/* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the ASSIMP team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the ASSIMP Development Team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ /** @file Implementation of the post processing step to convert all imported data * to a left-handed coordinate system. */ #include "AssimpPCH.h" #include "ConvertToLHProcess.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() { bTransformVertices = false; } // ------------------------------------------------------------------------------------------------ // 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 { if (pFlags & aiProcess_ConvertToLeftHanded) { bTransformVertices = (0 != (pFlags & aiProcess_PreTransformVertices) ? true : false); return true; } return false; } // ------------------------------------------------------------------------------------------------ // 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 vertex by vertex or change the root transform? // We can't do the coordinate system transformation earlier // in the pipeline - most steps assume that we're in OGL // space. So we need to transform all vertices a second time // here. if (bTransformVertices) { aiMatrix4x4 mTransform; ConvertToDX(mTransform); for (unsigned int i = 0; i < pScene->mNumMeshes;++i) { aiMesh* pcMesh = pScene->mMeshes[i]; // transform all vertices for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) pcMesh->mVertices[n] = mTransform * pcMesh->mVertices[n]; // transform all normals if (pcMesh->HasNormals()) { for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) pcMesh->mNormals[n] = mTransform * pcMesh->mNormals[n]; } // transform all tangents and all bitangents if (pcMesh->HasTangentsAndBitangents()) { for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) { pcMesh->mTangents[n] = mTransform * pcMesh->mTangents[n]; pcMesh->mBitangents[n] = mTransform * pcMesh->mBitangents[n]; } } } } else { // 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]); // process all materials - we need to adjust UV transformations for( unsigned int a = 0; a < pScene->mNumMaterials; a++) ProcessMaterial( pScene->mMaterials[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->mNumChannels; b++) { aiNodeAnim* nodeAnim = anim->mChannels[b]; if( strcmp( nodeAnim->mNodeName.data, pScene->mRootNode->mName.data) == 0) ProcessAnimation( nodeAnim); } } DefaultLogger::get()->debug("ConvertToLHProcess finished"); } // ------------------------------------------------------------------------------------------------ // Converts a single material to left handed coordinates. void ConvertToLHProcess::ProcessMaterial (aiMaterial* mat) { for (unsigned int a = 0; a < mat->mNumProperties;++a) { aiMaterialProperty* prop = mat->mProperties[a]; if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) { ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); aiUVTransform* uv = (aiUVTransform*)prop->mData; // just flip it, that's everything uv->mTranslation.y *= -1.f; uv->mRotation *= -1.f; } } } // ------------------------------------------------------------------------------------------------ // 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( aiNodeAnim* pAnim) { // position keys for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++) ConvertToDX( pAnim->mPositionKeys[a].mValue); return; // 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 * poMatrix; } // ------------------------------------------------------------------------------------------------ void ConvertToLHProcess::ConvertToOGL( aiMatrix4x4& poMatrix) { poMatrix = aiMatrix4x4( sToOGLTransform) * poMatrix; } // ------------------------------------------------------------------------------------------------ // 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 * poMatrix; } // ------------------------------------------------------------------------------------------------ void ConvertToLHProcess::ConvertToDX( aiMatrix4x4& poMatrix) { poMatrix = aiMatrix4x4(sToDXTransform) * poMatrix; }