415 lines
15 KiB
C++
415 lines
15 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file MakeLeftHandedProcess.cpp
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* @brief Implementation of the post processing step to convert all
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* imported data to a left-handed coordinate system.
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*
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* Face order & UV flip are also implemented here, for the sake of a
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* better location.
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*/
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#include "ConvertToLHProcess.h"
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/DefaultLogger.hpp>
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using namespace Assimp;
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#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
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namespace {
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template <typename aiMeshType>
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void flipUVs(aiMeshType* pMesh) {
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if (pMesh == nullptr) { return; }
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// mirror texture y coordinate
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for (unsigned int tcIdx = 0; tcIdx < AI_MAX_NUMBER_OF_TEXTURECOORDS; tcIdx++) {
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if (!pMesh->HasTextureCoords(tcIdx)) {
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break;
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}
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for (unsigned int vIdx = 0; vIdx < pMesh->mNumVertices; vIdx++) {
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pMesh->mTextureCoords[tcIdx][vIdx].y = 1.0f - pMesh->mTextureCoords[tcIdx][vIdx].y;
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}
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}
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}
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} // namespace
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MakeLeftHandedProcess::MakeLeftHandedProcess()
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: BaseProcess() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MakeLeftHandedProcess::~MakeLeftHandedProcess() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool MakeLeftHandedProcess::IsActive( unsigned int pFlags) const
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{
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return 0 != (pFlags & aiProcess_MakeLeftHanded);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void MakeLeftHandedProcess::Execute( aiScene* pScene)
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{
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// Check for an existent root node to proceed
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ai_assert(pScene->mRootNode != NULL);
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ASSIMP_LOG_DEBUG("MakeLeftHandedProcess begin");
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// recursively convert all the nodes
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ProcessNode( pScene->mRootNode, aiMatrix4x4());
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// process the meshes accordingly
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for ( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
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ProcessMesh( pScene->mMeshes[ a ] );
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}
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// process the materials accordingly
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for ( unsigned int a = 0; a < pScene->mNumMaterials; ++a ) {
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ProcessMaterial( pScene->mMaterials[ a ] );
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}
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// transform all animation channels as well
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for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
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{
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aiAnimation* anim = pScene->mAnimations[a];
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for( unsigned int b = 0; b < anim->mNumChannels; b++)
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{
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aiNodeAnim* nodeAnim = anim->mChannels[b];
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ProcessAnimation( nodeAnim);
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}
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}
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ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished");
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively converts a node, all of its children and all of its meshes
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void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation)
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{
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// mirror all base vectors at the local Z axis
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pNode->mTransformation.c1 = -pNode->mTransformation.c1;
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pNode->mTransformation.c2 = -pNode->mTransformation.c2;
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pNode->mTransformation.c3 = -pNode->mTransformation.c3;
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pNode->mTransformation.c4 = -pNode->mTransformation.c4;
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// now invert the Z axis again to keep the matrix determinant positive.
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// The local meshes will be inverted accordingly so that the result should look just fine again.
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pNode->mTransformation.a3 = -pNode->mTransformation.a3;
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pNode->mTransformation.b3 = -pNode->mTransformation.b3;
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pNode->mTransformation.c3 = -pNode->mTransformation.c3;
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pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
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// continue for all children
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for( size_t a = 0; a < pNode->mNumChildren; ++a ) {
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ProcessNode( pNode->mChildren[ a ], pParentGlobalRotation * pNode->mTransformation );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single mesh to left handed coordinates.
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void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh) {
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if ( nullptr == pMesh ) {
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ASSIMP_LOG_ERROR( "Nullptr to mesh found." );
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return;
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}
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// mirror positions, normals and stuff along the Z axis
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for( size_t a = 0; a < pMesh->mNumVertices; ++a)
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{
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pMesh->mVertices[a].z *= -1.0f;
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if (pMesh->HasNormals()) {
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pMesh->mNormals[a].z *= -1.0f;
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}
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if( pMesh->HasTangentsAndBitangents())
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{
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pMesh->mTangents[a].z *= -1.0f;
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pMesh->mBitangents[a].z *= -1.0f;
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}
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}
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// mirror anim meshes positions, normals and stuff along the Z axis
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for (size_t m = 0; m < pMesh->mNumAnimMeshes; ++m)
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{
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for (size_t a = 0; a < pMesh->mAnimMeshes[m]->mNumVertices; ++a)
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{
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pMesh->mAnimMeshes[m]->mVertices[a].z *= -1.0f;
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if (pMesh->mAnimMeshes[m]->HasNormals()) {
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pMesh->mAnimMeshes[m]->mNormals[a].z *= -1.0f;
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}
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if (pMesh->mAnimMeshes[m]->HasTangentsAndBitangents())
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{
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pMesh->mAnimMeshes[m]->mTangents[a].z *= -1.0f;
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pMesh->mAnimMeshes[m]->mBitangents[a].z *= -1.0f;
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}
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}
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}
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// mirror offset matrices of all bones
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for( size_t a = 0; a < pMesh->mNumBones; ++a)
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{
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aiBone* bone = pMesh->mBones[a];
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bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
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bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
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bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
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bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
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bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
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bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
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}
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// mirror bitangents as well as they're derived from the texture coords
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if( pMesh->HasTangentsAndBitangents())
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{
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mBitangents[a] *= -1.0f;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single material to left handed coordinates.
