/*---------------------------------------------------------------------------Open Asset Import Library (assimp)---------------------------------------------------------------------------Copyright (c) 2006-2022, assimp teamAll rights reserved.Redistribution and use of this software in source and binary forms,with or without modification, are permitted provided that the followingconditions are met:* Redistributions of source code must retain the abovecopyright notice, this list of conditions and thefollowing disclaimer.* Redistributions in binary form must reproduce the abovecopyright notice, this list of conditions and thefollowing disclaimer in the documentation and/or othermaterials provided with the distribution.* Neither the name of the assimp team, nor the names of itscontributors may be used to endorse or promote productsderived from this software without specific priorwritten permission of the assimp team.THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOTLIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FORA PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHTOWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOTLIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANYTHEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USEOF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.---------------------------------------------------------------------------*//** @file Implementation of the post processing step to calculate* tangents and bitangents for all imported meshes*/// internal headers#include "CalcTangentsProcess.h"#include "ProcessHelper.h"#include <assimp/TinyFormatter.h>#include <assimp/qnan.h>using namespace Assimp;// ------------------------------------------------------------------------------------------------// Constructor to be privately used by ImporterCalcTangentsProcess::CalcTangentsProcess() :configMaxAngle(float(AI_DEG_TO_RAD(45.f))), configSourceUV(0) {// nothing to do here}// ------------------------------------------------------------------------------------------------// Destructor, private as wellCalcTangentsProcess::~CalcTangentsProcess() = default;// ------------------------------------------------------------------------------------------------// Returns whether the processing step is present in the given flag field.bool CalcTangentsProcess::IsActive(unsigned int pFlags) const {return (pFlags & aiProcess_CalcTangentSpace) != 0;}// ------------------------------------------------------------------------------------------------// Executes the post processing step on the given imported data.void CalcTangentsProcess::SetupProperties(const Importer *pImp) {ai_assert(nullptr != pImp);// get the current value of the propertyconfigMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, 45.f);configMaxAngle = std::max(std::min(configMaxAngle, 45.0f), 0.0f);configMaxAngle = AI_DEG_TO_RAD(configMaxAngle);configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX, 0);}// ------------------------------------------------------------------------------------------------// Executes the post processing step on the given imported data.void CalcTangentsProcess::Execute(aiScene *pScene) {ai_assert(nullptr != pScene);ASSIMP_LOG_DEBUG("CalcTangentsProcess begin");bool bHas = false;for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {if (ProcessMesh(pScene->mMeshes[a], a)) bHas = true;}if (bHas) {ASSIMP_LOG_INFO("CalcTangentsProcess finished. Tangents have been calculated");} else {ASSIMP_LOG_DEBUG("CalcTangentsProcess finished");}}// ------------------------------------------------------------------------------------------------// Calculates tangents and bi-tangents for the given meshbool CalcTangentsProcess::ProcessMesh(aiMesh *pMesh, unsigned int meshIndex) {// we assume that the mesh is still in the verbose vertex format where each face has its own set// of vertices and no vertices are shared between faces. Sadly I don't know any quick test to// assert() it here.// assert( must be verbose, dammit);if (pMesh->mTangents) // this implies that mBitangents is also therereturn 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))) {ASSIMP_LOG_INFO("Tangents are undefined for line and point meshes");return false;}// what we can check, though, is if the mesh has normals and texture coordinates. That's a requirementif (pMesh->mNormals == nullptr) {ASSIMP_LOG_ERROR("Failed to compute tangents; need normals");return false;}if (configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV]) {ASSIMP_LOG_ERROR("Failed to compute tangents; need UV data in channel", configSourceUV);return false;}const float angleEpsilon = 0.9999f;std::vector<bool> vertexDone(pMesh->mNumVertices, false);const float qnan = get_qnan();// create space for the tangents and bitangentspMesh->mTangents = new aiVector3D[pMesh->mNumVertices];pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];const aiVector3D *meshPos = pMesh->mVertices;const aiVector3D *meshNorm = pMesh->mNormals;const aiVector3D *meshTex = pMesh->mTextureCoords[configSourceUV];aiVector3D *meshTang = pMesh->mTangents;aiVector3D *meshBitang = pMesh->mBitangents;// calculate the tangent and bitangent for every facefor (unsigned int a = 0; a < pMesh->mNumFaces; a++) {const aiFace &face = pMesh->mFaces[a];if (face.mNumIndices < 3) {// There are less than three indices, thus the tangent vector// is not defined. We are finished with these vertices now,// their tangent vectors are set to qnan.for (unsigned int i = 0; i < face.mNumIndices; ++i) {unsigned int idx = face.mIndices[i];vertexDone[idx] = true;meshTang[idx] = aiVector3D(qnan);meshBitang[idx] = aiVector3D(qnan);}continue;}// triangle or polygon... we always use only the first three indices. A polygon// is supposed to be planar anyways....