Update Assimp from 5.2.3 to 5.2.5

This commit is contained in:
Bloodknight 2022-10-02 19:02:49 +01:00
parent ea7ca63301
commit 16f3710058
379 changed files with 14469 additions and 47175 deletions

View file

@ -65,12 +65,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <stdlib.h>
#include <cstdint>
#include <iomanip>
#include <iostream>
#include <iterator>
#include <memory>
#include <sstream>
#include <tuple>
#include <vector>
namespace Assimp {
namespace FBX {
@ -187,8 +184,7 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
/// This struct manages nodes which may or may not end up in the node hierarchy.
/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
struct FBXConverter::PotentialNode
{
struct FBXConverter::PotentialNode {
PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
aiNode* operator->() { return mNode; }
@ -231,7 +227,6 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
if (nullptr != model) {
nodes_chain.clear();
post_nodes_chain.clear();
aiMatrix4x4 new_abs_transform = parent->mTransformation;
std::string node_name = FixNodeName(model->Name());
// even though there is only a single input node, the design of
@ -247,7 +242,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
ai_assert(nodes_chain.size());
if (need_additional_node) {
nodes_chain.emplace_back(PotentialNode(node_name));
nodes_chain.emplace_back(node_name);
}
//setup metadata on newest node
@ -266,8 +261,6 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
child->mParent = last_parent;
last_parent = child.mNode;
new_abs_transform *= child->mTransformation;
}
// attach geometry
@ -290,8 +283,6 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
postnode->mParent = last_parent;
last_parent = postnode.mNode;
new_abs_transform *= postnode->mTransformation;
}
} else {
// free the nodes we allocated as we don't need them
@ -314,19 +305,16 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
}
}
if (nodes.size()) {
parent->mChildren = new aiNode *[nodes.size()]();
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
for (unsigned int i = 0; i < nodes.size(); ++i)
{
parent->mChildren[i] = nodes[i].mOwnership.release();
}
nodes.clear();
} else {
if (nodes.empty()) {
parent->mNumChildren = 0;
parent->mChildren = nullptr;
}
parent->mChildren = new aiNode *[nodes.size()]();
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
for (unsigned int i = 0; i < nodes.size(); ++i) {
parent->mChildren[i] = nodes[i].mOwnership.release();
}
}
void FBXConverter::ConvertLights(const Model &model, const std::string &orig_name) {
@ -452,7 +440,7 @@ void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueNam
auto it_pair = mNodeNames.insert({ name, 0 }); // duplicate node name instance count
unsigned int &i = it_pair.first->second;
while (!it_pair.second) {
i++;
++i;
std::ostringstream ext;
ext << name << std::setfill('0') << std::setw(3) << i;
uniqueName = ext.str();
@ -651,9 +639,8 @@ void FBXConverter::GetRotationMatrix(Model::RotOrder mode, const aiVector3D &rot
bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
const PropertyTable &props = model.Props();
bool ok;
const float zero_epsilon = ai_epsilon;
const auto zero_epsilon = ai_epsilon;
const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
const TransformationComp comp = static_cast<TransformationComp>(i);
@ -665,6 +652,7 @@ bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
bool scale_compare = (comp == TransformationComp_GeometricScaling || comp == TransformationComp_Scaling);
bool ok = true;
const aiVector3D &v = PropertyGet<aiVector3D>(props, NameTransformationCompProperty(comp), ok);
if (ok && scale_compare) {
if ((v - all_ones).SquareLength() > zero_epsilon) {
@ -899,20 +887,17 @@ void FBXConverter::SetupNodeMetadata(const Model &model, aiNode &nd) {
}
}
void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform) {
void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform) {
const std::vector<const Geometry *> &geos = model.GetGeometry();
std::vector<unsigned int> meshes;
meshes.reserve(geos.size());
for (const Geometry *geo : geos) {
const MeshGeometry *const mesh = dynamic_cast<const MeshGeometry *>(geo);
const LineGeometry *const line = dynamic_cast<const LineGeometry *>(geo);
if (mesh) {
const std::vector<unsigned int> &indices = ConvertMesh(*mesh, model, parent, root_node,
absolute_transform);
const std::vector<unsigned int> &indices = ConvertMesh(*mesh, model, parent, root_node, absolute_transform);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
} else if (line) {
const std::vector<unsigned int> &indices = ConvertLine(*line, root_node);
@ -933,8 +918,7 @@ void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root
}
std::vector<unsigned int>
FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform) {
FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform) {
std::vector<unsigned int> temp;
