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o3de/Code/Tools/SceneAPI/FbxSDKWrapper/FbxAxisSystemWrapper.cpp

76 lines
3.3 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Debug/Trace.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <SceneAPI/FbxSDKWrapper/FbxAxisSystemWrapper.h>
#include <SceneAPI/FbxSDKWrapper/FbxTypeConverter.h>
namespace AZ
{
namespace FbxSDKWrapper
{
FbxAxisSystemWrapper::FbxAxisSystemWrapper(const FbxAxisSystem& fbxAxisSystem)
: m_fbxAxisSystem(fbxAxisSystem)
{
}
FbxAxisSystemWrapper::UpVector FbxAxisSystemWrapper::GetUpVector(int& sign) const
{
switch (m_fbxAxisSystem.GetUpVector(sign))
{
case FbxAxisSystem::eXAxis:
return X;
case FbxAxisSystem::eYAxis:
return Y;
case FbxAxisSystem::eZAxis:
return Z;
default:
AZ_TraceContext("Unknown value", m_fbxAxisSystem.GetUpVector(sign));
AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "Unrecognized axis up vector type");
return Unknown;
}
}
SceneAPI::DataTypes::MatrixType FbxAxisSystemWrapper::CalculateConversionTransform(UpVector targetUpAxis)
{
FbxAxisSystem targetSystem;
switch (targetUpAxis)
{
case Y:
// Maya YUp coordinate system (UpVector = +Y, FrontVector = +Z, CoordSystem = +X (RightHanded))
targetSystem = FbxAxisSystem::MayaYUp;
break;
case Z:
// CryTek ZUp coordinate system (UpVector = +Z, FrontVector = +Y, CoordSystem = -X (RightHanded))
targetSystem = FbxAxisSystem(FbxAxisSystem::eZAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eRightHanded);
break;
case X:
// Default XUp coordinate system (UpVector = +X, FrontVector = +Z, CoordSystem = -Y (RightHanded))
targetSystem = FbxAxisSystem(FbxAxisSystem::eXAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eRightHanded);
break;
default:
AZ_TraceContext("Unknown value", targetUpAxis);
AZ_TracePrintf(SceneAPI::Utilities::WarningWindow, "Unrecognized axis conversion target axis type");
return SceneAPI::DataTypes::MatrixType::CreateIdentity();
}
FbxAMatrix targetMatrix;
targetSystem.GetMatrix(targetMatrix);
FbxAMatrix currentMatrix;
m_fbxAxisSystem.GetMatrix(currentMatrix);
FbxAMatrix adjustMatrix = targetMatrix * currentMatrix.Inverse();
return FbxTypeConverter::ToTransform(adjustMatrix);
}
} // namespace FbxSDKWrapper
} // namespace AZ