mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 07:34:45 +00:00
* Adjustment: Update Assimp version to 5.0.1.
This commit is contained in:
parent
14ebeaf3eb
commit
4758f7bdaf
679 changed files with 50502 additions and 19698 deletions
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@ -2,7 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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@ -2,7 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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@ -2,7 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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@ -50,10 +50,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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namespace Assimp {
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namespace FBX
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{
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const std::string NULL_RECORD = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
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'\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0',
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'\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0'
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}; // who knows why, it looks like two integers 32/64 bit (compressed and uncompressed sizes?) + 1 byte (might be compression type?)
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const std::string NULL_RECORD = { // 13 null bytes
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'\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0','\0'
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}; // who knows why
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const std::string SEPARATOR = {'\x00', '\x01'}; // for use inside strings
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const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
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const int64_t SECOND = 46186158000; // FBX's kTime unit
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@ -2,7 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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@ -47,7 +47,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define INCLUDED_AI_FBX_COMPILECONFIG_H
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#include <map>
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#include <set>
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//
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#if _MSC_VER > 1500 || (defined __GNUC___)
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@ -55,23 +54,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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# else
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# define fbx_unordered_map map
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# define fbx_unordered_multimap multimap
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# define fbx_unordered_set set
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# define fbx_unordered_multiset multiset
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#endif
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#ifdef ASSIMP_FBX_USE_UNORDERED_MULTIMAP
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# include <unordered_map>
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# include <unordered_set>
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# if _MSC_VER > 1600
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# define fbx_unordered_map unordered_map
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# define fbx_unordered_multimap unordered_multimap
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# define fbx_unordered_set unordered_set
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# define fbx_unordered_multiset unordered_multiset
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# else
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# define fbx_unordered_map tr1::unordered_map
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# define fbx_unordered_multimap tr1::unordered_multimap
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# define fbx_unordered_set tr1::unordered_set
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# define fbx_unordered_multiset tr1::unordered_multiset
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# endif
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#endif
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@ -2,7 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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@ -60,8 +60,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/scene.h>
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#include <assimp/CreateAnimMesh.h>
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#include <assimp/commonMetaData.h>
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#include <assimp/StringUtils.h>
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#include <tuple>
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#include <memory>
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@ -70,8 +68,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <sstream>
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#include <iomanip>
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#include <cstdint>
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#include <iostream>
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#include <stdlib.h>
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namespace Assimp {
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namespace FBX {
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@ -80,7 +77,7 @@ namespace Assimp {
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#define MAGIC_NODE_TAG "_$AssimpFbx$"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
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FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones )
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: defaultMaterialIndex()
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@ -99,14 +96,6 @@ namespace Assimp {
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// populate the node_anim_chain_bits map, which is needed
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// to determine which nodes need to be generated.
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ConvertAnimations();
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// Embedded textures in FBX could be connected to nothing but to itself,
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// for instance Texture -> Video connection only but not to the main graph,
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// The idea here is to traverse all objects to find these Textures and convert them,
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// so later during material conversion it will find converted texture in the textures_converted array.
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if (doc.Settings().readTextures)
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{
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ConvertOrphantEmbeddedTextures();
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}
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ConvertRootNode();
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if (doc.Settings().readAllMaterials) {
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@ -156,7 +145,7 @@ namespace Assimp {
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out->mRootNode->mName.Set(unique_name);
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// root has ID 0
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ConvertNodes(0L, out->mRootNode, out->mRootNode);
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ConvertNodes(0L, *out->mRootNode);
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}
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static std::string getAncestorBaseName(const aiNode* node)
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@ -190,11 +179,8 @@ namespace Assimp {
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GetUniqueName(original_name, unique_name);
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return unique_name;
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}
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/// todo: pre-build node hierarchy
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/// todo: get bone from stack
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/// todo: make map of aiBone* to aiNode*
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/// then update convert clusters to the new format
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void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
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void FBXConverter::ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform) {
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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std::vector<aiNode*> nodes;
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@ -205,69 +191,62 @@ namespace Assimp {
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try {
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for (const Connection* con : conns) {
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// ignore object-property links
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if (con->PropertyName().length()) {
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// really important we document why this is ignored.
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FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
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continue; //?
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}
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// convert connection source object into Object base class
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const Object* const object = con->SourceObject();
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if (nullptr == object) {
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FBXImporter::LogError("failed to convert source object for Model link");
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continue;
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}
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// FBX Model::Cube, Model::Bone001, etc elements
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// This detects if we can cast the object into this model structure.
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const Object* const object = con->SourceObject();
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if (nullptr == object) {
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FBXImporter::LogWarn("failed to convert source object for Model link");
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continue;
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}
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const Model* const model = dynamic_cast<const Model*>(object);
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if (nullptr != model) {
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nodes_chain.clear();
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post_nodes_chain.clear();
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aiMatrix4x4 new_abs_transform = parent->mTransformation;
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std::string node_name = FixNodeName(model->Name());
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aiMatrix4x4 new_abs_transform = parent_transform;
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std::string unique_name = MakeUniqueNodeName(model, parent);
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// even though there is only a single input node, the design of
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// assimp (or rather: the complicated transformation chain that
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// is employed by fbx) means that we may need multiple aiNode's
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// to represent a fbx node's transformation.
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const bool need_additional_node = GenerateTransformationNodeChain(*model, unique_name, nodes_chain, post_nodes_chain);
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// generate node transforms - this includes pivot data
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// if need_additional_node is true then you t
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const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
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// assert that for the current node we must have at least a single transform
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ai_assert(nodes_chain.size());
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if (need_additional_node) {
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nodes_chain.push_back(new aiNode(node_name));
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nodes_chain.push_back(new aiNode(unique_name));
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}
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//setup metadata on newest node
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SetupNodeMetadata(*model, *nodes_chain.back());
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// link all nodes in a row
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aiNode* last_parent = parent;
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for (aiNode* child : nodes_chain) {
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ai_assert(child);
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aiNode* last_parent = &parent;
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for (aiNode* prenode : nodes_chain) {
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ai_assert(prenode);
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if (last_parent != parent) {
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if (last_parent != &parent) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode*[1];
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last_parent->mChildren[0] = child;
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last_parent->mChildren[0] = prenode;
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}
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child->mParent = last_parent;
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last_parent = child;
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prenode->mParent = last_parent;
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last_parent = prenode;
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new_abs_transform *= child->mTransformation;
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new_abs_transform *= prenode->mTransformation;
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}
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// attach geometry
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ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
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ConvertModel(*model, *nodes_chain.back(), new_abs_transform);
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// check if there will be any child nodes
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const std::vector<const Connection*>& child_conns
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@ -279,7 +258,7 @@ namespace Assimp {
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for (aiNode* postnode : post_nodes_chain) {
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ai_assert(postnode);
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if (last_parent != parent) {
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if (last_parent != &parent) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode*[1];
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last_parent->mChildren[0] = postnode;
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@ -301,15 +280,15 @@ namespace Assimp {
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);
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}
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// recursion call - child nodes
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ConvertNodes(model->ID(), last_parent, root_node);
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// attach sub-nodes (if any)
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ConvertNodes(model->ID(), *last_parent, new_abs_transform);
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if (doc.Settings().readLights) {
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ConvertLights(*model, node_name);
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ConvertLights(*model, unique_name);
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}
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if (doc.Settings().readCameras) {
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ConvertCameras(*model, node_name);
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ConvertCameras(*model, unique_name);
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}
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nodes.push_back(nodes_chain.front());
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@ -318,17 +297,11 @@ namespace Assimp {
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}
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if (nodes.size()) {
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parent->mChildren = new aiNode*[nodes.size()]();
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parent->mNumChildren = static_cast<unsigned int>(nodes.size());
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parent.mChildren = new aiNode*[nodes.size()]();
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parent.mNumChildren = static_cast<unsigned int>(nodes.size());
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std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
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std::swap_ranges(nodes.begin(), nodes.end(), parent.mChildren);
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}
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else
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{
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parent->mNumChildren = 0;
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parent->mChildren = nullptr;
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}
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}
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catch (std::exception&) {
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Util::delete_fun<aiNode> deleter;
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@ -830,7 +803,7 @@ namespace Assimp {
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// is_complex needs to be consistent with NeedsComplexTransformationChain()
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// or the interplay between this code and the animation converter would
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// not be guaranteed.
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//ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
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ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
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// now, if we have more than just Translation, Scaling and Rotation,
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// we need to generate a full node chain to accommodate for assimp's
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@ -932,8 +905,7 @@ namespace Assimp {
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}
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}
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void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
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const aiMatrix4x4 &absolute_transform)
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void FBXConverter::ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform)
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{
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const std::vector<const Geometry*>& geos = model.GetGeometry();
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@ -945,12 +917,11 @@ namespace Assimp {
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
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const LineGeometry* const line = dynamic_cast<const LineGeometry*>(geo);
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if (mesh) {
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const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, parent, root_node,
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absolute_transform);
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const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
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}
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else if (line) {
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const std::vector<unsigned int>& indices = ConvertLine(*line, model, parent, root_node);
