vrshoot

diff libs/assimp/ConvertToLHProcess.cpp @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/ConvertToLHProcess.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,318 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2012, assimp team
    1.10 +
    1.11 +All rights reserved.
    1.12 +
    1.13 +Redistribution and use of this software in source and binary forms, 
    1.14 +with or without modification, are permitted provided that the following 
    1.15 +conditions are met:
    1.16 +
    1.17 +* Redistributions of source code must retain the above
    1.18 +  copyright notice, this list of conditions and the
    1.19 +  following disclaimer.
    1.20 +
    1.21 +* Redistributions in binary form must reproduce the above
    1.22 +  copyright notice, this list of conditions and the
    1.23 +  following disclaimer in the documentation and/or other
    1.24 +  materials provided with the distribution.
    1.25 +
    1.26 +* Neither the name of the assimp team, nor the names of its
    1.27 +  contributors may be used to endorse or promote products
    1.28 +  derived from this software without specific prior
    1.29 +  written permission of the assimp team.
    1.30 +
    1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.42 +---------------------------------------------------------------------------
    1.43 +*/
    1.44 +
    1.45 +/** @file  MakeLeftHandedProcess.cpp
    1.46 + *  @brief Implementation of the post processing step to convert all
    1.47 + *  imported data to a left-handed coordinate system.
    1.48 + *
    1.49 + *  Face order & UV flip are also implemented here, for the sake of a
    1.50 + *  better location.
    1.51 + */
    1.52 +
    1.53 +#include "AssimpPCH.h"
    1.54 +#include "ConvertToLHProcess.h"
    1.55 +
    1.56 +using namespace Assimp;
    1.57 +
    1.58 +#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
    1.59 +
    1.60 +// ------------------------------------------------------------------------------------------------
    1.61 +// Constructor to be privately used by Importer
    1.62 +MakeLeftHandedProcess::MakeLeftHandedProcess()
    1.63 +{}
    1.64 +
    1.65 +// ------------------------------------------------------------------------------------------------
    1.66 +// Destructor, private as well
    1.67 +MakeLeftHandedProcess::~MakeLeftHandedProcess()
    1.68 +{}
    1.69 +
    1.70 +// ------------------------------------------------------------------------------------------------
    1.71 +// Returns whether the processing step is present in the given flag field.
    1.72 +bool MakeLeftHandedProcess::IsActive( unsigned int pFlags) const
    1.73 +{
    1.74 +	return 0 != (pFlags & aiProcess_MakeLeftHanded);
    1.75 +}
    1.76 +
    1.77 +// ------------------------------------------------------------------------------------------------
    1.78 +// Executes the post processing step on the given imported data.
    1.79 +void MakeLeftHandedProcess::Execute( aiScene* pScene)
    1.80 +{
    1.81 +	// Check for an existent root node to proceed
    1.82 +	ai_assert(pScene->mRootNode != NULL);
    1.83 +	DefaultLogger::get()->debug("MakeLeftHandedProcess begin");
    1.84 +
    1.85 +	// recursively convert all the nodes 
    1.86 +	ProcessNode( pScene->mRootNode, aiMatrix4x4());
    1.87 +
    1.88 +	// process the meshes accordingly
    1.89 +	for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
    1.90 +		ProcessMesh( pScene->mMeshes[a]);
    1.91 +
    1.92 +	// process the materials accordingly
    1.93 +	for( unsigned int a = 0; a < pScene->mNumMaterials; ++a)
    1.94 +		ProcessMaterial( pScene->mMaterials[a]);
    1.95 +
    1.96 +	// transform all animation channels as well
    1.97 +	for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
    1.98 +	{
    1.99 +		aiAnimation* anim = pScene->mAnimations[a];
   1.100 +		for( unsigned int b = 0; b < anim->mNumChannels; b++)
   1.101 +		{
   1.102 +			aiNodeAnim* nodeAnim = anim->mChannels[b];
   1.103 +			ProcessAnimation( nodeAnim);
   1.104 +		}
   1.105 +	}
   1.106 +	DefaultLogger::get()->debug("MakeLeftHandedProcess finished");
   1.107 +}
   1.108 +
   1.109 +// ------------------------------------------------------------------------------------------------
   1.110 +// Recursively converts a node, all of its children and all of its meshes
   1.111 +void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation)
   1.112 +{
   1.113 +	// mirror all base vectors at the local Z axis
   1.114 +	pNode->mTransformation.c1 = -pNode->mTransformation.c1;
   1.115 +	pNode->mTransformation.c2 = -pNode->mTransformation.c2;
   1.116 +	pNode->mTransformation.c3 = -pNode->mTransformation.c3;
   1.117 +	pNode->mTransformation.c4 = -pNode->mTransformation.c4;
   1.118 +
   1.119 +	// now invert the Z axis again to keep the matrix determinant positive.
