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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2021, assimp 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 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 MakeLeftHandedProcess.cpp
- * @brief Implementation of the post processing step to convert all
- * imported data to a left-handed coordinate system.
- *
- * Face order & UV flip are also implemented here, for the sake of a
- * better location.
- */
- #include "ConvertToLHProcess.h"
- #include <assimp/postprocess.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- using namespace Assimp;
- #ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
- namespace {
- template <typename aiMeshType>
- void flipUVs(aiMeshType *pMesh) {
- if (pMesh == nullptr) {
- return;
- }
- // mirror texture y coordinate
- for (unsigned int tcIdx = 0; tcIdx < AI_MAX_NUMBER_OF_TEXTURECOORDS; tcIdx++) {
- if (!pMesh->HasTextureCoords(tcIdx)) {
- break;
- }
- for (unsigned int vIdx = 0; vIdx < pMesh->mNumVertices; vIdx++) {
- pMesh->mTextureCoords[tcIdx][vIdx].y = 1.0f - pMesh->mTextureCoords[tcIdx][vIdx].y;
- }
- }
- }
- } // namespace
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- MakeLeftHandedProcess::MakeLeftHandedProcess() :
- BaseProcess() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- MakeLeftHandedProcess::~MakeLeftHandedProcess() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool MakeLeftHandedProcess::IsActive(unsigned int pFlags) const {
- return 0 != (pFlags & aiProcess_MakeLeftHanded);
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void MakeLeftHandedProcess::Execute(aiScene *pScene) {
- // Check for an existent root node to proceed
- ai_assert(pScene->mRootNode != nullptr);
- ASSIMP_LOG_DEBUG("MakeLeftHandedProcess begin");
- // recursively convert all the nodes
- ProcessNode(pScene->mRootNode, aiMatrix4x4());
- // process the meshes accordingly
- for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
- ProcessMesh(pScene->mMeshes[a]);
- }
- // process the materials accordingly
- for (unsigned int a = 0; a < pScene->mNumMaterials; ++a) {
- ProcessMaterial(pScene->mMaterials[a]);
- }
- // transform all animation channels 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];
- ProcessAnimation(nodeAnim);
- }
- }
- ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished");
- }
- // ------------------------------------------------------------------------------------------------
- // Recursively converts a node, all of its children and all of its meshes
- void MakeLeftHandedProcess::ProcessNode(aiNode *pNode, const aiMatrix4x4 &pParentGlobalRotation) {
- // mirror all base vectors at the local Z axis
- pNode->mTransformation.c1 = -pNode->mTransformation.c1;
- pNode->mTransformation.c2 = -pNode->mTransformation.c2;
- pNode->mTransformation.c3 = -pNode->mTransformation.c3;
- pNode->mTransformation.c4 = -pNode->mTransformation.c4;
- // now invert the Z axis again to keep the matrix determinant positive.
- // The local meshes will be inverted accordingly so that the result should look just fine again.
- pNode->mTransformation.a3 = -pNode->mTransformation.a3;
- pNode->mTransformation.b3 = -pNode->mTransformation.b3;
- pNode->mTransformation.c3 = -pNode->mTransformation.c3;
- pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
- // continue for all children
- for (size_t a = 0; a < pNode->mNumChildren; ++a) {
- ProcessNode(pNode->mChildren[a], pParentGlobalRotation * pNode->mTransformation);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Converts a single mesh to left handed coordinates.
- void MakeLeftHandedProcess::ProcessMesh(aiMesh *pMesh) {
- if (nullptr == pMesh) {
- ASSIMP_LOG_ERROR("Nullptr to mesh found.");
- return;
- }
- // mirror positions, normals and stuff along the Z axis
- for (size_t a = 0; a < pMesh->mNumVertices; ++a) {
- pMesh->mVertices[a].z *= -1.0f;
- if (pMesh->HasNormals()) {
- pMesh->mNormals[a].z *= -1.0f;
- }
- if (pMesh->HasTangentsAndBitangents()) {
- pMesh->mTangents[a].z *= -1.0f;
- pMesh->mBitangents[a].z *= -1.0f;
- }
- }
- // mirror anim meshes positions, normals and stuff along the Z axis
- for (size_t m = 0; m < pMesh->mNumAnimMeshes; ++m) {
- for (size_t a = 0; a < pMesh->mAnimMeshes[m]->mNumVertices; ++a) {
- pMesh->mAnimMeshes[m]->mVertices[a].z *= -1.0f;
- if (pMesh->mAnimMeshes[m]->HasNormals()) {
- pMesh->mAnimMeshes[m]->mNormals[a].z *= -1.0f;
- }
- if (pMesh->mAnimMeshes[m]->HasTangentsAndBitangents()) {
- pMesh->mAnimMeshes[m]->mTangents[a].z *= -1.0f;
- pMesh->mAnimMeshes[m]->mBitangents[a].z *= -1.0f;
- }
- }
- }
- // mirror offset matrices of all bones
- for (size_t a = 0; a < pMesh->mNumBones; ++a) {
- aiBone *bone = pMesh->mBones[a];
- bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
- bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
- bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
- bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
- bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
- bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
- }
- // 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] *= -1.0f;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Converts a single material to left handed coordinates.
- void MakeLeftHandedProcess::ProcessMaterial(aiMaterial *_mat) {
- if (nullptr == _mat) {
- ASSIMP_LOG_ERROR("Nullptr to aiMaterial found.");
- return;
- }
- aiMaterial *mat = (aiMaterial *)_mat;
- for (unsigned int a = 0; a < mat->mNumProperties; ++a) {
- aiMaterialProperty *prop = mat->mProperties[a];
- // Mapping axis for UV mappings?
