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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, 0 insertions, 384 deletions
diff --git a/libs/assimp/code/PostProcessing/ConvertToLHProcess.cpp b/libs/assimp/code/PostProcessing/ConvertToLHProcess.cpp deleted file mode 100644 index 4ded0fc..0000000 --- a/libs/assimp/code/PostProcessing/ConvertToLHProcess.cpp +++ /dev/null @@ -1,384 +0,0 @@ -/* ---------------------------------------------------------------------------- -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 |