/** @file Implementation of the post processing step to convert all imported data * to a left-handed coordinate system. */ #include "ConvertToLHProcess.h" #include "DefaultLogger.h" #include "../include/aiPostProcess.h" #include "../include/aiMesh.h" #include "../include/aiAnim.h" #include "../include/aiScene.h" using namespace Assimp; // The transformation matrix to convert from DirectX coordinates to OpenGL coordinates. const aiMatrix3x3 Assimp::ConvertToLHProcess::sToOGLTransform( 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f ); // The transformation matrix to convert from OpenGL coordinates to DirectX coordinates. const aiMatrix3x3 Assimp::ConvertToLHProcess::sToDXTransform( 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f ); // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer ConvertToLHProcess::ConvertToLHProcess() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well ConvertToLHProcess::~ConvertToLHProcess() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Returns whether the processing step is present in the given flag field. bool ConvertToLHProcess::IsActive( unsigned int pFlags) const { return (pFlags & aiProcess_ConvertToLeftHanded) != 0; } // ------------------------------------------------------------------------------------------------ // Executes the post processing step on the given imported data. void ConvertToLHProcess::Execute( aiScene* pScene) { // Check for an existent root node to proceed if (NULL == pScene->mRootNode) { DefaultLogger::get()->error("ConvertToLHProcess fails, there is no root node"); return; } DefaultLogger::get()->debug("ConvertToLHProcess begin"); // transform the root node of the scene, the other nodes will follow then ConvertToDX( pScene->mRootNode->mTransformation); // transform all meshes accordingly for( unsigned int a = 0; a < pScene->mNumMeshes; a++) ProcessMesh( pScene->mMeshes[a]); // transform all animation channels affecting the root node as well for( unsigned int a = 0; a < pScene->mNumAnimations; a++) { aiAnimation* anim = pScene->mAnimations[a]; for( unsigned int b = 0; b < anim->mNumBones; b++) { aiBoneAnim* boneAnim = anim->mBones[b]; if( strcmp( boneAnim->mBoneName.data, pScene->mRootNode->mName.data) == 0) ProcessAnimation( boneAnim); } } DefaultLogger::get()->debug("ConvertToLHProcess finished"); } // ------------------------------------------------------------------------------------------------ // Converts a single mesh to left handed coordinates. void ConvertToLHProcess::ProcessMesh( aiMesh* pMesh) { // invert the order of all faces in this mesh for( unsigned int a = 0; a < pMesh->mNumFaces; a++) { aiFace& face = pMesh->mFaces[a]; for( unsigned int b = 0; b < face.mNumIndices / 2; b++) std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]); } // mirror texture y coordinate for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { if( pMesh->HasTextureCoords( a)) { for( unsigned int b = 0; b < pMesh->mNumVertices; b++) pMesh->mTextureCoords[a][b].y = 1.0f - pMesh->mTextureCoords[a][b].y; } } // mirror bitangents as well as they're derived from the texture coords if( pMesh->HasTangentsAndBitangents()) { for( unsigned int a = 0; a < pMesh->mNumVertices; a++) pMesh->mBitangents[a] = -pMesh->mBitangents[a]; } } // ------------------------------------------------------------------------------------------------ // Converts the given animation to LH coordinates. void ConvertToLHProcess::ProcessAnimation( aiBoneAnim* pAnim) { // position keys for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++) ConvertToDX( pAnim->mPositionKeys[a].mValue); // rotation keys for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) { aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix(); ConvertToDX( rotmat); pAnim->mRotationKeys[a].mValue = aiQuaternion( rotmat); } } // ------------------------------------------------------------------------------------------------ // Static helper function to convert a vector/matrix from DX to OGL coords void ConvertToLHProcess::ConvertToOGL( aiVector3D& poVector) { poVector = sToOGLTransform * poVector; } // ------------------------------------------------------------------------------------------------ void ConvertToLHProcess::ConvertToOGL( aiMatrix3x3& poMatrix) { poMatrix *= sToOGLTransform; } // ------------------------------------------------------------------------------------------------ void ConvertToLHProcess::ConvertToOGL( aiMatrix4x4& poMatrix) { poMatrix *= aiMatrix4x4( sToOGLTransform); } // ------------------------------------------------------------------------------------------------ // Static helper function to convert a vector/matrix from OGL back to DX coords void ConvertToLHProcess::ConvertToDX( aiVector3D& poVector) { poVector = sToDXTransform * poVector; } // ------------------------------------------------------------------------------------------------ void ConvertToLHProcess::ConvertToDX( aiMatrix3x3& poMatrix) { poMatrix *= sToDXTransform; } // ------------------------------------------------------------------------------------------------ void ConvertToLHProcess::ConvertToDX( aiMatrix4x4& poMatrix) { aiMatrix4x4 temp(sToDXTransform); poMatrix *= temp; }