// FIXME: (thom) create correct calculation for multi-vertex polygons maybe?const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2];// position differences p1->p2 and p1->p3aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0];// texture offset p1->p2 and p1->p3float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y;float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y;float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;// when t1, t2, t3 in same position in UV space, just use default UV direction.if (sx * ty == sy * tx) {sx = 0.0;sy = 1.0;tx = 1.0;ty = 0.0;}// tangent points in the direction where to positive X axis of the texture coord's would point in model space// bitangent's points along the positive Y axis of the texture coord's, respectivelyaiVector3D tangent, bitangent;tangent.x = (w.x * sy - v.x * ty) * dirCorrection;tangent.y = (w.y * sy - v.y * ty) * dirCorrection;tangent.z = (w.z * sy - v.z * ty) * dirCorrection;bitangent.x = (- w.x * sx + v.x * tx) * dirCorrection;bitangent.y = (- w.y * sx + v.y * tx) * dirCorrection;bitangent.z = (- w.z * sx + v.z * tx) * dirCorrection;// store for every vertex of that facefor (unsigned int b = 0; b < face.mNumIndices; ++b) {unsigned int p = face.mIndices[b];// project tangent and bitangent into the plane formed by the vertex' normalaiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]) - localTangent * (bitangent * localTangent);localTangent.NormalizeSafe();localBitangent.NormalizeSafe();// reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN.bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z);bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z);if (invalid_tangent != invalid_bitangent) {if (invalid_tangent) {localTangent = meshNorm[p] ^ localBitangent;localTangent.NormalizeSafe();} else {localBitangent = localTangent ^ meshNorm[p];localBitangent.NormalizeSafe();}}// and write it into the mesh.meshTang[p] = localTangent;meshBitang[p] = localBitangent;}}// create a helper to quickly find locally close vertices among the vertex array// FIX: check whether we can reuse the SpatialSort of a previous stepSpatialSort *vertexFinder = nullptr;SpatialSort _vertexFinder;float posEpsilon = 10e-6f;if (shared) {std::vector<std::pair<SpatialSort, float>> *avf;shared->GetProperty(AI_SPP_SPATIAL_SORT, avf);if (avf) {std::pair<SpatialSort, float> &blubb = avf->operator[](meshIndex);vertexFinder = &blubb.first;posEpsilon = blubb.second;;}}if (!vertexFinder) {_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof(aiVector3D));vertexFinder = &_vertexFinder;posEpsilon = ComputePositionEpsilon(pMesh);}std::vector<unsigned int> verticesFound;const float fLimit = std::cos(configMaxAngle);std::vector<unsigned int> closeVertices;// in the second pass we now smooth out all tangents and bitangents at the same local position// if they are not too far off.for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {if (vertexDone[a])continue;const aiVector3D &origPos = pMesh->mVertices[a];const aiVector3D &origNorm = pMesh->mNormals[a];const aiVector3D &origTang = pMesh->mTangents[a];const aiVector3D &origBitang = pMesh->mBitangents[a];closeVertices.resize(0);// find all vertices close to that positionvertexFinder->FindPositions(origPos, posEpsilon, verticesFound);closeVertices.reserve(verticesFound.size() + 5);closeVertices.push_back(a);// look among them for other vertices sharing the same normal and a close-enough tangent/bitangentfor (unsigned int b = 0; b < verticesFound.size(); b++) {unsigned int idx = verticesFound[b];if (vertexDone[idx])continue;if (meshNorm[idx] * origNorm < angleEpsilon)continue;if (meshTang[idx] * origTang < fLimit)continue;if (meshBitang[idx] * origBitang < fLimit)continue;// it's similar enough -> add it to the smoothing groupcloseVertices.push_back(idx);vertexDone[idx] = true;}// smooth the tangents and bitangents of all vertices that were found to be close enoughaiVector3D smoothTangent(0, 0, 0), smoothBitangent(0, 0, 0);for (unsigned int b = 0; b < closeVertices.size(); ++b) {smoothTangent += meshTang[closeVertices[b]];smoothBitangent += meshBitang[closeVertices[b]];}smoothTangent.Normalize();smoothBitangent.Normalize();// and write it back into all affected tangentsfor (unsigned int b = 0; b < closeVertices.size(); ++b) {meshTang[closeVertices[b]] = smoothTangent;meshBitang[closeVertices[b]] = smoothBitangent;}}return true;}
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