vrshoot
view libs/assimp/SmoothingGroups.inl @ 3:c179c72369be
rename candy->vr
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Mon, 03 Feb 2014 08:52:13 +0200 |
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children |
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1 /*
2 ---------------------------------------------------------------------------
3 Open Asset Import Library (assimp)
4 ---------------------------------------------------------------------------
6 Copyright (c) 2006-2012, assimp team
8 All rights reserved.
10 Redistribution and use of this software in source and binary forms,
11 with or without modification, are permitted provided that the following
12 conditions are met:
14 * Redistributions of source code must retain the above
15 copyright notice, this list of conditions and the
16 following disclaimer.
18 * Redistributions in binary form must reproduce the above
19 copyright notice, this list of conditions and the
20 following disclaimer in the documentation and/or other
21 materials provided with the distribution.
23 * Neither the name of the assimp team, nor the names of its
24 contributors may be used to endorse or promote products
25 derived from this software without specific prior
26 written permission of the assimp team.
28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
39 ---------------------------------------------------------------------------
40 */
42 /** @file Generation of normal vectors basing on smoothing groups */
44 #ifndef AI_SMOOTHINGGROUPS_INL_INCLUDED
45 #define AI_SMOOTHINGGROUPS_INL_INCLUDED
47 // internal headers
48 #include "SGSpatialSort.h"
50 // CRT header
51 #include <algorithm>
53 using namespace Assimp;
55 // ------------------------------------------------------------------------------------------------
56 template <class T>
57 void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh)
58 {
59 // First generate face normals
60 sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D());
61 for( unsigned int a = 0; a < sMesh.mFaces.size(); a++)
62 {
63 T& face = sMesh.mFaces[a];
65 aiVector3D* pV1 = &sMesh.mPositions[face.mIndices[0]];
66 aiVector3D* pV2 = &sMesh.mPositions[face.mIndices[1]];
67 aiVector3D* pV3 = &sMesh.mPositions[face.mIndices[2]];
69 aiVector3D pDelta1 = *pV2 - *pV1;
70 aiVector3D pDelta2 = *pV3 - *pV1;
71 aiVector3D vNor = pDelta1 ^ pDelta2;
73 for (unsigned int c = 0; c < 3;++c)
74 sMesh.mNormals[face.mIndices[c]] = vNor;
75 }
77 // calculate the position bounds so we have a reliable epsilon to check position differences against
78 aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
79 for( unsigned int a = 0; a < sMesh.mPositions.size(); a++)
80 {
81 minVec.x = std::min( minVec.x, sMesh.mPositions[a].x);
82 minVec.y = std::min( minVec.y, sMesh.mPositions[a].y);
83 minVec.z = std::min( minVec.z, sMesh.mPositions[a].z);
84 maxVec.x = std::max( maxVec.x, sMesh.mPositions[a].x);
85 maxVec.y = std::max( maxVec.y, sMesh.mPositions[a].y);
86 maxVec.z = std::max( maxVec.z, sMesh.mPositions[a].z);
87 }
88 const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
89 std::vector<aiVector3D> avNormals;
90 avNormals.resize(sMesh.mNormals.size());
92 // now generate the spatial sort tree
93 SGSpatialSort sSort;
94 for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
95 i != sMesh.mFaces.end();++i)
96 {
97 for (unsigned int c = 0; c < 3;++c)
98 sSort.Add(sMesh.mPositions[(*i).mIndices[c]],(*i).mIndices[c],(*i).iSmoothGroup);
99 }
100 sSort.Prepare();
102 std::vector<bool> vertexDone(sMesh.mPositions.size(),false);
103 for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
104 i != sMesh.mFaces.end();++i)
105 {
106 std::vector<unsigned int> poResult;
107 for (unsigned int c = 0; c < 3;++c)
108 {
109 register unsigned int idx = (*i).mIndices[c];
110 if (vertexDone[idx])continue;
112 sSort.FindPositions(sMesh.mPositions[idx],(*i).iSmoothGroup,
113 posEpsilon,poResult);
115 aiVector3D vNormals;
116 for (std::vector<unsigned int>::const_iterator
117 a = poResult.begin();
118 a != poResult.end();++a)
119 {
120 vNormals += sMesh.mNormals[(*a)];
121 }
122 vNormals.Normalize();
124 // write back into all affected normals
125 for (std::vector<unsigned int>::const_iterator
126 a = poResult.begin();
127 a != poResult.end();++a)
128 {
129 idx = *a;
130 avNormals [idx] = vNormals;
131 vertexDone[idx] = true;
132 }
133 }
134 }
135 sMesh.mNormals = avNormals;
136 }
138 #endif // !! AI_SMOOTHINGGROUPS_INL_INCLUDED