds importer class */ #include "3DSLoader.h" #include "MaterialSystem.h" #include #include "../include/IOStream.h" #include "../include/IOSystem.h" #include "../include/aiMesh.h" #include "../include/aiScene.h" #include "../include/aiAssert.h" #include "3DSSpatialSort.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh) { // First generate face normals sMesh->mNormals.resize(sMesh->mPositions.size(),aiVector3D()); for( unsigned int a = 0; a < sMesh->mFaces.size(); a++) { Dot3DS::Face& face = sMesh->mFaces[a]; // assume it is a triangle aiVector3D* pV1 = &sMesh->mPositions[face.a.b.i1]; aiVector3D* pV2 = &sMesh->mPositions[face.a.b.i2]; aiVector3D* pV3 = &sMesh->mPositions[face.a.b.i3]; aiVector3D pDelta1 = *pV2 - *pV1; aiVector3D pDelta2 = *pV3 - *pV1; aiVector3D vNor = pDelta1 ^ pDelta2; sMesh->mNormals[face.a.b.i1] = vNor; sMesh->mNormals[face.a.b.i2] = vNor; sMesh->mNormals[face.a.b.i3] = vNor; } // calculate the position bounds so we have a reliable epsilon to // check position differences against // @Schrompf: This is the 6th time this snippet is repeated! aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f); for( unsigned int a = 0; a < sMesh->mPositions.size(); a++) { minVec.x = std::min( minVec.x, sMesh->mPositions[a].x); minVec.y = std::min( minVec.y, sMesh->mPositions[a].y); minVec.z = std::min( minVec.z, sMesh->mPositions[a].z); maxVec.x = std::max( maxVec.x, sMesh->mPositions[a].x); maxVec.y = std::max( maxVec.y, sMesh->mPositions[a].y); maxVec.z = std::max( maxVec.z, sMesh->mPositions[a].z); } const float posEpsilon = (maxVec - minVec).Length() * 1e-5f; std::vector avNormals; avNormals.resize(sMesh->mNormals.size()); // now generate the spatial sort tree D3DSSpatialSorter sSort; for( std::vector::iterator i = sMesh->mFaces.begin(); i != sMesh->mFaces.end();++i) { sSort.AddFace(&(*i),sMesh->mPositions); } sSort.Prepare(); for( std::vector::iterator i = sMesh->mFaces.begin(); i != sMesh->mFaces.end();++i) { std::vector poResult; for (unsigned int c = 0; c < 3;++c) { sSort.FindPositions(sMesh->mPositions[(*i).a.mIndices[c]],(*i).iSmoothGroup, posEpsilon,poResult); aiVector3D vNormals; float fDiv = 0.0f; for (std::vector::const_iterator a = poResult.begin(); a != poResult.end();++a) { vNormals += sMesh->mNormals[(*a)]; fDiv += 1.0f; } vNormals.x /= fDiv; vNormals.y /= fDiv; vNormals.z /= fDiv; vNormals.Normalize(); avNormals[(*i).a.mIndices[c]] = vNormals; poResult.clear(); } } sMesh->mNormals = avNormals; return; }