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/*
Open Asset Import Library (assimp)
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*/
/** @file GenUVCoords step */
#include "ComputeUVMappingProcess.h"
#include "ProcessHelper.h"
#include "Exceptional.h"
using namespace Assimp;
namespace {
const static aiVector3D base_axis_y(0.0,1.0,0.0);
const static aiVector3D base_axis_x(1.0,0.0,0.0);
const static aiVector3D base_axis_z(0.0,0.0,1.0);
const static ai_real angle_epsilon = ai_real( 0.95 );
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ComputeUVMappingProcess::ComputeUVMappingProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ComputeUVMappingProcess::~ComputeUVMappingProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_GenUVCoords) != 0;
}
// ------------------------------------------------------------------------------------------------
// Check whether a ray intersects a plane and find the intersection point
inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
const aiVector3D& planeNormal, aiVector3D& pos)
{
const ai_real b = planeNormal * (planePos - ray.pos);
ai_real h = ray.dir * planeNormal;
if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
return false;
pos = ray.pos + (ray.dir * h);
return true;
}
// ------------------------------------------------------------------------------------------------
// Find the first empty UV channel in a mesh
inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
{
for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
if (!mesh->mTextureCoords[m])return m;
DefaultLogger::get()->error("Unable to compute UV coordinates, no free UV slot found");
return UINT_MAX;
}
// ------------------------------------------------------------------------------------------------
// Try to remove UV seams
void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
{
// TODO: just a very rough algorithm. I think it could be done
// much easier, but I don't know how and am currently too tired to
// to think about a better solution.
const static ai_real LOWER_LIMIT = ai_real( 0.1 );
const static ai_real UPPER_LIMIT = ai_real( 0.9 );
const static ai_real LOWER_EPSILON = ai_real( 10e-3 );
const static ai_real UPPER_EPSILON = ai_real( 1.0-10e-3 );
for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
{
const aiFace& face = mesh->mFaces[fidx];
if (face.mNumIndices < 3) continue; // triangles and polygons only, please
unsigned int small = face.mNumIndices, large = small;
bool zero = false, one = false, round_to_zero = false;
// Check whether this face lies on a UV seam. We can just guess,
// but the assumption that a face with at least one very small
// on the one side and one very large U coord on the other side
// lies on a UV seam should work for most cases.
for (unsigned int n = 0; n < face.mNumIndices;++n)
{
if (out[face.mIndices[n]].x < LOWER_LIMIT)
{
small = n;
// If we have a U value very close to 0 we can't
// round the others to 0, too.
if (out[face.mIndices[n]].x <= LOWER_EPSILON)
zero = true;
else round_to_zero = true;
}
if (out[face.mIndices[n]].x > UPPER_LIMIT)
{
large = n;
// If we have a U value very close to 1 we can't
// round the others to 1, too.
if (out[face.mIndices[n]].x >= UPPER_EPSILON)
one = true;
}
}
if (small != face.mNumIndices && large != face.mNumIndices)
{
for (unsigned int n = 0; n < face.mNumIndices;++n)
{
// If the u value is over the upper limit and no other u
// value of that face is 0, round it to 0
if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
out[face.mIndices[n]].x = 0.0;
// If the u value is below the lower limit and no other u
// value of that face is 1, round it to 1
else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
out[face.mIndices[n]].x = 1.0;
// The face contains both 0 and 1 as UV coords. This can occur
// for faces which have an edge that lies directly on the seam.
// Due to numerical inaccuracies one U coord becomes 0, the
// other 1. But we do still have a third UV coord to determine
// to which side we must round to.
else if (one && zero)
{
if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
out[face.mIndices[n]].x = 0.0;
else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
out[face.mIndices[n]].x = 1.0;
}
}
}
}
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
aiVector3D center, min, max;
FindMeshCenter(mesh, center, min, max);
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
// For each point get a normalized projection vector in the sphere,
// get its longitude and latitude and map them to their respective
// UV axes. Problems occur around the poles ... unsolvable.
//
// The spherical coordinate system looks like this:
// x = cos(lon)*cos(lat)
// y = sin(lon)*cos(lat)
// z = sin(lat)
//
// Thus we can derive:
// lat = arcsin (z)
// lon = arctan (y/x)
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
else if (axis * base_axis_y >= angle_epsilon) {
// ... just the same again
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
else if (axis * base_axis_z >= angle_epsilon) {
// ... just the same again
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
else {
aiMatrix4x4 mTrafo;
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
// again the same, except we're applying a transformation now
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
out[pnt] = aiVector3D((std::atan2(diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(std::asin(diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
}
}
// Now find and remove UV seams. A seam occurs if a face has a tcoord
// close to zero on the one side, and a tcoord close to one on the
// other side.
