/src/assimp/code/PostProcessing/CalcTangentsProcess.cpp
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1 | | /* |
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42 | | */ |
43 | | |
44 | | /** @file Implementation of the post processing step to calculate |
45 | | * tangents and bitangents for all imported meshes |
46 | | */ |
47 | | |
48 | | // internal headers |
49 | | #include "CalcTangentsProcess.h" |
50 | | #include "ProcessHelper.h" |
51 | | #include <assimp/TinyFormatter.h> |
52 | | #include <assimp/qnan.h> |
53 | | |
54 | | using namespace Assimp; |
55 | | |
56 | | // ------------------------------------------------------------------------------------------------ |
57 | | // Constructor to be privately used by Importer |
58 | | CalcTangentsProcess::CalcTangentsProcess() : |
59 | 276 | configMaxAngle(float(AI_DEG_TO_RAD(45.f))), configSourceUV(0) { |
60 | | // nothing to do here |
61 | 276 | } |
62 | | |
63 | | // ------------------------------------------------------------------------------------------------ |
64 | | // Returns whether the processing step is present in the given flag field. |
65 | 96 | bool CalcTangentsProcess::IsActive(unsigned int pFlags) const { |
66 | 96 | return (pFlags & aiProcess_CalcTangentSpace) != 0; |
67 | 96 | } |
68 | | |
69 | | // ------------------------------------------------------------------------------------------------ |
70 | | // Executes the post processing step on the given imported data. |
71 | 56 | void CalcTangentsProcess::SetupProperties(const Importer *pImp) { |
72 | 56 | ai_assert(nullptr != pImp); |
73 | | |
74 | | // get the current value of the property |
75 | 56 | configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, 45.f); |
76 | 56 | configMaxAngle = std::max(std::min(configMaxAngle, 45.0f), 0.0f); |
77 | 56 | configMaxAngle = AI_DEG_TO_RAD(configMaxAngle); |
78 | | |
79 | 56 | configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX, 0); |
80 | 56 | } |
81 | | |
82 | | // ------------------------------------------------------------------------------------------------ |
83 | | // Executes the post processing step on the given imported data. |
84 | 56 | void CalcTangentsProcess::Execute(aiScene *pScene) { |
85 | 56 | ai_assert(nullptr != pScene); |
86 | | |
87 | 56 | ASSIMP_LOG_DEBUG("CalcTangentsProcess begin"); |
88 | | |
89 | 56 | bool bHas = false; |
90 | 1.90k | for (unsigned int a = 0; a < pScene->mNumMeshes; a++) { |
91 | 1.85k | if (ProcessMesh(pScene->mMeshes[a], a)) bHas = true; |
92 | 1.85k | } |
93 | | |
94 | 56 | if (bHas) { |
95 | 3 | ASSIMP_LOG_INFO("CalcTangentsProcess finished. Tangents have been calculated"); |
96 | 53 | } else { |
97 | 53 | ASSIMP_LOG_DEBUG("CalcTangentsProcess finished"); |
98 | 53 | } |
99 | 56 | } |
100 | | |
101 | | // ------------------------------------------------------------------------------------------------ |
102 | | // Calculates tangents and bi-tangents for the given mesh |
103 | 1.85k | bool CalcTangentsProcess::ProcessMesh(aiMesh *pMesh, unsigned int meshIndex) { |
104 | | // we assume that the mesh is still in the verbose vertex format where each face has its own set |
105 | | // of vertices and no vertices are shared between faces. Sadly I don't know any quick test to |
106 | | // assert() it here. |
107 | | // assert( must be verbose, dammit); |
108 | | |
109 | 1.85k | if (pMesh->mTangents) // this implies that mBitangents is also there |
110 | 0 | return false; |
111 | | |
112 | | // If the mesh consists of lines and/or points but not of |
113 | | // triangles or higher-order polygons the normal vectors |
114 | | // are undefined. |
115 | 1.85k | if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) { |
116 | 1.30k | ASSIMP_LOG_INFO("Tangents are undefined for line and point meshes"); |
117 | 1.30k | return false; |
118 | 1.30k | } |
119 | | |
120 | | // what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement |
121 | 548 | if (pMesh->mNormals == nullptr) { |
122 | 0 | ASSIMP_LOG_ERROR("Failed to compute tangents; need normals"); |
123 | 0 | return false; |
124 | 0 | } |
125 | 548 | if (configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV]) { |
