fix md2 orientation

pull/3843/head
Garux 2021-04-29 20:14:57 +03:00
parent 96d0524fab
commit edf12bd357
1 changed files with 8 additions and 4 deletions

View File

@ -433,10 +433,6 @@ void MD2Importer::InternReadFile( const std::string& pFile,
aiVector3D& vNormal = pcMesh->mNormals[iCurrent]; aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal); LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
// flip z and y to become right-handed
std::swap((float&)vNormal.z,(float&)vNormal.y);
std::swap((float&)vec.z,(float&)vec.y);
if (m_pcHeader->numTexCoords) { if (m_pcHeader->numTexCoords) {
// validate texture coordinates // validate texture coordinates
iIndex = pcTriangles[i].textureIndices[c]; iIndex = pcTriangles[i].textureIndices[c];
@ -454,7 +450,15 @@ void MD2Importer::InternReadFile( const std::string& pFile,
} }
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent; pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
} }
// flip the face order
std::swap( pScene->mMeshes[0]->mFaces[i].mIndices[0], pScene->mMeshes[0]->mFaces[i].mIndices[2] );
} }
// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
pScene->mRootNode->mTransformation = aiMatrix4x4(
1.f, 0.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, -1.f, 0.f, 0.f,
0.f, 0.f, 0.f, 1.f);
} }
#endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER #endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER