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authorAndrey Lihatskiy <alihatskiy@productengine.com>2025-05-24 19:45:52 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2025-05-24 21:27:35 +0300
commit4faebc08301f57e5191d29010c00e72748a45323 (patch)
treeed89ea7496f26c626132854cd324da6e887a6bdd
parent8a9f09ea0ff03ead5d5040c45d7c0a56c325ec07 (diff)
#4109 Remove workaround code
-rw-r--r--indra/newview/gltf/llgltfloader.cpp109
-rw-r--r--indra/newview/gltf/llgltfloader.h3
2 files changed, 10 insertions, 102 deletions
diff --git a/indra/newview/gltf/llgltfloader.cpp b/indra/newview/gltf/llgltfloader.cpp
index f028c8cba8..c2211838d1 100644
--- a/indra/newview/gltf/llgltfloader.cpp
+++ b/indra/newview/gltf/llgltfloader.cpp
@@ -147,100 +147,14 @@ bool LLGLTFLoader::parseMeshes()
populateJointFromSkin(skin);
}
- /* Two-pass mesh processing approach:
- * 1. First pass: Calculate global bounds across all meshes to determine proper scaling
- * and centering for the entire model. This ensures consistent normalization.
- * 2. Second pass: Process each mesh node with the calculated global scale factor and
- * center offset, ensuring the entire model is properly proportioned and centered.
- */
-
- // First pass: Calculate global bounds across all meshes in the model
- LLVector3 global_min_bounds(FLT_MAX, FLT_MAX, FLT_MAX);
- LLVector3 global_max_bounds(-FLT_MAX, -FLT_MAX, -FLT_MAX);
- bool has_geometry = false;
-
- // Create coordinate system rotation matrix - GLTF is Y-up, SL is Z-up
- LLMatrix4 coord_system_rotation;
- coord_system_rotation.initRotation(90.0f * DEG_TO_RAD, 0.0f, 0.0f);
-
- // Gather bounds from all meshes
- for (auto &node : mGLTFAsset.mNodes)
- {
- auto meshidx = node.mMesh;
- if (meshidx >= 0 && meshidx < mGLTFAsset.mMeshes.size())
- {
- auto mesh = mGLTFAsset.mMeshes[meshidx];
-
- // Make node matrix valid for correct transformation
- node.makeMatrixValid();
-
- LLMatrix4 node_matrix(glm::value_ptr(node.mMatrix));
- LLMatrix4 node_transform;
- node_transform *= coord_system_rotation; // Apply coordinate rotation first
- node_transform *= node_matrix;
-
- // Examine all primitives in this mesh
- for (auto prim : mesh.mPrimitives)
- {
- if (prim.getVertexCount() >= USHRT_MAX)
- continue;
-
- for (U32 i = 0; i < prim.getVertexCount(); i++)
- {
- // Transform vertex position by node transform
- LLVector4 pos(prim.mPositions[i][0], prim.mPositions[i][1], prim.mPositions[i][2], 1.0f);
- LLVector4 transformed_pos = pos * node_transform;
-
- global_min_bounds.mV[VX] = llmin(global_min_bounds.mV[VX], transformed_pos.mV[VX]);
- global_min_bounds.mV[VY] = llmin(global_min_bounds.mV[VY], transformed_pos.mV[VY]);
- global_min_bounds.mV[VZ] = llmin(global_min_bounds.mV[VZ], transformed_pos.mV[VZ]);
-
- global_max_bounds.mV[VX] = llmax(global_max_bounds.mV[VX], transformed_pos.mV[VX]);
- global_max_bounds.mV[VY] = llmax(global_max_bounds.mV[VY], transformed_pos.mV[VY]);
- global_max_bounds.mV[VZ] = llmax(global_max_bounds.mV[VZ], transformed_pos.mV[VZ]);
-
- has_geometry = true;
- }
- }
- }
- }
-
- // Calculate model dimensions and center point for the entire model
- F32 global_scale_factor = 1.0f;
- LLVector3 global_center_offset(0.0f, 0.0f, 0.0f);
-
- if (has_geometry
- && mJointList.empty()) // temporary disable offset and scaling for rigged meshes
+ for (auto& node : mGLTFAsset.mNodes)
{
- // Calculate bounding box center - this will be our new origin
- LLVector3 center = (global_min_bounds + global_max_bounds) * 0.5f;
- global_center_offset = -center; // Offset to move center to origin
-
- // Calculate dimensions of the bounding box
- LLVector3 dimensions = global_max_bounds - global_min_bounds;
