Merge branch 'master' into create-local-textures
commit
8cf74c7663
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@ -152,7 +152,7 @@ void FBXConverter::ConvertRootNode() {
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mSceneOut->mRootNode->mName.Set(unique_name);
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// root has ID 0
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ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode, aiMatrix4x4());
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ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode);
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}
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static std::string getAncestorBaseName(const aiNode *node) {
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@ -196,7 +196,7 @@ struct FBXConverter::PotentialNode {
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/// todo: get bone from stack
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/// todo: make map of aiBone* to aiNode*
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/// then update convert clusters to the new format
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void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &globalTransform) {
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void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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std::vector<PotentialNode> nodes;
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@ -290,15 +290,14 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node,
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}
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// recursion call - child nodes
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aiMatrix4x4 newGlobalMatrix = globalTransform * nodes_chain.front().mNode->mTransformation;
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ConvertNodes(model->ID(), last_parent, root_node, newGlobalMatrix);
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ConvertNodes(model->ID(), last_parent, root_node);
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if (doc.Settings().readLights) {
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ConvertLights(*model, node_name);
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}
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if (doc.Settings().readCameras) {
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ConvertCameras(*model, node_name, newGlobalMatrix);
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ConvertCameras(*model, node_name);
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}
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nodes.push_back(std::move(nodes_chain.front()));
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@ -328,14 +327,12 @@ void FBXConverter::ConvertLights(const Model &model, const std::string &orig_nam
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}
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}
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void FBXConverter::ConvertCameras(const Model &model,
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const std::string &orig_name,
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const aiMatrix4x4 &transform) {
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void FBXConverter::ConvertCameras(const Model &model, const std::string &orig_name) {
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const std::vector<const NodeAttribute *> &node_attrs = model.GetAttributes();
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for (const NodeAttribute *attr : node_attrs) {
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const Camera *const cam = dynamic_cast<const Camera *>(attr);
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if (cam) {
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ConvertCamera(*cam, orig_name, transform);
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ConvertCamera(*cam, orig_name);
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}
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}
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}
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@ -416,9 +413,7 @@ void FBXConverter::ConvertLight(const Light &light, const std::string &orig_name
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}
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}
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void FBXConverter::ConvertCamera(const Camera &cam,
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const std::string &orig_name,
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aiMatrix4x4 transform) {
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void FBXConverter::ConvertCamera(const Camera &cam, const std::string &orig_name) {
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cameras.push_back(new aiCamera());
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aiCamera *const out_camera = cameras.back();
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@ -426,16 +421,11 @@ void FBXConverter::ConvertCamera(const Camera &cam,
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out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
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aiVector3D pos = cam.Position();
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out_camera->mLookAt = cam.InterestPosition();
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out_camera->mUp = pos + cam.UpVector();
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transform.Inverse();
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pos *= transform;
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out_camera->mLookAt *= transform;
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out_camera->mUp *= transform;
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out_camera->mLookAt -= pos;
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out_camera->mUp -= pos;
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// NOTE: Camera mPosition, mLookAt and mUp must be set to default here.
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// All transformations to the camera will be handled by its node in the scenegraph.
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out_camera->mPosition = aiVector3D(0.0f);
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out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
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out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
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out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
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@ -134,22 +134,19 @@ private:
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// ------------------------------------------------------------------------------------------------
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// collect and assign child nodes
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void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node,
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const aiMatrix4x4 &globalTransform);
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void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node);
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// ------------------------------------------------------------------------------------------------
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void ConvertLights(const Model& model, const std::string &orig_name );
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// ------------------------------------------------------------------------------------------------
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void ConvertCameras(const Model& model, const std::string &orig_name,
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const aiMatrix4x4 &transform);
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void ConvertCameras(const Model& model, const std::string &orig_name );
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// ------------------------------------------------------------------------------------------------
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void ConvertLight( const Light& light, const std::string &orig_name );
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// ------------------------------------------------------------------------------------------------
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void ConvertCamera(const Camera& cam, const std::string &orig_name,
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aiMatrix4x4 transform);
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void ConvertCamera( const Camera& cam, const std::string &orig_name );
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// ------------------------------------------------------------------------------------------------
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void GetUniqueName( const std::string &name, std::string& uniqueName );
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@ -113,6 +113,12 @@ void MakeLeftHandedProcess::Execute(aiScene *pScene) {
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ProcessAnimation(nodeAnim);
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}
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}
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// process the cameras accordingly
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for( unsigned int a = 0; a < pScene->mNumCameras; ++a)
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{
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ProcessCamera(pScene->mCameras[a]);
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}
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ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished");
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}
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@ -231,6 +237,13 @@ void MakeLeftHandedProcess::ProcessAnimation(aiNodeAnim *pAnim) {
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single camera to left handed coordinates.
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void MakeLeftHandedProcess::ProcessCamera( aiCamera* pCam)
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{
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pCam->mLookAt = 2.0f * pCam->mPosition - pCam->mLookAt;
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}
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#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
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#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
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// # FlipUVsProcess
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@ -58,6 +58,7 @@ struct aiMesh;
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struct aiNodeAnim;
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struct aiNode;
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struct aiMaterial;
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struct aiCamera;
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namespace Assimp {
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@ -109,6 +110,14 @@ protected:
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* @param pAnim The bone animation to transform
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*/
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void ProcessAnimation( aiNodeAnim* pAnim);
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// -------------------------------------------------------------------
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/** Converts a single camera to left handed coordinates.
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* The camera viewing direction is inverted by reflecting mLookAt
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* across mPosition.
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* @param pCam The camera to convert
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*/
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void ProcessCamera( aiCamera* pCam);
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};
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