Fix PBRT exporter coordinate system
Was just mirroring the x axis. This uses aiProcess_ConvertToLeftHanded and rotates the root node to match PBRT. The problem is apparent when using an environment map texture.pull/5082/head
parent
f32c21e6b3
commit
55cb19f924
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@ -225,7 +225,7 @@ static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporte
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#endif
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#ifndef ASSIMP_BUILD_NO_PBRT_EXPORTER
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exporters.emplace_back("pbrt", "pbrt-v4 scene description file", "pbrt", &ExportScenePbrt, aiProcess_Triangulate | aiProcess_SortByPType);
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exporters.emplace_back("pbrt", "pbrt-v4 scene description file", "pbrt", &ExportScenePbrt, aiProcess_ConvertToLeftHanded | aiProcess_Triangulate | aiProcess_SortByPType);
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#endif
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#ifndef ASSIMP_BUILD_NO_ASSJSON_EXPORTER
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@ -111,7 +111,22 @@ PbrtExporter::PbrtExporter(
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mScene(pScene),
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mIOSystem(pIOSystem),
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mPath(path),
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mFile(file) {
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mFile(file),
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mRootTransform(
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// rotates the (already left-handed) CRS -90 degrees around the x axis in order to
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// make +Z 'up' and +Y 'towards viewer', as in default in pbrt
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1.f, 0.f, 0.f, 0.f, //
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0.f, 0.f, -1.f, 0.f, //
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0.f, 1.f, 0.f, 0.f, //
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0.f, 0.f, 0.f, 1.f //
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) {
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mRootTransform = aiMatrix4x4(
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-1.f, 0, 0.f, 0.f, //
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0.0f, -1.f, 0.f, 0.f, //
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0.f, 0.f, 1.f, 0.f, //
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0.f, 0.f, 0.f, 1.f //
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) * mRootTransform;
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// Export embedded textures.
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if (mScene->mNumTextures > 0)
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if (!mIOSystem->CreateDirectory("textures"))
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@ -260,7 +275,7 @@ aiMatrix4x4 PbrtExporter::GetNodeTransform(const aiString &name) const {
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node = node->mParent;
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}
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}
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return m;
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return mRootTransform * m;
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}
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std::string PbrtExporter::TransformAsString(const aiMatrix4x4 &m) {
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@ -327,7 +342,7 @@ void PbrtExporter::WriteCamera(int i) {
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if (!cameraActive)
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mOutput << "# ";
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mOutput << "Scale -1 1 1\n"; // right handed -> left handed
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mOutput << "Scale 1 1 1\n";
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if (!cameraActive)
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mOutput << "# ";
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mOutput << "LookAt "
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@ -383,8 +398,8 @@ void PbrtExporter::WriteWorldDefinition() {
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}
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mOutput << "# Geometry\n\n";
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aiMatrix4x4 worldFromObject;
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WriteGeometricObjects(mScene->mRootNode, worldFromObject, meshUses);
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WriteGeometricObjects(mScene->mRootNode, mRootTransform, meshUses);
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}
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void PbrtExporter::WriteTextures() {
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@ -100,6 +100,9 @@ private:
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// A private set to keep track of which textures have been declared
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std::set<std::string> mTextureSet;
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// Transform to apply to the root node and all root objects such as cameras, lights, etc.
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aiMatrix4x4 mRootTransform;
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aiMatrix4x4 GetNodeTransform(const aiString& name) const;
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static std::string TransformAsString(const aiMatrix4x4& m);
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