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const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
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}
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else {
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@ -959,16 +930,15 @@ namespace Assimp {
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}
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if (meshes.size()) {
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parent->mMeshes = new unsigned int[meshes.size()]();
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parent->mNumMeshes = static_cast<unsigned int>(meshes.size());
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nd.mMeshes = new unsigned int[meshes.size()]();
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nd.mNumMeshes = static_cast<unsigned int>(meshes.size());
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std::swap_ranges(meshes.begin(), meshes.end(), parent->mMeshes);
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std::swap_ranges(meshes.begin(), meshes.end(), nd.mMeshes);
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}
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}
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|
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std::vector<unsigned int>
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FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
|
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const aiMatrix4x4 &absolute_transform)
|
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std::vector<unsigned int> FBXConverter::ConvertMesh(const MeshGeometry& mesh, const Model& model,
|
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const aiMatrix4x4& node_global_transform, aiNode& nd)
|
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{
|
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std::vector<unsigned int> temp;
|
||||
|
||||
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@ -992,18 +962,18 @@ namespace Assimp {
|
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const MatIndexArray::value_type base = mindices[0];
|
||||
for (MatIndexArray::value_type index : mindices) {
|
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if (index != base) {
|
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return ConvertMeshMultiMaterial(mesh, model, parent, root_node, absolute_transform);
|
||||
return ConvertMeshMultiMaterial(mesh, model, node_global_transform, nd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// faster code-path, just copy the data
|
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temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
|
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temp.push_back(ConvertMeshSingleMaterial(mesh, model, node_global_transform, nd));
|
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return temp;
|
||||
}
|
||||
|
||||
std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
|
||||
aiNode *parent, aiNode *root_node)
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd)
|
||||
{
|
||||
std::vector<unsigned int> temp;
|
||||
|
||||
|
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@ -1014,7 +984,7 @@ namespace Assimp {
|
|||
return temp;
|
||||
}
|
||||
|
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aiMesh* const out_mesh = SetupEmptyMesh(line, root_node);
|
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aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
|
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
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|
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// copy vertices
|
||||
|
|
@ -1049,7 +1019,7 @@ namespace Assimp {
|
|||
return temp;
|
||||
}
|
||||
|
||||
aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode *parent)
|
||||
aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
|
||||
{
|
||||
aiMesh* const out_mesh = new aiMesh();
|
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meshes.push_back(out_mesh);
|
||||
|
|
@ -1066,18 +1036,17 @@ namespace Assimp {
|
|||
}
|
||||
else
|
||||
{
|
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out_mesh->mName = parent->mName;
|
||||
out_mesh->mName = nd.mName;
|
||||
}
|
||||
|
||||
return out_mesh;
|
||||
}
|
||||
|
||||
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
|
||||
const aiMatrix4x4 &absolute_transform, aiNode *parent,
|
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aiNode *root_node)
|
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unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd)
|
||||
{
|
||||
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
||||
aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
|
||||
aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
|
||||
|
||||
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
|
||||
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
|
||||
|
|
@ -1144,7 +1113,7 @@ namespace Assimp {
|
|||
binormals = &tempBinormals;
|
||||
}
|
||||
else {
|
||||
binormals = nullptr;
|
||||
binormals = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
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|
@ -1194,9 +1163,8 @@ namespace Assimp {
|
|||
ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
|
||||
}
|
||||
|
||||
if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
|
||||
ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
|
||||
nullptr);
|
||||
if (doc.Settings().readWeights && mesh.DeformerSkin() != NULL) {
|
||||
ConvertWeights(out_mesh, model, mesh, node_global_transform, NO_MATERIAL_SEPARATION);
|
||||
}
|
||||
|
||||
std::vector<aiAnimMesh*> animMeshes;
|
||||
|
|
@ -1241,10 +1209,8 @@ namespace Assimp {
|
|||
return static_cast<unsigned int>(meshes.size() - 1);
|
||||
}
|
||||
|
||||
std::vector<unsigned int>
|
||||
FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
|
||||
aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform)
|
||||
std::vector<unsigned int> FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd)
|
||||
{
|
||||
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
||||
ai_assert(mindices.size());
|
||||
|
|
@ -1255,7 +1221,7 @@ namespace Assimp {
|
|||
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, index, node_global_transform, nd));
|
||||
had.insert(index);
|
||||
}
|
||||
}
|
||||
|
|
@ -1263,18 +1229,18 @@ namespace Assimp {
|
|||
return indices;
|
||||
}
|
||||
|
||||
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
|
||||
MatIndexArray::value_type index,
|
||||
aiNode *parent, aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform)
|
||||
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
MatIndexArray::value_type index,
|
||||
const aiMatrix4x4& node_global_transform,
|
||||
aiNode& nd)
|
||||
{
|
||||
aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
|
||||
aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
|
||||
|
||||
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
||||
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
|
||||
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
|
||||
|
||||
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != nullptr;
|
||||
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != NULL;
|
||||
|
||||
unsigned int count_faces = 0;
|
||||
unsigned int count_vertices = 0;
|
||||
|
|
@ -1334,7 +1300,7 @@ namespace Assimp {
|
|||
binormals = &tempBinormals;
|
||||
}
|
||||
else {
|
||||
binormals = nullptr;
|
||||
binormals = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1433,7 +1399,7 @@ namespace Assimp {
|
|||
ConvertMaterialForMesh(out_mesh, model, mesh, index);
|
||||
|
||||
if (process_weights) {
|
||||
ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, index, &reverseMapping);
|
||||
ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping);
|
||||
}
|
||||
|
||||
std::vector<aiAnimMesh*> animMeshes;
|
||||
|
|
@ -1483,10 +1449,10 @@ namespace Assimp {
|
|||
return static_cast<unsigned int>(meshes.size() - 1);
|
||||
}
|
||||
|
||||
void FBXConverter::ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo,
|
||||
const aiMatrix4x4 &absolute_transform,
|
||||
aiNode *parent, aiNode *root_node, unsigned int materialIndex,
|
||||
std::vector<unsigned int> *outputVertStartIndices)
|
||||
void FBXConverter::ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
const aiMatrix4x4& node_global_transform,
|
||||
unsigned int materialIndex,
|
||||
std::vector<unsigned int>* outputVertStartIndices)
|
||||
{
|
||||
ai_assert(geo.DeformerSkin());
|
||||
|
||||
|
|
@ -1497,12 +1463,13 @@ namespace Assimp {
|
|||
const Skin& sk = *geo.DeformerSkin();
|
||||
|
||||
std::vector<aiBone*> bones;
|
||||
bones.reserve(sk.Clusters().size());
|
||||
|
||||
const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
|
||||
ai_assert(no_mat_check || outputVertStartIndices);
|
||||
|
||||
try {
|
||||
// iterate over the sub deformers
|
||||
|
||||
for (const Cluster* cluster : sk.Clusters()) {
|
||||
ai_assert(cluster);
|
||||
|
||||
|
|
@ -1516,16 +1483,15 @@ namespace Assimp {
|
|||
index_out_indices.clear();
|
||||
out_indices.clear();
|
||||
|
||||
|
||||
// now check if *any* of these weights is contained in the output mesh,
|
||||
// taking notes so we don't need to do it twice.
|
||||
for (WeightIndexArray::value_type index : indices) {
|
||||
|
||||
unsigned int count = 0;
|
||||
const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
|
||||
// ToOutputVertexIndex only returns nullptr if index is out of bounds
|
||||
// ToOutputVertexIndex only returns NULL if index is out of bounds
|
||||
// which should never happen
|
||||
ai_assert(out_idx != nullptr);
|
||||
ai_assert(out_idx != NULL);
|
||||
|
||||
index_out_indices.push_back(no_index_sentinel);
|
||||
count_out_indices.push_back(0);
|
||||
|
|
@ -1554,15 +1520,13 @@ namespace Assimp {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// if we found at least one, generate the output bones
|
||||
// XXX this could be heavily simplified by collecting the bone
|
||||
// data in a single step.
|
||||
ConvertCluster(bones, cluster, out_indices, index_out_indices,
|
||||
count_out_indices, absolute_transform, parent, root_node);
|
||||
ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
|
||||
count_out_indices, node_global_transform);
|
||||
}
|
||||
|
||||
bone_map.clear();
|
||||
}
|
||||
catch (std::exception&) {
|
||||
std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>());
|
||||
|
|
@ -1570,90 +1534,54 @@ namespace Assimp {
|
|||
}
|
||||
|
||||
if (bones.empty()) {
|
||||
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* FBXConverter::GetNodeByName( const aiString& name, aiNode *current_node )
|
||||
void FBXConverter::ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
|
||||
std::vector<size_t>& out_indices,
|
||||
std::vector<size_t>& index_out_indices,
|
||||
std::vector<size_t>& count_out_indices,
|
||||
const aiMatrix4x4& node_global_transform)
|
||||
{
|
||||
aiNode * iter = current_node;
|
||||
//printf("Child count: %d", iter->mNumChildren);
|
||||
return iter;
|
||||
}
|
||||
|
||||
void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
|
||||
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
|
||||
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
|
||||
aiNode *parent, aiNode *root_node) {
|
||||
ai_assert(cl); // make sure cluster valid
|
||||
std::string deformer_name = cl->TargetNode()->Name();
|
||||
aiString bone_name = aiString(FixNodeName(deformer_name));
|
||||
aiBone* const bone = new aiBone();
|
||||
bones.push_back(bone);
|
||||
|
||||
aiBone *bone = nullptr;
|
||||
bone->mName = FixNodeName(cl.TargetNode()->Name());
|
||||
|
||||
if (bone_map.count(deformer_name)) {
|
||||
ASSIMP_LOG_DEBUG_F("retrieved bone from lookup ", bone_name.C_Str(), ". Deformer:", deformer_name);
|
||||
bone = bone_map[deformer_name];
|
||||
} else {
|
||||
ASSIMP_LOG_DEBUG_F("created new bone ", bone_name.C_Str(), ". Deformer: ", deformer_name);
|
||||
bone = new aiBone();
|
||||
bone->mName = bone_name;
|
||||
bone->mOffsetMatrix = cl.TransformLink();
|
||||
bone->mOffsetMatrix.Inverse();
|
||||
|
||||
// store local transform link for post processing
|
||||
bone->mOffsetMatrix = cl->TransformLink();
|
||||
bone->mOffsetMatrix.Inverse();
|
||||
bone->mOffsetMatrix = bone->mOffsetMatrix * node_global_transform;
|
||||
|
||||
aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
|
||||
bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
|
||||
aiVertexWeight* cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
|
||||
|
||||
bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
|
||||
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
|
||||
const WeightArray& weights = cl.GetWeights();
|
||||
|
||||
const size_t c = index_out_indices.size();
|
||||
for (size_t i = 0; i < c; ++i) {
|
||||
const size_t index_index = index_out_indices[i];
|
||||
|
||||
//
|
||||
// Now calculate the aiVertexWeights
|
||||
//
|
||||
|
||||
aiVertexWeight *cursor = nullptr;
|
||||
|
||||
bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
|
||||
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 size_t c = index_out_indices.size();
|
||||
for (size_t i = 0; i < c; ++i) {
|
||||
const size_t index_index = index_out_indices[i];
|
||||
|
||||
if (index_index == no_index_sentinel) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const size_t cc = count_out_indices[i];
|
||||
for (size_t j = 0; j < cc; ++j) {
|
||||
// cursor runs from first element relative to the start
|
||||
// or relative to the start of the next indexes.
|
||||
aiVertexWeight& out_weight = *cursor++;
|
||||
|
||||
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
|
||||
out_weight.mWeight = weights[i];
|
||||
}
|
||||
if (index_index == no_index_sentinel) {
|
||||
continue;
|
||||
}
|
||||
|
||||
bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
|
||||
const size_t cc = count_out_indices[i];
|
||||
for (size_t j = 0; j < cc; ++j) {
|
||||
aiVertexWeight& out_weight = *cursor++;
|
||||
|
||||
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
|
||||
out_weight.mWeight = weights[i];
|
||||
}
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("bone research: Indicies size: ", out_indices.size());
|
||||
|
||||
// lookup must be populated in case something goes wrong
|
||||
// this also allocates bones to mesh instance outside
|
||||
local_mesh_bones.push_back(bone);
|
||||
}
|
||||
|
||||
void FBXConverter::ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
|
|
@ -1783,7 +1711,7 @@ namespace Assimp {
|
|||
bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
|
||||
unsigned int index;
|
||||
|
||||
VideoMap::const_iterator it = textures_converted.find(*media);
|
||||
VideoMap::const_iterator it = textures_converted.find(media);
|
||||
if (it != textures_converted.end()) {
|
||||
index = (*it).second;
|
||||
textureReady = true;
|
||||
|
|
@ -1791,7 +1719,7 @@ namespace Assimp {
|
|||
else {
|
||||
if (media->ContentLength() > 0) {
|
||||
index = ConvertVideo(*media);
|
||||
textures_converted[*media] = index;
|
||||
textures_converted[media] = index;
|
||||
textureReady = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -2088,14 +2016,7 @@ namespace Assimp {
|
|||
TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh);
|
||||
TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
|
||||
TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
|
||||
TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
|
||||
|
||||
// 3DSMax PBR
|
||||
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|base_color_map", aiTextureType_BASE_COLOR, mesh);
|
||||
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|bump_map", aiTextureType_NORMAL_CAMERA, mesh);
|
||||
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|emission_map", aiTextureType_EMISSION_COLOR, mesh);
|
||||
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|metalness_map", aiTextureType_METALNESS, mesh);
|
||||
TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
|
||||
TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
|
||||
}
|
||||
|
||||
void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
|
||||
|
|
@ -2322,13 +2243,13 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
if (media != nullptr && media->ContentLength() > 0) {
|
||||
unsigned int index;
|
||||
|
||||
VideoMap::const_iterator it = textures_converted.find(*media);
|
||||
VideoMap::const_iterator it = textures_converted.find(media);
|
||||
if (it != textures_converted.end()) {
|
||||
index = (*it).second;
|
||||
}
|
||||
else {
|
||||
index = ConvertVideo(*media);
|
||||
textures_converted[*media] = index;
|
||||
textures_converted[media] = index;
|
||||
}
|
||||
|
||||
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
|
||||
|
|
@ -2756,7 +2677,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
// sanity check whether the input is ok
|
||||
static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves,
|
||||
bool strictMode) {
|
||||
const Object* target(nullptr);
|
||||
const Object* target(NULL);
|
||||
for (const AnimationCurveNode* node : curves) {
|
||||
if (!target) {
|
||||
target = node->Target();
|
||||
|
|
@ -2787,7 +2708,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
#ifdef ASSIMP_BUILD_DEBUG
|
||||
validateAnimCurveNodes(curves, doc.Settings().strictMode);
|
||||
#endif
|
||||
const AnimationCurveNode* curve_node = nullptr;
|
||||
const AnimationCurveNode* curve_node = NULL;
|
||||
for (const AnimationCurveNode* node : curves) {
|
||||
ai_assert(node);
|
||||
|
||||
|
|
@ -3612,9 +3533,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
return;
|
||||
}
|
||||
|
||||
const bool hasGenerator = !doc.Creator().empty();
|
||||
|
||||
out->mMetaData = aiMetadata::Alloc(16 + (hasGenerator ? 1 : 0));
|
||||
out->mMetaData = aiMetadata::Alloc(15);
|
||||
out->mMetaData->Set(0, "UpAxis", doc.GlobalSettings().UpAxis());
|
||||
out->mMetaData->Set(1, "UpAxisSign", doc.GlobalSettings().UpAxisSign());
|
||||
out->mMetaData->Set(2, "FrontAxis", doc.GlobalSettings().FrontAxis());
|
||||
|
|
@ -3630,11 +3549,6 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
out->mMetaData->Set(12, "TimeSpanStart", doc.GlobalSettings().TimeSpanStart());
|
||||
out->mMetaData->Set(13, "TimeSpanStop", doc.GlobalSettings().TimeSpanStop());
|
||||
out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate());
|
||||
out->mMetaData->Set(15, AI_METADATA_SOURCE_FORMAT_VERSION, aiString(to_string(doc.FBXVersion())));
|
||||
if (hasGenerator)
|
||||
{
|
||||
out->mMetaData->Set(16, AI_METADATA_SOURCE_GENERATOR, aiString(doc.Creator()));
|
||||
}
|
||||
}
|
||||
|
||||
void FBXConverter::TransferDataToScene()
|
||||
|
|
@ -3642,7 +3556,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
ai_assert(!out->mMeshes);
|
||||
ai_assert(!out->mNumMeshes);
|
||||
|
||||
// note: the trailing () ensures initialization with nullptr - not
|
||||
// note: the trailing () ensures initialization with NULL - not
|
||||
// many C++ users seem to know this, so pointing it out to avoid
|
||||
// confusion why this code works.
|
||||
|
||||
|
|
@ -3689,47 +3603,6 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
}
|
||||
}
|
||||
|
||||
void FBXConverter::ConvertOrphantEmbeddedTextures()
|
||||
{
|
||||
// in C++14 it could be:
|
||||
// for (auto&& [id, object] : objects)
|
||||
for (auto&& id_and_object : doc.Objects())
|
||||
{
|
||||
auto&& id = std::get<0>(id_and_object);
|
||||
auto&& object = std::get<1>(id_and_object);
|
||||
// If an object doesn't have parent
|
||||
if (doc.ConnectionsBySource().count(id) == 0)
|
||||
{
|
||||
const Texture* realTexture = nullptr;
|
||||
try
|
||||
{
|
||||
const auto& element = object->GetElement();
|
||||
const Token& key = element.KeyToken();
|
||||
const char* obtype = key.begin();
|
||||
const size_t length = static_cast<size_t>(key.end() - key.begin());
|
||||
if (strncmp(obtype, "Texture", length) == 0)
|
||||
{
|
||||
const Texture* texture = static_cast<const Texture*>(object->Get());
|
||||
if (texture->Media() && texture->Media()->ContentLength() > 0)
|
||||
{
|
||||
realTexture = texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
// do nothing
|
||||
}
|
||||
if (realTexture)
|
||||
{
|
||||
const Video* media = realTexture->Media();
|
||||
unsigned int index = ConvertVideo(*media);
|
||||
textures_converted[*media] = index;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -123,7 +123,7 @@ private:
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// collect and assign child nodes
|
||||
void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node);
|
||||
void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4());
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertLights(const Model& model, const std::string &orig_name );
|
||||
|
|
@ -179,35 +179,32 @@ private:
|
|||
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform);
|
||||
void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
|
||||
std::vector<unsigned int>
|
||||
ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform);
|
||||
std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
|
||||
aiNode *parent, aiNode *root_node);
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
|
||||
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode& nd);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
|
||||
const aiMatrix4x4 &absolute_transform, aiNode *parent,
|
||||
aiNode *root_node);
|
||||
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
std::vector<unsigned int>
|
||||
ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform);
|
||||
std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
|
||||
aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
|
||||
unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
MatIndexArray::value_type index,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
|
||||
|
|
@ -220,17 +217,17 @@ private:
|
|||
* - outputVertStartIndices is only used when a material index is specified, it gives for
|
||||
* each output vertex the DOM index it maps to.