MeshMap::const_iterator it = meshes_converted.find(&mesh);
@ -957,7 +941,7 @@ FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *
const MatIndexArray::value_type base = mindices[0];
for (MatIndexArray::value_type index : mindices) {
if (index != base) {
return ConvertMeshMultiMaterial(mesh, model, parent, root_node, absolute_transform);
return ConvertMeshMultiMaterial(mesh, model, absolute_transform, parent, root_node);
}
}
}
@ -1031,9 +1015,36 @@ aiMesh *FBXConverter::SetupEmptyMesh(const Geometry &mesh, aiNode *parent) {
return out_mesh;
}
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *) {
static aiSkeleton *createAiSkeleton(SkeletonBoneContainer &sbc) {
if (sbc.MeshArray.empty() || sbc.SkeletonBoneToMeshLookup.empty()) {
return nullptr;
}
aiSkeleton *skeleton = new aiSkeleton;
for (auto *mesh : sbc.MeshArray) {
auto it = sbc.SkeletonBoneToMeshLookup.find(mesh);
if (it == sbc.SkeletonBoneToMeshLookup.end()) {
continue;
}
SkeletonBoneArray *ba = it->second;
if (ba == nullptr) {
continue;
}
skeleton->mNumBones = static_cast<unsigned int>(ba->size());
skeleton->mBones = new aiSkeletonBone*[skeleton->mNumBones];
size_t index = 0;
for (auto bone : (* ba)) {
skeleton->mBones[index] = bone;
++index;
}
}
return skeleton;
}
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *) {
const MatIndexArray &mindices = mesh.GetMaterialIndices();
aiMesh *const out_mesh = SetupEmptyMesh(mesh, parent);
@ -1151,8 +1162,15 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
}
if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr && !doc.Settings().useSkeleton) {
ConvertWeights(out_mesh, mesh, absolute_transform, parent, NO_MATERIAL_SEPARATION, nullptr);
} else if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr && doc.Settings().useSkeleton) {
SkeletonBoneContainer sbc;
ConvertWeightsToSkeleton(out_mesh, mesh, absolute_transform, parent, NO_MATERIAL_SEPARATION, nullptr, sbc);
aiSkeleton *skeleton = createAiSkeleton(sbc);
if (skeleton != nullptr) {
mSkeletons.emplace_back(skeleton);
}
}
std::vector<aiAnimMesh *> animMeshes;
@ -1199,9 +1217,8 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
}
std::vector<unsigned int>
FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
aiNode *root_node,
const aiMatrix4x4 &absolute_transform) {
FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *root_node) {
const MatIndexArray &mindices = mesh.GetMaterialIndices();
ai_assert(mindices.size());
@ -1211,7 +1228,7 @@ FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &mo
for (MatIndexArray::value_type index : mindices) {
if (had.find(index) == had.end()) {
indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node, absolute_transform));
indices.push_back(ConvertMeshMultiMaterial(mesh, model, absolute_transform, index, parent, root_node));
had.insert(index);
}
}
@ -1219,10 +1236,8 @@ FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &mo
return indices;
}
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
MatIndexArray::value_type index,
aiNode *parent, aiNode *,
const aiMatrix4x4 &absolute_transform) {
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
MatIndexArray::value_type index, aiNode *parent, aiNode *) {
aiMesh *const out_mesh = SetupEmptyMesh(mesh, parent);
const MatIndexArray &mindices = mesh.GetMaterialIndices();
@ -1435,20 +1450,47 @@ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, co
return static_cast<unsigned int>(mMeshes.size() - 1);
}
void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
const aiMatrix4x4 &absolute_transform,
static void copyBoneToSkeletonBone(aiMesh *mesh, aiBone *bone, aiSkeletonBone *skeletonBone ) {
skeletonBone->mNumnWeights = bone->mNumWeights;
skeletonBone->mWeights = bone->mWeights;
skeletonBone->mOffsetMatrix = bone->mOffsetMatrix;
skeletonBone->mMeshId = mesh;
skeletonBone->mNode = bone->mNode;
skeletonBone->mParent = -1;
}
void FBXConverter::ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent, unsigned int materialIndex,
std::vector<unsigned int> *outputVertStartIndices, SkeletonBoneContainer &skeletonContainer) {
if (skeletonContainer.SkeletonBoneToMeshLookup.find(out) != skeletonContainer.SkeletonBoneToMeshLookup.end()) {
return;
}
ConvertWeights(out, geo, absolute_transform, parent, materialIndex, outputVertStartIndices);
skeletonContainer.MeshArray.emplace_back(out);
SkeletonBoneArray *ba = new SkeletonBoneArray;
for (size_t i = 0; i < out->mNumBones; ++i) {
aiBone *bone = out->mBones[i];
if (bone == nullptr) {
continue;
}
aiSkeletonBone *skeletonBone = new aiSkeletonBone;
copyBoneToSkeletonBone(out, bone, skeletonBone);
ba->emplace_back(skeletonBone);
}
skeletonContainer.SkeletonBoneToMeshLookup[out] = ba;
}
void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent, unsigned int materialIndex,
std::vector<unsigned int> *outputVertStartIndices) {
ai_assert(geo.DeformerSkin());
std::vector<size_t> out_indices;
