| 1 | /* |
| 2 | Open Asset Import Library (assimp) |
| 3 | ---------------------------------------------------------------------- |
| 4 | |
| 5 | Copyright (c) 2006-2025, assimp team |
| 6 | |
| 7 | All rights reserved. |
| 8 | |
| 9 | Redistribution and use of this software in source and binary forms, |
| 10 | with or without modification, are permitted provided that the |
| 11 | following conditions are met: |
| 12 | |
| 13 | * Redistributions of source code must retain the above |
| 14 | copyright notice, this list of conditions and the |
| 15 | following disclaimer. |
| 16 | |
| 17 | * Redistributions in binary form must reproduce the above |
| 18 | copyright notice, this list of conditions and the |
| 19 | following disclaimer in the documentation and/or other |
| 20 | materials provided with the distribution. |
| 21 | |
| 22 | * Neither the name of the assimp team, nor the names of its |
| 23 | contributors may be used to endorse or promote products |
| 24 | derived from this software without specific prior |
| 25 | written permission of the assimp team. |
| 26 | |
| 27 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 28 | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 29 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 30 | A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 31 | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 32 | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 33 | LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 34 | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 35 | THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 36 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 37 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 38 | |
| 39 | ---------------------------------------------------------------------- |
| 40 | */ |
| 41 | #include "ScaleProcess.h" |
| 42 | |
| 43 | #include <assimp/scene.h> |
| 44 | #include <assimp/postprocess.h> |
| 45 | #include <assimp/BaseImporter.h> |
| 46 | |
| 47 | namespace Assimp { |
| 48 | |
| 49 | // ------------------------------------------------------------------------------------------------ |
| 50 | ScaleProcess::ScaleProcess() : BaseProcess(), mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) { |
| 51 | // empty |
| 52 | } |
| 53 | |
| 54 | // ------------------------------------------------------------------------------------------------ |
| 55 | void ScaleProcess::setScale( ai_real scale ) { |
| 56 | mScale = scale; |
| 57 | } |
| 58 | |
| 59 | // ------------------------------------------------------------------------------------------------ |
| 60 | ai_real ScaleProcess::getScale() const { |
| 61 | return mScale; |
| 62 | } |
| 63 | |
| 64 | // ------------------------------------------------------------------------------------------------ |
| 65 | bool ScaleProcess::IsActive( unsigned int pFlags ) const { |
| 66 | return ( pFlags & aiProcess_GlobalScale ) != 0; |
| 67 | } |
| 68 | |
| 69 | // ------------------------------------------------------------------------------------------------ |
| 70 | void ScaleProcess::SetupProperties( const Importer* pImp ) { |
| 71 | // User scaling |
| 72 | mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, fErrorReturn: 1.0f ); |
| 73 | |
| 74 | // File scaling * Application Scaling |
| 75 | float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, fErrorReturn: 1.0f ); |
| 76 | |
| 77 | // apply scale to the scale |
| 78 | // helps prevent bugs with backward compatibility for anyone using normal scaling. |
| 79 | mScale *= importerScale; |
| 80 | } |
| 81 | |
| 82 | // ------------------------------------------------------------------------------------------------ |
| 83 | void ScaleProcess::Execute( aiScene* pScene ) { |
| 84 | if(mScale == 1.0f) { |
| 85 | return; // nothing to scale |
| 86 | } |
| 87 | |
| 88 | ai_assert(mScale != 0 ); |
| 89 | ai_assert(nullptr != pScene ); |
| 90 | ai_assert(nullptr != pScene->mRootNode ); |
| 91 | |
| 92 | if ( nullptr == pScene ) { |
| 93 | return; |
| 94 | } |
| 95 | |
| 96 | if ( nullptr == pScene->mRootNode ) { |
| 97 | return; |
| 98 | } |
| 99 | |
