diff --git a/code/AssetLib/FBX/FBXConverter.cpp b/code/AssetLib/FBX/FBXConverter.cpp index 204d3e6fa..93f19de56 100644 --- a/code/AssetLib/FBX/FBXConverter.cpp +++ b/code/AssetLib/FBX/FBXConverter.cpp @@ -76,6 +76,53 @@ using namespace Util; #define CONVERT_FBX_TIME(time) static_cast(time) / 46186158000LL +static void correctRootTransform(const aiScene *scene) { + if (scene == nullptr) { + return; + } + + if (scene->mMetaData == nullptr) { + return; + } + + int32_t UpAxis = 1, UpAxisSign = 1, FrontAxis = 2, FrontAxisSign = 1, CoordAxis = 0, CoordAxisSign = 1; + double UnitScaleFactor = 1.0; + for (unsigned MetadataIndex = 0; MetadataIndex < scene->mMetaData->mNumProperties; ++MetadataIndex) { + if (strcmp(scene->mMetaData->mKeys[MetadataIndex].C_Str(), "UpAxis") == 0) { + scene->mMetaData->Get(MetadataIndex, UpAxis); + } + if (strcmp(scene->mMetaData->mKeys[MetadataIndex].C_Str(), "UpAxisSign") == 0) { + scene->mMetaData->Get(MetadataIndex, UpAxisSign); + } + if (strcmp(scene->mMetaData->mKeys[MetadataIndex].C_Str(), "FrontAxis") == 0) { + scene->mMetaData->Get(MetadataIndex, FrontAxis); + } + if (strcmp(scene->mMetaData->mKeys[MetadataIndex].C_Str(), "FrontAxisSign") == 0) { + scene->mMetaData->Get(MetadataIndex, FrontAxisSign); + } + if (strcmp(scene->mMetaData->mKeys[MetadataIndex].C_Str(), "CoordAxis") == 0) { + scene->mMetaData->Get(MetadataIndex, CoordAxis); + } + if (strcmp(scene->mMetaData->mKeys[MetadataIndex].C_Str(), "CoordAxisSign") == 0) { + scene->mMetaData->Get(MetadataIndex, CoordAxisSign); + } + if (strcmp(scene->mMetaData->mKeys[MetadataIndex].C_Str(), "UnitScaleFactor") == 0) { + scene->mMetaData->Get(MetadataIndex, UnitScaleFactor); + } + } + + aiVector3D upVec, forwardVec, rightVec; + upVec[UpAxis] = UpAxisSign * static_cast(UnitScaleFactor); + forwardVec[FrontAxis] = FrontAxisSign * static_cast(UnitScaleFactor); + rightVec[CoordAxis] = CoordAxisSign * (float)UnitScaleFactor; + + aiMatrix4x4 mat(rightVec.x, rightVec.y, rightVec.z, 0.0f, + upVec.x, upVec.y, upVec.z, 0.0f, + forwardVec.x, forwardVec.y, forwardVec.z, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f); + scene->mRootNode->mTransformation *= mat; +} + FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) : defaultMaterialIndex(), mMeshes(), @@ -133,6 +180,8 @@ FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBo // need not contain geometry (i.e. camera animations, raw armatures). if (out->mNumMeshes == 0) { out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; + } else { + correctRootTransform(mSceneOut); } }