Merge pull request #1606 from marauder2k9-torque/AssimpImportFixes
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Assimp Import Axis
This commit is contained in:
Brian Roberts 2025-12-11 11:02:40 -06:00 committed by GitHub
commit 9f29bee45f
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4 changed files with 67 additions and 3 deletions

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@ -20,7 +20,7 @@ jobs:
build-linux:
if: github.repository == 'TorqueGameEngines/Torque3D'
name: ${{matrix.config.name}}
runs-on: macos-13
runs-on: macos-latest
strategy:
fail-fast: false
matrix:

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@ -84,7 +84,11 @@ MatrixF AssimpAppNode::getTransform(F32 time)
// no parent (ie. root level) => scale by global shape <unit>
mLastTransform.identity();
mLastTransform.scale(ColladaUtils::getOptions().unit * ColladaUtils::getOptions().formatScaleFactor);
ColladaUtils::convertTransform(mLastTransform);
if (!isBounds())
{
MatrixF axisFix = ColladaUtils::getOptions().axisCorrectionMat;
mLastTransform.mulL(axisFix);
}
}
// If this node is animated in the active sequence, fetch the animated transform

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@ -380,7 +380,66 @@ void AssimpShapeLoader::getRootAxisTransform()
meta->Get("CoordAxis", coordAxis);
meta->Get("CoordAxisSign", coordSign);
ColladaUtils::getOptions().upAxis = (domUpAxisType)upAxis;
switch (upAxis)
{
case 0: ColladaUtils::getOptions().upAxis = UPAXISTYPE_X_UP; break;
case 1: ColladaUtils::getOptions().upAxis = UPAXISTYPE_Y_UP; break;
case 2: ColladaUtils::getOptions().upAxis = UPAXISTYPE_Z_UP; break;
default: ColladaUtils::getOptions().upAxis = UPAXISTYPE_Y_UP; break;
}
MatrixF rot(true);
// ===== Y-UP SOURCE =====
if (upAxis == 1)
{
if (frontAxis == 2)
{
// Y-up, Z-forward → Z-up, Y-forward
// Rotate 180° Y, then 90° X
rot(0, 0) = -1.0f;
rot(1, 1) = 0.0f; rot(2, 1) = 1.0f;
rot(1, 2) = 1.0f; rot(2, 2) = 0.0f;
}
else if (frontAxis == 0)
{
// Y-up, X-forward → Z-up, Y-forward
// Rotate -90° around Z then 90° around X
rot(0, 0) = 0.0f; rot(0, 1) = -1.0f;
rot(1, 0) = 1.0f; rot(1, 1) = 0.0f;
rot(2, 2) = 1.0f;
}
}
// ===== Z-UP SOURCE =====
if (upAxis == 2)
{
if (frontAxis == 1)
{
// Already Z-up, Y-forward → no change
}
else if (frontAxis == 0)
{
// Z-up, X-forward → rotate -90° around Z
rot(0, 0) = 0.0f; rot(0, 1) = -1.0f;
rot(1, 0) = 1.0f; rot(1, 1) = 0.0f;
}
}
// ===== X-UP SOURCE =====
if (upAxis == 0)
{
if (frontAxis == 2)
{
// X-up, Z-forward → Z-up, Y-forward
// Rotate -90° around Y then -90° around Z
rot(0, 0) = 0.0f; rot(0, 1) = 0.0f; rot(0, 2) = -1.0f;
rot(1, 0) = 1.0f; rot(1, 1) = 0.0f; rot(1, 2) = 0.0f;
rot(2, 0) = 0.0f; rot(2, 1) = -1.0f; rot(2, 2) = 0.0f;
}
}
ColladaUtils::getOptions().axisCorrectionMat = rot;
}
void AssimpShapeLoader::processAnimations()

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@ -120,6 +120,7 @@ namespace ColladaUtils
eAnimTimingType animTiming; // How to import timing data as frames, seconds or milliseconds
S32 animFPS; // FPS value to use if timing is set in frames and the animations does not have an fps set
F32 formatScaleFactor; // Scale factor applied to convert the shape format default unit to meters
MatrixF axisCorrectionMat;
ImportOptions()
{