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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2020, 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.
- ----------------------------------------------------------------------
- */
- #include "ScaleProcess.h"
- #include <assimp/scene.h>
- #include <assimp/postprocess.h>
- #include <assimp/BaseImporter.h>
- namespace Assimp {
- ScaleProcess::ScaleProcess()
- : BaseProcess()
- , mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
- }
- ScaleProcess::~ScaleProcess() {
- // empty
- }
- void ScaleProcess::setScale( ai_real scale ) {
- mScale = scale;
- }
- ai_real ScaleProcess::getScale() const {
- return mScale;
- }
- bool ScaleProcess::IsActive( unsigned int pFlags ) const {
- return ( pFlags & aiProcess_GlobalScale ) != 0;
- }
- void ScaleProcess::SetupProperties( const Importer* pImp ) {
- // User scaling
- mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
- // File scaling * Application Scaling
- float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f );
- // apply scale to the scale
- // helps prevent bugs with backward compatibility for anyone using normal scaling.
- mScale *= importerScale;
- }
- void ScaleProcess::Execute( aiScene* pScene ) {
- if(mScale == 1.0f) {
- return; // nothing to scale
- }
-
- ai_assert( mScale != 0 );
- ai_assert( nullptr != pScene );
- ai_assert( nullptr != pScene->mRootNode );
- if ( nullptr == pScene ) {
- return;
- }
- if ( nullptr == pScene->mRootNode ) {
- return;
- }
-
- // Process animations and update position transform to new unit system
- for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
- {
- aiAnimation* animation = pScene->mAnimations[animationID];
- for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
- {
- aiNodeAnim* anim = animation->mChannels[animationChannel];
-
- for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
- {
- aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
- vectorKey.mValue *= mScale;
- }
- }
- }
- for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
- {
- aiMesh *mesh = pScene->mMeshes[meshID];
-
- // Reconstruct mesh vertexes to the new unit system
- for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
- {
- aiVector3D& vertex = mesh->mVertices[vertexID];
- vertex *= mScale;
- }
- // bone placement / scaling
- for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
- {
- // Reconstruct matrix by transform rather than by scale
- // This prevent scale values being changed which can
- // be meaningful in some cases
- // like when you want the modeller to see 1:1 compatibility.
- aiBone* bone = mesh->mBones[boneID];
- aiVector3D pos, scale;
- aiQuaternion rotation;
- bone->mOffsetMatrix.Decompose( scale, rotation, pos);
-
- aiMatrix4x4 translation;
- aiMatrix4x4::Translation( pos * mScale, translation );
-
- aiMatrix4x4 scaling;
- aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
- aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
- bone->mOffsetMatrix = translation * RotMatrix * scaling;
- }
- // animation mesh processing
- // convert by position rather than scale.
- for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
- {
- aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
-
- for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
- {
- aiVector3D& vertex = animMesh->mVertices[vertexID];
- vertex *= mScale;
- }
- }
- }
- traverseNodes( pScene->mRootNode );
- }
- void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
- applyScaling( node );
- for( size_t i = 0; i < node->mNumChildren; i++)
- {
- // recurse into the tree until we are done!
- traverseNodes( node->mChildren[i], nested_node_id+1 );
- }
- }
- void ScaleProcess::applyScaling( aiNode *currentNode ) {
- if ( nullptr != currentNode ) {
- // Reconstruct matrix by transform rather than by scale
- // This prevent scale values being changed which can
- // be meaningful in some cases
- // like when you want the modeller to
- // see 1:1 compatibility.
-
- aiVector3D pos, scale;
- aiQuaternion rotation;
- currentNode->mTransformation.Decompose( scale, rotation, pos);
-
- aiMatrix4x4 translation;
- aiMatrix4x4::Translation( pos * mScale, translation );
-
- aiMatrix4x4 scaling;
- // note: we do not use mScale here, this is on purpose.
- aiMatrix4x4::Scaling( scale, scaling );
- aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
- currentNode->mTransformation = translation * RotMatrix * scaling;
- }
- }
- } // Namespace Assimp
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