- changing Assimp's coordinate system from RH z-up to RH y-up
 - fixing coordinate system for LWO, 3DS, ASE, MD5, MDL, B3D, IRR, IRRMESH 
 - converttolh moved to three separate steps -> flipuv, flipwinding, makelh

LWO 
 - fixing texture coordinate generation -> mapping axis is correct now 
 - fixing z-fighting bug

ASE 
 - fixing crash due to invalid normal setup 
 - fixing parenting bug 
 - code cleanup

IRR 
 - code cleanup
 - fixing placement of externally loaded meshes 

MDL 
 - fixing texture coordinate space

PLY 
 - cleanup 
 - two-sided maat property is now set 

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@366 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-03-15 00:40:30 +00:00
parent 68d7e43056
commit c2d8881549
48 changed files with 1518 additions and 1802 deletions

View File

@@ -38,7 +38,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to convert all data to a left-handed coordinate system.*/
/** @file MakeLeftHandedProcess.h
* @brief Defines a bunch of post-processing steps to handle
* coordinate system conversions.
*
* - LH to RH
* - UV origin upper-left to lower-left
* - face order cw to ccw
*/
#ifndef AI_CONVERTTOLHPROCESS_H_INC
#define AI_CONVERTTOLHPROCESS_H_INC
@@ -48,72 +55,55 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
struct aiMesh;
struct aiNodeAnim;
namespace Assimp
{
namespace Assimp {
// ---------------------------------------------------------------------------
/** The ConvertToLHProcess converts all imported data to a left-handed coordinate
* system. This implies inverting the Z axis for all transformation matrices
* invert the orientation of all faces, and adapting skinning and animation
* data in a similar way.
// -----------------------------------------------------------------------------------
/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
* coordinate system.
*
* This implies a mirroring of the Z axis of the coordinate system. But to keep
* transformation matrices free from reflections we shift the reflection to other
* places. We mirror the meshes and adapt the rotations.
*
* @note RH-LH and LH-RH is the same, so this class can be used for both
*/
class ASSIMP_API ConvertToLHProcess : public BaseProcess
class ASSIMP_API MakeLeftHandedProcess : public BaseProcess
{
friend class Importer;
protected:
public:
/** Constructor to be privately used by Importer */
ConvertToLHProcess();
MakeLeftHandedProcess();
/** Destructor, private as well */
~ConvertToLHProcess();
~MakeLeftHandedProcess();
public:
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.
* @param pFlags The processing flags the importer was called with. A bitwise
* combination of #aiPostProcessSteps.
* @return true if the process is present in this flag fields, false if not.
*/
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
* @param pScene The imported data to work at.
*/
void Execute( aiScene* pScene);
// -------------------------------------------------------------------
/** Static helper function to convert a vector/matrix from DX coords to OGL coords.
* @param poMatrix The matrix to convert.
*/
static void ConvertToOGL( aiVector3D& poVector);
static void ConvertToOGL( aiMatrix3x3& poMatrix);
static void ConvertToOGL( aiMatrix4x4& poMatrix);
// -------------------------------------------------------------------
/** Static helper function to convert a vector/matrix from OGL coords back to DX coords.
* @param poMatrix The matrix to convert.
*/
static void ConvertToDX( aiVector3D& poVector);
static void ConvertToDX( aiMatrix3x3& poMatrix);
static void ConvertToDX( aiMatrix4x4& poMatrix);
protected:
// -------------------------------------------------------------------
/** Recursively converts a node and all of its children
*/
void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
// -------------------------------------------------------------------
/** Converts a single mesh to left handed coordinates.
* This simply means the order of all faces is inverted.
* This means that positions, normals and tangents are mirrored at
* the local Z axis and the order of all faces are inverted.
* @param pMesh The mesh to convert.
*/
void ProcessMesh( aiMesh* pMesh);
// -------------------------------------------------------------------
/** Converts a single material to left handed coordinates.
* This simply means all UV offsets are inverted.
* @param mat The material to convert.
/** Converts a single material to left-handed coordinates
* @param pMat Material to convert
*/
void ProcessMaterial (aiMaterial* mat);
void ProcessMaterial( aiMaterial* pMat);
// -------------------------------------------------------------------
/** Converts the given animation to LH coordinates.
@@ -122,16 +112,56 @@ protected:
* @param pAnim The bone animation to transform
*/
void ProcessAnimation( aiNodeAnim* pAnim);
};
//! true if the transformation matrix for the OGL-to-DX is
//! directly used to transform all vertices.
mutable bool bTransformVertices;
// ---------------------------------------------------------------------------
/** Postprocessing step to flip the face order of the imported data
*/
class ASSIMP_API FlipWindingOrderProcess : public BaseProcess
{
friend class Importer;
public:
/** The transformation matrix to convert from DirectX coordinates to OpenGL coordinates. */
static const aiMatrix3x3 sToOGLTransform;
/** The transformation matrix to convert from OpenGL coordinates to DirectX coordinates. */
static const aiMatrix3x3 sToDXTransform;
/** Constructor to be privately used by Importer */
FlipWindingOrderProcess();
/** Destructor, private as well */
~FlipWindingOrderProcess();
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
void ProcessMesh( aiMesh* pMesh);
};
// ---------------------------------------------------------------------------
/** Postprocessing step to flip the UV coordinate system of the import data
*/
class ASSIMP_API FlipUVsProcess : public BaseProcess
{
friend class Importer;
public:
/** Constructor to be privately used by Importer */
FlipUVsProcess();
/** Destructor, private as well */
~FlipUVsProcess();
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
void ProcessMesh( aiMesh* pMesh);
void ProcessMaterial( aiMaterial* mat);
};
} // end of namespace Assimp