Merge branch 'master' into feature/fix-removal-of-bones

This commit is contained in:
Kim Kulling
2019-08-25 09:34:20 +02:00
committed by GitHub
16 changed files with 1109 additions and 46 deletions

View File

@@ -39,19 +39,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS
#include "ScaleProcess.h"
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/BaseImporter.h>
namespace Assimp {
ScaleProcess::ScaleProcess()
: BaseProcess()
, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
// empty
}
ScaleProcess::~ScaleProcess() {
@@ -71,10 +69,26 @@ bool ScaleProcess::IsActive( unsigned int pFlags ) const {
}
void ScaleProcess::SetupProperties( const Importer* pImp ) {
mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 0 );
// User scaling
mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
// File scaling * Application Scaling
float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f );
// apply scale to the scale
// helps prevent bugs with backward compatibility for anyone using normal scaling.
mScale *= importerScale;
}
void ScaleProcess::Execute( aiScene* pScene ) {
if(mScale == 1.0f) {
return; // nothing to scale
}
ai_assert( mScale != 0 );
ai_assert( nullptr != pScene );
ai_assert( nullptr != pScene->mRootNode );
if ( nullptr == pScene ) {
return;
}
@@ -82,22 +96,113 @@ void ScaleProcess::Execute( aiScene* pScene ) {
if ( nullptr == pScene->mRootNode ) {
return;
}
// Process animations and update position transform to new unit system
for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
{
aiAnimation* animation = pScene->mAnimations[animationID];
for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
{
aiNodeAnim* anim = animation->mChannels[animationChannel];
for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
{
aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
vectorKey.mValue *= mScale;
}
}
}
for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
{
aiMesh *mesh = pScene->mMeshes[meshID];
// Reconstruct mesh vertexes to the new unit system
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
{
aiVector3D& vertex = mesh->mVertices[vertexID];
vertex *= mScale;
}
// bone placement / scaling
for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
{
// Reconstruct matrix by transform rather than by scale
// This prevent scale values being changed which can
// be meaningful in some cases
// like when you want the modeller to see 1:1 compatibility.
aiBone* bone = mesh->mBones[boneID];
aiVector3D pos, scale;
aiQuaternion rotation;
bone->mOffsetMatrix.Decompose( scale, rotation, pos);
aiMatrix4x4 translation;
aiMatrix4x4::Translation( pos * mScale, translation );
aiMatrix4x4 scaling;
aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
bone->mOffsetMatrix = translation * RotMatrix * scaling;
}
// animation mesh processing
// convert by position rather than scale.
for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
{
aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
{
aiVector3D& vertex = animMesh->mVertices[vertexID];
vertex *= mScale;
}
}
}
traverseNodes( pScene->mRootNode );
}
void ScaleProcess::traverseNodes( aiNode *node ) {
void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
applyScaling( node );
for( size_t i = 0; i < node->mNumChildren; i++)
{
// recurse into the tree until we are done!
traverseNodes( node->mChildren[i], nested_node_id+1 );
}
}
void ScaleProcess::applyScaling( aiNode *currentNode ) {
if ( nullptr != currentNode ) {
currentNode->mTransformation.a1 = currentNode->mTransformation.a1 * mScale;
currentNode->mTransformation.b2 = currentNode->mTransformation.b2 * mScale;
currentNode->mTransformation.c3 = currentNode->mTransformation.c3 * mScale;
// Reconstruct matrix by transform rather than by scale
// This prevent scale values being changed which can
// be meaningful in some cases
// like when you want the modeller to
// see 1:1 compatibility.
aiVector3D pos, scale;
aiQuaternion rotation;
currentNode->mTransformation.Decompose( scale, rotation, pos);
aiMatrix4x4 translation;
aiMatrix4x4::Translation( pos * mScale, translation );
aiMatrix4x4 scaling;
// note: we do not use mScale here, this is on purpose.
aiMatrix4x4::Scaling( scale, scaling );
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
currentNode->mTransformation = translation * RotMatrix * scaling;
}
}
} // Namespace Assimp
#endif // !! ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS

View File

@@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#ifndef SCALE_PROCESS_H_
#define SCALE_PROCESS_H_
#include "Common/BaseProcess.h"
@@ -53,6 +54,11 @@ namespace Assimp {
// ---------------------------------------------------------------------------
/** ScaleProcess: Class to rescale the whole model.
* Now rescales animations, bones, and blend shapes properly.
* Please note this will not write to 'scale' transform it will rewrite mesh
* and matrixes so that your scale values
* from your model package are preserved, so this is completely intentional
* bugs should be reported as soon as they are found.
*/
class ASSIMP_API ScaleProcess : public BaseProcess {
public:
@@ -78,7 +84,7 @@ public:
virtual void Execute( aiScene* pScene );
private:
void traverseNodes( aiNode *currentNode );
void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 );
void applyScaling( aiNode *currentNode );
private:
@@ -86,3 +92,6 @@ private:
};
} // Namespace Assimp
#endif // SCALE_PROCESS_H_