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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.
+
+----------------------------------------------------------------------
+*/
+#include "ScaleProcess.h"
+
+#include <assimp/scene.h>
+#include <assimp/postprocess.h>
+#include <assimp/BaseImporter.h>
+
+namespace Assimp {
+
+ScaleProcess::ScaleProcess()
+: BaseProcess()
+, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
+}
+
+ScaleProcess::~ScaleProcess() {
+ // empty
+}
+
+void ScaleProcess::setScale( ai_real scale ) {
+ mScale = scale;
+}
+
+ai_real ScaleProcess::getScale() const {
+ return mScale;
+}
+
+bool ScaleProcess::IsActive( unsigned int pFlags ) const {
+ return ( pFlags & aiProcess_GlobalScale ) != 0;
+}
+
+void ScaleProcess::SetupProperties( const Importer* pImp ) {
+ // User scaling
+ mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
+
+ // File scaling * Application Scaling
+ float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f );
+
+ // apply scale to the scale
+ // helps prevent bugs with backward compatibility for anyone using normal scaling.
+ mScale *= importerScale;
+}
+
+void ScaleProcess::Execute( aiScene* pScene ) {
+ if(mScale == 1.0f) {
+ return; // nothing to scale
+ }
+
+ ai_assert( mScale != 0 );
+ ai_assert( nullptr != pScene );
+ ai_assert( nullptr != pScene->mRootNode );
+
+ if ( nullptr == pScene ) {
+ return;
+ }
+
+ if ( nullptr == pScene->mRootNode ) {
+ return;
+ }
+
+ // Process animations and update position transform to new unit system
+ for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
+ {
+ aiAnimation* animation = pScene->mAnimations[animationID];
+
+ for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
+ {
+ aiNodeAnim* anim = animation->mChannels[animationChannel];
+
+ for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
+ {
+ aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
+ vectorKey.mValue *= mScale;
+ }
+ }
+ }
+
+ for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
+ {
+ aiMesh *mesh = pScene->mMeshes[meshID];
+
+ // Reconstruct mesh vertexes to the new unit system
+ for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
+ {
+ aiVector3D& vertex = mesh->mVertices[vertexID];
+ vertex *= mScale;
+ }
+
+
+ // bone placement / scaling
+ for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
+ {
+ // Reconstruct matrix by transform rather than by scale
+ // This prevent scale values being changed which can
+ // be meaningful in some cases
+ // like when you want the modeller to see 1:1 compatibility.
+ aiBone* bone = mesh->mBones[boneID];
+
+ aiVector3D pos, scale;
+ aiQuaternion rotation;
+
+ bone->mOffsetMatrix.Decompose( scale, rotation, pos);
+
+ aiMatrix4x4 translation;
+ aiMatrix4x4::Translation( pos * mScale, translation );
+
+ aiMatrix4x4 scaling;
+ aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
+
+ aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
+
+ bone->mOffsetMatrix = translation * RotMatrix * scaling;
+ }
+
+
+ // animation mesh processing
+ // convert by position rather than scale.
+ for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
+ {
+ aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
+
+ for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
+ {
+ aiVector3D& vertex = animMesh->mVertices[vertexID];
+ vertex *= mScale;
+ }
+ }
+ }
+
+ traverseNodes( pScene->mRootNode );
+}
+
+void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
+ applyScaling( node );
+
+ for( size_t i = 0; i < node->mNumChildren; i++)
+ {
+ // recurse into the tree until we are done!
+ traverseNodes( node->mChildren[i], nested_node_id+1 );
+ }
+}
+
+void ScaleProcess::applyScaling( aiNode *currentNode ) {
+ if ( nullptr != currentNode ) {
+ // Reconstruct matrix by transform rather than by scale
+ // This prevent scale values being changed which can
+ // be meaningful in some cases
+ // like when you want the modeller to
+ // see 1:1 compatibility.
+
+ aiVector3D pos, scale;
+ aiQuaternion rotation;
+ currentNode->mTransformation.Decompose( scale, rotation, pos);
+
+ aiMatrix4x4 translation;
+ aiMatrix4x4::Translation( pos * mScale, translation );
+
+ aiMatrix4x4 scaling;
+
+ // note: we do not use mScale here, this is on purpose.
+ aiMatrix4x4::Scaling( scale, scaling );
+
+ aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
+
+ currentNode->mTransformation = translation * RotMatrix * scaling;
+ }
+}
+
+} // Namespace Assimp