| 100 | // Process animations and update position transform to new unit system |
| 101 | for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ ) { |
| 102 | aiAnimation* animation = pScene->mAnimations[animationID]; |
| 103 | |
| 104 | for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++) { |
| 105 | aiNodeAnim* anim = animation->mChannels[animationChannel]; |
| 106 | |
| 107 | for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++) { |
| 108 | aiVectorKey& vectorKey = anim->mPositionKeys[posKey]; |
| 109 | vectorKey.mValue *= mScale; |
| 110 | } |
| 111 | } |
| 112 | } |
| 113 | |
| 114 | for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++) { |
| 115 | aiMesh *mesh = pScene->mMeshes[meshID]; |
| 116 | |
| 117 | // Reconstruct mesh vertices to the new unit system |
| 118 | for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++) { |
| 119 | aiVector3D& vertex = mesh->mVertices[vertexID]; |
| 120 | vertex *= mScale; |
| 121 | } |
| 122 | |
| 123 | // bone placement / scaling |
| 124 | for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++) { |
| 125 | // Reconstruct matrix by transform rather than by scale |
| 126 | // This prevent scale values being changed which can |
| 127 | // be meaningful in some cases |
| 128 | // like when you want the modeller to see 1:1 compatibility. |
| 129 | aiBone* bone = mesh->mBones[boneID]; |
| 130 | |
| 131 | aiVector3D pos, scale; |
| 132 | aiQuaternion rotation; |
| 133 | |
| 134 | bone->mOffsetMatrix.Decompose( pScaling&: scale, pRotation&: rotation, pPosition&: pos); |
| 135 | |
| 136 | aiMatrix4x4 translation; |
| 137 | aiMatrix4x4::Translation( v: pos * mScale, out&: translation ); |
| 138 | |
| 139 | aiMatrix4x4 scaling; |
| 140 | aiMatrix4x4::Scaling( v: aiVector3D(scale), out&: scaling ); |
| 141 | |
| 142 | const aiMatrix4x4 RotMatrix = aiMatrix4x4(rotation.GetMatrix()); |
| 143 | |
| 144 | bone->mOffsetMatrix = translation * RotMatrix * scaling; |
| 145 | } |
| 146 | |
| 147 | |
| 148 | // animation mesh processing |
| 149 | // convert by position rather than scale. |
| 150 | for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++) { |
| 151 | aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID]; |
| 152 | |
| 153 | for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++) { |
| 154 | aiVector3D& vertex = animMesh->mVertices[vertexID]; |
| 155 | vertex *= mScale; |
| 156 | } |
| 157 | } |
| 158 | } |
| 159 | |
| 160 | traverseNodes( currentNode: pScene->mRootNode ); |
| 161 | } |
| 162 | |
| 163 | // ------------------------------------------------------------------------------------------------ |
| 164 | void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) { |
| 165 | applyScaling( currentNode: node ); |
| 166 | |
| 167 | for( size_t i = 0; i < node->mNumChildren; i++) { |
| 168 | // recurse into the tree until we are done! |
| 169 | traverseNodes( node: node->mChildren[i], nested_node_id: nested_node_id+1 ); |
| 170 | } |
| 171 | } |
| 172 | |
| 173 | // ------------------------------------------------------------------------------------------------ |
| 174 | void ScaleProcess::applyScaling( aiNode *currentNode ) { |
| 175 | if ( nullptr != currentNode ) { |
| 176 | // Reconstruct matrix by transform rather than by scale |
| 177 | // This prevent scale values being changed which can |
| 178 | // be meaningful in some cases |
| 179 | // like when you want the modeller to |
| 180 | // see 1:1 compatibility. |
| 181 | |
| 182 | aiVector3D pos, scale; |
| 183 | aiQuaternion rotation; |
| 184 | currentNode->mTransformation.Decompose( pScaling&: scale, pRotation&: rotation, pPosition&: pos); |
| 185 | |
| 186 | aiMatrix4x4 translation; |
| 187 | aiMatrix4x4::Translation( v: pos * mScale, out&: translation ); |
| 188 | |
| 189 | aiMatrix4x4 scaling; |
| 190 | |
| 191 | // note: we do not use mScale here, this is on purpose. |
| 192 | aiMatrix4x4::Scaling( v: scale, out&: scaling ); |
| 193 | |
| 194 | aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix()); |
| 195 | |
| 196 | currentNode->mTransformation = translation * RotMatrix * scaling; |
| 197 | } |
| 198 | } |
| 199 | |
| 200 | } // Namespace Assimp |
| 201 | |