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Diffstat (limited to 'libs/assimp/code/PostProcessing/ConvertToLHProcess.cpp')
-rw-r--r-- | libs/assimp/code/PostProcessing/ConvertToLHProcess.cpp | 384 |
1 files changed, 384 insertions, 0 deletions
diff --git a/libs/assimp/code/PostProcessing/ConvertToLHProcess.cpp b/libs/assimp/code/PostProcessing/ConvertToLHProcess.cpp new file mode 100644 index 0000000..4ded0fc --- /dev/null +++ b/libs/assimp/code/PostProcessing/ConvertToLHProcess.cpp @@ -0,0 +1,384 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, 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 |