Coverage Report

Created: 2026-05-23 06:04

next uncovered line (L), next uncovered region (R), next uncovered branch (B)
/src/assimp/code/PostProcessing/ScaleProcess.cpp
Line
Count
Source
1
/*
2
Open Asset Import Library (assimp)
3
----------------------------------------------------------------------
4
5
Copyright (c) 2006-2026, assimp team
6
7
All rights reserved.
8
9
Redistribution and use of this software in source and binary forms,
10
with or without modification, are permitted provided that the
11
following conditions are met:
12
13
* Redistributions of source code must retain the above
14
copyright notice, this list of conditions and the
15
following disclaimer.
16
17
* Redistributions in binary form must reproduce the above
18
copyright notice, this list of conditions and the
19
following disclaimer in the documentation and/or other
20
materials provided with the distribution.
21
22
* Neither the name of the assimp team, nor the names of its
23
contributors may be used to endorse or promote products
24
derived from this software without specific prior
25
written permission of the assimp team.
26
27
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
28
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
29
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
30
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
31
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
32
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
33
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
34
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
35
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
36
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
37
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
38
39
----------------------------------------------------------------------
40
*/
41
#include "ScaleProcess.h"
42
43
#include <assimp/scene.h>
44
#include <assimp/postprocess.h>
45
#include <assimp/BaseImporter.h>
46
47
namespace Assimp {
48
49
// ------------------------------------------------------------------------------------------------
50
297
ScaleProcess::ScaleProcess() : BaseProcess(), mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
51
    // empty
52
297
}
53
54
// ------------------------------------------------------------------------------------------------
55
0
void ScaleProcess::setScale( ai_real scale ) {
56
0
    mScale = scale;
57
0
}
58
59
// ------------------------------------------------------------------------------------------------
60
0
ai_real ScaleProcess::getScale() const {
61
0
    return mScale;
62
0
}
63
64
// ------------------------------------------------------------------------------------------------
65
218
bool ScaleProcess::IsActive( unsigned int pFlags ) const {
66
218
    return ( pFlags & aiProcess_GlobalScale ) != 0;
67
218
}
68
69
// ------------------------------------------------------------------------------------------------
70
0
void ScaleProcess::SetupProperties( const Importer* pImp ) {
71
    // User scaling
72
0
    mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
73
74
    // File scaling * Application Scaling
75
0
    float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f );
76
77
    // apply scale to the scale
78
    // helps prevent bugs with backward compatibility for anyone using normal scaling.
79
0
    mScale *= importerScale;
80
0
}
81
82
// ------------------------------------------------------------------------------------------------
83
0
void ScaleProcess::Execute( aiScene* pScene ) {
84
0
    if(mScale == 1.0f)  {
85
0
        return; // nothing to scale
86
0
    }
87
88
0
    ai_assert(mScale != 0 );
89
0
    ai_assert(nullptr != pScene );
90
0
    ai_assert(nullptr != pScene->mRootNode );
91
92
0
    if ( nullptr == pScene ) {
93
0
        return;
94
0
    }
95
96
0
    if ( nullptr == pScene->mRootNode ) {
97
0
        return;
98
0
    }
99
100
    // Process animations and update position transform to new unit system
101
0
    for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ ) {
102
0
        aiAnimation* animation = pScene->mAnimations[animationID];
103
104
0
        for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++) {
105
0
            aiNodeAnim* anim = animation->mChannels[animationChannel];
106
107
0
            for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++) {
108
0
                aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
109
0
                vectorKey.mValue *= mScale;
110
0
            }
111
0
        }
112
0
    }
113
114
0
    for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++) {
115
0
        aiMesh *mesh = pScene->mMeshes[meshID];
116
117
        // Reconstruct mesh vertices to the new unit system
118
0
        for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++) {
119
0
            aiVector3D& vertex = mesh->mVertices[vertexID];
120
0
            vertex *= mScale;
121
0
        }
122
123
        // bone placement / scaling
124
0
        for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++) {
125
            // Reconstruct matrix by transform rather than by scale
126
            // This prevent scale values being changed which can
127
            // be meaningful in some cases
128
            // like when you want the modeller to see 1:1 compatibility.
129
0
            aiBone* bone = mesh->mBones[boneID];
130
131
0
            aiVector3D pos, scale;
132
0
            aiQuaternion rotation;
133
134
0
            bone->mOffsetMatrix.Decompose( scale, rotation, pos);
135
136
0
            aiMatrix4x4 translation;
137
0
            aiMatrix4x4::Translation( pos * mScale, translation );
138
139
0
            aiMatrix4x4 scaling;
140
0
            aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
141
142
0
            const aiMatrix4x4 RotMatrix = aiMatrix4x4(rotation.GetMatrix());
143
144
0
            bone->mOffsetMatrix = translation * RotMatrix * scaling;
145
0
        }
146
147
148
        // animation mesh processing
149
        // convert by position rather than scale.
150
0
        for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++) {
151
0
            aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
152
153
0
            for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++) {
154
0
                aiVector3D& vertex = animMesh->mVertices[vertexID];
155
0
                vertex *= mScale;
156
0
            }
157
0
        }
158
0
    }
159
160
0
    traverseNodes( pScene->mRootNode );
161
0
}
162
163
// ------------------------------------------------------------------------------------------------
164
0
void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
165
0
    applyScaling( node );
166
167
0
    for( size_t i = 0; i < node->mNumChildren; i++) {
168
        // recurse into the tree until we are done!
169
0
        traverseNodes( node->mChildren[i], nested_node_id+1 );
170
0
    }
171
0
}
172
173
// ------------------------------------------------------------------------------------------------
174
0
void ScaleProcess::applyScaling( aiNode *currentNode ) {
175
0
    if ( nullptr != currentNode ) {
176
        // Reconstruct matrix by transform rather than by scale
177
        // This prevent scale values being changed which can
178
        // be meaningful in some cases
179
        // like when you want the modeller to
180
        // see 1:1 compatibility.
181
182
0
        aiVector3D pos, scale;
183
0
        aiQuaternion rotation;
184
0
        currentNode->mTransformation.Decompose( scale, rotation, pos);
185
186
0
        aiMatrix4x4 translation;
187
0
        aiMatrix4x4::Translation( pos * mScale, translation );
188
189
0
        aiMatrix4x4 scaling;
190
191
        // note: we do not use mScale here, this is on purpose.
192
0
        aiMatrix4x4::Scaling( scale, scaling );
193
194
0
        aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
195
196
0
        currentNode->mTransformation = translation * RotMatrix * scaling;
197
0
    }
198
0
}
199
200
} // Namespace Assimp