126 | 542 | ASSIMP_LOG_ERROR("Failed to compute tangents; need UV data in channel", configSourceUV); |
127 | 542 | return false; |
128 | 542 | } |
129 | | |
130 | 6 | const float angleEpsilon = 0.9999f; |
131 | | |
132 | 6 | std::vector<bool> vertexDone(pMesh->mNumVertices, false); |
133 | 6 | const float qnan = get_qnan(); |
134 | | |
135 | | // create space for the tangents and bitangents |
136 | 6 | pMesh->mTangents = new aiVector3D[pMesh->mNumVertices]; |
137 | 6 | pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices]; |
138 | | |
139 | 6 | const aiVector3D *meshPos = pMesh->mVertices; |
140 | 6 | const aiVector3D *meshNorm = pMesh->mNormals; |
141 | 6 | const aiVector3D *meshTex = pMesh->mTextureCoords[configSourceUV]; |
142 | 6 | aiVector3D *meshTang = pMesh->mTangents; |
143 | 6 | aiVector3D *meshBitang = pMesh->mBitangents; |
144 | | |
145 | | // calculate the tangent and bitangent for every face |
146 | 18 | for (unsigned int a = 0; a < pMesh->mNumFaces; a++) { |
147 | 12 | const aiFace &face = pMesh->mFaces[a]; |
148 | 12 | if (face.mNumIndices < 3) { |
149 | | // There are less than three indices, thus the tangent vector |
150 | | // is not defined. We are finished with these vertices now, |
151 | | // their tangent vectors are set to qnan. |
152 | 0 | for (unsigned int i = 0; i < face.mNumIndices; ++i) { |
153 | 0 | unsigned int idx = face.mIndices[i]; |
154 | 0 | vertexDone[idx] = true; |
155 | 0 | meshTang[idx] = aiVector3D(qnan); |
156 | 0 | meshBitang[idx] = aiVector3D(qnan); |
157 | 0 | } |
158 | |
|
159 | 0 | continue; |
160 | 0 | } |
161 | | |
162 | | // triangle or polygon... we always use only the first three indices. A polygon |
163 | | // is supposed to be planar anyways.... |
164 | | // FIXME: (thom) create correct calculation for multi-vertex polygons maybe? |
165 | 12 | const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2]; |
166 | | |
167 | | // position differences p1->p2 and p1->p3 |
168 | 12 | aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0]; |
169 | | |
170 | | // texture offset p1->p2 and p1->p3 |
171 | 12 | float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y; |
172 | 12 | float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y; |
173 | 12 | float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f; |
174 | | // when t1, t2, t3 in same position in UV space, just use default UV direction. |
175 | 12 | if (sx * ty == sy * tx) { |
176 | 12 | sx = 0.0; |
177 | 12 | sy = 1.0; |
178 | 12 | tx = 1.0; |
179 | 12 | ty = 0.0; |
180 | 12 | } |
181 | | |
182 | | // tangent points in the direction where to positive X axis of the texture coord's would point in model space |
183 | | // bitangent's points along the positive Y axis of the texture coord's, respectively |
184 | 12 | aiVector3D tangent, bitangent; |
185 | 12 | tangent.x = (w.x * sy - v.x * ty) * dirCorrection; |
186 | 12 | tangent.y = (w.y * sy - v.y * ty) * dirCorrection; |
187 | 12 | tangent.z = (w.z * sy - v.z * ty) * dirCorrection; |
188 | 12 | bitangent.x = (w.x * sx - v.x * tx) * dirCorrection; |
189 | 12 | bitangent.y = (w.y * sx - v.y * tx) * dirCorrection; |
190 | 12 | bitangent.z = (w.z * sx - v.z * tx) * dirCorrection; |
191 | | |
192 | | // store for every vertex of that face |
193 | 48 | for (unsigned int b = 0; b < face.mNumIndices; ++b) { |
194 | 36 | unsigned int p = face.mIndices[b]; |
195 | | |
196 | | // project tangent and bitangent into the plane formed by the vertex' normal |
197 | 36 | aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]); |
198 | 36 | aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]); |
199 | 36 | localTangent.NormalizeSafe(); |
200 | 36 | localBitangent.NormalizeSafe(); |
201 | | |
202 | | // reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN. |
203 | 36 | bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z) |
204 | 36 | || (-0.5f < localTangent.x && localTangent.x < 0.5f && -0.5f < localTangent.y && localTangent.y < 0.5f && -0.5f < localTangent.z && localTangent.z < 0.5f); |
205 | 36 | bool invalid_bitangent = is_special_float(localBitangent.x) || is_special_float(localBitangent.y) || is_special_float(localBitangent.z) |