|
||||
*/
|
||||
void ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
|
||||
aiNode *parent = NULL, aiNode *root_node = NULL,
|
||||
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
|
||||
std::vector<unsigned int> *outputVertStartIndices = NULL);
|
||||
// lookup
|
||||
static const aiNode* GetNodeByName( const aiString& name, aiNode *current_node );
|
||||
void ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
|
||||
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
|
||||
std::vector<unsigned int>* outputVertStartIndices = NULL);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
|
||||
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
|
||||
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
|
||||
aiNode *parent, aiNode *root_node);
|
||||
void ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
|
||||
std::vector<size_t>& out_indices,
|
||||
std::vector<size_t>& index_out_indices,
|
||||
std::vector<size_t>& count_out_indices,
|
||||
const aiMatrix4x4& node_global_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
|
|
@ -421,18 +418,12 @@ private:
|
|||
double& minTime,
|
||||
Model::RotOrder order);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Copy global geometric data and some information about the source asset into scene metadata.
|
||||
void ConvertGlobalSettings();
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// copy generated meshes, animations, lights, cameras and textures to the output scene
|
||||
void TransferDataToScene();
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// FBX file could have embedded textures not connected to anything
|
||||
void ConvertOrphantEmbeddedTextures();
|
||||
|
||||
private:
|
||||
// 0: not assigned yet, others: index is value - 1
|
||||
unsigned int defaultMaterialIndex;
|
||||
|
|
@ -444,47 +435,27 @@ private:
|
|||
std::vector<aiCamera*> cameras;
|
||||
std::vector<aiTexture*> textures;
|
||||
|
||||
using MaterialMap = std::fbx_unordered_map<const Material*, unsigned int>;
|
||||
using MaterialMap = std::map<const Material*, unsigned int>;
|
||||
MaterialMap materials_converted;
|
||||
|
||||
using VideoMap = std::fbx_unordered_map<const Video, unsigned int>;
|
||||
using VideoMap = std::map<const Video*, unsigned int>;
|
||||
VideoMap textures_converted;
|
||||
|
||||
using MeshMap = std::fbx_unordered_map<const Geometry*, std::vector<unsigned int> >;
|
||||
using MeshMap = std::map<const Geometry*, std::vector<unsigned int> >;
|
||||
MeshMap meshes_converted;
|
||||
|
||||
// fixed node name -> which trafo chain components have animations?
|
||||
using NodeAnimBitMap = std::fbx_unordered_map<std::string, unsigned int> ;
|
||||
using NodeAnimBitMap = std::map<std::string, unsigned int> ;
|
||||
NodeAnimBitMap node_anim_chain_bits;
|
||||
|
||||
// number of nodes with the same name
|
||||
using NodeNameCache = std::fbx_unordered_map<std::string, unsigned int>;
|
||||
using NodeNameCache = std::unordered_map<std::string, unsigned int>;
|
||||
NodeNameCache mNodeNames;
|
||||
|
||||
// Deformer name is not the same as a bone name - it does contain the bone name though :)
|
||||
// Deformer names in FBX are always unique in an FBX file.
|
||||
std::map<const std::string, aiBone *> bone_map;
|
||||
|
||||
double anim_fps;
|
||||
|
||||
aiScene* const out;
|
||||
const FBX::Document& doc;
|
||||
|
||||
static void BuildBoneList(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
|
||||
std::vector<aiBone*>& bones);
|
||||
|
||||
void BuildBoneStack(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
|
||||
const std::vector<aiBone *> &bones,
|
||||
std::map<aiBone *, aiNode *> &bone_stack,
|
||||
std::vector<aiNode*> &node_stack );
|
||||
|
||||
static void BuildNodeList(aiNode *current_node, std::vector<aiNode *> &nodes);
|
||||
|
||||
static aiNode *GetNodeFromStack(const aiString &node_name, std::vector<aiNode *> &nodes);
|
||||
|
||||
static aiNode *GetArmatureRoot(aiNode *bone_node, std::vector<aiBone*> &bone_list);
|
||||
|
||||
static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -637,20 +637,6 @@ public:
|
|||
return ptr;
|
||||
}
|
||||
|
||||
bool operator==(const Video& other) const
|
||||
{
|
||||
return (
|
||||
type == other.type
|
||||
&& relativeFileName == other.relativeFileName
|
||||
&& fileName == other.fileName
|
||||
);
|
||||
}
|
||||
|
||||
bool operator<(const Video& other) const
|
||||
{
|
||||
return std::tie(type, relativeFileName, fileName) < std::tie(other.type, other.relativeFileName, other.fileName);
|
||||
}
|
||||
|
||||
private:
|
||||
std::string type;
|
||||
std::string relativeFileName;
|
||||
|
|
@ -1019,10 +1005,10 @@ public:
|
|||
// during their entire lifetime (Document). FBX files have
|
||||
// up to many thousands of objects (most of which we never use),
|
||||
// so the memory overhead for them should be kept at a minimum.
