| /* |
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| Open Asset Import Library (assimp) |
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| Copyright (c) 2006-2017, assimp team |
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| */ |
| |
| /** @file MakeLeftHandedProcess.cpp |
| * @brief Implementation of the post processing step to convert all |
| * imported data to a left-handed coordinate system. |
| * |
| * Face order & UV flip are also implemented here, for the sake of a |
| * better location. |
| */ |
| |
| |
| #include "ConvertToLHProcess.h" |
| #include <assimp/scene.h> |
| #include <assimp/postprocess.h> |
| #include <assimp/DefaultLogger.hpp> |
| |
| using namespace Assimp; |
| |
| #ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Constructor to be privately used by Importer |
| MakeLeftHandedProcess::MakeLeftHandedProcess() |
| : BaseProcess() { |
| // empty |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Destructor, private as well |
| MakeLeftHandedProcess::~MakeLeftHandedProcess() { |
| // empty |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Returns whether the processing step is present in the given flag field. |
| bool MakeLeftHandedProcess::IsActive( unsigned int pFlags) const |
| { |
| return 0 != (pFlags & aiProcess_MakeLeftHanded); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Executes the post processing step on the given imported data. |
| void MakeLeftHandedProcess::Execute( aiScene* pScene) |
| { |
| // Check for an existent root node to proceed |
| ai_assert(pScene->mRootNode != NULL); |
| DefaultLogger::get()->debug("MakeLeftHandedProcess begin"); |
| |
| // recursively convert all the nodes |
| ProcessNode( pScene->mRootNode, aiMatrix4x4()); |
| |
| // process the meshes accordingly |
| for( unsigned int a = 0; a < pScene->mNumMeshes; ++a) |
| ProcessMesh( pScene->mMeshes[a]); |
| |
| // process the materials accordingly |
| for( unsigned int a = 0; a < pScene->mNumMaterials; ++a) |
| ProcessMaterial( pScene->mMaterials[a]); |
| |
| // transform all animation channels as well |
| for( unsigned int a = 0; a < pScene->mNumAnimations; a++) |
| { |
| aiAnimation* anim = pScene->mAnimations[a]; |
| for( unsigned int b = 0; b < anim->mNumChannels; b++) |
| { |
| aiNodeAnim* nodeAnim = anim->mChannels[b]; |
| ProcessAnimation( nodeAnim); |
| } |
| } |
| DefaultLogger::get()->debug("MakeLeftHandedProcess finished"); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Recursively converts a node, all of its children and all of its meshes |
| void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation) |
| { |
| // mirror all base vectors at the local Z axis |
| pNode->mTransformation.c1 = -pNode->mTransformation.c1; |
| pNode->mTransformation.c2 = -pNode->mTransformation.c2; |
| pNode->mTransformation.c3 = -pNode->mTransformation.c3; |
| pNode->mTransformation.c4 = -pNode->mTransformation.c4; |
| |
| // now invert the Z axis again to keep the matrix determinant positive. |
| // The local meshes will be inverted accordingly so that the result should look just fine again. |
| pNode->mTransformation.a3 = -pNode->mTransformation.a3; |
| pNode->mTransformation.b3 = -pNode->mTransformation.b3; |
| pNode->mTransformation.c3 = -pNode->mTransformation.c3; |
| pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways... |
| |
| // continue for all children |
| for( size_t a = 0; a < pNode->mNumChildren; ++a ) { |
| ProcessNode( pNode->mChildren[ a ], pParentGlobalRotation * pNode->mTransformation ); |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Converts a single mesh to left handed coordinates. |
| void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh) |
| { |
| // mirror positions, normals and stuff along the Z axis |
| for( size_t a = 0; a < pMesh->mNumVertices; ++a) |
| { |
| pMesh->mVertices[a].z *= -1.0f; |
| if( pMesh->HasNormals()) |
| pMesh->mNormals[a].z *= -1.0f; |
| if( pMesh->HasTangentsAndBitangents()) |
| { |
| pMesh->mTangents[a].z *= -1.0f; |
| pMesh->mBitangents[a].z *= -1.0f; |
| } |
| } |
| |
| // mirror offset matrices of all bones |
| for( size_t a = 0; a < pMesh->mNumBones; ++a) |
| { |
| aiBone* bone = pMesh->mBones[a]; |
| bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3; |
| bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3; |
| bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3; |
| bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1; |
| bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2; |
| bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4; |
| } |
| |
| // mirror bitangents as well as they're derived from the texture coords |
| if( pMesh->HasTangentsAndBitangents()) |
| { |
| for( unsigned int a = 0; a < pMesh->mNumVertices; a++) |
| pMesh->mBitangents[a] *= -1.0f; |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Converts a single material to left handed coordinates. |
| void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat) |
| { |
| aiMaterial* mat = (aiMaterial*)_mat; |
| for (unsigned int a = 0; a < mat->mNumProperties;++a) { |
| aiMaterialProperty* prop = mat->mProperties[a]; |
| |