RemoveUVSeams(mesh,out);
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
aiVector3D center, min, max;
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
const ai_real diff = max.x - min.x;
// If the main axis is 'z', the z coordinate of a point 'p' is mapped
// directly to the texture V axis. The other axis is derived from
// the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
// 'c' is the center point of the mesh.
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
aiVector3D& uv = out[pnt];
uv.y = (pos.x - min.x) / diff;
uv.x = (std::atan2( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
}
}
else if (axis * base_axis_y >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
const ai_real diff = max.y - min.y;
// just the same ...
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
aiVector3D& uv = out[pnt];
uv.y = (pos.y - min.y) / diff;
uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
}
}
else if (axis * base_axis_z >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
const ai_real diff = max.z - min.z;
// just the same ...
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
aiVector3D& uv = out[pnt];
uv.y = (pos.z - min.z) / diff;
uv.x = (std::atan2( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
else {
aiMatrix4x4 mTrafo;
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
const ai_real diff = max.y - min.y;
// again the same, except we're applying a transformation now
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
const aiVector3D pos = mTrafo* mesh->mVertices[pnt];
aiVector3D& uv = out[pnt];
uv.y = (pos.y - min.y) / diff;
uv.x = (std::atan2( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
}
}
// Now find and remove UV seams. A seam occurs if a face has a tcoord
// close to zero on the one side, and a tcoord close to one on the
// other side.
RemoveUVSeams(mesh,out);
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
ai_real diffu,diffv;
aiVector3D center, min, max;
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
diffu = max.z - min.z;
diffv = max.y - min.y;
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0);
}
}
else if (axis * base_axis_y >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
diffu = max.x - min.x;
diffv = max.z - min.z;
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
}
}
else if (axis * base_axis_z >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
diffu = max.y - min.y;
diffv = max.z - min.z;
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0);
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
else
{
aiMatrix4x4 mTrafo;
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
diffu = max.x - min.x;
diffv = max.z - min.z;
// again the same, except we're applying a transformation now
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
}
}
// shouldn't be necessary to remove UV seams ...
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
{
DefaultLogger::get()->error("Mapping type currently not implemented");
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("GenUVCoordsProcess begin");
char buffer[1024];
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
std::list<MappingInfo> mappingStack;
/* Iterate through all materials and search for non-UV mapped textures
*/
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
{
mappingStack.clear();
aiMaterial* mat = pScene->mMaterials[i];
for (unsigned int a = 0; a < mat->mNumProperties;++a)
{
aiMaterialProperty* prop = mat->mProperties[a];
if (!::strcmp( prop->mKey.data, "$tex.mapping"))
{
aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData);
if (aiTextureMapping_UV != mapping)
{
if (!DefaultLogger::isNullLogger())
{
ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
MappingTypeToString(mapping));
DefaultLogger::get()->info(buffer);
}
if (aiTextureMapping_OTHER == mapping)
continue;
MappingInfo info (mapping);
// Get further properties - currently only the major axis
for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
{
aiMaterialProperty* prop2 = mat->mProperties[a2];
if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
continue;
if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) {
info.axis = *((aiVector3D*)prop2->mData);
break;
}
}
unsigned int idx( 99999999 );
// Check whether we have this mapping mode already
std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info);
if (mappingStack.end() != it)
{
idx = (*it).uv;
}
else
{
/* We have found a non-UV mapped texture. Now
* we need to find all meshes using this material
* that we can compute UV channels for them.
*/
for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
{
aiMesh* mesh = pScene->mMeshes[m];
unsigned int outIdx = 0;
if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX ||
!mesh->mNumVertices)
{
continue;
}
// Allocate output storage
aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
switch (mapping)
{
case aiTextureMapping_SPHERE:
ComputeSphereMapping(mesh,info.axis,p);
break;
case aiTextureMapping_CYLINDER:
ComputeCylinderMapping(mesh,info.axis,p);
break;
case aiTextureMapping_PLANE:
ComputePlaneMapping(mesh,info.axis,p);
break;
case aiTextureMapping_BOX:
ComputeBoxMapping(mesh,p);
break;
default:
ai_assert(false);
}
if (m && idx != outIdx)
{
DefaultLogger::get()->warn("UV index mismatch. Not all meshes assigned to "
"this material have equal numbers of UV channels. The UV index stored in "
"the material structure does therefore not apply for all meshes. ");
}
idx = outIdx;
}
info.uv = idx;
mappingStack.push_back(info);
}
// Update the material property list
mapping = aiTextureMapping_UV;
((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
}
}
}
}
DefaultLogger::get()->debug("GenUVCoordsProcess finished");
}