206 | 36 | || (-0.5f < localBitangent.x && localBitangent.x < 0.5f && -0.5f < localBitangent.y && localBitangent.y < 0.5f && -0.5f < localBitangent.z && localBitangent.z < 0.5f); |
207 | 36 | if (invalid_tangent != invalid_bitangent) { |
208 | 0 | if (invalid_tangent) { |
209 | 0 | localTangent = meshNorm[p] ^ localBitangent; |
210 | 0 | localTangent.NormalizeSafe(); |
211 | 0 | } else { |
212 | 0 | localBitangent = localTangent ^ meshNorm[p]; |
213 | 0 | localBitangent.NormalizeSafe(); |
214 | 0 | } |
215 | 0 | } |
216 | | |
217 | | // and write it into the mesh. |
218 | 36 | meshTang[p] = localTangent; |
219 | 36 | meshBitang[p] = localBitangent; |
220 | 36 | } |
221 | 12 | } |
222 | | |
223 | | // create a helper to quickly find locally close vertices among the vertex array |
224 | | // FIX: check whether we can reuse the SpatialSort of a previous step |
225 | 6 | SpatialSort *vertexFinder = nullptr; |
226 | 6 | SpatialSort _vertexFinder; |
227 | 6 | float posEpsilon = 10e-6f; |
228 | 6 | if (shared) { |
229 | 6 | std::vector<std::pair<SpatialSort, float>> *avf; |
230 | 6 | shared->GetProperty(AI_SPP_SPATIAL_SORT, avf); |
231 | 6 | if (avf) { |
232 | 6 | std::pair<SpatialSort, float> &blubb = avf->operator[](meshIndex); |
233 | 6 | vertexFinder = &blubb.first; |
234 | 6 | posEpsilon = blubb.second; |
235 | 6 | ; |
236 | 6 | } |
237 | 6 | } |
238 | 6 | if (!vertexFinder) { |
239 | 0 | _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof(aiVector3D)); |
240 | 0 | vertexFinder = &_vertexFinder; |
241 | 0 | posEpsilon = ComputePositionEpsilon(pMesh); |
242 | 0 | } |
243 | 6 | std::vector<unsigned int> verticesFound; |
244 | | |
245 | 6 | const float fLimit = std::cos(configMaxAngle); |
246 | 6 | std::vector<unsigned int> closeVertices; |
247 | | |
248 | | // in the second pass we now smooth out all tangents and bitangents at the same local position |
249 | | // if they are not too far off. |
250 | 36 | for (unsigned int a = 0; a < pMesh->mNumVertices; a++) { |
251 | 30 | if (vertexDone[a]) |
252 | 9 | continue; |
253 | | |
254 | 21 | const aiVector3D &origPos = pMesh->mVertices[a]; |
255 | 21 | const aiVector3D &origNorm = pMesh->mNormals[a]; |
256 | 21 | const aiVector3D &origTang = pMesh->mTangents[a]; |
257 | 21 | const aiVector3D &origBitang = pMesh->mBitangents[a]; |
258 | 21 | closeVertices.resize(0); |
259 | | |
260 | | // find all vertices close to that position |
261 | 21 | vertexFinder->FindPositions(origPos, posEpsilon, verticesFound); |
262 | | |
263 | 21 | closeVertices.reserve(verticesFound.size() + 5); |
264 | 21 | closeVertices.push_back(a); |
265 | | |
266 | | // look among them for other vertices sharing the same normal and a close-enough tangent/bitangent |
267 | 78 | for (unsigned int b = 0; b < verticesFound.size(); b++) { |
268 | 57 | unsigned int idx = verticesFound[b]; |
269 | 57 | if (vertexDone[idx]) |
270 | 9 | continue; |
271 | 48 | if (meshNorm[idx] * origNorm < angleEpsilon) |
272 | 0 | continue; |
273 | 48 | if (meshTang[idx] * origTang < fLimit) |
274 | 24 | continue; |
275 | 24 | if (meshBitang[idx] * origBitang < fLimit) |
276 | 0 | continue; |
277 | | |
278 | | // it's similar enough -> add it to the smoothing group |
279 | 24 | closeVertices.push_back(idx); |
280 | 24 | vertexDone[idx] = true; |
281 | 24 | } |
282 | | |
283 | | // smooth the tangents and bitangents of all vertices that were found to be close enough |
284 | 21 | aiVector3D smoothTangent(0, 0, 0), smoothBitangent(0, 0, 0); |
285 | 66 | for (unsigned int b = 0; b < closeVertices.size(); ++b) { |
286 | 45 | smoothTangent += meshTang[closeVertices[b]]; |
287 | 45 | smoothBitangent += meshBitang[closeVertices[b]]; |
288 | 45 | } |
289 | 21 | smoothTangent.Normalize(); |
290 | 21 | smoothBitangent.Normalize(); |
291 | | |
292 | | // and write it back into all affected tangents |
293 | 66 | for (unsigned int b = 0; b < closeVertices.size(); ++b) { |
294 | 45 | meshTang[closeVertices[b]] = smoothTangent; |
295 | 45 | meshBitang[closeVertices[b]] = smoothBitangent; |
296 | 45 | } |
297 | 21 | } |
298 | 6 | return true; |
299 | 548 | } |