ScaleProcess overhauled to improve compatibility with animations and unit conversion.

./assimp Added arguments --gs to assimp command line option to enable global scaling.

No scaling for mScale of 1.0.

Co-Authored-By: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
pull/2607/head
Gordon MacPherson 2019-08-12 19:17:07 +01:00
parent 23e1c0cbc9
commit fbb34b1de1
5 changed files with 121 additions and 27 deletions

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@ -39,19 +39,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
#ifndef ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS
#include "ScaleProcess.h" #include "ScaleProcess.h"
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
namespace Assimp { namespace Assimp {
ScaleProcess::ScaleProcess() ScaleProcess::ScaleProcess()
: BaseProcess() : BaseProcess()
, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) { , mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
// empty
} }
ScaleProcess::~ScaleProcess() { ScaleProcess::~ScaleProcess() {
@ -71,10 +69,15 @@ bool ScaleProcess::IsActive( unsigned int pFlags ) const {
} }
void ScaleProcess::SetupProperties( const Importer* pImp ) { void ScaleProcess::SetupProperties( const Importer* pImp ) {
mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 0 ); mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
} }
void ScaleProcess::Execute( aiScene* pScene ) { void ScaleProcess::Execute( aiScene* pScene ) {
if(mScale == 1.0f) return; // nothing to scale
ai_assert(mScale != 0);
ai_assert(nullptr != pScene && nullptr != pScene->mRootNode);
if ( nullptr == pScene ) { if ( nullptr == pScene ) {
return; return;
} }
@ -83,21 +86,112 @@ void ScaleProcess::Execute( aiScene* pScene ) {
return; return;
} }
// Process animations and update position transform to new unit system
for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
{
aiAnimation* animation = pScene->mAnimations[animationID];
for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
{
aiNodeAnim* anim = animation->mChannels[animationChannel];
for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
{
aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
vectorKey.mValue *= mScale;
}
}
}
for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
{
aiMesh *mesh = pScene->mMeshes[meshID];
// Reconstruct mesh vertexes to the new unit system
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
{
aiVector3D& vertex = mesh->mVertices[vertexID];
vertex *= mScale;
}
// bone placement / scaling
for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
{
// Reconstruct matrix by transform rather than by scale
// This prevent scale values being changed which can
// be meaningful in some cases
// like when you want the modeller to see 1:1 compatibility.
aiBone* bone = mesh->mBones[boneID];
aiVector3D pos, scale;
aiQuaternion rotation;
bone->mOffsetMatrix.Decompose( scale, rotation, pos);
aiMatrix4x4 translation;
aiMatrix4x4::Translation( pos * mScale, translation );
aiMatrix4x4 scaling;
aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
bone->mOffsetMatrix = translation * RotMatrix * scaling;
}
// animation mesh processing
// convert by position rather than scale.
for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
{
aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
{
aiVector3D& vertex = animMesh->mVertices[vertexID];
vertex *= mScale;
}
}
}
traverseNodes( pScene->mRootNode ); traverseNodes( pScene->mRootNode );
} }
void ScaleProcess::traverseNodes( aiNode *node ) { void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
applyScaling( node ); applyScaling( node );
for( size_t i = 0; i < node->mNumChildren; i++)
{
// recurse into the tree until we are done!
traverseNodes( node->mChildren[i], nested_node_id+1 );
}
} }
void ScaleProcess::applyScaling( aiNode *currentNode ) { void ScaleProcess::applyScaling( aiNode *currentNode ) {
if ( nullptr != currentNode ) { if ( nullptr != currentNode ) {
currentNode->mTransformation.a1 = currentNode->mTransformation.a1 * mScale; // Reconstruct matrix by transform rather than by scale
currentNode->mTransformation.b2 = currentNode->mTransformation.b2 * mScale; // This prevent scale values being changed which can
currentNode->mTransformation.c3 = currentNode->mTransformation.c3 * mScale; // be meaningful in some cases
// like when you want the modeller to
// see 1:1 compatibility.
aiVector3D pos, scale;
aiQuaternion rotation;
currentNode->mTransformation.Decompose( scale, rotation, pos);
aiMatrix4x4 translation;
aiMatrix4x4::Translation( pos * mScale, translation );
aiMatrix4x4 scaling;
// note: we do not use mScale here, this is on purpose.
aiMatrix4x4::Scaling( scale, scaling );
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
currentNode->mTransformation = translation * RotMatrix * scaling;
} }
} }
} // Namespace Assimp } // Namespace Assimp
#endif // !! ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS

