godot/thirdparty/assimp/code/PostProcessing/ConvertToLHProcess.cpp

415 lines
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C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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*/
/** @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/scene.h>
#include <assimp/postprocess.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 != NULL);
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_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