From Marco Jez, tangent space generator.
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@ -165,6 +165,10 @@ SOURCE=..\..\src\osgUtil\SmoothingVisitor.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osgUtil\TangentSpaceGenerator.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osgUtil\Tesselator.cpp
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# End Source File
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# Begin Source File
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@ -281,6 +285,10 @@ SOURCE=..\..\include\osgUtil\Statistics
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# End Source File
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# Begin Source File
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SOURCE=..\..\include\osgUtil\TangentSpaceGenerator
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# End Source File
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# Begin Source File
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SOURCE=..\..\include\osgUtil\Tesselator
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# End Source File
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# Begin Source File
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71
include/osgUtil/TangentSpaceGenerator
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71
include/osgUtil/TangentSpaceGenerator
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGUTIL_TANGENTSPACEGENERATOR_
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#define OSGUTIL_TANGENTSPACEGENERATOR_
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#include <osgUtil/Export>
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#include <osg/ref_ptr>
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#include <osg/Referenced>
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#include <osg/Array>
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#include <osg/Geometry>
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namespace osgUtil
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{
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/**
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This class generates three arrays containing tangent-space basis vectors. It takes
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a texture-mapped Geometry object as input, traverses its primitive sets and computes
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Tangent, Normal and Binormal vectors for each vertex, storing them into arrays.
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The resulting arrays can be used as vertex program varying (per-vertex) parameters,
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enabling advanced effects like bump-mapping.
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To use this class, simply call the generate() method specifying the Geometry object
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you want to process and the texture unit that contains UV mapping for the normal map;
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then you can retrieve the TBN arrays by calling getTangentArray(), getNormalArray()
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and getBinormalArray() methods.
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*/
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class OSGUTIL_EXPORT TangentSpaceGenerator: public osg::Referenced {
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public:
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TangentSpaceGenerator();
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TangentSpaceGenerator(const TangentSpaceGenerator ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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void generate(osg::Geometry *geo, int normal_map_tex_unit = 0);
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inline osg::Vec4Array *getTangentArray() { return T_.get(); }
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inline const osg::Vec4Array *getTangentArray() const { return T_.get(); }
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inline void setTangentArray(osg::Vec4Array *array) { T_ = array; }
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inline osg::Vec4Array *getNormalArray() { return N_.get(); }
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inline const osg::Vec4Array *getNormalArray() const { return N_.get(); }
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inline void setNormalArray(osg::Vec4Array *array) { N_ = array; }
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inline osg::Vec4Array *getBinormalArray() { return B_.get(); }
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inline const osg::Vec4Array *getBinormalArray() const { return B_.get(); }
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inline void setBinormalArray(osg::Vec4Array *array) { B_ = array; }
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protected:
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virtual ~TangentSpaceGenerator() {}
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TangentSpaceGenerator &operator=(const TangentSpaceGenerator &) { return *this; }
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void compute_basis_vectors(osg::PrimitiveSet *pset, const osg::Array *vx, const osg::Array *tx, int iA, int iB, int iC);
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private:
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osg::ref_ptr<osg::Vec4Array> T_;
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osg::ref_ptr<osg::Vec4Array> B_;
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osg::ref_ptr<osg::Vec4Array> N_;
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};
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}
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#endif
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@ -19,6 +19,7 @@ CXXFILES = \
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RenderToTextureStage.cpp\
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SceneView.cpp\
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SmoothingVisitor.cpp\
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TangentSpaceGenerator.cpp\
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Tesselator.cpp\
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TransformCallback.cpp\
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TransformAttributeFunctor.cpp\
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218
src/osgUtil/TangentSpaceGenerator.cpp
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218
src/osgUtil/TangentSpaceGenerator.cpp
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#include <osgUtil/TangentSpaceGenerator>
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#include <osg/Notify>
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using namespace osgUtil;
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TangentSpaceGenerator::TangentSpaceGenerator()
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: osg::Referenced(),
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T_(new osg::Vec4Array),
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B_(new osg::Vec4Array),
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N_(new osg::Vec4Array)
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{
