142 lines
4.9 KiB
C++
142 lines
4.9 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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/** @file Implementation of the 3ds importer class */
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#include "3DSLoader.h"
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#include "MaterialSystem.h"
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#include <algorithm>
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include "3DSSpatialSort.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::GenNormals(Dot3DS::Mesh* 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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Dot3DS::Face& face = sMesh->mFaces[a];
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// assume it is a triangle
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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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// FIX invert all vertex normals
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aiVector3D pDelta1 = *pV3 - *pV1;
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aiVector3D pDelta2 = *pV2 - *pV1;
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aiVector3D vNor = pDelta1 ^ pDelta2;
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sMesh->mNormals[face.mIndices[0]] = vNor;
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sMesh->mNormals[face.mIndices[1]] = vNor;
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sMesh->mNormals[face.mIndices[2]] = vNor;
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}
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// calculate the position bounds so we have a reliable epsilon to
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// check position differences against
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// @Schrompf: This is the 6th time this snippet is repeated!
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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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D3DSSpatialSorter sSort;
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for( std::vector<Dot3DS::Face>::iterator
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i = sMesh->mFaces.begin();
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i != sMesh->mFaces.end();++i)
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{
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sSort.AddFace(&(*i),sMesh->mPositions);
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}
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sSort.Prepare();
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for( std::vector<Dot3DS::Face>::iterator
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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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sSort.FindPositions(sMesh->mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
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posEpsilon,poResult);
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aiVector3D vNormals;
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float fDiv = 0.0f;
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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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fDiv += 1.0f;
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}
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vNormals.x /= fDiv;
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vNormals.y /= fDiv;
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vNormals.z /= fDiv;
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vNormals.Normalize();
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// do the common coordinate system adjustment
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std::swap(vNormals.y,vNormals.z);
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avNormals[(*i).mIndices[c]] = vNormals;
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poResult.clear();
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}
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}
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sMesh->mNormals = avNormals;
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return;
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}
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