| 1 | using System; | 
 
 
 
 
 | 2 | using System.Collections.Generic; | 
 
 
 
 
 | 3 | using Oni.Collections; | 
 
 
 
 
 | 4 |  | 
 
 
 
 
 | 5 | namespace Oni.Dae | 
 
 
 
 
 | 6 | { | 
 
 
 
 
 | 7 | internal class AxisConverter | 
 
 
 
 
 | 8 | { | 
 
 
 
 
 | 9 | private Scene scene; | 
 
 
 
 
 | 10 | private Axis fromUpAxis; | 
 
 
 
 
 | 11 | private Axis toUpAxis; | 
 
 
 
 
 | 12 | private Set<float[]> convertedValues; | 
 
 
 
 
 | 13 |  | 
 
 
 
 
 | 14 | public static void Convert(Scene scene, Axis fromUpAxis, Axis toUpAxis) | 
 
 
 
 
 | 15 | { | 
 
 
 
 
 | 16 | var converter = new AxisConverter { | 
 
 
 
 
 | 17 | scene = scene, | 
 
 
 
 
 | 18 | fromUpAxis = fromUpAxis, | 
 
 
 
 
 | 19 | toUpAxis = toUpAxis, | 
 
 
 
 
 | 20 | convertedValues = new Set<float[]>() | 
 
 
 
 
 | 21 | }; | 
 
 
 
 
 | 22 |  | 
 
 
 
 
 | 23 | converter.Convert(); | 
 
 
 
 
 | 24 | } | 
 
 
 
 
 | 25 |  | 
 
 
 
 
 | 26 | private void Convert() | 
 
 
 
 
 | 27 | { | 
 
 
 
 
 | 28 | Convert(scene); | 
 
 
 
 
 | 29 | } | 
 
 
 
 
 | 30 |  | 
 
 
 
 
 | 31 | private void Convert(Node node) | 
 
 
 
 
 | 32 | { | 
 
 
 
 
 | 33 | foreach (var transform in node.Transforms) | 
 
 
 
 
 | 34 | Convert(transform); | 
 
 
 
 
 | 35 |  | 
 
 
 
 
 | 36 | foreach (var instance in node.Instances) | 
 
 
 
 
 | 37 | Convert(instance); | 
 
 
 
 
 | 38 |  | 
 
 
 
 
 | 39 | foreach (var child in node.Nodes) | 
 
 
 
 
 | 40 | Convert(child); | 
 
 
 
 
 | 41 | } | 
 
 
 
 
 | 42 |  | 
 
 
 
 
 | 43 | private void Convert(Instance instance) | 
 
 
 
 
 | 44 | { | 
 
 
 
 
 | 45 | var geometryInstance = instance as GeometryInstance; | 
 
 
 
 
 | 46 |  | 
 
 
 
 
 | 47 | if (geometryInstance != null) | 
 
 
 
 
 | 48 | { | 
 
 
 
 
 | 49 | Convert(geometryInstance.Target); | 
 
 
 
 
 | 50 | return; | 
 
 
 
 
 | 51 | } | 
 
 
 
 
 | 52 | } | 
 
 
 
 
 | 53 |  | 
 
 
 
 
 | 54 | private void Convert(Geometry geometry) | 
 
 
 
 
 | 55 | { | 
 
 
 
 
 | 56 | foreach (var primitives in geometry.Primitives) | 
 
 
 
 
 | 57 | { | 
 
 
 
 
 | 58 | // | 
 
 
 
 
 | 59 | // HACK: this assumes that position and normal sources are never reused with other semantic | 
 
 
 
 
 | 60 | // | 
 
 
 
 
 | 61 |  | 
 
 
 
 
 | 62 | foreach (var input in primitives.Inputs) | 
 
 
 
 
 | 63 | { | 
 
 
 
 
 | 64 | if (input.Semantic == Semantic.Position || input.Semantic == Semantic.Normal) | 
 
 
 
 
 | 65 | ConvertPosition(input.Source.FloatData, input.Source.Stride); | 
 
 
 
 
 | 66 | } | 
 
 
 
 
 | 67 | } | 
 
 
 
 
 | 68 | } | 
 
 
 
 
 | 69 |  | 
 
 
 
 
 | 70 | private void Convert(Transform transform) | 
 
 
 
 
 | 71 | { | 
 
 
 
 
 | 72 | var scale = transform as TransformScale; | 
 
 
 
 
 | 73 |  | 
 
 
 
 
 | 74 | if (scale != null) | 
 
 
 
 
 | 75 | { | 
 
 
 
 
 | 76 | ConvertScale(scale.Values, 3); | 
 
 
 
 
 | 77 |  | 
 
 
 
 
 | 78 | if (transform.HasAnimations) | 
 
 
 
