diff options
Diffstat (limited to 'src/3rdparty/assimp/code/ConvertToLHProcess.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/ConvertToLHProcess.cpp | 347 |
1 files changed, 180 insertions, 167 deletions
diff --git a/src/3rdparty/assimp/code/ConvertToLHProcess.cpp b/src/3rdparty/assimp/code/ConvertToLHProcess.cpp index 8af4ff831..017282796 100644 --- a/src/3rdparty/assimp/code/ConvertToLHProcess.cpp +++ b/src/3rdparty/assimp/code/ConvertToLHProcess.cpp @@ -3,12 +3,12 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2012, assimp team +Copyright (c) 2006-2016, 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 +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 @@ -25,16 +25,16 @@ conditions are met: 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 +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 +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 +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 +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. --------------------------------------------------------------------------- */ @@ -47,8 +47,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * better location. */ -#include "AssimpPCH.h" + #include "ConvertToLHProcess.h" +#include <assimp/scene.h> +#include <assimp/postprocess.h> +#include <assimp/DefaultLogger.hpp> using namespace Assimp; @@ -57,151 +60,155 @@ using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MakeLeftHandedProcess::MakeLeftHandedProcess() -{} +: BaseProcess() { + // empty +} // ------------------------------------------------------------------------------------------------ // Destructor, private as well -MakeLeftHandedProcess::~MakeLeftHandedProcess() -{} +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); + 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"); + // 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); + // 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. +// 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; - } + // 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. +// 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, "$tex.mapaxis")) { - ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */ - aiVector3D* pff = (aiVector3D*)prop->mData; - - pff->z *= -1.f; - } - } + aiMaterial* mat = (aiMaterial*)_mat; + for (unsigned int a = 0; a < mat->mNumProperties;++a) { + aiMaterialProperty* prop = mat->mProperties[a]; + + // Mapping axis for UV mappings? + if (!::strcmp( prop->mKey.data, "$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; - } -} +// 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 @@ -221,54 +228,60 @@ 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); + 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]); + 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"); + for (unsigned int i = 0; i < pScene->mNumMaterials;++i) + ProcessMaterial(pScene->mMaterials[i]); + DefaultLogger::get()->debug("FlipUVsProcess finished"); } // ------------------------------------------------------------------------------------------------ -// Converts a single material +// 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]; - - // UV transformation key? - if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) { - ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */ - aiUVTransform* uv = (aiUVTransform*)prop->mData; - - // just flip it, that's everything - uv->mTranslation.y *= -1.f; - uv->mRotation *= -1.f; - } - } + aiMaterial* mat = (aiMaterial*)_mat; + for (unsigned int a = 0; a < mat->mNumProperties;++a) { + aiMaterialProperty* prop = mat->mProperties[a]; + if( !prop ) { + DefaultLogger::get()->debug( "Property is null" ); + continue; + } + + // UV transformation key? + if (!::strcmp( prop->mKey.data, "$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 +// 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; - } + // 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 @@ -289,30 +302,30 @@ 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); + 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"); + 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 +// 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 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 |