blob: 82d80db7757d6b2746fc9c962b54af4d58323197 [file] [log] [blame]
/*
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Open Asset Import Library (assimp)
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Copyright (c) 2006-2017, assimp team
All rights reserved.
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* Redistributions in binary form must reproduce the above
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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*/
/** @file Implementation of the post processing step to generate face
* normals for all imported faces.
*/
#include "GenFaceNormalsProcess.h"
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include "Exceptional.h"
#include "qnan.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
GenFaceNormalsProcess::GenFaceNormalsProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
GenFaceNormalsProcess::~GenFaceNormalsProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_GenNormals) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void GenFaceNormalsProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("GenFaceNormalsProcess begin");
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
}
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
if(this->GenMeshFaceNormals( pScene->mMeshes[a])) {
bHas = true;
}
}
if (bHas) {
DefaultLogger::get()->info("GenFaceNormalsProcess finished. "
"Face normals have been calculated");
}
else DefaultLogger::get()->debug("GenFaceNormalsProcess finished. "
"Normals are already there");
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
{
if (NULL != pMesh->mNormals) {
return false;
}
// If the mesh consists of lines and/or points but not of
// triangles or higher-order polygons the normal vectors
// are undefined.
if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes");
return false;
}
// allocate an array to hold the output normals
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
const float qnan = get_qnan();
// iterate through all faces and compute per-face normals but store them per-vertex.
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
const aiFace& face = pMesh->mFaces[a];
if (face.mNumIndices < 3) {
// either a point or a line -> no well-defined normal vector
for (unsigned int i = 0;i < face.mNumIndices;++i) {
pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
}
continue;
}
const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
for (unsigned int i = 0;i < face.mNumIndices;++i) {
pMesh->mNormals[face.mIndices[i]] = vNor;
}
}
return true;
}