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-rw-r--r--thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp125
1 files changed, 115 insertions, 10 deletions
diff --git a/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp b/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp
index 6d458c4b11..ac770c41f2 100644
--- a/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp
+++ b/thirdparty/assimp/code/PostProcessing/ScaleProcess.cpp
@@ -39,19 +39,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-#ifndef ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS
-
#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 ) {
- // empty
}
ScaleProcess::~ScaleProcess() {
@@ -71,10 +69,26 @@ bool ScaleProcess::IsActive( unsigned int pFlags ) const {
}
void ScaleProcess::SetupProperties( const Importer* pImp ) {
- mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 0 );
+ // 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;
}
@@ -82,22 +96,113 @@ void ScaleProcess::Execute( aiScene* pScene ) {
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 ) {
+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 ) {
- currentNode->mTransformation.a1 = currentNode->mTransformation.a1 * mScale;
- currentNode->mTransformation.b2 = currentNode->mTransformation.b2 * mScale;
- currentNode->mTransformation.c3 = currentNode->mTransformation.c3 * mScale;
+ // 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
-
-#endif // !! ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS