assimp/code/ConvertToLHProcess.cpp

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/** @file Implementation of the post processing step to convert all imported data
* to a left-handed coordinate system.
*/
#include "ConvertToLHProcess.h"
#include "DefaultLogger.h"
#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)
{
DefaultLogger::get()->error("ConvertToLHProcess fails, there is no root node");
return;
}
DefaultLogger::get()->debug("ConvertToLHProcess begin");
// 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);
}
}
DefaultLogger::get()->debug("ConvertToLHProcess finished");
}
// ------------------------------------------------------------------------------------------------
// 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;
}