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Diffstat (limited to 'src/3rdparty/assimp/code/ConvertToLHProcess.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/ConvertToLHProcess.cpp | 332 |
1 files changed, 0 insertions, 332 deletions
diff --git a/src/3rdparty/assimp/code/ConvertToLHProcess.cpp b/src/3rdparty/assimp/code/ConvertToLHProcess.cpp deleted file mode 100644 index 6a43d5c2d..000000000 --- a/src/3rdparty/assimp/code/ConvertToLHProcess.cpp +++ /dev/null @@ -1,332 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2017, 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/scene.h> -#include <assimp/postprocess.h> -#include <assimp/DefaultLogger.hpp> - -using namespace Assimp; - -#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS - -// ------------------------------------------------------------------------------------------------ -// 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 != NULL); - DefaultLogger::get()->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); - } - } - DefaultLogger::get()->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) -{ - // 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 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) -{ - 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) -{ - DefaultLogger::get()->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]); - DefaultLogger::get()->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 ) { - DefaultLogger::get()->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) -{ - // mirror texture y coordinate - for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) { - if( !pMesh->HasTextureCoords( a ) ) { - break; - } - - for( unsigned int b = 0; b < pMesh->mNumVertices; b++ ) { - pMesh->mTextureCoords[ a ][ b ].y = 1.0f - pMesh->mTextureCoords[ a ][ b ].y; - } - } -} - -#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) -{ - DefaultLogger::get()->debug("FlipWindingOrderProcess begin"); - for (unsigned int i = 0; i < pScene->mNumMeshes;++i) - ProcessMesh(pScene->mMeshes[i]); - DefaultLogger::get()->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]); - } -} - -#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS |