210 lines
6.2 KiB
C++
210 lines
6.2 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "stdafx.h"
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#include "assimp_view.h"
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#include "GenFaceNormalsProcess.h"
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#include "GenVertexNormalsProcess.h"
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#include "JoinVerticesProcess.h"
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#include "CalcTangentsProcess.h"
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#include "extra/MakeVerboseFormat.h"
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namespace AssimpView {
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// NOTE: These classes are necessary since the c'tors of all
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// postprocess steps are protected. Generally they're not
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// intended to be used directly by applications.
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//
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// However, the viewer is an exception. It does nothing than
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// displaxing the aiScene, so it wouldn't make sense to copy
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// the data to another data structure.
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//
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class MyGenFaceNormalsProcess : public Assimp::GenFaceNormalsProcess
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{
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public:
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MyGenFaceNormalsProcess() {}
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};
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class MyGenVertexNormalsProcess : public Assimp::GenVertexNormalsProcess
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{
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public:
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MyGenVertexNormalsProcess() {}
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};
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class MyMakeVerboseFormatProcess : public Assimp::MakeVerboseFormatProcess
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{
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public:
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MyMakeVerboseFormatProcess() {}
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};
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class MyCalcTangentsProcess : public Assimp::CalcTangentsProcess
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{
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public:
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MyCalcTangentsProcess() {}
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};
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class MyJoinVerticesProcess : public Assimp::JoinVerticesProcess
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{
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public:
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MyJoinVerticesProcess() {}
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};
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bool g_bWasFlipped = false;
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//-------------------------------------------------------------------------------
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// Flip all normal vectors
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//-------------------------------------------------------------------------------
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void AssetHelper::FlipNormalsInt()
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{
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// invert all normal vectors
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = this->pcScene->mMeshes[i];
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
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{
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pcMesh->mNormals[a] *= -1.0f;
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}
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}
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}
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//-------------------------------------------------------------------------------
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void AssetHelper::FlipNormals()
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{
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FlipNormalsInt();
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// recreate native data
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DeleteAssetData(true);
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CreateAssetData();
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g_bWasFlipped = ! g_bWasFlipped;
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}
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//-------------------------------------------------------------------------------
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// Set the normal set of the scene
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//-------------------------------------------------------------------------------
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void AssetHelper::SetNormalSet(unsigned int iSet)
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{
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if (this->iNormalSet == iSet)return;
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// we need to build an unique set of vertices for this ...
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{
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MyMakeVerboseFormatProcess* pcProcess = new MyMakeVerboseFormatProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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if (!this->apcMeshes[i]->pvOriginalNormals)
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{
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this->apcMeshes[i]->pvOriginalNormals = new aiVector3D[this->pcScene->mMeshes[i]->mNumVertices];
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memcpy( this->apcMeshes[i]->pvOriginalNormals,this->pcScene->mMeshes[i]->mNormals,
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this->pcScene->mMeshes[i]->mNumVertices * sizeof(aiVector3D));
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}
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delete[] this->pcScene->mMeshes[i]->mNormals;
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this->pcScene->mMeshes[i]->mNormals = NULL;
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}
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}
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// now we can start to calculate a new set of normals
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if (HARD == iSet)
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{
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MyGenFaceNormalsProcess* pcProcess = new MyGenFaceNormalsProcess();
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pcProcess->Execute(this->pcScene);
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//FlipNormalsInt();
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delete pcProcess;
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}
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else if (SMOOTH == iSet)
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{
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MyGenVertexNormalsProcess* pcProcess = new MyGenVertexNormalsProcess();
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pcProcess->Execute(this->pcScene);
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//FlipNormalsInt();
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delete pcProcess;
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}
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else if (ORIGINAL == iSet)
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{
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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if (this->apcMeshes[i]->pvOriginalNormals)
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{
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delete[] this->pcScene->mMeshes[i]->mNormals;
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this->pcScene->mMeshes[i]->mNormals = this->apcMeshes[i]->pvOriginalNormals;
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this->apcMeshes[i]->pvOriginalNormals = NULL;
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}
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}
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}
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// recalculate tangents and bitangents
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Assimp::BaseProcess* pcProcess = new MyCalcTangentsProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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// join the mesh vertices again
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pcProcess = new MyJoinVerticesProcess();
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pcProcess->Execute(this->pcScene);
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delete pcProcess;
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this->iNormalSet = iSet;
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if (g_bWasFlipped)
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{
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// invert all normal vectors
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for (unsigned int i = 0; i < this->pcScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = this->pcScene->mMeshes[i];
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for (unsigned int a = 0; a < pcMesh->mNumVertices;++a)
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{
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pcMesh->mNormals[a] *= -1.0f;
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}
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}
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}
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// recreate native data
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DeleteAssetData(true);
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CreateAssetData();
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return;
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}
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}; |