Exemple #1
0
/*  Calculate the face or vertex normals of the current vertex data.  */
void VertexData::calculateNormals()
{
#ifndef NDEBUG
    int wrongNormals = 0;
#endif

    normals.clear();
    normals.reserve(vertices.size());

    // initialize all normals to zero
    for (size_t i = 0; i < vertices.size(); ++i)
        normals.push_back(Normal(0, 0, 0));

// iterate over all triangles and add their normals to adjacent vertices
#pragma omp parallel for
    for (ssize_t i = 0; i < ssize_t(triangles.size()); ++i)
    {
        const Index i0 = triangles[i][0];
        const Index i1 = triangles[i][1];
        const Index i2 = triangles[i][2];
        const Normal normal =
            vmml::compute_normal(vertices[i0], vertices[i1], vertices[i2]);
#ifndef NDEBUG
        // count emtpy normals in debug mode
        if (normal.length() == 0.0f)
            ++wrongNormals; // racy with OpenMP, but not critical
#endif

        normals[i0] += normal;
        normals[i1] += normal;
        normals[i2] += normal;
    }

// normalize all the normals
#pragma omp parallel for
    for (ssize_t i = 0; i < ssize_t(vertices.size()); ++i)
        normals[i].normalize();

#ifndef NDEBUG
    if (wrongNormals > 0)
        PLYLIBINFO << wrongNormals << " faces have no valid normal."
                   << std::endl;
#endif
}
Exemple #2
0
bool TriMesh::computeTangentSpaceBasis() {
	int zeroArea = 0, zeroNormals = 0;
	if (!m_texcoords) {
		bool anisotropic = hasBSDF() && m_bsdf->getType() & BSDF::EAnisotropic;
		if (anisotropic)
			Log(EError, "\"%s\": computeTangentSpace(): texture coordinates "
				"are required to generate tangent vectors. If you want to render with an anisotropic "
				"material, please make sure that all associated shapes have valid texture coordinates.",
				getName().c_str());
		return false;
	}

	if (m_tangents)
		Log(EError, "Tangent space vectors have already been generated!");

	if (!m_normals) {
		Log(EWarn, "Vertex normals are required to compute a tangent space basis!");
		return false;
	}

	m_tangents = new TangentSpace[m_vertexCount];
	memset(m_tangents, 0, sizeof(TangentSpace));

	/* No. of triangles sharing a vertex */
	uint32_t *sharers = new uint32_t[m_vertexCount];

	for (size_t i=0; i<m_vertexCount; i++) {
		m_tangents[i].dpdu = Vector(0.0f);
		m_tangents[i].dpdv = Vector(0.0f);
		if (m_normals[i].isZero()) {
			zeroNormals++;
			m_normals[i] = Normal(1.0f, 0.0f, 0.0f);
		}
		sharers[i] = 0;
	}

	for (size_t i=0; i<m_triangleCount; i++) {
		uint32_t idx0 = m_triangles[i].idx[0],
				 idx1 = m_triangles[i].idx[1],
				 idx2 = m_triangles[i].idx[2];
		const Point &v0 = m_positions[idx0];
		const Point &v1 = m_positions[idx1];
		const Point &v2 = m_positions[idx2];
		const Point2 &uv0 = m_texcoords[idx0];
		const Point2 &uv1 = m_texcoords[idx1];
		const Point2 &uv2 = m_texcoords[idx2];

		Vector dP1 = v1 - v0, dP2 = v2 - v0;
		Vector2 dUV1 = uv1 - uv0, dUV2 = uv2 - uv0;

		Float invDet = 1.0f, determinant = dUV1.x * dUV2.y - dUV1.y * dUV2.x;
		if (determinant != 0)
			invDet = 1.0f / determinant;

		Vector dpdu = ( dUV2.y * dP1 - dUV1.y * dP2) * invDet;
		Vector dpdv = (-dUV2.x * dP1 + dUV1.x * dP2) * invDet;

		if (dpdu.length() == 0.0f) {
			/* Recovery - required to recover from invalid geometry */
			Normal n = Normal(cross(v1 - v0, v2 - v0));
			Float length = n.length();
			if (length != 0) {
				n /= length;
				dpdu = cross(n, dpdv);
				if (dpdu.length() == 0.0f) {
					/* At least create some kind of tangent space basis 
					(fair enough for isotropic BxDFs) */
					coordinateSystem(n, dpdu, dpdv);
				}
			} else {
				zeroArea++;
			}
		}

		if (dpdv.length() == 0.0f) {
			Normal n = Normal(cross(v1 - v0, v2 - v0));
			Float length = n.length();
			if (length != 0) {
				n /= length;
				dpdv = cross(dpdu, n);
				if (dpdv.length() == 0.0f) {
					/* At least create some kind of tangent space basis 
						(fair enough for isotropic BxDFs) */
					coordinateSystem(n, dpdu, dpdv);
				}
			} else {
				zeroArea++;
			}
		}

		m_tangents[idx0].dpdu += dpdu;
		m_tangents[idx1].dpdu += dpdu;
		m_tangents[idx2].dpdu += dpdu;
		m_tangents[idx0].dpdv += dpdv;
		m_tangents[idx1].dpdv += dpdv;
		m_tangents[idx2].dpdv += dpdv;
		sharers[idx0]++; sharers[idx1]++; sharers[idx2]++;
	}

	/* Orthogonalization + Normalization pass */
	for (size_t i=0; i<m_vertexCount; i++) {
		Vector &dpdu = m_tangents[i].dpdu;
		Vector &dpdv = m_tangents[i].dpdv;

		if (dpdu.lengthSquared() == 0.0f || dpdv.lengthSquared() == 0.0f) {
			/* At least create some kind of tangent space basis 
				(fair enough for isotropic BxDFs) */
			coordinateSystem(m_normals[i], dpdu, dpdv);
		} else {
			if (sharers[i] > 0) {
				dpdu /= (Float) sharers[i];
				dpdv /= (Float) sharers[i];
			}
		}
	}
	delete[] sharers;

	if (zeroArea > 0 || zeroNormals > 0)
		Log(EWarn, "\"%s\": computeTangentSpace(): Mesh contains invalid "
			"geometry: %i zero area triangles and %i zero normals found!", 
			m_name.c_str(), zeroArea, zeroNormals);
	return true;
}