   1.120 +	// The local meshes will be inverted accordingly so that the result should look just fine again.
   1.121 +	pNode->mTransformation.a3 = -pNode->mTransformation.a3;
   1.122 +	pNode->mTransformation.b3 = -pNode->mTransformation.b3;
   1.123 +	pNode->mTransformation.c3 = -pNode->mTransformation.c3;
   1.124 +	pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
   1.125 +
   1.126 +	// continue for all children
   1.127 +	for( size_t a = 0; a < pNode->mNumChildren; ++a)
   1.128 +		ProcessNode( pNode->mChildren[a], pParentGlobalRotation * pNode->mTransformation);
   1.129 +}
   1.130 +
   1.131 +// ------------------------------------------------------------------------------------------------
   1.132 +// Converts a single mesh to left handed coordinates. 
   1.133 +void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
   1.134 +{
   1.135 +	// mirror positions, normals and stuff along the Z axis
   1.136 +	for( size_t a = 0; a < pMesh->mNumVertices; ++a)
   1.137 +	{
   1.138 +		pMesh->mVertices[a].z *= -1.0f;
   1.139 +		if( pMesh->HasNormals())
   1.140 +			pMesh->mNormals[a].z *= -1.0f;
   1.141 +		if( pMesh->HasTangentsAndBitangents())
   1.142 +		{
   1.143 +			pMesh->mTangents[a].z *= -1.0f;
   1.144 +			pMesh->mBitangents[a].z *= -1.0f;
   1.145 +		}
   1.146 +	}
   1.147 +
   1.148 +	// mirror offset matrices of all bones
   1.149 +	for( size_t a = 0; a < pMesh->mNumBones; ++a)
   1.150 +	{
   1.151 +		aiBone* bone = pMesh->mBones[a];
   1.152 +		bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
   1.153 +		bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
   1.154 +		bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
   1.155 +		bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
   1.156 +		bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
   1.157 +		bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
   1.158 +	}
   1.159 +
   1.160 +	// mirror bitangents as well as they're derived from the texture coords
   1.161 +	if( pMesh->HasTangentsAndBitangents())
   1.162 +	{
   1.163 +		for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
   1.164 +			pMesh->mBitangents[a] *= -1.0f;
   1.165 +	}
   1.166 +}
   1.167 +
   1.168 +// ------------------------------------------------------------------------------------------------
   1.169 +// Converts a single material to left handed coordinates. 
   1.170 +void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
   1.171 +{
   1.172 +	aiMaterial* mat = (aiMaterial*)_mat;
   1.173 +	for (unsigned int a = 0; a < mat->mNumProperties;++a)	{
   1.174 +		aiMaterialProperty* prop = mat->mProperties[a];
   1.175 +
   1.176 +		// Mapping axis for UV mappings?
   1.177 +		if (!::strcmp( prop->mKey.data, "$tex.mapaxis"))	{
   1.178 +			ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */ 
   1.179 +			aiVector3D* pff = (aiVector3D*)prop->mData;
   1.180 +
   1.181 +			pff->z *= -1.f;
   1.182 +		}
   1.183 +	}
   1.184 +}
   1.185 +
   1.186 +// ------------------------------------------------------------------------------------------------
   1.187 +// Converts the given animation to LH coordinates. 
   1.188 +void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim) 
   1.189 +{ 
   1.190 +	// position keys 
   1.191 +	for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++) 
   1.192 +		pAnim->mPositionKeys[a].mValue.z *= -1.0f; 
   1.193 +
   1.194 +	// rotation keys 
   1.195 +	for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) 
   1.196 +	{ 
   1.197 +		/* That's the safe version, but the float errors add up. So we try the short version instead 
   1.198 +		aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix(); 
   1.199 +		rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3; 
   1.200 +		rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2; 
   1.201 +		aiQuaternion rotquat( rotmat); 
   1.202 +		pAnim->mRotationKeys[a].mValue = rotquat; 
   1.203 +		*/ 
   1.204 +		pAnim->mRotationKeys[a].mValue.x *= -1.0f; 
   1.205 +		pAnim->mRotationKeys[a].mValue.y *= -1.0f; 
   1.206 +	} 
   1.207 +} 
   1.208 +
   1.209 +#endif // !!  ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
   1.210 +#ifndef  ASSIMP_BUILD_NO_FLIPUVS_PROCESS
   1.211 +// # FlipUVsProcess
   1.212 +
   1.213 +// ------------------------------------------------------------------------------------------------
   1.214 +// Constructor to be privately used by Importer
   1.215 +FlipUVsProcess::FlipUVsProcess()
   1.216 +{}
   1.217 +
   1.218 +// ------------------------------------------------------------------------------------------------
   1.219 +// Destructor, private as well
   1.220 +FlipUVsProcess::~FlipUVsProcess()
   1.221 +{}
   1.222 +
   1.223 +// ------------------------------------------------------------------------------------------------
   1.224 +// Returns whether the processing step is present in the given flag field.
