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https://github.com/TorqueGameEngines/Torque3D.git
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Assimp Import Axis
Build a matrix to fix the assimp import to be zup yforward
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@ -84,7 +84,11 @@ MatrixF AssimpAppNode::getTransform(F32 time)
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// no parent (ie. root level) => scale by global shape <unit>
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mLastTransform.identity();
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mLastTransform.scale(ColladaUtils::getOptions().unit * ColladaUtils::getOptions().formatScaleFactor);
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ColladaUtils::convertTransform(mLastTransform);
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if (!isBounds())
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{
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MatrixF axisFix = ColladaUtils::getOptions().axisCorrectionMat;
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mLastTransform.mulL(axisFix);
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}
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}
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// If this node is animated in the active sequence, fetch the animated transform
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@ -380,7 +380,81 @@ void AssimpShapeLoader::getRootAxisTransform()
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meta->Get("CoordAxis", coordAxis);
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meta->Get("CoordAxisSign", coordSign);
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ColladaUtils::getOptions().upAxis = (domUpAxisType)upAxis;
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switch (upAxis)
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{
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case 0: ColladaUtils::getOptions().upAxis = UPAXISTYPE_X_UP; break;
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case 1: ColladaUtils::getOptions().upAxis = UPAXISTYPE_Y_UP; break;
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case 2: ColladaUtils::getOptions().upAxis = UPAXISTYPE_Z_UP; break;
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default: ColladaUtils::getOptions().upAxis = UPAXISTYPE_Y_UP; break;
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}
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MatrixF rot(true);
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// ===== Y-UP SOURCE =====
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if (upAxis == 1)
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{
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if (frontAxis == 2)
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{
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// Y-up, Z-forward → Z-up, Y-forward
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// Rotate 180° Y, then 90° X
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rot(0, 0) = -1.0f;
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rot(1, 1) = 0.0f; rot(2, 1) = 1.0f;
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rot(1, 2) = 1.0f; rot(2, 2) = 0.0f;
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}
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else if (frontAxis == 0)
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{
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// Y-up, X-forward → Z-up, Y-forward
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// Rotate -90° around Z then 90° around X
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rot(0, 0) = 0.0f; rot(0, 1) = -1.0f;
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rot(1, 0) = 1.0f; rot(1, 1) = 0.0f;
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rot(2, 2) = 1.0f;
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}
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}
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// ===== Z-UP SOURCE =====
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if (upAxis == 2)
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{
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if (frontAxis == 1)
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{
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// Already Z-up, Y-forward → no change
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}
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else if (frontAxis == 0)
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{
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// Z-up, X-forward → rotate -90° around Z
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rot(0, 0) = 0.0f; rot(0, 1) = -1.0f;
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rot(1, 0) = 1.0f; rot(1, 1) = 0.0f;
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}
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}
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// ===== X-UP SOURCE =====
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if (upAxis == 0)
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{
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if (frontAxis == 2)
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{
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// X-up, Z-forward → Z-up, Y-forward
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// Rotate -90° around Y then -90° around Z
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rot(0, 0) = 0.0f; rot(0, 1) = 0.0f; rot(0, 2) = -1.0f;
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rot(1, 0) = 1.0f; rot(1, 1) = 0.0f; rot(1, 2) = 0.0f;
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rot(2, 0) = 0.0f; rot(2, 1) = -1.0f; rot(2, 2) = 0.0f;
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}
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}
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// ===== SIGN FLIP =====
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if (upSign == -1)
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{
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rot(0, 2) = -rot(0, 2);
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rot(1, 2) = -rot(1, 2);
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rot(2, 2) = -rot(2, 2);
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}
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if (frontSign == -1)
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{
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rot(0, 1) = -rot(0, 1);
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rot(1, 1) = -rot(1, 1);
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rot(2, 1) = -rot(2, 1);
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}
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ColladaUtils::getOptions().axisCorrectionMat = rot;
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}
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void AssimpShapeLoader::processAnimations()
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@ -120,6 +120,7 @@ namespace ColladaUtils
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eAnimTimingType animTiming; // How to import timing data as frames, seconds or milliseconds
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S32 animFPS; // FPS value to use if timing is set in frames and the animations does not have an fps set
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F32 formatScaleFactor; // Scale factor applied to convert the shape format default unit to meters
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MatrixF axisCorrectionMat;
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ImportOptions()
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{
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