|
||||
typedef std::fbx_unordered_map<uint64_t, LazyObject*> ObjectMap;
|
||||
typedef std::map<uint64_t, LazyObject*> ObjectMap;
|
||||
typedef std::fbx_unordered_map<std::string, std::shared_ptr<const PropertyTable> > PropertyTemplateMap;
|
||||
|
||||
typedef std::fbx_unordered_multimap<uint64_t, const Connection*> ConnectionMap;
|
||||
typedef std::multimap<uint64_t, const Connection*> ConnectionMap;
|
||||
|
||||
/** DOM class for global document settings, a single instance per document can
|
||||
* be accessed via Document.Globals(). */
|
||||
|
|
@ -1191,25 +1177,4 @@ private:
|
|||
} // Namespace FBX
|
||||
} // Namespace Assimp
|
||||
|
||||
namespace std
|
||||
{
|
||||
template <>
|
||||
struct hash<const Assimp::FBX::Video>
|
||||
{
|
||||
std::size_t operator()(const Assimp::FBX::Video& video) const
|
||||
{
|
||||
using std::size_t;
|
||||
using std::hash;
|
||||
using std::string;
|
||||
|
||||
size_t res = 17;
|
||||
res = res * 31 + hash<string>()(video.Name());
|
||||
res = res * 31 + hash<string>()(video.RelativeFilename());
|
||||
res = res * 31 + hash<string>()(video.Type());
|
||||
|
||||
return res;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#endif // INCLUDED_AI_FBX_DOCUMENT_H
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2012, assimp team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -325,9 +325,9 @@ void FBX::Node::BeginBinary(Assimp::StreamWriterLE &s)
|
|||
this->start_pos = s.Tell();
|
||||
|
||||
// placeholders for end pos and property section info
|
||||
s.PutU8(0); // end pos
|
||||
s.PutU8(0); // number of properties
|
||||
s.PutU8(0); // total property section length
|
||||
s.PutU4(0); // end pos
|
||||
s.PutU4(0); // number of properties
|
||||
s.PutU4(0); // total property section length
|
||||
|
||||
// node name
|
||||
s.PutU1(uint8_t(name.size())); // length of node name
|
||||
|
|
@ -352,9 +352,9 @@ void FBX::Node::EndPropertiesBinary(
|
|||
size_t pos = s.Tell();
|
||||
ai_assert(pos > property_start);
|
||||
size_t property_section_size = pos - property_start;
|
||||
s.Seek(start_pos + 8); // 8 bytes of uint64_t of end_pos
|
||||
s.PutU8(num_properties);
|
||||
s.PutU8(property_section_size);
|
||||
s.Seek(start_pos + 4);
|
||||
s.PutU4(uint32_t(num_properties));
|
||||
s.PutU4(uint32_t(property_section_size));
|
||||
s.Seek(pos);
|
||||
}
|
||||
|
||||
|
|
@ -375,7 +375,7 @@ void FBX::Node::EndBinary(
|
|||
// now go back and write initial pos
|
||||
this->end_pos = s.Tell();
|
||||
s.Seek(start_pos);
|
||||
s.PutU8(end_pos);
|
||||
s.PutU4(uint32_t(end_pos));
|
||||
s.Seek(end_pos);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -81,8 +81,8 @@ using namespace Assimp::FBX;
|
|||
// some constants that we'll use for writing metadata
|
||||
namespace Assimp {
|
||||
namespace FBX {
|
||||
const std::string EXPORT_VERSION_STR = "7.5.0";
|
||||
const uint32_t EXPORT_VERSION_INT = 7500; // 7.5 == 2016+
|
||||
const std::string EXPORT_VERSION_STR = "7.4.0";
|
||||
const uint32_t EXPORT_VERSION_INT = 7400; // 7.4 == 2014/2015
|
||||
// FBX files have some hashed values that depend on the creation time field,
|
||||
// but for now we don't actually know how to generate these.
|
||||
// what we can do is set them to a known-working version.
|
||||
|
|
@ -1289,7 +1289,7 @@ void FBXExporter::WriteObjects ()
|
|||
|
||||
for(unsigned int lr = 1; lr < m->GetNumUVChannels(); ++ lr)
|
||||
{
|
||||
FBX::Node layerExtra("Layer", int32_t(lr));
|
||||
FBX::Node layerExtra("Layer", int32_t(1));
|
||||
layerExtra.AddChild("Version", int32_t(100));
|
||||
FBX::Node leExtra("LayerElement");
|
||||
leExtra.AddChild("Type", "LayerElementUV");
|
||||
|
|
@ -1860,7 +1860,6 @@ void FBXExporter::WriteObjects ()
|
|||
sdnode.AddChild("Version", int32_t(100));
|
||||
sdnode.AddChild("UserData", "", "");
|
||||
|
||||
std::set<int32_t> setWeightedVertex;
|
||||
// add indices and weights, if any
|
||||
if (b) {
|
||||
std::vector<int32_t> subdef_indices;
|
||||
|
|
@ -1868,8 +1867,7 @@ void FBXExporter::WriteObjects ()
|
|||
int32_t last_index = -1;
|
||||
for (size_t wi = 0; wi < b->mNumWeights; ++wi) {
|
||||
int32_t vi = vertex_indices[b->mWeights[wi].mVertexId];
|
||||
bool bIsWeightedAlready = (setWeightedVertex.find(vi) != setWeightedVertex.end());
|
||||
if (vi == last_index || bIsWeightedAlready) {
|
||||
if (vi == last_index) {
|
||||
// only for vertices we exported to fbx
|
||||
// TODO, FIXME: this assumes identically-located vertices
|
||||
// will always deform in the same way.
