Merge branch 'master' into create-local-textures

pull/5043/head
Kim Kulling 2023-04-15 11:52:00 +02:00 committed by GitHub
commit 8cf74c7663
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4 changed files with 36 additions and 27 deletions

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@ -152,7 +152,7 @@ void FBXConverter::ConvertRootNode() {
mSceneOut->mRootNode->mName.Set(unique_name);
// root has ID 0
ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode, aiMatrix4x4());
ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode);
}
static std::string getAncestorBaseName(const aiNode *node) {
@ -196,7 +196,7 @@ struct FBXConverter::PotentialNode {
/// todo: get bone from stack
/// todo: make map of aiBone* to aiNode*
/// then update convert clusters to the new format
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &globalTransform) {
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
std::vector<PotentialNode> nodes;
@ -290,15 +290,14 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node,
}
// recursion call - child nodes
aiMatrix4x4 newGlobalMatrix = globalTransform * nodes_chain.front().mNode->mTransformation;
ConvertNodes(model->ID(), last_parent, root_node, newGlobalMatrix);
ConvertNodes(model->ID(), last_parent, root_node);
if (doc.Settings().readLights) {
ConvertLights(*model, node_name);
}
if (doc.Settings().readCameras) {
ConvertCameras(*model, node_name, newGlobalMatrix);
ConvertCameras(*model, node_name);
}
nodes.push_back(std::move(nodes_chain.front()));
@ -328,14 +327,12 @@ void FBXConverter::ConvertLights(const Model &model, const std::string &orig_nam
}
}
void FBXConverter::ConvertCameras(const Model &model,
const std::string &orig_name,
const aiMatrix4x4 &transform) {
void FBXConverter::ConvertCameras(const Model &model, const std::string &orig_name) {
const std::vector<const NodeAttribute *> &node_attrs = model.GetAttributes();
for (const NodeAttribute *attr : node_attrs) {
const Camera *const cam = dynamic_cast<const Camera *>(attr);
if (cam) {
ConvertCamera(*cam, orig_name, transform);
ConvertCamera(*cam, orig_name);
}
}
}
@ -416,9 +413,7 @@ void FBXConverter::ConvertLight(const Light &light, const std::string &orig_name
}
}
void FBXConverter::ConvertCamera(const Camera &cam,
const std::string &orig_name,
aiMatrix4x4 transform) {
void FBXConverter::ConvertCamera(const Camera &cam, const std::string &orig_name) {
cameras.push_back(new aiCamera());
aiCamera *const out_camera = cameras.back();
@ -426,16 +421,11 @@ void FBXConverter::ConvertCamera(const Camera &cam,
out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
aiVector3D pos = cam.Position();
out_camera->mLookAt = cam.InterestPosition();
out_camera->mUp = pos + cam.UpVector();
transform.Inverse();
pos *= transform;
out_camera->mLookAt *= transform;
out_camera->mUp *= transform;
out_camera->mLookAt -= pos;
out_camera->mUp -= pos;
// NOTE: Camera mPosition, mLookAt and mUp must be set to default here.
// All transformations to the camera will be handled by its node in the scenegraph.
out_camera->mPosition = aiVector3D(0.0f);
out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());

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@ -134,22 +134,19 @@ private:
// ------------------------------------------------------------------------------------------------
// collect and assign child nodes
void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &globalTransform);
void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
void ConvertLights(const Model& model, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertCameras(const Model& model, const std::string &orig_name,
const aiMatrix4x4 &transform);
void ConvertCameras(const Model& model, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertLight( const Light& light, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertCamera(const Camera& cam, const std::string &orig_name,
aiMatrix4x4 transform);
void ConvertCamera( const Camera& cam, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void GetUniqueName( const std::string &name, std::string& uniqueName );

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@ -113,6 +113,12 @@ void MakeLeftHandedProcess::Execute(aiScene *pScene) {
ProcessAnimation(nodeAnim);
}
}
// process the cameras accordingly
for( unsigned int a = 0; a < pScene->mNumCameras; ++a)
{
ProcessCamera(pScene->mCameras[a]);
}
ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished");
}
@ -231,6 +237,13 @@ void MakeLeftHandedProcess::ProcessAnimation(aiNodeAnim *pAnim) {
}
}
// ------------------------------------------------------------------------------------------------
// Converts a single camera to left handed coordinates.
void MakeLeftHandedProcess::ProcessCamera( aiCamera* pCam)
{
pCam->mLookAt = 2.0f * pCam->mPosition - pCam->mLookAt;
}
#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
// # FlipUVsProcess

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@ -58,6 +58,7 @@ struct aiMesh;
struct aiNodeAnim;
struct aiNode;
struct aiMaterial;
struct aiCamera;
namespace Assimp {
@ -109,6 +110,14 @@ protected:
* @param pAnim The bone animation to transform
*/
void ProcessAnimation( aiNodeAnim* pAnim);
// -------------------------------------------------------------------
/** Converts a single camera to left handed coordinates.
* The camera viewing direction is inverted by reflecting mLookAt
* across mPosition.
* @param pCam The camera to convert
*/
void ProcessCamera( aiCamera* pCam);
};