195 lines
6.4 KiB
C++
195 lines
6.4 KiB
C++
/** @file Implementation of the post processing step to convert all imported data
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* to a left-handed coordinate system.
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*/
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#include "ConvertToLHProcess.h"
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#include "../include/DefaultLogger.h"
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#include "../include/aiPostProcess.h"
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#include "../include/aiMesh.h"
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#include "../include/aiAnim.h"
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#include "../include/aiScene.h"
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using namespace Assimp;
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// The transformation matrix to convert from DirectX coordinates to OpenGL coordinates.
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const aiMatrix3x3 Assimp::ConvertToLHProcess::sToOGLTransform(
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f
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);
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// The transformation matrix to convert from OpenGL coordinates to DirectX coordinates.
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const aiMatrix3x3 Assimp::ConvertToLHProcess::sToDXTransform(
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f
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);
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ConvertToLHProcess::ConvertToLHProcess()
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{
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bTransformVertices = false;
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ConvertToLHProcess::~ConvertToLHProcess()
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{
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// nothing to do here
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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 ConvertToLHProcess::IsActive( unsigned int pFlags) const
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{
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if (pFlags & aiProcess_ConvertToLeftHanded)
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{
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if (pFlags & aiProcess_PreTransformVertices)
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this->bTransformVertices = true;
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return true;
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}
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return false;
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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 ConvertToLHProcess::Execute( aiScene* pScene)
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{
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// Check for an existent root node to proceed
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if (NULL == pScene->mRootNode)
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{
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DefaultLogger::get()->error("ConvertToLHProcess fails, there is no root node");
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return;
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}
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DefaultLogger::get()->debug("ConvertToLHProcess begin");
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// transform vertex by vertex or change the root transform?
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if (this->bTransformVertices)
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{
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this->bTransformVertices = false;
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aiMatrix4x4 mTransform;
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this->ConvertToDX(mTransform);
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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aiMesh* pcMesh = pScene->mMeshes[i];
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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pcMesh->mVertices[n] = mTransform * pcMesh->mVertices[n];
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}
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if (pcMesh->HasNormals())
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{
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mTransform.Inverse().Transpose();
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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pcMesh->mNormals[n] = mTransform * pcMesh->mNormals[n];
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}
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}
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}
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}
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else
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{
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// transform the root node of the scene, the other nodes will follow then
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ConvertToDX( pScene->mRootNode->mTransformation);
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}
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// transform all 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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// transform all animation channels affecting the root node 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->mNumBones; b++)
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{
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aiBoneAnim* boneAnim = anim->mBones[b];
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if( strcmp( boneAnim->mBoneName.data, pScene->mRootNode->mName.data) == 0)
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ProcessAnimation( boneAnim);
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}
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}
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DefaultLogger::get()->debug("ConvertToLHProcess finished");
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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 ConvertToLHProcess::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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// mirror texture y coordinate
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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{
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if( pMesh->HasTextureCoords( a))
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{
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for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
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pMesh->mTextureCoords[a][b].y = 1.0f - pMesh->mTextureCoords[a][b].y;
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}
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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] = -pMesh->mBitangents[a];
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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 ConvertToLHProcess::ProcessAnimation( aiBoneAnim* 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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ConvertToDX( pAnim->mPositionKeys[a].mValue);
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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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aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
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ConvertToDX( rotmat);
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pAnim->mRotationKeys[a].mValue = aiQuaternion( rotmat);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Static helper function to convert a vector/matrix from DX to OGL coords
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void ConvertToLHProcess::ConvertToOGL( aiVector3D& poVector)
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{
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poVector = sToOGLTransform * poVector;
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}
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// ------------------------------------------------------------------------------------------------
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void ConvertToLHProcess::ConvertToOGL( aiMatrix3x3& poMatrix)
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{
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poMatrix *= sToOGLTransform;
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}
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// ------------------------------------------------------------------------------------------------
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void ConvertToLHProcess::ConvertToOGL( aiMatrix4x4& poMatrix)
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{
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poMatrix *= aiMatrix4x4( sToOGLTransform);
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}
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// ------------------------------------------------------------------------------------------------
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// Static helper function to convert a vector/matrix from OGL back to DX coords
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void ConvertToLHProcess::ConvertToDX( aiVector3D& poVector)
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{
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poVector = sToDXTransform * poVector;
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}
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// ------------------------------------------------------------------------------------------------
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void ConvertToLHProcess::ConvertToDX( aiMatrix3x3& poMatrix)
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{
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poMatrix *= sToDXTransform;
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}
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// ------------------------------------------------------------------------------------------------
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void ConvertToLHProcess::ConvertToDX( aiMatrix4x4& poMatrix)
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{
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aiMatrix4x4 temp(sToDXTransform);
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poMatrix *= temp;
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}
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