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}
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TangentSpaceGenerator::TangentSpaceGenerator(const TangentSpaceGenerator ©, const osg::CopyOp ©op)
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: osg::Referenced(copy),
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T_(static_cast<osg::Vec4Array *>(copyop(copy.T_.get()))),
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B_(static_cast<osg::Vec4Array *>(copyop(copy.B_.get()))),
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N_(static_cast<osg::Vec4Array *>(copyop(copy.N_.get())))
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{
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}
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void TangentSpaceGenerator::generate(osg::Geometry *geo, int normal_map_tex_unit)
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{
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const osg::Array *vx = geo->getVertexArray();
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const osg::Array *tx = geo->getTexCoordArray(normal_map_tex_unit);
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if (!vx || !tx) return;
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unsigned int vertex_count = vx->getNumElements();
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T_->assign(vertex_count, osg::Vec4());
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B_->assign(vertex_count, osg::Vec4());
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N_->assign(vertex_count, osg::Vec4());
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unsigned i; // VC6 doesn't like for-scoped variables
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for (i=0; i<geo->getNumPrimitiveSets(); ++i) {
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osg::PrimitiveSet *pset = geo->getPrimitiveSet(i);
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switch (pset->getMode()) {
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case osg::PrimitiveSet::TRIANGLES:
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for (i=0; i<pset->getNumIndices(); i+=3) {
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compute_basis_vectors(pset, vx, tx, i, i+1, i+2);
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}
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break;
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case osg::PrimitiveSet::TRIANGLE_STRIP:
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for (i=0; i<pset->getNumIndices()-2; ++i) {
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if ((i%2) == 0) {
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compute_basis_vectors(pset, vx, tx, i, i+1, i+2);
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} else {
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compute_basis_vectors(pset, vx, tx, i, i+2, i+1);
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}
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}
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break;
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case osg::PrimitiveSet::TRIANGLE_FAN:
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for (i=2; i<pset->getNumIndices(); ++i) {
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compute_basis_vectors(pset, vx, tx, 0, i-1, i);
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}
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break;
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case osg::PrimitiveSet::QUADS:
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for (i=0; i<pset->getNumIndices(); i+=4) {
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compute_basis_vectors(pset, vx, tx, i, i+1, i+2);
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compute_basis_vectors(pset, vx, tx, i+2, i+3, i);
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}
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break;
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case osg::PrimitiveSet::POINTS:
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case osg::PrimitiveSet::LINES:
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case osg::PrimitiveSet::LINE_STRIP:
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case osg::PrimitiveSet::LINE_LOOP:
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break;
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default: osg::notify(osg::WARN) << "Warning: TangentSpaceGenerator: unknown primitive mode " << pset->getMode() << "\n";
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}
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}
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// normalize basis vectors and force the normal vector to match
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// the triangle normal's direction
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for (i=0; i<vertex_count; ++i) {
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osg::Vec4 &vT = T_->at(i);
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osg::Vec4 &vB = B_->at(i);
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osg::Vec4 &vN = N_->at(i);
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osg::Vec3 txN = osg::Vec3(vT.x(), vT.y(), vT.z()) ^ osg::Vec3(vB.x(), vB.y(), vB.z());
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if (txN * osg::Vec3(vN.x(), vN.y(), vN.z()) >= 0) {
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vN = osg::Vec4(txN, 0);
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} else {
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vN = osg::Vec4(-txN, 0);
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}
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vT.normalize();
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vB.normalize();
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vN.normalize();
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}
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}
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void TangentSpaceGenerator::compute_basis_vectors(osg::PrimitiveSet *pset, const osg::Array *vx, const osg::Array *tx, int iA, int iB, int iC)
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{
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iA = pset->index(iA);
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iB = pset->index(iB);
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iC = pset->index(iC);
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osg::Vec3 P1;
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osg::Vec3 P2;
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osg::Vec3 P3;
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int i; // VC6 doesn't like for-scoped variables
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switch (vx->getType())
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{
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case osg::Array::Vec2ArrayType:
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for (i=0; i<2; ++i) {
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P1.ptr()[i] = static_cast<const osg::Vec2Array *>(vx)->at(iA).ptr()[i];
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P2.ptr()[i] = static_cast<const osg::Vec2Array *>(vx)->at(iB).ptr()[i];
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P3.ptr()[i] = static_cast<const osg::Vec2Array *>(vx)->at(iC).ptr()[i];
