/** * Copyright (C) 2011 by Morten S. Mikkelsen * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ /* Author: Morten S. Mikkelsen * Version: 1.0 * * The files mikktspace.h and mikktspace.c are designed to be * stand-alone files and it is important that they are kept this way. * Not having dependencies on structures/classes/libraries specific * to the program, in which they are used, allows them to be copied * and used as is into any tool, program or plugin. * The code is designed to consistently generate the same * tangent spaces, for a given mesh, in any tool in which it is used. * This is done by performing an internal welding step and subsequently an order-independent evaluation * of tangent space for meshes consisting of triangles and quads. * This means faces can be received in any order and the same is true for * the order of vertices of each face. The generated result will not be affected * by such reordering. Additionally, whether degenerate (vertices or texture coordinates) * primitives are present or not will not affect the generated results either. * Once tangent space calculation is done the vertices of degenerate primitives will simply * inherit tangent space from neighboring non degenerate primitives. * The analysis behind this implementation can be found in my master's thesis * which is available for download --> http://image.diku.dk/projects/media/morten.mikkelsen.08.pdf * Note that though the tangent spaces at the vertices are generated in an order-independent way, * by this implementation, the interpolated tangent space is still affected by which diagonal is * chosen to split each quad. A sensible solution is to have your tools pipeline always * split quads by the shortest diagonal. This choice is order-independent and works with mirroring. * If these have the same length then compare the diagonals defined by the texture coordinates. * XNormal which is a tool for baking normal maps allows you to write your own tangent space plugin * and also quad triangulator plugin. */