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159 lines
6.6 KiB
C++
159 lines
6.6 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzCore/Math/Vector3.h>
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#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpTypeConverter.h>
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#include <assimp/scene.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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FbxSceneSystem::FbxSceneSystem() :
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m_unitSizeInMeters(1.0f),
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m_originalUnitSizeInMeters(1.0f),
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m_adjustTransform(nullptr),
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m_adjustTransformInverse(nullptr)
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{
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}
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void FbxSceneSystem::Set(const SDKScene::SceneWrapperBase* fbxScene)
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{
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// Get unit conversion factor to meter.
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if (!azrtti_istypeof<AssImpSDKWrapper::AssImpSceneWrapper>(fbxScene))
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{
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return;
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}
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const AssImpSDKWrapper::AssImpSceneWrapper* assImpScene = azrtti_cast<const AssImpSDKWrapper::AssImpSceneWrapper*>(fbxScene);
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// If either meta data piece is not available, the default of 1 will be used.
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assImpScene->GetAssImpScene()->mMetaData->Get("UnitScaleFactor", m_unitSizeInMeters);
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assImpScene->GetAssImpScene()->mMetaData->Get("OriginalUnitScaleFactor", m_originalUnitSizeInMeters);
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/* Conversion factor for converting from centimeters to meters */
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m_unitSizeInMeters = m_unitSizeInMeters * .01f;
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AZStd::pair<AssImpSDKWrapper::AssImpSceneWrapper::AxisVector, int32_t> upAxisAndSign = assImpScene->GetUpVectorAndSign();
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if (upAxisAndSign.second <= 0)
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{
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Negative scene orientation is not a currently supported orientation.");
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return;
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}
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AZStd::pair<AssImpSDKWrapper::AssImpSceneWrapper::AxisVector, int32_t> frontAxisAndSign = assImpScene->GetFrontVectorAndSign();
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if (upAxisAndSign.first != AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::Z &&
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upAxisAndSign.first != AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::Unknown)
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{
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AZ::Matrix4x4 currentCoordMatrix = AZ::Matrix4x4::CreateIdentity();
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//(UpVector = +Z, FrontVector = +Y, CoordSystem = -X(RightHanded))
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AZ::Matrix4x4 targetCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(-1, 0, 0, 0),
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AZ::Vector4(0, 0, 1, 0),
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(0, 0, 0, 1));
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switch (upAxisAndSign.first)
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{
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case AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::X: {
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if (frontAxisAndSign.second == 1)
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(0, -1, 0, 0),
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AZ::Vector4(1, 0, 0, 0),
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AZ::Vector4(0, 0, 1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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else
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(1, 0, 0, 0),
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AZ::Vector4(0, 0, -1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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}
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break;
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case AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::Y: {
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if (frontAxisAndSign.second == 1)
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(1, 0, 0, 0),
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(0, 0, 1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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else
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(-1, 0, 0, 0),
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(0, 0, -1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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}
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break;
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}
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AZ::Matrix4x4 inverse = currentCoordMatrix.GetInverseTransform();
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AZ::Matrix4x4 adjustmatrix = targetCoordMatrix * currentCoordMatrix.GetInverseTransform();
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m_adjustTransform.reset(new DataTypes::MatrixType(AssImpSDKWrapper::AssImpTypeConverter::ToTransform(adjustmatrix)));
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m_adjustTransformInverse.reset(new DataTypes::MatrixType(m_adjustTransform->GetInverseFull()));
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}
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}
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void FbxSceneSystem::SwapVec3ForUpAxis(Vector3& swapVector) const
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{
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if (m_adjustTransform)
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{
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swapVector = *m_adjustTransform * swapVector;
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}
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}
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void FbxSceneSystem::SwapTransformForUpAxis(DataTypes::MatrixType& inOutTransform) const
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{
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if (m_adjustTransform)
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{
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inOutTransform = (*m_adjustTransform * inOutTransform) * *m_adjustTransformInverse;
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}
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}
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void FbxSceneSystem::ConvertUnit(Vector3& scaleVector) const
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{
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scaleVector *= m_unitSizeInMeters;
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}
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void FbxSceneSystem::ConvertUnit(DataTypes::MatrixType& inOutTransform) const
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{
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Vector3 translation = inOutTransform.GetTranslation();
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translation *= m_unitSizeInMeters;
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inOutTransform.SetTranslation(translation);
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}
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void FbxSceneSystem::ConvertBoneUnit(DataTypes::MatrixType& inOutTransform) const
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{
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// Need to scale translation explicitly as MultiplyByScale won't change the translation component
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// and we need to convert to meter unit
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Vector3 translation = inOutTransform.GetTranslation();
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translation *= m_unitSizeInMeters;
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inOutTransform.SetTranslation(translation);
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}
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}
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}
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