Files
assimp/code/ConvertToLHProcess.cpp
aramis_acg 3d3b9719f8 Fixed third-person camera movement bug in the viewer.
Fixed a bug that caused the viewer to render "random" polygons in some special cases. 
ASE: Added parsing support for *GROUP nodes. Improved light & camera handling (still WIP). Fixed a bug that was caused by a recent change. Improved logging.
Updated PretransformVertices. The step works now (and supports line and point meshes). Important: The position of the step in the pipeline has changed. No unit test yet.
Minor fixes to SortByPType. Added a config option that allows users to specify which primitive types they don't need. 
Added WIP version of an Irrlicht Scene Loader (.irr).
Added a small helper class ("BatchLoader") to make it easy for loaders to load subsequent meshes from external files (needed for irr and lws).
Added test models for IRR. Added dwarf.x from the Irrlicht repository (readme included) to the test X files.
[Current TODO: Fix bugs in: AC, 3DS, LWO. Finish MDR and OG. Implement: IRR, LWS. Write some more ut's ... ]

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@197 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-27 00:36:26 +00:00

235 lines
8.3 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the post processing step to convert all imported data
* to a left-handed coordinate system.
*/
#include "AssimpPCH.h"
#include "ConvertToLHProcess.h"
using namespace Assimp;
// The transformation matrix to convert from DirectX coordinates to OpenGL coordinates.
const aiMatrix3x3 Assimp::ConvertToLHProcess::sToOGLTransform(
1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f
);
// The transformation matrix to convert from OpenGL coordinates to DirectX coordinates.
const aiMatrix3x3 Assimp::ConvertToLHProcess::sToDXTransform(
1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f
);
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ConvertToLHProcess::ConvertToLHProcess()
{
bTransformVertices = false;
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ConvertToLHProcess::~ConvertToLHProcess()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool ConvertToLHProcess::IsActive( unsigned int pFlags) const
{
if (pFlags & aiProcess_ConvertToLeftHanded)
{
bTransformVertices = (0 != (pFlags & aiProcess_PreTransformVertices) ? true : false);
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void ConvertToLHProcess::Execute( aiScene* pScene)
{
// Check for an existent root node to proceed
if (NULL == pScene->mRootNode)
{
DefaultLogger::get()->error("ConvertToLHProcess fails, there is no root node");
return;
}
DefaultLogger::get()->debug("ConvertToLHProcess begin");
// transform vertex by vertex or change the root transform?
// We can't do the coordinate system transformation earlier
// in the pipeline - most steps assume that we're in OGL
// space. So we need to transform all vertices a second time
// here.
if (bTransformVertices)
{
aiMatrix4x4 mTransform;
ConvertToDX(mTransform);
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
{
aiMesh* pcMesh = pScene->mMeshes[i];
// transform all vertices
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
pcMesh->mVertices[n] = mTransform * pcMesh->mVertices[n];
// transform all normals
if (pcMesh->HasNormals())
{
mTransform.Inverse().Transpose();
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
pcMesh->mNormals[n] = mTransform * pcMesh->mNormals[n];
}
}
}
else
{
// transform the root node of the scene, the other nodes will follow then
ConvertToDX( pScene->mRootNode->mTransformation);
}
// transform all meshes accordingly
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
ProcessMesh( pScene->mMeshes[a]);
// transform all animation channels affecting the root node 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];
if( strcmp( nodeAnim->mNodeName.data, pScene->mRootNode->mName.data) == 0)
ProcessAnimation( nodeAnim);
}
}
DefaultLogger::get()->debug("ConvertToLHProcess finished");
}
// ------------------------------------------------------------------------------------------------
// Converts a single mesh to left handed coordinates.
void ConvertToLHProcess::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]);
}
// mirror texture y coordinate
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
{
if( pMesh->HasTextureCoords( a))
{
for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
pMesh->mTextureCoords[a][b].y = 1.0f - pMesh->mTextureCoords[a][b].y;
}
}
// 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] = -pMesh->mBitangents[a];
}
}
// ------------------------------------------------------------------------------------------------
// Converts the given animation to LH coordinates.
void ConvertToLHProcess::ProcessAnimation( aiNodeAnim* pAnim)
{
// position keys
for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
ConvertToDX( pAnim->mPositionKeys[a].mValue);
// rotation keys
for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
{
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
ConvertToDX( rotmat);
pAnim->mRotationKeys[a].mValue = aiQuaternion( rotmat);
}
}
// ------------------------------------------------------------------------------------------------
// Static helper function to convert a vector/matrix from DX to OGL coords
void ConvertToLHProcess::ConvertToOGL( aiVector3D& poVector)
{
poVector = sToOGLTransform * poVector;
}
// ------------------------------------------------------------------------------------------------
void ConvertToLHProcess::ConvertToOGL( aiMatrix3x3& poMatrix)
{
poMatrix *= sToOGLTransform;
}
// ------------------------------------------------------------------------------------------------
void ConvertToLHProcess::ConvertToOGL( aiMatrix4x4& poMatrix)
{
poMatrix *= aiMatrix4x4( sToOGLTransform);
}
// ------------------------------------------------------------------------------------------------
// Static helper function to convert a vector/matrix from OGL back to DX coords
void ConvertToLHProcess::ConvertToDX( aiVector3D& poVector)
{
poVector = sToDXTransform * poVector;
}
// ------------------------------------------------------------------------------------------------
void ConvertToLHProcess::ConvertToDX( aiMatrix3x3& poMatrix)
{
poMatrix *= sToDXTransform;
}
// ------------------------------------------------------------------------------------------------
void ConvertToLHProcess::ConvertToDX( aiMatrix4x4& poMatrix)
{
aiMatrix4x4 temp(sToDXTransform);
poMatrix *= temp;
}