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void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat) {
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if ( nullptr == _mat ) {
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ASSIMP_LOG_ERROR( "Nullptr to aiMaterial found." );
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return;
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}
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aiMaterial* mat = (aiMaterial*)_mat;
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
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aiMaterialProperty* prop = mat->mProperties[a];
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// Mapping axis for UV mappings?
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if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
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ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
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aiVector3D* pff = (aiVector3D*)prop->mData;
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pff->z *= -1.f;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts the given animation to LH coordinates.
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void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim)
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{
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// position keys
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for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
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pAnim->mPositionKeys[a].mValue.z *= -1.0f;
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// rotation keys
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for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
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{
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/* That's the safe version, but the float errors add up. So we try the short version instead
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aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
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rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
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rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
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aiQuaternion rotquat( rotmat);
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pAnim->mRotationKeys[a].mValue = rotquat;
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*/
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pAnim->mRotationKeys[a].mValue.x *= -1.0f;
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pAnim->mRotationKeys[a].mValue.y *= -1.0f;
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}
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}
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#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
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#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
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// # FlipUVsProcess
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FlipUVsProcess::FlipUVsProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FlipUVsProcess::~FlipUVsProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool FlipUVsProcess::IsActive( unsigned int pFlags) const
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{
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return 0 != (pFlags & aiProcess_FlipUVs);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void FlipUVsProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("FlipUVsProcess begin");
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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ProcessMesh(pScene->mMeshes[i]);
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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ProcessMaterial(pScene->mMaterials[i]);
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ASSIMP_LOG_DEBUG("FlipUVsProcess finished");
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single material
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void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
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{
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aiMaterial* mat = (aiMaterial*)_mat;
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
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aiMaterialProperty* prop = mat->mProperties[a];
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if( !prop ) {
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ASSIMP_LOG_VERBOSE_DEBUG( "Property is null" );
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continue;
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}
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// UV transformation key?
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if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) {
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ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */
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aiUVTransform* uv = (aiUVTransform*)prop->mData;
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// just flip it, that's everything
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uv->mTranslation.y *= -1.f;
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uv->mRotation *= -1.f;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single mesh
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void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
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{
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flipUVs(pMesh);
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for (unsigned int idx = 0; idx < pMesh->mNumAnimMeshes; idx++) {
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flipUVs(pMesh->mAnimMeshes[idx]);
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}
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}
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#endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS
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#ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
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// # FlipWindingOrderProcess
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FlipWindingOrderProcess::FlipWindingOrderProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FlipWindingOrderProcess::~FlipWindingOrderProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const
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{
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return 0 != (pFlags & aiProcess_FlipWindingOrder);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void FlipWindingOrderProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("FlipWindingOrderProcess begin");
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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ProcessMesh(pScene->mMeshes[i]);
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ASSIMP_LOG_DEBUG("FlipWindingOrderProcess finished");
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single mesh
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void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh)
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{
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// invert the order of all faces in this mesh
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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aiFace& face = pMesh->mFaces[a];
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for (unsigned int b = 0; b < face.mNumIndices / 2; b++) {
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std::swap(face.mIndices[b], face.mIndices[face.mNumIndices - 1 - b]);
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}
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}
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// invert the order of all components in this mesh anim meshes
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for (unsigned int m = 0; m < pMesh->mNumAnimMeshes; m++) {
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aiAnimMesh* animMesh = pMesh->mAnimMeshes[m];
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unsigned int numVertices = animMesh->mNumVertices;
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if (animMesh->HasPositions()) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mVertices[a], animMesh->mVertices[numVertices - 1 - a]);
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}
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}
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if (animMesh->HasNormals()) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mNormals[a], animMesh->mNormals[numVertices - 1 - a]);
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}
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}
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) {
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if (animMesh->HasTextureCoords(i)) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mTextureCoords[i][a], animMesh->mTextureCoords[i][numVertices - 1 - a]);
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}
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}
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}
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if (animMesh->HasTangentsAndBitangents()) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mTangents[a], animMesh->mTangents[numVertices - 1 - a]);
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std::swap(animMesh->mBitangents[a], animMesh->mBitangents[numVertices - 1 - a]);
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}
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}
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for (unsigned int v = 0; v < AI_MAX_NUMBER_OF_COLOR_SETS; v++) {
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if (animMesh->HasVertexColors(v)) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mColors[v][a], animMesh->mColors[v][numVertices - 1 - a]);
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}
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}
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}
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}
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}
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#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
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