std::vector<size_t> index_out_indices;
std::vector<size_t> count_out_indices;
std::vector<size_t> out_indices, index_out_indices, count_out_indices;
const Skin &sk = *geo.DeformerSkin();
std::vector<aiBone *> bones;
std::vector<aiBone*> bones;
const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
ai_assert(no_mat_check || outputVertStartIndices);
@ -1521,26 +1563,20 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
out->mBones = nullptr;
out->mNumBones = 0;
return;
} else {
out->mBones = new aiBone *[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
}
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
}
out->mBones = new aiBone *[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
}
const aiNode *GetNodeByName(aiNode *current_node) {
aiNode *iter = current_node;
//printf("Child count: %d", iter->mNumChildren);
return iter;
}
void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const Cluster *cluster,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 & /* absolute_transform*/,
aiNode *) {
ai_assert(cl); // make sure cluster valid
std::string deformer_name = cl->TargetNode()->Name();
ai_assert(cluster != nullptr); // make sure cluster valid
std::string deformer_name = cluster->TargetNode()->Name();
aiString bone_name = aiString(FixNodeName(deformer_name));
aiBone *bone = nullptr;
@ -1553,14 +1589,16 @@ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const
bone = new aiBone();
bone->mName = bone_name;
bone->mOffsetMatrix = cluster->Transform();
// store local transform link for post processing
bone->mOffsetMatrix = cl->TransformLink();
/*
bone->mOffsetMatrix = cluster->TransformLink();
bone->mOffsetMatrix.Inverse();
aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
*/
//
// Now calculate the aiVertexWeights
//
@ -1571,7 +1609,7 @@ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const
cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
const WeightArray &weights = cl->GetWeights();
const WeightArray &weights = cluster->GetWeights();
const size_t c = index_out_indices.size();
for (size_t i = 0; i < c; ++i) {
@ -2161,6 +2199,9 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert
const float ShininessExponent = PropertyGet<float>(props, "ShininessExponent", ok);
if (ok) {
out_mat->AddProperty(&ShininessExponent, 1, AI_MATKEY_SHININESS);
// Match Blender behavior to extract roughness when only shininess is present
const float roughness = 1.0f - (sqrt(ShininessExponent) / 10.0f);
out_mat->AddProperty(&roughness, 1, AI_MATKEY_ROUGHNESS_FACTOR);
}
// TransparentColor / TransparencyFactor... gee thanks FBX :rolleyes:
@ -2613,7 +2654,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
meshMorphAnim->mNumKeys = numKeys;
meshMorphAnim->mKeys = new aiMeshMorphKey[numKeys];
unsigned int j = 0;
for (auto animIt : *animData) {
for (auto &animIt : *animData) {
morphKeyData *keyData = animIt.second;
unsigned int numValuesAndWeights = static_cast<unsigned int>(keyData->values.size());
meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
@ -3188,7 +3229,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
bool ok = false;
const float zero_epsilon = ai_epsilon;
const auto zero_epsilon = ai_epsilon;
const aiVector3D& preRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
if (ok && preRotation.SquareLength() > zero_epsilon) {
@ -3275,7 +3316,7 @@ FBXConverter::KeyFrameListList FBXConverter::GetKeyframeList(const std::vector<c
}
}
inputs.push_back(std::make_tuple(Keys, Values, mapto));
inputs.emplace_back(Keys, Values, mapto);
}
}
return inputs; // pray for NRVO :-)
@ -3326,13 +3367,17 @@ FBXConverter::KeyFrameListList FBXConverter::GetRotationKeyframeList(const std::
float vc = curve->GetValues().at(1);
for (size_t n = 1; n < count; n++) {
while (std::abs(vc - vp) >= 180.0f) {
float step = std::floor(float(tc - tp) / (vc - vp) * 179.0f);
double step = std::floor(double(tc - tp) / std::abs(vc - vp) * 179.0f);
int64_t tnew = tp + int64_t(step);
float vnew = vp + (vc - vp) * step / float(tc - tp);
float vnew = vp + (vc - vp) * float(step / (tc - tp));
if (tnew >= adj_start && tnew <= adj_stop) {
Keys->push_back(tnew);
Values->push_back(vnew);
}
else {
// Something broke
break;
}
tp = tnew;
vp = vnew;
}
@ -3348,7 +3393,7 @@ FBXConverter::KeyFrameListList FBXConverter::GetRotationKeyframeList(const std::
}
}
}
inputs.push_back(std::make_tuple(Keys, Values, mapto));
inputs.emplace_back(Keys, Values, mapto);
}
}
return inputs;
@ -3633,6 +3678,12 @@ void FBXConverter::TransferDataToScene() {
std::swap_ranges(textures.begin(), textures.end(), mSceneOut->mTextures);
}
if (!mSkeletons.empty()) {
mSceneOut->mSkeletons = new aiSkeleton *[mSkeletons.size()];
mSceneOut->mNumSkeletons = static_cast<unsigned int>(mSkeletons.size());
std::swap_ranges(mSkeletons.begin(), mSkeletons.end(), mSceneOut->mSkeletons);
}
}
void FBXConverter::ConvertOrphanedEmbeddedTextures() {