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using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Text;
namespace SharpGLTF.Geometry
{
using VERTEXKEY = System.ValueTuple<Vector3, Vector3, Vector2>;
static class VertexTangentsFactory
{
// https://gamedev.stackexchange.com/questions/128023/how-does-mikktspace-work-for-calculating-the-tangent-space-during-normal-mapping
// https://stackoverflow.com/questions/25349350/calculating-per-vertex-tangents-for-glsl
// https://github.com/buildaworldnet/IrrlichtBAW/wiki/How-to-Normal-Detail-Bump-Derivative-Map,-why-Mikkelsen-is-slightly-wrong-and-why-you-should-give-up-on-calculating-per-vertex-tangents
// https://gamedev.stackexchange.com/questions/68612/how-to-compute-tangent-and-bitangent-vectors
// https://www.marti.works/calculating-tangents-for-your-mesh/
// https://www.html5gamedevs.com/topic/34364-gltf-support-and-mikkt-space/
/// <summary>
/// this interface must be defined by the input primitive to which we want to add tangents
/// </summary>
public interface IMeshPrimitive
{
int VertexCount { get; }
Vector3 GetVertexPosition(int idx);
Vector3 GetVertexNormal(int idx);
Vector2 GetVertexTexCoord(int idx);
void SetVertexTangent(int idx, Vector4 tangent);
IEnumerable<(int A, int B, int C)> GetTriangleIndices();
}
public static void CalculateTangents<T>(IReadOnlyList<T> primitives)
where T : IMeshPrimitive
{
Guard.NotNull(primitives, nameof(primitives));
var tangentsMap = new Dictionary<VERTEXKEY, (Vector3 u, Vector3 v)>();
// calculate
foreach (var primitive in primitives)
{
foreach (var (i1, i2, i3) in primitive.GetTriangleIndices())
{
var p1 = primitive.GetVertexPosition(i1);
var p2 = primitive.GetVertexPosition(i2);
var p3 = primitive.GetVertexPosition(i3);
// check for degenerated triangle
if (p1 == p2 || p1 == p3 || p2 == p3) continue;
var uv1 = primitive.GetVertexTexCoord(i1);
var uv2 = primitive.GetVertexTexCoord(i2);
var uv3 = primitive.GetVertexTexCoord(i3);
// check for degenerated triangle
if (uv1 == uv2 || uv1 == uv3 || uv2 == uv3) continue;
var n1 = primitive.GetVertexNormal(i1);
var n2 = primitive.GetVertexNormal(i2);
var n3 = primitive.GetVertexNormal(i3);
// calculate tangents
var svec = p2 - p1;
var tvec = p3 - p1;
var stex = uv2 - uv1;
var ttex = uv3 - uv1;
float sx = stex.X;
float tx = ttex.X;
float sy = stex.Y;
float ty = ttex.Y;
var r = 1.0F / ((sx * ty) - (tx * sy));
if (!r._IsFinite()) continue;
var sdir = new Vector3((ty * svec.X) - (sy * tvec.X), (ty * svec.Y) - (sy * tvec.Y), (ty * svec.Z) - (sy * tvec.Z)) * r;
var tdir = new Vector3((sx * tvec.X) - (tx * svec.X), (sx * tvec.Y) - (tx * svec.Y), (sx * tvec.Z) - (tx * svec.Z)) * r;
if (!sdir._IsFinite()) continue;
if (!tdir._IsFinite()) continue;
// accumulate tangents
_AddTangent(tangentsMap, (p1, n1, uv1), (sdir, tdir));
_AddTangent(tangentsMap, (p2, n2, uv2), (sdir, tdir));
_AddTangent(tangentsMap, (p3, n3, uv3), (sdir, tdir));
}
}
// normalize
foreach (var key in tangentsMap.Keys.ToList())
{
var val = tangentsMap[key];
// Gram-Schmidt orthogonalize
val.u = Vector3.Normalize(val.u - (key.Item2 * Vector3.Dot(key.Item2, val.u)));
val.v = Vector3.Normalize(val.v - (key.Item2 * Vector3.Dot(key.Item2, val.v)));
tangentsMap[key] = val;
}
// apply
foreach (var primitive in primitives)
{
for (int i = 0; i < primitive.VertexCount; ++i)
{
var p = primitive.GetVertexPosition(i);
var n = primitive.GetVertexNormal(i);
var t = primitive.GetVertexTexCoord(i);
if (tangentsMap.TryGetValue((p, n, t), out (Vector3 u, Vector3 v) tangents))
{
var handedness = Vector3.Dot(Vector3.Cross(tangents.u, n), tangents.v) < 0 ? -1.0f : 1.0f;
primitive.SetVertexTangent(i, new Vector4(tangents.u, handedness));
}
else
{
primitive.SetVertexTangent(i, new Vector4(1, 0, 0, 1));
}
}
}
}
private static void _AddTangent(Dictionary<VERTEXKEY, (Vector3, Vector3)> dict, VERTEXKEY key, (Vector3 tu, Vector3 tv) alpha)
{
dict.TryGetValue(key, out (Vector3 tu, Vector3 tv) beta);
dict[key] = (alpha.tu + beta.tu, alpha.tv + beta.tv);
}
}
}