243 lines
8.6 KiB
C++
243 lines
8.6 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
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]);
|
|
|
|
// 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 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;
|
|
}
|