 
 | 79 | ConvertScaleAnimation(transform); | 
 
 
 
 
 | 80 |  | 
 
 
 
 
 | 81 | return; | 
 
 
 
 
 | 82 | } | 
 
 
 
 
 | 83 |  | 
 
 
 
 
 | 84 | var rotate = transform as TransformRotate; | 
 
 
 
 
 | 85 |  | 
 
 
 
 
 | 86 | if (rotate != null) | 
 
 
 
 
 | 87 | { | 
 
 
 
 
 | 88 | //ConvertPosition(rotate.Values, 3); | 
 
 
 
 
 | 89 |  | 
 
 
 
 
 | 90 | if (transform.HasAnimations) | 
 
 
 
 
 | 91 | ConvertRotationAnimation(transform); | 
 
 
 
 
 | 92 |  | 
 
 
 
 
 | 93 | return; | 
 
 
 
 
 | 94 | } | 
 
 
 
 
 | 95 |  | 
 
 
 
 
 | 96 | var translate = transform as TransformTranslate; | 
 
 
 
 
 | 97 |  | 
 
 
 
 
 | 98 | if (translate != null) | 
 
 
 
 
 | 99 | { | 
 
 
 
 
 | 100 | ConvertPosition(translate.Values, 3); | 
 
 
 
 
 | 101 |  | 
 
 
 
 
 | 102 | if (transform.HasAnimations) | 
 
 
 
 
 | 103 | ConvertPositionAnimation(transform); | 
 
 
 
 
 | 104 |  | 
 
 
 
 
 | 105 | return; | 
 
 
 
 
 | 106 | } | 
 
 
 
 
 | 107 |  | 
 
 
 
 
 | 108 | var matrix = transform as TransformMatrix; | 
 
 
 
 
 | 109 |  | 
 
 
 
 
 | 110 | if (matrix != null) | 
 
 
 
 
 | 111 | { | 
 
 
 
 
 | 112 | ConvertMatrix(matrix); | 
 
 
 
 
 | 113 |  | 
 
 
 
 
 | 114 | // | 
 
 
 
 
 | 115 | // TODO: matrix animation??? | 
 
 
 
 
 | 116 | // | 
 
 
 
 
 | 117 |  | 
 
 
 
 
 | 118 | return; | 
 
 
 
 
 | 119 | } | 
 
 
 
 
 | 120 | } | 
 
 
 
 
 | 121 |  | 
 
 
 
 
 | 122 | private void ConvertMatrix(TransformMatrix transform) | 
 
 
 
 
 | 123 | { | 
 
 
 
 
 | 124 | if (fromUpAxis == Axis.Z && toUpAxis == Axis.Y) | 
 
 
 
 
 | 125 | { | 
 
 
 
 
 | 126 | Matrix zm = transform.Matrix; | 
 
 
 
 
 | 127 | Matrix ym = zm; | 
 
 
 
 
 | 128 | //Matrix ym = Matrix.CreateRotationX( | 
 
 
 
 
 | 129 | //    MathHelper.PiOver2) * | 
 
 
 
 
 | 130 | //zm * | 
 
 
 
 
 | 131 | //Matrix.CreateRotationX( | 
 
 
 
 
 | 132 | //    -MathHelper.PiOver2); | 
 
 
 
 
 | 133 | ym.M12 = zm.M13; | 
 
 
 
 
 | 134 | ym.M13 = -zm.M12; | 
 
 
 
 
 | 135 | ym.M21 = zm.M31; | 
 
 
 
 
 | 136 | ym.M22 = zm.M33; | 
 
 
 
 
 | 137 | ym.M23 = -zm.M32; | 
 
 
 
 
 | 138 | ym.M31 = -zm.M21; | 
 
 
 
 
 | 139 | ym.M32 = -zm.M23; | 
 
 
 
 
 | 140 | ym.M33 = zm.M22; | 
 
 
 
 
 | 141 | ym.M42 = zm.M43; | 
 
 
 
 
 | 142 | ym.M43 = -zm.M42; | 
 
 
 
 
 | 143 | transform.Matrix = ym; | 
 
 
 
 
 | 144 | } | 
 
 
 
 
 | 145 | //else if (fromUpAxis == Axis.Y && toUpAxis == Axis.Z) | 
 
 
 
 
 | 146 | //{ | 
 
 
 
 
 | 147 | //    rotate.XAxis = new Vector3(1.0f, 0.0f, 0.0f); | 
 
 
 
 
 | 148 | //    rotate.YAxis = new Vector3(0.0f, 0.0f, -1.0f); | 
 
 
 
 
 | 149 | //    rotate.ZAxis = new Vector3(0.0f, 1.0f, 0.0f); | 
 
 
 
 
 | 150 | //} | 
 
 
 
