nuclear@0: /* nuclear@0: --------------------------------------------------------------------------- nuclear@0: Open Asset Import Library (assimp) nuclear@0: --------------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2012, assimp team nuclear@0: nuclear@0: All rights reserved. nuclear@0: nuclear@0: Redistribution and use of this software in source and binary forms, nuclear@0: with or without modification, are permitted provided that the following nuclear@0: conditions are met: nuclear@0: nuclear@0: * Redistributions of source code must retain the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer. nuclear@0: nuclear@0: * Redistributions in binary form must reproduce the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer in the documentation and/or other nuclear@0: materials provided with the distribution. nuclear@0: nuclear@0: * Neither the name of the assimp team, nor the names of its nuclear@0: contributors may be used to endorse or promote products nuclear@0: derived from this software without specific prior nuclear@0: written permission of the assimp team. nuclear@0: nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. nuclear@0: --------------------------------------------------------------------------- nuclear@0: */ nuclear@0: nuclear@0: /** @file Implementation of the post processing step to generate face nuclear@0: * normals for all imported faces. nuclear@0: */ nuclear@0: nuclear@0: #include "AssimpPCH.h" nuclear@0: #include "GenFaceNormalsProcess.h" nuclear@0: nuclear@0: nuclear@0: using namespace Assimp; nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Constructor to be privately used by Importer nuclear@0: GenFaceNormalsProcess::GenFaceNormalsProcess() nuclear@0: { nuclear@0: // nothing to do here nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Destructor, private as well nuclear@0: GenFaceNormalsProcess::~GenFaceNormalsProcess() nuclear@0: { nuclear@0: // nothing to do here nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Returns whether the processing step is present in the given flag field. nuclear@0: bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const nuclear@0: { nuclear@0: return (pFlags & aiProcess_GenNormals) != 0; nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Executes the post processing step on the given imported data. nuclear@0: void GenFaceNormalsProcess::Execute( aiScene* pScene) nuclear@0: { nuclear@0: DefaultLogger::get()->debug("GenFaceNormalsProcess begin"); nuclear@0: nuclear@0: if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) { nuclear@0: throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here"); nuclear@0: } nuclear@0: nuclear@0: bool bHas = false; nuclear@0: for( unsigned int a = 0; a < pScene->mNumMeshes; a++) { nuclear@0: if(this->GenMeshFaceNormals( pScene->mMeshes[a])) { nuclear@0: bHas = true; nuclear@0: } nuclear@0: } nuclear@0: if (bHas) { nuclear@0: DefaultLogger::get()->info("GenFaceNormalsProcess finished. " nuclear@0: "Face normals have been calculated"); nuclear@0: } nuclear@0: else DefaultLogger::get()->debug("GenFaceNormalsProcess finished. " nuclear@0: "Normals are already there"); nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // Executes the post processing step on the given imported data. nuclear@0: bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh) nuclear@0: { nuclear@0: if (NULL != pMesh->mNormals) { nuclear@0: return false; nuclear@0: } nuclear@0: nuclear@0: // If the mesh consists of lines and/or points but not of nuclear@0: // triangles or higher-order polygons the normal vectors nuclear@0: // are undefined. nuclear@0: if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) { nuclear@0: DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes"); nuclear@0: return false; nuclear@0: } nuclear@0: nuclear@0: // allocate an array to hold the output normals nuclear@0: pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; nuclear@0: const float qnan = get_qnan(); nuclear@0: nuclear@0: // iterate through all faces and compute per-face normals but store them per-vertex. nuclear@0: for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { nuclear@0: const aiFace& face = pMesh->mFaces[a]; nuclear@0: if (face.mNumIndices < 3) { nuclear@0: // either a point or a line -> no well-defined normal vector nuclear@0: for (unsigned int i = 0;i < face.mNumIndices;++i) { nuclear@0: pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan); nuclear@0: } nuclear@0: continue; nuclear@0: } nuclear@0: nuclear@0: const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]]; nuclear@0: const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]]; nuclear@0: const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]]; nuclear@0: const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize(); nuclear@0: nuclear@0: for (unsigned int i = 0;i < face.mNumIndices;++i) { nuclear@0: pMesh->mNormals[face.mIndices[i]] = vNor; nuclear@0: } nuclear@0: } nuclear@0: return true; nuclear@0: }