/*---------------------------------------------------------------------------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 invert* all normals in meshes with infacing normals.*/// internal headers#include "FixNormalsStep.h"#include <assimp/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 ImporterFixInfacingNormalsProcess::FixInfacingNormalsProcess() = default;// ------------------------------------------------------------------------------------------------// Destructor, private as wellFixInfacingNormalsProcess::~FixInfacingNormalsProcess() = default;// ------------------------------------------------------------------------------------------------// 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){ASSIMP_LOG_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) {ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. Found issues.");} else {ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. No changes to the scene.");}}// ------------------------------------------------------------------------------------------------// Apply the step to the meshbool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index){ai_assert(nullptr != pcMesh);// Nothing to do if there are no model normalsif (!pcMesh->HasNormals()) {return false;}// Compute the bounding box of both the model vertices + normals and// the unmodified 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 overlappingif ((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 surfaceconst 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 boxesif (std::fabs(fDelta0_x * fDelta0_y * fDelta0_z) < std::fabs(fDelta1_x * fDelta1_yz)) {if (!DefaultLogger::isNullLogger()) {ASSIMP_LOG_INFO("Mesh ", index, ": Normals are facing inwards (or the mesh is planar)", index);}// Invert normalsfor (unsigned int i = 0; i < pcMesh->mNumVertices;++i)pcMesh->mNormals[i] *= -1.0f;// ... and flip facesfor (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;}
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