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}
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break;
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case osg::Array::Vec3ArrayType:
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P1 = static_cast<const osg::Vec3Array *>(vx)->at(iA);
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P2 = static_cast<const osg::Vec3Array *>(vx)->at(iB);
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P3 = static_cast<const osg::Vec3Array *>(vx)->at(iC);
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break;
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case osg::Array::Vec4ArrayType:
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for (i=0; i<3; ++i) {
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P1.ptr()[i] = static_cast<const osg::Vec4Array *>(vx)->at(iA).ptr()[i];
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P2.ptr()[i] = static_cast<const osg::Vec4Array *>(vx)->at(iB).ptr()[i];
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P3.ptr()[i] = static_cast<const osg::Vec4Array *>(vx)->at(iC).ptr()[i];
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}
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break;
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default:
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osg::notify(osg::WARN) << "Warning: TangentSpaceGenerator: vertex array must be Vec2Array, Vec3Array or Vec4Array" << std::endl;
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}
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osg::Vec2 uv1;
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osg::Vec2 uv2;
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osg::Vec2 uv3;
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switch (tx->getType())
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{
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case osg::Array::Vec2ArrayType:
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uv1 = static_cast<const osg::Vec2Array *>(tx)->at(iA);
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uv2 = static_cast<const osg::Vec2Array *>(tx)->at(iB);
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uv3 = static_cast<const osg::Vec2Array *>(tx)->at(iC);
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break;
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case osg::Array::Vec3ArrayType:
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for (i=0; i<2; ++i) {
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uv1.ptr()[i] = static_cast<const osg::Vec3Array *>(tx)->at(iA).ptr()[i];
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uv2.ptr()[i] = static_cast<const osg::Vec3Array *>(tx)->at(iB).ptr()[i];
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uv3.ptr()[i] = static_cast<const osg::Vec3Array *>(tx)->at(iC).ptr()[i];
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}
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break;
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case osg::Array::Vec4ArrayType:
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for (i=0; i<2; ++i) {
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uv1.ptr()[i] = static_cast<const osg::Vec4Array *>(tx)->at(iA).ptr()[i];
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uv2.ptr()[i] = static_cast<const osg::Vec4Array *>(tx)->at(iB).ptr()[i];
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uv3.ptr()[i] = static_cast<const osg::Vec4Array *>(tx)->at(iC).ptr()[i];
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}
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break;
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default:
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osg::notify(osg::WARN) << "Warning: TangentSpaceGenerator: texture coord array must be Vec2Array, Vec3Array or Vec4Array" << std::endl;
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}
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osg::Vec3 face_normal = (P2 - P1) ^ (P3 - P1);
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osg::Vec3 V;
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V = osg::Vec3(P2.x() - P1.x(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^
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osg::Vec3(P3.x() - P1.x(), uv3.x() - uv1.x(), uv3.y() - uv1.y());
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if (V.x() != 0) {
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V.normalize();
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T_->at(iA).x() += -V.y() / V.x();
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B_->at(iA).x() += -V.z() / V.x();
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T_->at(iB).x() += -V.y() / V.x();
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B_->at(iB).x() += -V.z() / V.x();
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T_->at(iC).x() += -V.y() / V.x();
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B_->at(iC).x() += -V.z() / V.x();
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}
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V = osg::Vec3(P2.y() - P1.y(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^
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osg::Vec3(P3.y() - P1.y(), uv3.x() - uv1.x(), uv3.y() - uv1.y());
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if (V.x() != 0) {
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V.normalize();
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T_->at(iA).y() += -V.y() / V.x();
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B_->at(iA).y() += -V.z() / V.x();
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T_->at(iB).y() += -V.y() / V.x();
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B_->at(iB).y() += -V.z() / V.x();
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T_->at(iC).y() += -V.y() / V.x();
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B_->at(iC).y() += -V.z() / V.x();
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}
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V = osg::Vec3(P2.z() - P1.z(), uv2.x() - uv1.x(), uv2.y() - uv1.y()) ^
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osg::Vec3(P3.z() - P1.z(), uv3.x() - uv1.x(), uv3.y() - uv1.y());
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if (V.x() != 0) {
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V.normalize();
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T_->at(iA).z() += -V.y() / V.x();
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B_->at(iA).z() += -V.z() / V.x();
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T_->at(iB).z() += -V.y() / V.x();
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B_->at(iB).z() += -V.z() / V.x();
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T_->at(iC).z() += -V.y() / V.x();
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B_->at(iC).z() += -V.z() / V.x();
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}
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N_->at(iA) += osg::Vec4(face_normal, 0);
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N_->at(iB) += osg::Vec4(face_normal, 0);
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N_->at(iC) += osg::Vec4(face_normal, 0);
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}
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