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@@ -39,19 +39,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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-#ifndef ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS
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-
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#include "ScaleProcess.h"
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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+
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namespace Assimp {
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ScaleProcess::ScaleProcess()
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: BaseProcess()
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, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
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- // empty
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}
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ScaleProcess::~ScaleProcess() {
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@@ -71,10 +69,18 @@ bool ScaleProcess::IsActive( unsigned int pFlags ) const {
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}
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void ScaleProcess::SetupProperties( const Importer* pImp ) {
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- mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 0 );
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+ mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
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}
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void ScaleProcess::Execute( aiScene* pScene ) {
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+ if(mScale == 1.0f) {
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+ return; // nothing to scale
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+ }
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+
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+ ai_assert( mScale != 0 );
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+ ai_assert( nullptr != pScene );
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+ ai_assert( nullptr != pScene->mRootNode );
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+
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if ( nullptr == pScene ) {
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return;
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}
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@@ -82,22 +88,113 @@ void ScaleProcess::Execute( aiScene* pScene ) {
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if ( nullptr == pScene->mRootNode ) {
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return;
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}
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+
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+ // Process animations and update position transform to new unit system
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+ for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
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+ {
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+ aiAnimation* animation = pScene->mAnimations[animationID];
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+
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+ for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
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+ {
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+ aiNodeAnim* anim = animation->mChannels[animationChannel];
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+
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+ for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
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+ {
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+ aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
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+ vectorKey.mValue *= mScale;
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+ }
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+ }
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+ }
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+
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+ for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
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+ {
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+ aiMesh *mesh = pScene->mMeshes[meshID];
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+
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+ // Reconstruct mesh vertexes to the new unit system
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+ for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
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+ {
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+ aiVector3D& vertex = mesh->mVertices[vertexID];
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+ vertex *= mScale;
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+ }
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+
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+
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+ // bone placement / scaling
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+ for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
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+ {
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+ // Reconstruct matrix by transform rather than by scale
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+ // This prevent scale values being changed which can
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+ // be meaningful in some cases
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+ // like when you want the modeller to see 1:1 compatibility.
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+ aiBone* bone = mesh->mBones[boneID];
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+
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+ aiVector3D pos, scale;
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+ aiQuaternion rotation;
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+
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+ bone->mOffsetMatrix.Decompose( scale, rotation, pos);
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+
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+ aiMatrix4x4 translation;
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+ aiMatrix4x4::Translation( pos * mScale, translation );
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+
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+ aiMatrix4x4 scaling;
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+ aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
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+
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+ aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
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+
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+ bone->mOffsetMatrix = translation * RotMatrix * scaling;
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+ }
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+
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+
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+ // animation mesh processing
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+ // convert by position rather than scale.
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+ for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
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+ {
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+ aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
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+
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+ for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
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+ {
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+ aiVector3D& vertex = animMesh->mVertices[vertexID];
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+ vertex *= mScale;
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+ }
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+ }
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+ }
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traverseNodes( pScene->mRootNode );
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}
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-void ScaleProcess::traverseNodes( aiNode *node ) {
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+void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
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applyScaling( node );
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+
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+ for( size_t i = 0; i < node->mNumChildren; i++)
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+ {
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+ // recurse into the tree until we are done!
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+ traverseNodes( node->mChildren[i], nested_node_id+1 );
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+ }
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}
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void ScaleProcess::applyScaling( aiNode *currentNode ) {
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if ( nullptr != currentNode ) {
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- currentNode->mTransformation.a1 = currentNode->mTransformation.a1 * mScale;
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- currentNode->mTransformation.b2 = currentNode->mTransformation.b2 * mScale;
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- currentNode->mTransformation.c3 = currentNode->mTransformation.c3 * mScale;
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+ // Reconstruct matrix by transform rather than by scale
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+ // This prevent scale values being changed which can
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+ // be meaningful in some cases
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+ // like when you want the modeller to
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+ // see 1:1 compatibility.
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+
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+ aiVector3D pos, scale;
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+ aiQuaternion rotation;
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+ currentNode->mTransformation.Decompose( scale, rotation, pos);
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+
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+ aiMatrix4x4 translation;
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+ aiMatrix4x4::Translation( pos * mScale, translation );
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+
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+ aiMatrix4x4 scaling;
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+
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+ // note: we do not use mScale here, this is on purpose.
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+ aiMatrix4x4::Scaling( scale, scaling );
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+
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+ aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
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+
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+ currentNode->mTransformation = translation * RotMatrix * scaling;
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}
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}
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} // Namespace Assimp
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-
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-#endif // !! ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS
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