   1.225 +bool FlipUVsProcess::IsActive( unsigned int pFlags) const
   1.226 +{
   1.227 +	return 0 != (pFlags & aiProcess_FlipUVs);
   1.228 +}
   1.229 +
   1.230 +// ------------------------------------------------------------------------------------------------
   1.231 +// Executes the post processing step on the given imported data.
   1.232 +void FlipUVsProcess::Execute( aiScene* pScene)
   1.233 +{
   1.234 +	DefaultLogger::get()->debug("FlipUVsProcess begin");
   1.235 +	for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
   1.236 +		ProcessMesh(pScene->mMeshes[i]);
   1.237 +
   1.238 +	for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
   1.239 +		ProcessMaterial(pScene->mMaterials[i]);
   1.240 +	DefaultLogger::get()->debug("FlipUVsProcess finished");
   1.241 +}
   1.242 +
   1.243 +// ------------------------------------------------------------------------------------------------
   1.244 +// Converts a single material 
   1.245 +void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
   1.246 +{
   1.247 +	aiMaterial* mat = (aiMaterial*)_mat;
   1.248 +	for (unsigned int a = 0; a < mat->mNumProperties;++a)	{
   1.249 +		aiMaterialProperty* prop = mat->mProperties[a];
   1.250 +
   1.251 +		// UV transformation key?
   1.252 +		if (!::strcmp( prop->mKey.data, "$tex.uvtrafo"))	{
   1.253 +			ai_assert( prop->mDataLength >= sizeof(aiUVTransform));  /* something is wrong with the validation if we end up here */
   1.254 +			aiUVTransform* uv = (aiUVTransform*)prop->mData;
   1.255 +
   1.256 +			// just flip it, that's everything
   1.257 +			uv->mTranslation.y *= -1.f;
   1.258 +			uv->mRotation *= -1.f;
   1.259 +		}
   1.260 +	}
   1.261 +}
   1.262 +
   1.263 +// ------------------------------------------------------------------------------------------------
   1.264 +// Converts a single mesh 
   1.265 +void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
   1.266 +{
   1.267 +	// mirror texture y coordinate
   1.268 +	for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)	{
   1.269 +		if( !pMesh->HasTextureCoords( a))
   1.270 +			break;
   1.271 +
   1.272 +		for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
   1.273 +			pMesh->mTextureCoords[a][b].y = 1.0f - pMesh->mTextureCoords[a][b].y;
   1.274 +	}
   1.275 +}
   1.276 +
   1.277 +#endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS
   1.278 +#ifndef  ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
   1.279 +// # FlipWindingOrderProcess
   1.280 +
   1.281 +// ------------------------------------------------------------------------------------------------
   1.282 +// Constructor to be privately used by Importer
   1.283 +FlipWindingOrderProcess::FlipWindingOrderProcess()
   1.284 +{}
   1.285 +
   1.286 +// ------------------------------------------------------------------------------------------------
   1.287 +// Destructor, private as well
   1.288 +FlipWindingOrderProcess::~FlipWindingOrderProcess()
   1.289 +{}
   1.290 +
   1.291 +// ------------------------------------------------------------------------------------------------
   1.292 +// Returns whether the processing step is present in the given flag field.
   1.293 +bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const
   1.294 +{
   1.295 +	return 0 != (pFlags & aiProcess_FlipWindingOrder);
   1.296 +}
   1.297 +
   1.298 +// ------------------------------------------------------------------------------------------------
   1.299 +// Executes the post processing step on the given imported data.
   1.300 +void FlipWindingOrderProcess::Execute( aiScene* pScene)
   1.301 +{
   1.302 +	DefaultLogger::get()->debug("FlipWindingOrderProcess begin");
   1.303 +	for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
   1.304 +		ProcessMesh(pScene->mMeshes[i]);
   1.305 +	DefaultLogger::get()->debug("FlipWindingOrderProcess finished");
   1.306 +}
   1.307 +
   1.308 +// ------------------------------------------------------------------------------------------------
   1.309 +// Converts a single mesh 
   1.310 +void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh)
   1.311 +{
   1.312 +	// invert the order of all faces in this mesh
   1.313 +	for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
   1.314 +	{
   1.315 +		aiFace& face = pMesh->mFaces[a];
   1.316 +		for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
   1.317 +			std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
   1.318 +	}
   1.319 +}
   1.320 +
   1.321 +#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS