da1f80c1f2
This reverts commit 78b22393a8
.
It caused a regression in FBX import leading to crashes.
Fixes #36908.
172 lines
5.6 KiB
C++
172 lines
5.6 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file MakeLeftHandedProcess.h
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* @brief Defines a bunch of post-processing steps to handle
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* coordinate system conversions.
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*
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* - LH to RH
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* - UV origin upper-left to lower-left
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* - face order cw to ccw
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*/
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#ifndef AI_CONVERTTOLHPROCESS_H_INC
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#define AI_CONVERTTOLHPROCESS_H_INC
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#include <assimp/types.h>
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#include "Common/BaseProcess.h"
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struct aiMesh;
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struct aiNodeAnim;
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struct aiNode;
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struct aiMaterial;
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namespace Assimp {
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// -----------------------------------------------------------------------------------
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/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
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* coordinate system.
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*
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* This implies a mirroring of the Z axis of the coordinate system. But to keep
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* transformation matrices free from reflections we shift the reflection to other
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* places. We mirror the meshes and adapt the rotations.
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*
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* @note RH-LH and LH-RH is the same, so this class can be used for both
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*/
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class MakeLeftHandedProcess : public BaseProcess
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{
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public:
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MakeLeftHandedProcess();
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~MakeLeftHandedProcess();
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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// -------------------------------------------------------------------
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/** Recursively converts a node and all of its children
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*/
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void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
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// -------------------------------------------------------------------
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/** Converts a single mesh to left handed coordinates.
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* This means that positions, normals and tangents are mirrored at
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* the local Z axis and the order of all faces are inverted.
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* @param pMesh The mesh to convert.
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*/
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void ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Converts a single material to left-handed coordinates
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* @param pMat Material to convert
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*/
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void ProcessMaterial( aiMaterial* pMat);
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// -------------------------------------------------------------------
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/** Converts the given animation to LH coordinates.
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* The rotation and translation keys are transformed, the scale keys
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* work in local space and can therefore be left untouched.
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* @param pAnim The bone animation to transform
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*/
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void ProcessAnimation( aiNodeAnim* pAnim);
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};
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// ---------------------------------------------------------------------------
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/** Postprocessing step to flip the face order of the imported data
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*/
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class FlipWindingOrderProcess : public BaseProcess
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{
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friend class Importer;
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public:
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/** Constructor to be privately used by Importer */
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FlipWindingOrderProcess();
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/** Destructor, private as well */
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~FlipWindingOrderProcess();
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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void ProcessMesh( aiMesh* pMesh);
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};
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// ---------------------------------------------------------------------------
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/** Postprocessing step to flip the UV coordinate system of the import data
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*/
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class FlipUVsProcess : public BaseProcess
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{
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friend class Importer;
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public:
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/** Constructor to be privately used by Importer */
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FlipUVsProcess();
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/** Destructor, private as well */
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~FlipUVsProcess();
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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void ProcessMesh( aiMesh* pMesh);
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void ProcessMaterial( aiMaterial* mat);
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};
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} // end of namespace Assimp
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#endif // AI_CONVERTTOLHPROCESS_H_INC
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