| // Mapping axis for UV mappings? |
| if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) { |
| ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */ |
| aiVector3D* pff = (aiVector3D*)prop->mData; |
| |
| pff->z *= -1.f; |
| } |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Converts the given animation to LH coordinates. |
| void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim) |
| { |
| // position keys |
| for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++) |
| pAnim->mPositionKeys[a].mValue.z *= -1.0f; |
| |
| // rotation keys |
| for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) |
| { |
| /* That's the safe version, but the float errors add up. So we try the short version instead |
| aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix(); |
| rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3; |
| rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2; |
| aiQuaternion rotquat( rotmat); |
| pAnim->mRotationKeys[a].mValue = rotquat; |
| */ |
| pAnim->mRotationKeys[a].mValue.x *= -1.0f; |
| pAnim->mRotationKeys[a].mValue.y *= -1.0f; |
| } |
| } |
| |
| #endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS |
| #ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS |
| // # FlipUVsProcess |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Constructor to be privately used by Importer |
| FlipUVsProcess::FlipUVsProcess() |
| {} |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Destructor, private as well |
| FlipUVsProcess::~FlipUVsProcess() |
| {} |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Returns whether the processing step is present in the given flag field. |
| bool FlipUVsProcess::IsActive( unsigned int pFlags) const |
| { |
| return 0 != (pFlags & aiProcess_FlipUVs); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Executes the post processing step on the given imported data. |
| void FlipUVsProcess::Execute( aiScene* pScene) |
| { |
| DefaultLogger::get()->debug("FlipUVsProcess begin"); |
| for (unsigned int i = 0; i < pScene->mNumMeshes;++i) |
| ProcessMesh(pScene->mMeshes[i]); |
| |
| for (unsigned int i = 0; i < pScene->mNumMaterials;++i) |
| ProcessMaterial(pScene->mMaterials[i]); |
| DefaultLogger::get()->debug("FlipUVsProcess finished"); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Converts a single material |
| void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat) |
| { |
| aiMaterial* mat = (aiMaterial*)_mat; |
| for (unsigned int a = 0; a < mat->mNumProperties;++a) { |
| aiMaterialProperty* prop = mat->mProperties[a]; |
| if( !prop ) { |
| DefaultLogger::get()->debug( "Property is null" ); |
| continue; |
| } |
| |
| // UV transformation key? |
| if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) { |
| ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */ |
| aiUVTransform* uv = (aiUVTransform*)prop->mData; |
| |
| // just flip it, that's everything |
| uv->mTranslation.y *= -1.f; |
| uv->mRotation *= -1.f; |
| } |
| } |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Converts a single mesh |
| void FlipUVsProcess::ProcessMesh( aiMesh* pMesh) |
| { |
| // mirror texture y coordinate |
| for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { |
| if( !pMesh->HasTextureCoords( a ) ) { |
| break; |
| } |
| |
| for( unsigned int b = 0; b < pMesh->mNumVertices; b++ ) { |
| pMesh->mTextureCoords[ a ][ b ].y = 1.0f - pMesh->mTextureCoords[ a ][ b ].y; |
| } |
| } |
| } |
| |
| #endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS |
| #ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS |
| // # FlipWindingOrderProcess |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Constructor to be privately used by Importer |
| FlipWindingOrderProcess::FlipWindingOrderProcess() |
| {} |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Destructor, private as well |
| FlipWindingOrderProcess::~FlipWindingOrderProcess() |
| {} |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Returns whether the processing step is present in the given flag field. |
| bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const |
| { |
| return 0 != (pFlags & aiProcess_FlipWindingOrder); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Executes the post processing step on the given imported data. |
| void FlipWindingOrderProcess::Execute( aiScene* pScene) |
| { |
| DefaultLogger::get()->debug("FlipWindingOrderProcess begin"); |
| for (unsigned int i = 0; i < pScene->mNumMeshes;++i) |
| ProcessMesh(pScene->mMeshes[i]); |
| DefaultLogger::get()->debug("FlipWindingOrderProcess finished"); |
| } |
| |
| // ------------------------------------------------------------------------------------------------ |
| // Converts a single mesh |
| void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh) |
| { |
| // invert the order of all faces in this mesh |
| for( unsigned int a = 0; a < pMesh->mNumFaces; a++) |
| { |
| aiFace& face = pMesh->mFaces[a]; |
| for( unsigned int b = 0; b < face.mNumIndices / 2; b++) |
| std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]); |
| } |
| } |
| |
| #endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS |