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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp 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 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 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