1 /*
2 ---------------------------------------------------------------------------
3 Open Asset Import Library (assimp)
4 ---------------------------------------------------------------------------
5 
6 Copyright (c) 2006-2019, assimp team
7 
8 
9 
10 All rights reserved.
11 
12 Redistribution and use of this software in source and binary forms,
13 with or without modification, are permitted provided that the following
14 conditions are met:
15 
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17   copyright notice, this list of conditions and the
18   following disclaimer.
19 
20 * Redistributions in binary form must reproduce the above
21   copyright notice, this list of conditions and the
22   following disclaimer in the documentation and/or other
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24 
25 * Neither the name of the assimp team, nor the names of its
26   contributors may be used to endorse or promote products
27   derived from this software without specific prior
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30 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
31 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
32 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
33 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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41 ---------------------------------------------------------------------------
42 */
43 
44 /** @file Implementation of the post processing step to generate face
45 * normals for all imported faces.
46 */
47 
48 
49 #include "GenFaceNormalsProcess.h"
50 #include <assimp/postprocess.h>
51 #include <assimp/scene.h>
52 #include <assimp/DefaultLogger.hpp>
53 #include <assimp/Exceptional.h>
54 #include <assimp/qnan.h>
55 
56 
57 using namespace Assimp;
58 
59 // ------------------------------------------------------------------------------------------------
60 // Constructor to be privately used by Importer
GenFaceNormalsProcess()61 GenFaceNormalsProcess::GenFaceNormalsProcess()
62 {
63     // nothing to do here
64 }
65 
66 // ------------------------------------------------------------------------------------------------
67 // Destructor, private as well
~GenFaceNormalsProcess()68 GenFaceNormalsProcess::~GenFaceNormalsProcess()
69 {
70     // nothing to do here
71 }
72 
73 // ------------------------------------------------------------------------------------------------
74 // Returns whether the processing step is present in the given flag field.
IsActive(unsigned int pFlags) const75 bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const {
76     force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
77     return  (pFlags & aiProcess_GenNormals) != 0;
78 }
79 
80 // ------------------------------------------------------------------------------------------------
81 // Executes the post processing step on the given imported data.
Execute(aiScene * pScene)82 void GenFaceNormalsProcess::Execute( aiScene* pScene) {
83     ASSIMP_LOG_DEBUG("GenFaceNormalsProcess begin");
84 
85     if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
86         throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
87     }
88 
89     bool bHas = false;
90     for( unsigned int a = 0; a < pScene->mNumMeshes; a++)   {
91         if(this->GenMeshFaceNormals( pScene->mMeshes[a])) {
92             bHas = true;
93         }
94     }
95     if (bHas)   {
96         ASSIMP_LOG_INFO("GenFaceNormalsProcess finished. "
97             "Face normals have been calculated");
98     } else {
99         ASSIMP_LOG_DEBUG("GenFaceNormalsProcess finished. "
100             "Normals are already there");
101     }
102 }
103 
104 // ------------------------------------------------------------------------------------------------
105 // Executes the post processing step on the given imported data.
GenMeshFaceNormals(aiMesh * pMesh)106 bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
107 {
108     if (NULL != pMesh->mNormals) {
109         if (force_) delete[] pMesh->mNormals;
110         else return false;
111     }
112 
113     // If the mesh consists of lines and/or points but not of
114     // triangles or higher-order polygons the normal vectors
115     // are undefined.
116     if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))   {
117         ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes");
118         return false;
119     }
120 
121     // allocate an array to hold the output normals
122     pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
123     const float qnan = get_qnan();
124 
125     // iterate through all faces and compute per-face normals but store them per-vertex.
126     for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
127         const aiFace& face = pMesh->mFaces[a];
128         if (face.mNumIndices < 3)   {
129             // either a point or a line -> no well-defined normal vector
130             for (unsigned int i = 0;i < face.mNumIndices;++i) {
131                 pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
132             }
133             continue;
134         }
135 
136         const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
137         const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
138         const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
139         const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
140 
141         for (unsigned int i = 0;i < face.mNumIndices;++i) {
142             pMesh->mNormals[face.mIndices[i]] = vNor;
143         }
144     }
145     return true;
146 }
147