blob: 05d05e873523e56392fd731602bd7bcd85740623 [file] [log] [blame]
/*
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Open Asset Import Library (assimp)
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/** @file Implementation of the post processing step to invert
* all normals in meshes with infacing normals.
*/
// internal headers
#include "FixNormalsStep.h"
#include "StringUtils.h"
#include <assimp/DefaultLogger.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <stdio.h>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
FixInfacingNormalsProcess::FixInfacingNormalsProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
FixInfacingNormalsProcess::~FixInfacingNormalsProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_FixInfacingNormals) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FixInfacingNormalsProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("FixInfacingNormalsProcess begin");
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
if(ProcessMesh( pScene->mMeshes[a],a))bHas = true;
if (bHas)
DefaultLogger::get()->debug("FixInfacingNormalsProcess finished. Found issues.");
else DefaultLogger::get()->debug("FixInfacingNormalsProcess finished. No changes to the scene.");
}
// ------------------------------------------------------------------------------------------------
// Apply the step to the mesh
bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index)
{
ai_assert(NULL != pcMesh);
// Nothing to do if there are no model normals
if (!pcMesh->HasNormals())return false;
// Compute the bounding box of both the model vertices + normals and
// the umodified model vertices. Then check whether the first BB
// is smaller than the second. In this case we can assume that the
// normals need to be flipped, although there are a few special cases ..
// convex, concave, planar models ...
aiVector3D vMin0 (1e10f,1e10f,1e10f);
aiVector3D vMin1 (1e10f,1e10f,1e10f);
aiVector3D vMax0 (-1e10f,-1e10f,-1e10f);
aiVector3D vMax1 (-1e10f,-1e10f,-1e10f);
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
{
vMin1.x = std::min(vMin1.x,pcMesh->mVertices[i].x);
vMin1.y = std::min(vMin1.y,pcMesh->mVertices[i].y);
vMin1.z = std::min(vMin1.z,pcMesh->mVertices[i].z);
vMax1.x = std::max(vMax1.x,pcMesh->mVertices[i].x);
vMax1.y = std::max(vMax1.y,pcMesh->mVertices[i].y);
vMax1.z = std::max(vMax1.z,pcMesh->mVertices[i].z);
const aiVector3D vWithNormal = pcMesh->mVertices[i] + pcMesh->mNormals[i];
vMin0.x = std::min(vMin0.x,vWithNormal.x);
vMin0.y = std::min(vMin0.y,vWithNormal.y);
vMin0.z = std::min(vMin0.z,vWithNormal.z);
vMax0.x = std::max(vMax0.x,vWithNormal.x);
vMax0.y = std::max(vMax0.y,vWithNormal.y);
vMax0.z = std::max(vMax0.z,vWithNormal.z);
}
const float fDelta0_x = (vMax0.x - vMin0.x);
const float fDelta0_y = (vMax0.y - vMin0.y);
const float fDelta0_z = (vMax0.z - vMin0.z);
const float fDelta1_x = (vMax1.x - vMin1.x);
const float fDelta1_y = (vMax1.y - vMin1.y);
const float fDelta1_z = (vMax1.z - vMin1.z);
// Check whether the boxes are overlapping
if ((fDelta0_x > 0.0f) != (fDelta1_x > 0.0f))return false;
if ((fDelta0_y > 0.0f) != (fDelta1_y > 0.0f))return false;
if ((fDelta0_z > 0.0f) != (fDelta1_z > 0.0f))return false;
// Check whether this is a planar surface
const float fDelta1_yz = fDelta1_y * fDelta1_z;
if (fDelta1_x < 0.05f * std::sqrt( fDelta1_yz ))return false;
if (fDelta1_y < 0.05f * std::sqrt( fDelta1_z * fDelta1_x ))return false;
if (fDelta1_z < 0.05f * std::sqrt( fDelta1_y * fDelta1_x ))return false;
// now compare the volumes of the bounding boxes
if (std::fabs(fDelta0_x * fDelta0_y * fDelta0_z) <
std::fabs(fDelta1_x * fDelta1_yz))
{
if (!DefaultLogger::isNullLogger())
{
char buffer[128]; // should be sufficiently large
ai_snprintf(buffer,128,"Mesh %u: Normals are facing inwards (or the mesh is planar)",index);
DefaultLogger::get()->info(buffer);
}
// Invert normals
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
pcMesh->mNormals[i] *= -1.0f;
// ... and flip faces
for (unsigned int i = 0; i < pcMesh->mNumFaces;++i)
{
aiFace& face = pcMesh->mFaces[i];
for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
}
return true;
}
return false;
}