-
- // Find the maximum dimension rather than the diagonal
- F32 max_dimension = llmax(dimensions.mV[VX], llmax(dimensions.mV[VY], dimensions.mV[VZ]));
-
- // Always scale to the target size to ensure consistent bounding box
- const F32 TARGET_SIZE = 1.0f; // Target size for maximum dimension in meters
-
- if (max_dimension > 0.0f)
- {
- // Calculate scale factor to normalize model's maximum dimension to TARGET_SIZE
- global_scale_factor = TARGET_SIZE / max_dimension;
-
- LL_INFOS("GLTF_IMPORT") << "Model dimensions: " << dimensions.mV[VX] << "x"
- << dimensions.mV[VY] << "x" << dimensions.mV[VZ]
- << ", max dimension: " << max_dimension
- << ", applying global scale factor: " << global_scale_factor
- << ", global centering offset: (" << global_center_offset.mV[VX] << ", "
- << global_center_offset.mV[VY] << ", " << global_center_offset.mV[VZ] << ")" << LL_ENDL;
- }
+ // Make node matrix valid for correct transformation
+ node.makeMatrixValid();
}
- // Second pass: Process each node with the global scale and offset
- for (auto &node : mGLTFAsset.mNodes)
+ // Process each node
+ for (auto& node : mGLTFAsset.mNodes)
{
LLMatrix4 transformation;
material_map mats;
@@ -252,7 +166,7 @@ bool LLGLTFLoader::parseMeshes()
{
LLModel* pModel = new LLModel(volume_params, 0.f);
auto mesh = mGLTFAsset.mMeshes[meshidx];
- if (populateModelFromMesh(pModel, mesh, node, mats, global_scale_factor, global_center_offset) &&
+ if (populateModelFromMesh(pModel, mesh, node, mats) &&
(LLModel::NO_ERRORS == pModel->getStatus()) &&
validate_model(pModel))
{
@@ -292,7 +206,7 @@ bool LLGLTFLoader::parseMeshes()
else
{
setLoadState(ERROR_MODEL + pModel->getStatus());
- delete (pModel);
+ delete pModel;
return false;
}
}
@@ -330,8 +244,7 @@ void LLGLTFLoader::computeCombinedNodeTransform(const LL::GLTF::Asset& asset, S3
combined_transform = node_transform;
}
-bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh& mesh, const LL::GLTF::Node& nodeno, material_map& mats,
- const F32 scale_factor, const LLVector3& center_offset)
+bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh& mesh, const LL::GLTF::Node& nodeno, material_map& mats)
{
pModel->mLabel = mesh.mName;
pModel->ClearFacesAndMaterials();
@@ -481,11 +394,7 @@ bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh&
// Apply scaling and centering after hierarchy transform
GLTFVertex vert;
- vert.position = glm::vec3(
- (transformed_pos.x + center_offset.mV[VX]) * scale_factor,
- (transformed_pos.y + center_offset.mV[VY]) * scale_factor,
- (transformed_pos.z + center_offset.mV[VZ]) * scale_factor
- );
+ vert.position = glm::vec3(transformed_pos.x, transformed_pos.y, transformed_pos.z);
// Also rotate the normal vector
glm::vec4 normal_vec(prim.mNormals[i][0], prim.mNormals[i][1], prim.mNormals[i][2], 0.0f);
diff --git a/indra/newview/gltf/llgltfloader.h b/indra/newview/gltf/llgltfloader.h
index 4d02909f72..fac5b719fb 100644
--- a/indra/newview/gltf/llgltfloader.h
+++ b/indra/newview/gltf/llgltfloader.h
@@ -168,8 +168,7 @@ private:
bool parseMaterials();
void uploadMaterials();
void computeCombinedNodeTransform(const LL::GLTF::Asset& asset, S32 node_index, glm::mat4& combined_transform);
- bool populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh &mesh, const LL::GLTF::Node &node, material_map& mats,
- const F32 scale_factor = 1.0f, const LLVector3& center_offset = LLVector3());
+ bool populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh &mesh, const LL::GLTF::Node &node, material_map& mats);
void populateJointFromSkin(const LL::GLTF::Skin& skin);
LLUUID imageBufferToTextureUUID(const gltf_texture& tex);