diff --git a/code/AssetLib/FBX/FBXConverter.cpp b/code/AssetLib/FBX/FBXConverter.cpp index 37654746e..416a73d9b 100644 --- a/code/AssetLib/FBX/FBXConverter.cpp +++ b/code/AssetLib/FBX/FBXConverter.cpp @@ -152,7 +152,7 @@ void FBXConverter::ConvertRootNode() { mSceneOut->mRootNode->mName.Set(unique_name); // root has ID 0 - ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode); + ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode, aiMatrix4x4()); } 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) { +void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &globalTransform) { const std::vector &conns = doc.GetConnectionsByDestinationSequenced(id, "Model"); std::vector nodes; @@ -290,14 +290,15 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) } // recursion call - child nodes - ConvertNodes(model->ID(), last_parent, root_node); + aiMatrix4x4 newGlobalMatrix = globalTransform * nodes_chain.front().mNode->mTransformation; + ConvertNodes(model->ID(), last_parent, root_node, newGlobalMatrix); if (doc.Settings().readLights) { ConvertLights(*model, node_name); } if (doc.Settings().readCameras) { - ConvertCameras(*model, node_name); + ConvertCameras(*model, node_name, newGlobalMatrix); } nodes.push_back(std::move(nodes_chain.front())); @@ -327,12 +328,14 @@ void FBXConverter::ConvertLights(const Model &model, const std::string &orig_nam } } -void FBXConverter::ConvertCameras(const Model &model, const std::string &orig_name) { +void FBXConverter::ConvertCameras(const Model &model, + const std::string &orig_name, + const aiMatrix4x4 &transform) { const std::vector &node_attrs = model.GetAttributes(); for (const NodeAttribute *attr : node_attrs) { const Camera *const cam = dynamic_cast(attr); if (cam) { - ConvertCamera(*cam, orig_name); + ConvertCamera(*cam, orig_name, transform); } } } @@ -413,7 +416,9 @@ void FBXConverter::ConvertLight(const Light &light, const std::string &orig_name } } -void FBXConverter::ConvertCamera(const Camera &cam, const std::string &orig_name) { +void FBXConverter::ConvertCamera(const Camera &cam, + const std::string &orig_name, + aiMatrix4x4 transform) { cameras.push_back(new aiCamera()); aiCamera *const out_camera = cameras.back(); @@ -421,9 +426,16 @@ void FBXConverter::ConvertCamera(const Camera &cam, const std::string &orig_name 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; 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()); diff --git a/code/AssetLib/FBX/FBXConverter.h b/code/AssetLib/FBX/FBXConverter.h index 41acb6ffe..b9b6c46b0 100644 --- a/code/AssetLib/FBX/FBXConverter.h +++ b/code/AssetLib/FBX/FBXConverter.h @@ -134,19 +134,22 @@ private: // ------------------------------------------------------------------------------------------------ // collect and assign child nodes - void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node); + void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node, + const aiMatrix4x4 &globalTransform); // ------------------------------------------------------------------------------------------------ void ConvertLights(const Model& model, const std::string &orig_name ); // ------------------------------------------------------------------------------------------------ - void ConvertCameras(const Model& model, const std::string &orig_name ); + void ConvertCameras(const Model& model, const std::string &orig_name, + const aiMatrix4x4 &transform); // ------------------------------------------------------------------------------------------------ void ConvertLight( const Light& light, const std::string &orig_name ); // ------------------------------------------------------------------------------------------------ - void ConvertCamera( const Camera& cam, const std::string &orig_name ); + void ConvertCamera(const Camera& cam, const std::string &orig_name, + aiMatrix4x4 transform); // ------------------------------------------------------------------------------------------------ void GetUniqueName( const std::string &name, std::string& uniqueName );