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Created: 2025-12-05 06:25

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/src/assimp/code/PostProcessing/GenFaceNormalsProcess.cpp
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2025, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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  copyright notice, this list of conditions and the
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  following disclaimer.
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* Redistributions in binary form must reproduce the above
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  copyright notice, this list of conditions and the
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  following disclaimer in the documentation and/or other
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  materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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  contributors may be used to endorse or promote products
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  derived from this software without specific prior
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  written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/**
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 * @file Implementation of the post-processing step to generate face
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 * normals for all imported faces.
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 */
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#include "GenFaceNormalsProcess.h"
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#include <assimp/Exceptional.h>
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#include <assimp/postprocess.h>
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#include <assimp/qnan.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <numeric>
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#include <memory>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is in the given flag field.
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bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
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    force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
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    flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
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    leftHanded_ = (pFlags & aiProcess_MakeLeftHanded) != 0;
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    return (pFlags & aiProcess_GenNormals) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post-processing step on the given imported data.
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void GenFaceNormalsProcess::Execute(aiScene *pScene) {
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    ASSIMP_LOG_DEBUG("GenFaceNormalsProcess begin");
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    if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
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        throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
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    }
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    bool bHas = false;
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    for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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        if (this->GenMeshFaceNormals(pScene->mMeshes[a])) {
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            bHas = true;
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        }
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    }
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    if (bHas) {
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        ASSIMP_LOG_INFO("GenFaceNormalsProcess finished. "
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                        "Face normals have been calculated");
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    } else {
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        ASSIMP_LOG_DEBUG("GenFaceNormalsProcess finished. "
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                         "Normals are already there");
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    }
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}
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namespace {
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template<class XMesh>
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void updateXMeshVertices(XMesh *pMesh, std::vector<int> &uniqueVertices) {
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    // replace vertex data with the unique data sets
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    pMesh->mNumVertices = static_cast<unsigned int>(uniqueVertices.size());
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    // ----------------------------------------------------------------------------
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    // NOTE - we're *not* calling Vertex::SortBack() because it would check for
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    // presence of every single vertex component once PER VERTEX. And our CPU
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    // dislikes branches, even if they're easily predictable.
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    // ----------------------------------------------------------------------------
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    // Position, if present (check made for aiAnimMesh)
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    if (pMesh->mVertices) {
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        std::unique_ptr<aiVector3D[]> oldVertices(pMesh->mVertices);
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        pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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        for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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            pMesh->mVertices[a] = oldVertices[uniqueVertices[a]];
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        }
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    }
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    // Tangents, if present
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    if (pMesh->mTangents) {
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        std::unique_ptr<aiVector3D[]> oldTangents(pMesh->mTangents);
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        pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
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        for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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            pMesh->mTangents[a] = oldTangents[uniqueVertices[a]];
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        }
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    }
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    // Bitangents as well
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    if (pMesh->mBitangents) {
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        std::unique_ptr<aiVector3D[]> oldBitangents(pMesh->mBitangents);
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        pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
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        for (unsigned int a = 0; a < pMesh->mNumVertices; a++) {
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            pMesh->mBitangents[a] = oldBitangents[uniqueVertices[a]];
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        }
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    }
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    // Vertex colors
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    for (unsigned int a = 0; pMesh->HasVertexColors(a); a++) {
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        std::unique_ptr<aiColor4D[]> oldColors(pMesh->mColors[a]);
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        pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
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        for (unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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            pMesh->mColors[a][b] = oldColors[uniqueVertices[b]];
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        }
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    }
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    // Texture coords
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    for (unsigned int a = 0; pMesh->HasTextureCoords(a); a++) {
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        std::unique_ptr<aiVector3D[]> oldTextureCoords(pMesh->mTextureCoords[a]);
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        pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
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        for (unsigned int b = 0; b < pMesh->mNumVertices; b++) {
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            pMesh->mTextureCoords[a][b] = oldTextureCoords[uniqueVertices[b]];
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        }
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    }
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}
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} // namespace
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// ------------------------------------------------------------------------------------------------
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// Executes the post-processing step on the given imported data.
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bool GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) {
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    if (nullptr != pMesh->mNormals) {
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        if (force_) {
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            delete[] pMesh->mNormals;
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        } else {
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            return false;
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        }
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    }
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    // If the mesh consists of lines and/or points but not of
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    // triangles or higher-order polygons the normal vectors
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    // are undefined.
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    if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
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        ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes");
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        return false;
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    }
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    // allocate an array to hold the output normals
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    std::vector<aiVector3D> normals;
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    normals.resize(pMesh->mNumVertices);
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    // mask to indicate if a vertex was already referenced and needs to be duplicated
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    std::vector<bool> alreadyReferenced;
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    alreadyReferenced.resize(pMesh->mNumVertices, false);
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    std::vector<int> duplicatedVertices;
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    duplicatedVertices.resize(pMesh->mNumVertices);
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    std::iota(std::begin(duplicatedVertices), std::end(duplicatedVertices), 0);
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    auto storeNormalSplitVertex = [&](unsigned int index, const aiVector3D& normal) {
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        if (!alreadyReferenced[index]) {
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            normals[index]           = normal;
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            alreadyReferenced[index] = true;
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        } else {
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            normals.push_back(normal);
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            duplicatedVertices.push_back(index);
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            index = static_cast<unsigned int>(duplicatedVertices.size() - 1);
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        }
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        return index;
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    };
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    const aiVector3D undefinedNormal = aiVector3D(get_qnan());
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    // iterate through all faces and compute per-face normals but store them per-vertex.
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    for (unsigned int a = 0; a < pMesh->mNumFaces; a++) {
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        const aiFace &face = pMesh->mFaces[a];
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        if (face.mNumIndices < 3) {
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            // either a point or a line -> no well-defined normal vector
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            for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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                face.mIndices[i] = storeNormalSplitVertex(face.mIndices[i], undefinedNormal);
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            }
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            continue;
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        }
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        const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
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        const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
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        const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
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        // Boolean XOR - if either but not both of these flags are set, then the winding order has
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        // changed and the cross-product to calculate the normal needs to be reversed
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        if (flippedWindingOrder_ != leftHanded_)
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            std::swap(pV2, pV3);
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        const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
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        for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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            face.mIndices[i] = storeNormalSplitVertex(face.mIndices[i], vNor);
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        }
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    }
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    // store normals (and additional vertices) back into the mesh
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    if (pMesh->mNumVertices != std::size(duplicatedVertices)) {
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        updateXMeshVertices(pMesh, duplicatedVertices);
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    }
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    pMesh->mNormals = new aiVector3D[normals.size()];
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    memcpy(pMesh->mNormals, normals.data(), normals.size() * sizeof(aiVector3D));
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    return true;
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}