2008-05-05 12:36:31 +00:00
|
|
|
/** @file Implementation of the post processing step to convert all imported data
|
|
|
|
* to a left-handed coordinate system.
|
|
|
|
*/
|
|
|
|
#include "ConvertToLHProcess.h"
|
2008-05-26 21:28:19 +00:00
|
|
|
#include "../include/DefaultLogger.h"
|
2008-05-05 12:36:31 +00:00
|
|
|
#include "../include/aiPostProcess.h"
|
|
|
|
#include "../include/aiMesh.h"
|
|
|
|
#include "../include/aiAnim.h"
|
|
|
|
#include "../include/aiScene.h"
|
|
|
|
|
|
|
|
|
|
|
|
using namespace Assimp;
|
|
|
|
|
|
|
|
// The transformation matrix to convert from DirectX coordinates to OpenGL coordinates.
|
|
|
|
const aiMatrix3x3 Assimp::ConvertToLHProcess::sToOGLTransform(
|
|
|
|
1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f
|
|
|
|
);
|
|
|
|
// The transformation matrix to convert from OpenGL coordinates to DirectX coordinates.
|
|
|
|
const aiMatrix3x3 Assimp::ConvertToLHProcess::sToDXTransform(
|
|
|
|
1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f
|
|
|
|
);
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Constructor to be privately used by Importer
|
|
|
|
ConvertToLHProcess::ConvertToLHProcess()
|
|
|
|
{
|
|
|
|
// nothing to do here
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Destructor, private as well
|
|
|
|
ConvertToLHProcess::~ConvertToLHProcess()
|
|
|
|
{
|
|
|
|
// nothing to do here
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Returns whether the processing step is present in the given flag field.
|
|
|
|
bool ConvertToLHProcess::IsActive( unsigned int pFlags) const
|
|
|
|
{
|
|
|
|
return (pFlags & aiProcess_ConvertToLeftHanded) != 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Executes the post processing step on the given imported data.
|
|
|
|
void ConvertToLHProcess::Execute( aiScene* pScene)
|
|
|
|
{
|
|
|
|
// Check for an existent root node to proceed
|
|
|
|
if (NULL == pScene->mRootNode)
|
2008-05-13 23:26:52 +00:00
|
|
|
{
|
|
|
|
DefaultLogger::get()->error("ConvertToLHProcess fails, there is no root node");
|
2008-05-05 12:36:31 +00:00
|
|
|
return;
|
2008-05-13 23:26:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
DefaultLogger::get()->debug("ConvertToLHProcess begin");
|
2008-05-05 12:36:31 +00:00
|
|
|
|
|
|
|
// transform the root node of the scene, the other nodes will follow then
|
|
|
|
ConvertToDX( pScene->mRootNode->mTransformation);
|
|
|
|
|
|
|
|
// transform all meshes accordingly
|
|
|
|
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
|
|
|
ProcessMesh( pScene->mMeshes[a]);
|
|
|
|
|
|
|
|
// transform all animation channels affecting the root node as well
|
|
|
|
for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
|
|
|
|
{
|
|
|
|
aiAnimation* anim = pScene->mAnimations[a];
|
|
|
|
for( unsigned int b = 0; b < anim->mNumBones; b++)
|
|
|
|
{
|
|
|
|
aiBoneAnim* boneAnim = anim->mBones[b];
|
|
|
|
if( strcmp( boneAnim->mBoneName.data, pScene->mRootNode->mName.data) == 0)
|
|
|
|
ProcessAnimation( boneAnim);
|
|
|
|
}
|
|
|
|
}
|
2008-05-13 23:26:52 +00:00
|
|
|
DefaultLogger::get()->debug("ConvertToLHProcess finished");
|
2008-05-05 12:36:31 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Converts a single mesh to left handed coordinates.
|
|
|
|
void ConvertToLHProcess::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]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// mirror texture y coordinate
|
|
|
|
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
|
|
|
|
{
|
|
|
|
if( pMesh->HasTextureCoords( a))
|
|
|
|
{
|
|
|
|
for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
|
|
|
|
pMesh->mTextureCoords[a][b].y = 1.0f - pMesh->mTextureCoords[a][b].y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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] = -pMesh->mBitangents[a];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Converts the given animation to LH coordinates.
|
|
|
|
void ConvertToLHProcess::ProcessAnimation( aiBoneAnim* pAnim)
|
|
|
|
{
|
|
|
|
// position keys
|
|
|
|
for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
|
|
|
|
ConvertToDX( pAnim->mPositionKeys[a].mValue);
|
|
|
|
|
|
|
|
// rotation keys
|
|
|
|
for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
|
|
|
|
{
|
|
|
|
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
|
|
|
|
ConvertToDX( rotmat);
|
|
|
|
pAnim->mRotationKeys[a].mValue = aiQuaternion( rotmat);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Static helper function to convert a vector/matrix from DX to OGL coords
|
|
|
|
void ConvertToLHProcess::ConvertToOGL( aiVector3D& poVector)
|
|
|
|
{
|
|
|
|
poVector = sToOGLTransform * poVector;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void ConvertToLHProcess::ConvertToOGL( aiMatrix3x3& poMatrix)
|
|
|
|
{
|
|
|
|
poMatrix *= sToOGLTransform;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void ConvertToLHProcess::ConvertToOGL( aiMatrix4x4& poMatrix)
|
|
|
|
{
|
|
|
|
poMatrix *= aiMatrix4x4( sToOGLTransform);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Static helper function to convert a vector/matrix from OGL back to DX coords
|
|
|
|
void ConvertToLHProcess::ConvertToDX( aiVector3D& poVector)
|
|
|
|
{
|
|
|
|
poVector = sToDXTransform * poVector;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void ConvertToLHProcess::ConvertToDX( aiMatrix3x3& poMatrix)
|
|
|
|
{
|
|
|
|
poMatrix *= sToDXTransform;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void ConvertToLHProcess::ConvertToDX( aiMatrix4x4& poMatrix)
|
|
|
|
{
|
|
|
|
aiMatrix4x4 temp(sToDXTransform);
|
|
|
|
poMatrix *= temp;
|
|
|
|
}
|