Files
assimp/code/ConvertToLHProcess.cpp
aramis_acg 69ed883ae0 ase/ask loader is quite stable now, loads most models correctly
added pretransformvertices postprocess step
bugfixes in the 3ds material system. transparency is now displayed correctly
Node view in the viewer display the local transformation matrix now
Fixed wrong directory name. "unused" renamed to "extra"
---> all is WIP ...


git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@50 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-05-30 23:01:25 +00:00

195 lines
6.4 KiB
C++

/** @file Implementation of the post processing step to convert all imported data
* to a left-handed coordinate system.
*/
#include "ConvertToLHProcess.h"
#include "../include/DefaultLogger.h"
#include "../include/aiPostProcess.h"
#include "../include/aiMesh.h"
#include "../include/aiAnim.h"
#include "../include/aiScene.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)
{
if (pFlags & aiProcess_PreTransformVertices)
this->bTransformVertices = true;
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?
if (this->bTransformVertices)
{
this->bTransformVertices = false;
aiMatrix4x4 mTransform;
this->ConvertToDX(mTransform);
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
{
aiMesh* pcMesh = pScene->mMeshes[i];
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
{
pcMesh->mVertices[n] = mTransform * pcMesh->mVertices[n];
}
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->mNumBones; b++)
{
aiBoneAnim* boneAnim = anim->mBones[b];
if( strcmp( boneAnim->mBoneName.data, pScene->mRootNode->mName.data) == 0)
ProcessAnimation( boneAnim);
}
}
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( aiBoneAnim* 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;
}