From 42357658567a32c5070934e4afde6dee2935611a Mon Sep 17 00:00:00 2001 From: Axel Wefers Date: Mon, 8 Jan 2018 14:19:30 -0800 Subject: [PATCH 1/9] glTF 2.0: Set camera "look at" to (0.0, 0.0, -1.0). --- code/glTF2Importer.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/code/glTF2Importer.cpp b/code/glTF2Importer.cpp index 94e5ca3f1..c85fdbdee 100644 --- a/code/glTF2Importer.cpp +++ b/code/glTF2Importer.cpp @@ -499,6 +499,9 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r) aiCamera* aicam = mScene->mCameras[i] = new aiCamera(); + // cameras point in -Z by default, rest is specified in node transform + aicam->mLookAt = aiVector3D(0.f,0.f,-1.f); + if (cam.type == Camera::Perspective) { aicam->mAspect = cam.cameraProperties.perspective.aspectRatio; From dc79b572cf8a8e5d5f2a76b261bf9d95803c1377 Mon Sep 17 00:00:00 2001 From: Axel Wefers Date: Mon, 8 Jan 2018 14:57:55 -0800 Subject: [PATCH 2/9] glTF 2.0: Assign default material to meshes with no material reference. fixes #1691 --- code/glTF2Importer.cpp | 119 +++++++++++++++++++++++------------------ 1 file changed, 66 insertions(+), 53 deletions(-) diff --git a/code/glTF2Importer.cpp b/code/glTF2Importer.cpp index 94e5ca3f1..299612bb3 100644 --- a/code/glTF2Importer.cpp +++ b/code/glTF2Importer.cpp @@ -211,63 +211,72 @@ inline void SetMaterialTextureProperty(std::vector& embeddedTexIdxs, Asset& } } +static aiMaterial* ImportMaterial(std::vector& embeddedTexIdxs, Asset& r, Material& mat) +{ + aiMaterial* aimat = new aiMaterial(); + + if (!mat.name.empty()) { + aiString str(mat.name); + + aimat->AddProperty(&str, AI_MATKEY_NAME); + } + + SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); + SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR); + + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE); + + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE); + + aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR); + aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR); + + float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000; + aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS); + + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE); + SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE); + + aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED); + + aiString alphaMode(mat.alphaMode); + aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE); + aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF); + + //pbrSpecularGlossiness + if (mat.pbrSpecularGlossiness.isPresent) { + PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value; + + aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS); + SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); + SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR); + + float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f; + aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS); + aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR); + + SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE); + + SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR); + } + + return aimat; +} + void glTF2Importer::ImportMaterials(glTF2::Asset& r) { - mScene->mNumMaterials = unsigned(r.materials.Size()); + const unsigned int numImportedMaterials = unsigned(r.materials.Size()); + Material defaultMaterial; + + mScene->mNumMaterials = numImportedMaterials + 1; mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials]; + mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial); - for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) { - aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial(); - - Material& mat = r.materials[i]; - - if (!mat.name.empty()) { - aiString str(mat.name); - - aimat->AddProperty(&str, AI_MATKEY_NAME); - } - - SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); - SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR); - - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE); - - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE); - - aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR); - aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR); - - float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000; - aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS); - - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP); - SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE); - SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE); - - aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED); - - aiString alphaMode(mat.alphaMode); - aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE); - aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF); - - //pbrSpecularGlossiness - if (mat.pbrSpecularGlossiness.isPresent) { - PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value; - - aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS); - SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); - SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR); - - float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f; - aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS); - aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR); - - SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE); - - SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR); - } + for (unsigned int i = 0; i < numImportedMaterials; ++i) { + mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]); } } @@ -479,6 +488,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r) if (prim.material) { aim->mMaterialIndex = prim.material.GetIndex(); } + else { + aim->mMaterialIndex = mScene->mNumMaterials - 1; + } + } } From 0eacddc5bf49b1341a231f2bd4c1a74612bebbb3 Mon Sep 17 00:00:00 2001 From: Axel Wefers Date: Mon, 8 Jan 2018 15:19:27 -0800 Subject: [PATCH 3/9] glTF 2.0: Import scale for normal textures and strength for occlusion textures resolves #1693 --- code/glTF2Asset.h | 6 +++++- code/glTF2Importer.cpp | 18 ++++++++++++++++++ 2 files changed, 23 insertions(+), 1 deletion(-) diff --git a/code/glTF2Asset.h b/code/glTF2Asset.h index cece307d9..4aa56e9ef 100644 --- a/code/glTF2Asset.h +++ b/code/glTF2Asset.h @@ -181,13 +181,17 @@ namespace glTF2 #define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid" #define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag" #define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin" + #define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale" + #define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength" #define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N #define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N #define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N #define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N #define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N - + #define AI_MATKEY_GLTF_TEXTURE_SCALE(type, N) _AI_MATKEY_GLTF_SCALE_BASE, type, N + #define AI_MATKEY_GLTF_TEXTURE_STRENGTH(type, N) _AI_MATKEY_GLTF_STRENGTH_BASE, type, N + #ifdef ASSIMP_API #include "./../include/assimp/Compiler/pushpack1.h" #endif diff --git a/code/glTF2Importer.cpp b/code/glTF2Importer.cpp index 94e5ca3f1..650fd700e 100644 --- a/code/glTF2Importer.cpp +++ b/code/glTF2Importer.cpp @@ -211,6 +211,24 @@ inline void SetMaterialTextureProperty(std::vector& embeddedTexIdxs, Asset& } } +inline void SetMaterialTextureProperty(std::vector& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0) +{ + SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot ); + + if (prop.texture && prop.texture->source) { + mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot)); + } +} + +inline void SetMaterialTextureProperty(std::vector& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0) +{ + SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot ); + + if (prop.texture && prop.texture->source) { + mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot)); + } +} + void glTF2Importer::ImportMaterials(glTF2::Asset& r) { mScene->mNumMaterials = unsigned(r.materials.Size()); From 901b98126032562065e5261f5682e3db6d768c9b Mon Sep 17 00:00:00 2001 From: Axel Wefers Date: Tue, 9 Jan 2018 09:37:57 -0800 Subject: [PATCH 4/9] glTF: Always check signature Always check signature for glTF 1.0 and glTF 2.0 files to select the correct importer. Fixes #1605 --- code/glTF2Importer.cpp | 4 ++-- code/glTFImporter.cpp | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/code/glTF2Importer.cpp b/code/glTF2Importer.cpp index 94e5ca3f1..008f251ae 100644 --- a/code/glTF2Importer.cpp +++ b/code/glTF2Importer.cpp @@ -99,14 +99,14 @@ const aiImporterDesc* glTF2Importer::GetInfo() const return &desc; } -bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const +bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const { const std::string &extension = GetExtension(pFile); if (extension != "gltf" && extension != "glb") return false; - if (checkSig && pIOHandler) { + if (pIOHandler) { glTF2::Asset asset(pIOHandler); try { asset.Load(pFile, extension == "glb"); diff --git a/code/glTFImporter.cpp b/code/glTFImporter.cpp index 381e459fd..e5a1ae883 100644 --- a/code/glTFImporter.cpp +++ b/code/glTFImporter.cpp @@ -98,14 +98,14 @@ const aiImporterDesc* glTFImporter::GetInfo() const return &desc; } -bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const +bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const { const std::string &extension = GetExtension(pFile); if (extension != "gltf" && extension != "glb") return false; - if (checkSig && pIOHandler) { + if (pIOHandler) { glTF::Asset asset(pIOHandler); try { asset.Load(pFile, extension == "glb"); From 8fe2ba31a9b10fca319d954c3af0744f2c077e69 Mon Sep 17 00:00:00 2001 From: Manuel Freiberger Date: Tue, 9 Jan 2018 23:46:36 +0100 Subject: [PATCH 5/9] Clarify the matrix layout The columns of the matrix are the images of the standard base vectors rather than the base vectors themselves. Added some description of the row-major storage format. --- doc/dox.h | 17 ++++++++++++----- 1 file changed, 12 insertions(+), 5 deletions(-) diff --git a/doc/dox.h b/doc/dox.h index afd6e487a..710807ae3 100644 --- a/doc/dox.h +++ b/doc/dox.h @@ -561,17 +561,24 @@ The output UV coordinate system has its origin in the lower-left corner: @endcode Use the #aiProcess_FlipUVs flag to get UV coordinates with the upper-left corner als origin. -All matrices in the library are row-major. That means that the matrices are stored row by row in memory, -which is similar to the OpenGL matrix layout. A typical 4x4 matrix including a translational part looks like this: +A typical 4x4 matrix including a translational part looks like this: @code X1 Y1 Z1 T1 X2 Y2 Z2 T2 X3 Y3 Z3 T3 0 0 0 1 @endcode -with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3) -being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices -in DirectX functions, you have to transpose them. +with (X1, X2, X3) being the image of the X base vector, (Y1, Y2, Y3) being the image of the +Y base vector, (Z1, Z2, Z3) being the image of the Z base vector and (T1, T2, T3) being the +translation part. +All matrices in the library are row-major. That means that the matrix elements are stored row by row in memory, +which is identical to the OpenGL matrix layout. So the above matrix is stored in memory as +[X1, Y1, Z1, T1, X2, Y2, Z2, T2, X3, Y3, Z3, T3, 0, 0, 0, 1]. If you want to use these matrices +in a framework, which expects the matrix layout to be column-major (stored along the columns), such as +DirectX or Matlab, you will have to transpose the matrix first. + +To be very precise: The transposition has nothing to do with a left-handed or right-handed coordinate system +but 'converts' between row-major and column-major storage format.
From 4a033e97671182ad3307b138e955ff85f65800ce Mon Sep 17 00:00:00 2001 From: Manuel Freiberger Date: Tue, 9 Jan 2018 23:48:08 +0100 Subject: [PATCH 6/9] Removed a stray semicolon --- Readme.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Readme.md b/Readme.md index 1f6c4118f..ca6c9ba4d 100644 --- a/Readme.md +++ b/Readme.md @@ -43,7 +43,7 @@ __Importers__: - AMJ - ASE - ASK -- B3D; +- B3D - BLEND (Blender) - BVH - COB From 3e127bebffd24740adc4003ff49c05c9259dcf8e Mon Sep 17 00:00:00 2001 From: Axel Wefers Date: Mon, 8 Jan 2018 15:19:27 -0800 Subject: [PATCH 7/9] glTF 2.0: Import scale for normal textures and strength for occlusion textures resolves #1693 --- code/glTF2Asset.h | 6 +++++- code/glTF2Importer.cpp | 18 ++++++++++++++++++ 2 files changed, 23 insertions(+), 1 deletion(-) diff --git a/code/glTF2Asset.h b/code/glTF2Asset.h index cece307d9..4aa56e9ef 100644 --- a/code/glTF2Asset.h +++ b/code/glTF2Asset.h @@ -181,13 +181,17 @@ namespace glTF2 #define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid" #define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag" #define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin" + #define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale" + #define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength" #define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N #define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N #define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N #define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N #define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N - + #define AI_MATKEY_GLTF_TEXTURE_SCALE(type, N) _AI_MATKEY_GLTF_SCALE_BASE, type, N + #define AI_MATKEY_GLTF_TEXTURE_STRENGTH(type, N) _AI_MATKEY_GLTF_STRENGTH_BASE, type, N + #ifdef ASSIMP_API #include "./../include/assimp/Compiler/pushpack1.h" #endif diff --git a/code/glTF2Importer.cpp b/code/glTF2Importer.cpp index b9a4c5005..1bb678aec 100644 --- a/code/glTF2Importer.cpp +++ b/code/glTF2Importer.cpp @@ -211,6 +211,24 @@ inline void SetMaterialTextureProperty(std::vector& embeddedTexIdxs, Asset& } } +inline void SetMaterialTextureProperty(std::vector& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0) +{ + SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot ); + + if (prop.texture && prop.texture->source) { + mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot)); + } +} + +inline void SetMaterialTextureProperty(std::vector& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0) +{ + SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot ); + + if (prop.texture && prop.texture->source) { + mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot)); + } +} + static aiMaterial* ImportMaterial(std::vector& embeddedTexIdxs, Asset& r, Material& mat) { aiMaterial* aimat = new aiMaterial(); From 0e99f1f5876a58ccea88ef2a645e4446b3dc1f5c Mon Sep 17 00:00:00 2001 From: Axel Wefers Date: Thu, 11 Jan 2018 10:15:05 -0800 Subject: [PATCH 8/9] Build fix for 1684 Requires cast from size_t to uint64 like in other places, otherwise the call to the constructor for GenericValue() is ambiguous. Fixes #1684 --- code/glTF2AssetWriter.inl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/glTF2AssetWriter.inl b/code/glTF2AssetWriter.inl index fa406fc71..3c465d2d2 100644 --- a/code/glTF2AssetWriter.inl +++ b/code/glTF2AssetWriter.inl @@ -584,7 +584,7 @@ namespace glTF2 { if (bodyBuffer->byteLength > 0) { rapidjson::Value glbBodyBuffer; glbBodyBuffer.SetObject(); - glbBodyBuffer.AddMember("byteLength", bodyBuffer->byteLength, mAl); + glbBodyBuffer.AddMember("byteLength", static_cast(bodyBuffer->byteLength), mAl); mDoc["buffers"].PushBack(glbBodyBuffer, mAl); } From 33ddbf9aa08297ad057d3b5e7cf3f815a1319559 Mon Sep 17 00:00:00 2001 From: Manuel Freiberger Date: Thu, 11 Jan 2018 20:58:47 +0100 Subject: [PATCH 9/9] Correct matrix layout documentation Actually, both OpenGL and DirectX specify a matrix layout where the base vectors and the translational part is consecutive in memory. OpenGL uses post-multiplication of column-vectors and stores the matrix in column-major storage format: | X1 Y1 Z1 T1 | | a | | X2 Y2 Z2 T2 | | b | | X3 Y3 Z3 T3 | | c | | 0 0 0 1 | | 1 | DirectX on the other hand uses row-major storage format but also pre-multiplication of row-vectors | a b c 1 | | X1 X2 X3 0 | | Y1 Y2 Y3 0 | | Z1 Z2 Z3 0 | | T1 T2 T3 1 | So a matrix is stored the same way in both frameworks and both times the translational part is consecutive, which is not the format that Assimp uses. --- doc/dox.h | 25 ++++++++++++++----------- 1 file changed, 14 insertions(+), 11 deletions(-) diff --git a/doc/dox.h b/doc/dox.h index 710807ae3..3215016ab 100644 --- a/doc/dox.h +++ b/doc/dox.h @@ -566,19 +566,22 @@ A typical 4x4 matrix including a translational part looks like this: X1 Y1 Z1 T1 X2 Y2 Z2 T2 X3 Y3 Z3 T3 -0 0 0 1 + 0 0 0 1 @endcode -with (X1, X2, X3) being the image of the X base vector, (Y1, Y2, Y3) being the image of the -Y base vector, (Z1, Z2, Z3) being the image of the Z base vector and (T1, T2, T3) being the -translation part. -All matrices in the library are row-major. That means that the matrix elements are stored row by row in memory, -which is identical to the OpenGL matrix layout. So the above matrix is stored in memory as -[X1, Y1, Z1, T1, X2, Y2, Z2, T2, X3, Y3, Z3, T3, 0, 0, 0, 1]. If you want to use these matrices -in a framework, which expects the matrix layout to be column-major (stored along the columns), such as -DirectX or Matlab, you will have to transpose the matrix first. +with (X1, X2, X3) being the local X base vector, (Y1, Y2, Y3) being the local +Y base vector, (Z1, Z2, Z3) being the local Z base vector and (T1, T2, T3) being the +offset of the local origin (the translational part). +All matrices in the library use row-major storage order. That means that the matrix elements are +stored row-by-row, i.e. they end up like this in memory: +[X1, Y1, Z1, T1, X2, Y2, Z2, T2, X3, Y3, Z3, T3, 0, 0, 0, 1]. -To be very precise: The transposition has nothing to do with a left-handed or right-handed coordinate system -but 'converts' between row-major and column-major storage format. +Note that this is neither the OpenGL format nor the DirectX format, because both of them specify the +matrix layout such that the translational part occupies three consecutive addresses in memory (so those +matrices end with [..., T1, T2, T3, 1]), whereas the translation in an Assimp matrix is found at +the offsets 3, 7 and 11 (spread across the matrix). You can transpose an Assimp matrix to end up with +the format that OpenGL and DirectX mandate. To be very precise: The transposition has nothing +to do with a left-handed or right-handed coordinate system but 'converts' between row-major and +column-major storage format.