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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
#pragma once #ifndef SCALE_PROCESS_H_
#define SCALE_PROCESS_H_
#include "Common/BaseProcess.h" #include "Common/BaseProcess.h"
@ -53,6 +54,11 @@ namespace Assimp {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** ScaleProcess: Class to rescale the whole model. /** ScaleProcess: Class to rescale the whole model.
* Now rescales animations, bones, and blend shapes properly.
* Please note this will not write to 'scale' transform it will rewrite mesh
* and matrixes so that your scale values
* from your model package are preserved, so this is completely intentional
* bugs should be reported as soon as they are found.
*/ */
class ASSIMP_API ScaleProcess : public BaseProcess { class ASSIMP_API ScaleProcess : public BaseProcess {
public: public:
@ -78,7 +84,7 @@ public:
virtual void Execute( aiScene* pScene ); virtual void Execute( aiScene* pScene );
private: private:
void traverseNodes( aiNode *currentNode ); void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 );
void applyScaling( aiNode *currentNode ); void applyScaling( aiNode *currentNode );
private: private:
@ -86,3 +92,6 @@ private:
}; };
} // Namespace Assimp } // Namespace Assimp
#endif // SCALE_PROCESS_H_

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@ -89,7 +89,7 @@ public:
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1; scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2; scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2;
scene->mRootNode = new aiNode; scene->mRootNode = new aiNode();
scene->mRootNode->mNumMeshes = 1; scene->mRootNode->mNumMeshes = 1;
scene->mRootNode->mMeshes = new unsigned int[1]{ 0 }; scene->mRootNode->mMeshes = new unsigned int[1]{ 0 };

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@ -69,18 +69,5 @@ TEST_F( utScaleProcess, accessScaleTest ) {
EXPECT_FLOAT_EQ( 2.0f, process.getScale() ); EXPECT_FLOAT_EQ( 2.0f, process.getScale() );
} }
TEST_F( utScaleProcess, rescaleModelTest ) {
float opacity;
aiScene *testScene = TestModelFacttory::createDefaultTestModel( opacity );
ai_real v1 = testScene->mRootNode->mTransformation.a1;
ScaleProcess process;
process.setScale( 10.0f );
process.Execute( testScene );
ai_real v2 = testScene->mRootNode->mTransformation.a1;
const ai_real scale = v2 / v1;
EXPECT_FLOAT_EQ( scale, 10.0f );
TestModelFacttory::releaseDefaultTestModel( &testScene );
}
} // Namespace UnitTest } // Namespace UnitTest
} // Namespace Assimp } // Namespace Assimp

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@ -384,6 +384,7 @@ int ProcessStandardArguments(
// -om --optimize-meshes // -om --optimize-meshes
// -db --debone // -db --debone
// -sbc --split-by-bone-count // -sbc --split-by-bone-count
// -gs --global-scale
// //
// -c<file> --config-file=<file> // -c<file> --config-file=<file>
@ -472,6 +473,9 @@ int ProcessStandardArguments(
else if (!strcmp(param, "-embtex") || ! strcmp(param, "--embed-textures")) { else if (!strcmp(param, "-embtex") || ! strcmp(param, "--embed-textures")) {
fill.ppFlags |= aiProcess_EmbedTextures; fill.ppFlags |= aiProcess_EmbedTextures;
} }
else if (!strcmp(param, "-gs") || ! strcmp(param, "--global-scale")) {
fill.ppFlags |= aiProcess_GlobalScale;
}
else if (! strncmp( param, "-c",2) || ! strncmp( param, "--config=",9)) { else if (! strncmp( param, "-c",2) || ! strncmp( param, "--config=",9)) {
const unsigned int ofs = (params[i][1] == '-' ? 9 : 2); const unsigned int ofs = (params[i][1] == '-' ? 9 : 2);