 
 | 151 | //else if (fromUpAxis == Axis.X && toUpAxis == Axis.Y) | 
 
 
 
 
 | 152 | //{ | 
 
 
 
 
 | 153 | //    rotate.XAxis = new Vector3(0.0f, 0.0f, -1.0f); | 
 
 
 
 
 | 154 | //    rotate.YAxis = new Vector3(1.0f, 0.0f, 1.0f); | 
 
 
 
 
 | 155 | //    rotate.ZAxis = new Vector3(0.0f, 1.0f, 0.0f); | 
 
 
 
 
 | 156 | //} | 
 
 
 
 
 | 157 | } | 
 
 
 
 
 | 158 |  | 
 
 
 
 
 | 159 | private void ConvertPosition(float[] values, int stride) | 
 
 
 
 
 | 160 | { | 
 
 
 
 
 | 161 | if (!convertedValues.Add(values)) | 
 
 
 
 
 | 162 | return; | 
 
 
 
 
 | 163 |  | 
 
 
 
 
 | 164 | for (int i = 0; i + stride - 1 < values.Length; i += stride) | 
 
 
 
 
 | 165 | Convert(values, i, f => -f); | 
 
 
 
 
 | 166 | } | 
 
 
 
 
 | 167 |  | 
 
 
 
 
 | 168 | private void ConvertPositionAnimation(Transform transform) | 
 
 
 
 
 | 169 | { | 
 
 
 
 
 | 170 | Convert(transform.Animations, 0, s => s != null ? s.Scale(-1.0f) : null); | 
 
 
 
 
 | 171 | } | 
 
 
 
 
 | 172 |  | 
 
 
 
 
 | 173 | private void ConvertRotationAnimation(Transform transform) | 
 
 
 
 
 | 174 | { | 
 
 
 
 
 | 175 | ConvertPositionAnimation(transform); | 
 
 
 
 
 | 176 | } | 
 
 
 
 
 | 177 |  | 
 
 
 
 
 | 178 | private void ConvertScale(float[] values, int stride) | 
 
 
 
 
 | 179 | { | 
 
 
 
 
 | 180 | for (int i = 0; i + stride - 1 < values.Length; i += stride) | 
 
 
 
 
 | 181 | Convert(values, i, null); | 
 
 
 
 
 | 182 | } | 
 
 
 
 
 | 183 |  | 
 
 
 
 
 | 184 | private void ConvertScaleAnimation(Transform transform) | 
 
 
 
 
 | 185 | { | 
 
 
 
 
 | 186 | Convert(transform.Animations, 0, null); | 
 
 
 
 
 | 187 | } | 
 
 
 
 
 | 188 |  | 
 
 
 
 
 | 189 | private void Convert<T>(IList<T> list, int baseIndex, Func<T, T> negate) | 
 
 
 
 
 | 190 | { | 
 
 
 
 
 | 191 | T t0 = list[baseIndex + 0]; | 
 
 
 
 
 | 192 | T t1 = list[baseIndex + 1]; | 
 
 
 
 
 | 193 | T t2 = list[baseIndex + 2]; | 
 
 
 
 
 | 194 |  | 
 
 
 
 
 | 195 | if (fromUpAxis == Axis.Z && toUpAxis == Axis.Y) | 
 
 
 
 
 | 196 | { | 
 
 
 
 
 | 197 | list[baseIndex + 0] = t0; | 
 
 
 
 
 | 198 | list[baseIndex + 1] = t2; | 
 
 
 
 
 | 199 | list[baseIndex + 2] = negate != null ? negate(t1) : t1; | 
 
 
 
 
 | 200 | } | 
 
 
 
 
 | 201 | else if (fromUpAxis == Axis.Y && toUpAxis == Axis.Z) | 
 
 
 
 
 | 202 | { | 
 
 
 
 
 | 203 | list[baseIndex + 0] = t0; | 
 
 
 
 
 | 204 | list[baseIndex + 1] = negate != null ? negate(t2) : t2; | 
 
 
 
 
 | 205 | list[baseIndex + 2] = t1; | 
 
 
 
 
 | 206 | } | 
 
 
 
 
 | 207 | else if (fromUpAxis == Axis.X && toUpAxis == Axis.Y) | 
 
 
 
 
 | 208 | { | 
 
 
 
 
 | 209 | list[baseIndex + 0] = negate != null ? negate(t2) : t2; | 
 
 
 
 
 | 210 | list[baseIndex + 1] = t0; | 
 
 
 
 
 | 211 | list[baseIndex + 2] = t1; | 
 
 
 
 
 | 212 | } | 
 
 
 
 
 | 213 | } | 
 
 
 
 
 | 214 | } | 
 
 
 
 
 | 215 | } |