- if (!::strcmp(prop->mKey.data, "$tex.mapaxis")) {
- ai_assert(prop->mDataLength >= sizeof(aiVector3D)); // something is wrong with the validation if we end up here
- aiVector3D *pff = (aiVector3D *)prop->mData;
- pff->z *= -1.f;
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Converts the given animation to LH coordinates.
- void MakeLeftHandedProcess::ProcessAnimation(aiNodeAnim *pAnim) {
- // position keys
- for (unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
- pAnim->mPositionKeys[a].mValue.z *= -1.0f;
- // rotation keys
- for (unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) {
- /* That's the safe version, but the float errors add up. So we try the short version instead
- aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
- rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
- rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
- aiQuaternion rotquat( rotmat);
- pAnim->mRotationKeys[a].mValue = rotquat;
- */
- pAnim->mRotationKeys[a].mValue.x *= -1.0f;
- pAnim->mRotationKeys[a].mValue.y *= -1.0f;
- }
- }
- #endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
- #ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
- // # FlipUVsProcess
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- FlipUVsProcess::FlipUVsProcess() {}
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- FlipUVsProcess::~FlipUVsProcess() {}
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool FlipUVsProcess::IsActive(unsigned int pFlags) const {
- return 0 != (pFlags & aiProcess_FlipUVs);
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void FlipUVsProcess::Execute(aiScene *pScene) {
- ASSIMP_LOG_DEBUG("FlipUVsProcess begin");
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i)
- ProcessMesh(pScene->mMeshes[i]);
- for (unsigned int i = 0; i < pScene->mNumMaterials; ++i)
- ProcessMaterial(pScene->mMaterials[i]);
- ASSIMP_LOG_DEBUG("FlipUVsProcess finished");
- }
- // ------------------------------------------------------------------------------------------------
- // Converts a single material
- void FlipUVsProcess::ProcessMaterial(aiMaterial *_mat) {
- aiMaterial *mat = (aiMaterial *)_mat;
- for (unsigned int a = 0; a < mat->mNumProperties; ++a) {
- aiMaterialProperty *prop = mat->mProperties[a];
- if (!prop) {
- ASSIMP_LOG_VERBOSE_DEBUG("Property is null");
- continue;
- }
- // UV transformation key?
- if (!::strcmp(prop->mKey.data, "$tex.uvtrafo")) {
- ai_assert(prop->mDataLength >= sizeof(aiUVTransform)); // something is wrong with the validation if we end up here
- aiUVTransform *uv = (aiUVTransform *)prop->mData;
- // just flip it, that's everything
- uv->mTranslation.y *= -1.f;
- uv->mRotation *= -1.f;
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Converts a single mesh
- void FlipUVsProcess::ProcessMesh(aiMesh *pMesh) {
- flipUVs(pMesh);
- for (unsigned int idx = 0; idx < pMesh->mNumAnimMeshes; idx++) {
- flipUVs(pMesh->mAnimMeshes[idx]);
- }
- }
- #endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS
- #ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
- // # FlipWindingOrderProcess
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- FlipWindingOrderProcess::FlipWindingOrderProcess() {}
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- FlipWindingOrderProcess::~FlipWindingOrderProcess() {}
- // ------------------------------------------------------------------------------------------------
- // Returns whether the processing step is present in the given flag field.
- bool FlipWindingOrderProcess::IsActive(unsigned int pFlags) const {
- return 0 != (pFlags & aiProcess_FlipWindingOrder);
- }
- // ------------------------------------------------------------------------------------------------
- // Executes the post processing step on the given imported data.
- void FlipWindingOrderProcess::Execute(aiScene *pScene) {
- ASSIMP_LOG_DEBUG("FlipWindingOrderProcess begin");
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i)
- ProcessMesh(pScene->mMeshes[i]);
- ASSIMP_LOG_DEBUG("FlipWindingOrderProcess finished");
- }
- // ------------------------------------------------------------------------------------------------
- // Converts a single mesh
- void FlipWindingOrderProcess::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]);
- }
- }
- // invert the order of all components in this mesh anim meshes
- for (unsigned int m = 0; m < pMesh->mNumAnimMeshes; m++) {
- aiAnimMesh *animMesh = pMesh->mAnimMeshes[m];
- unsigned int numVertices = animMesh->mNumVertices;
- if (animMesh->HasPositions()) {
- for (unsigned int a = 0; a < numVertices; a++) {
- std::swap(animMesh->mVertices[a], animMesh->mVertices[numVertices - 1 - a]);
- }
- }
- if (animMesh->HasNormals()) {
- for (unsigned int a = 0; a < numVertices; a++) {
- std::swap(animMesh->mNormals[a], animMesh->mNormals[numVertices - 1 - a]);
- }
- }
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) {
- if (animMesh->HasTextureCoords(i)) {
- for (unsigned int a = 0; a < numVertices; a++) {
- std::swap(animMesh->mTextureCoords[i][a], animMesh->mTextureCoords[i][numVertices - 1 - a]);
- }
- }
- }
- if (animMesh->HasTangentsAndBitangents()) {
- for (unsigned int a = 0; a < numVertices; a++) {
- std::swap(animMesh->mTangents[a], animMesh->mTangents[numVertices - 1 - a]);
- std::swap(animMesh->mBitangents[a], animMesh->mBitangents[numVertices - 1 - a]);
- }
- }
- for (unsigned int v = 0; v < AI_MAX_NUMBER_OF_COLOR_SETS; v++) {
- if (animMesh->HasVertexColors(v)) {
- for (unsigned int a = 0; a < numVertices; a++) {
- std::swap(animMesh->mColors[v][a], animMesh->mColors[v][numVertices - 1 - a]);
- }
- }
- }
- }
- }
- #endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
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