| /* |
| --------------------------------------------------------------------------- |
| Open Asset Import Library (assimp) |
| --------------------------------------------------------------------------- |
| |
| Copyright (c) 2006-2012, assimp team |
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| following disclaimer. |
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| * Redistributions in binary form must reproduce the above |
| copyright notice, this list of conditions and the |
| following disclaimer in the documentation and/or other |
| materials provided with the distribution. |
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| * Neither the name of the assimp team, nor the names of its |
| contributors may be used to endorse or promote products |
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| THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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| */ |
| |
| /** @file Generation of normal vectors basing on smoothing groups */ |
| |
| #ifndef AI_SMOOTHINGGROUPS_INL_INCLUDED |
| #define AI_SMOOTHINGGROUPS_INL_INCLUDED |
| |
| // internal headers |
| #include "SGSpatialSort.h" |
| |
| // CRT header |
| #include <algorithm> |
| |
| using namespace Assimp; |
| |
| // ------------------------------------------------------------------------------------------------ |
| template <class T> |
| void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh) |
| { |
| // First generate face normals |
| sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D()); |
| for( unsigned int a = 0; a < sMesh.mFaces.size(); a++) |
| { |
| T& face = sMesh.mFaces[a]; |
| |
| aiVector3D* pV1 = &sMesh.mPositions[face.mIndices[0]]; |
| aiVector3D* pV2 = &sMesh.mPositions[face.mIndices[1]]; |
| aiVector3D* pV3 = &sMesh.mPositions[face.mIndices[2]]; |
| |
| aiVector3D pDelta1 = *pV2 - *pV1; |
| aiVector3D pDelta2 = *pV3 - *pV1; |
| aiVector3D vNor = pDelta1 ^ pDelta2; |
| |
| for (unsigned int c = 0; c < 3;++c) |
| sMesh.mNormals[face.mIndices[c]] = vNor; |
| } |
| |
| // calculate the position bounds so we have a reliable epsilon to check position differences against |
| aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f); |
| for( unsigned int a = 0; a < sMesh.mPositions.size(); a++) |
| { |
| minVec.x = std::min( minVec.x, sMesh.mPositions[a].x); |
| minVec.y = std::min( minVec.y, sMesh.mPositions[a].y); |
| minVec.z = std::min( minVec.z, sMesh.mPositions[a].z); |
| maxVec.x = std::max( maxVec.x, sMesh.mPositions[a].x); |
| maxVec.y = std::max( maxVec.y, sMesh.mPositions[a].y); |
| maxVec.z = std::max( maxVec.z, sMesh.mPositions[a].z); |
| } |
| const float posEpsilon = (maxVec - minVec).Length() * 1e-5f; |
| std::vector<aiVector3D> avNormals; |
| avNormals.resize(sMesh.mNormals.size()); |
| |
| // now generate the spatial sort tree |
| SGSpatialSort sSort; |
| for( typename std::vector<T>::iterator i = sMesh.mFaces.begin(); |
| i != sMesh.mFaces.end();++i) |
| { |
| for (unsigned int c = 0; c < 3;++c) |
| sSort.Add(sMesh.mPositions[(*i).mIndices[c]],(*i).mIndices[c],(*i).iSmoothGroup); |
| } |
| sSort.Prepare(); |
| |
| std::vector<bool> vertexDone(sMesh.mPositions.size(),false); |
| for( typename std::vector<T>::iterator i = sMesh.mFaces.begin(); |
| i != sMesh.mFaces.end();++i) |
| { |
| std::vector<unsigned int> poResult; |
| for (unsigned int c = 0; c < 3;++c) |
| { |
| unsigned int idx = (*i).mIndices[c]; |
| if (vertexDone[idx])continue; |
| |
| sSort.FindPositions(sMesh.mPositions[idx],(*i).iSmoothGroup, |
| posEpsilon,poResult); |
| |
| aiVector3D vNormals; |
| for (std::vector<unsigned int>::const_iterator |
| a = poResult.begin(); |
| a != poResult.end();++a) |
| { |
| vNormals += sMesh.mNormals[(*a)]; |
| } |
| vNormals.NormalizeSafe(); |
| |
| // write back into all affected normals |
| for (std::vector<unsigned int>::const_iterator |
| a = poResult.begin(); |
| a != poResult.end();++a) |
| { |
| idx = *a; |
| avNormals [idx] = vNormals; |
| vertexDone[idx] = true; |
| } |
| } |
| } |
| sMesh.mNormals = avNormals; |
| } |
| |
| #endif // !! AI_SMOOTHINGGROUPS_INL_INCLUDED |