|
||||
|
|
@ -1879,7 +1877,6 @@ void FBXExporter::WriteObjects ()
|
|||
// identical vertex.
|
||||
continue;
|
||||
}
|
||||
setWeightedVertex.insert(vi);
|
||||
subdef_indices.push_back(vi);
|
||||
subdef_weights.push_back(b->mWeights[wi].mWeight);
|
||||
last_index = vi;
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -48,26 +48,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "FBXImporter.h"
|
||||
|
||||
#include "FBXConverter.h"
|
||||
#include "FBXDocument.h"
|
||||
#include "FBXParser.h"
|
||||
#include "FBXTokenizer.h"
|
||||
#include "FBXParser.h"
|
||||
#include "FBXUtil.h"
|
||||
#include "FBXDocument.h"
|
||||
#include "FBXConverter.h"
|
||||
|
||||
#include <assimp/MemoryIOWrapper.h>
|
||||
#include <assimp/StreamReader.h>
|
||||
#include <assimp/importerdesc.h>
|
||||
#include <assimp/MemoryIOWrapper.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/importerdesc.h>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
template <>
|
||||
const char *LogFunctions<FBXImporter>::Prefix() {
|
||||
static auto prefix = "FBX: ";
|
||||
return prefix;
|
||||
template<>
|
||||
const char* LogFunctions<FBXImporter>::Prefix() {
|
||||
static auto prefix = "FBX: ";
|
||||
return prefix;
|
||||
}
|
||||
|
||||
} // namespace Assimp
|
||||
}
|
||||
|
||||
using namespace Assimp;
|
||||
using namespace Assimp::Formatter;
|
||||
|
|
@ -76,123 +76,131 @@ using namespace Assimp::FBX;
|
|||
namespace {
|
||||
|
||||
static const aiImporterDesc desc = {
|
||||
"Autodesk FBX Importer",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
aiImporterFlags_SupportTextFlavour,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"fbx"
|
||||
"Autodesk FBX Importer",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
aiImporterFlags_SupportTextFlavour,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"fbx"
|
||||
};
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by #Importer
|
||||
FBXImporter::FBXImporter() {
|
||||
FBXImporter::FBXImporter()
|
||||
{
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FBXImporter::~FBXImporter() {
|
||||
FBXImporter::~FBXImporter()
|
||||
{
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the class can handle the format of the given file.
|
||||
bool FBXImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
|
||||
const std::string &extension = GetExtension(pFile);
|
||||
if (extension == std::string(desc.mFileExtensions)) {
|
||||
return true;
|
||||
}
|
||||
bool FBXImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
|
||||
{
|
||||
const std::string& extension = GetExtension(pFile);
|
||||
if (extension == std::string( desc.mFileExtensions ) ) {
|
||||
return true;
|
||||
}
|
||||
|
||||
else if ((!extension.length() || checkSig) && pIOHandler) {
|
||||
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
|
||||
const char *tokens[] = { "fbx" };
|
||||
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
|
||||
}
|
||||
return false;
|
||||
else if ((!extension.length() || checkSig) && pIOHandler) {
|
||||
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
|
||||
const char* tokens[] = {"fbx"};
|
||||
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// List all extensions handled by this loader
|
||||
const aiImporterDesc *FBXImporter::GetInfo() const {
|
||||
return &desc;
|
||||
const aiImporterDesc* FBXImporter::GetInfo () const
|
||||
{
|
||||
return &desc;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup configuration properties for the loader
|
||||
void FBXImporter::SetupProperties(const Importer *pImp) {
|
||||
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
|
||||
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
|
||||
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
|
||||
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
|
||||
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
|
||||
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
|
||||
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
|
||||
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
|
||||
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
|
||||
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
|
||||
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
|
||||
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
|
||||
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
|
||||
void FBXImporter::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
|
||||
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
|
||||
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
|
||||
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
|
||||
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
|
||||
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
|
||||
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
|
||||
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
|
||||
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
|
||||
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
|
||||
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
|
||||
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
|
||||
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports the given file into the given scene structure.
|
||||
void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
|
||||
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
|
||||
if (!stream) {
|
||||
ThrowException("Could not open file for reading");
|
||||
}
|
||||
void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
|
||||
{
|
||||
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
|
||||
if (!stream) {
|
||||
ThrowException("Could not open file for reading");
|
||||
}
|
||||
|
||||
// read entire file into memory - no streaming for this, fbx
|
||||
// files can grow large, but the assimp output data structure
|
||||
// then becomes very large, too. Assimp doesn't support
|
||||
// streaming for its output data structures so the net win with
|
||||
// streaming input data would be very low.
|
||||
std::vector<char> contents;
|
||||
contents.resize(stream->FileSize() + 1);
|
||||
stream->Read(&*contents.begin(), 1, contents.size() - 1);
|
||||
contents[contents.size() - 1] = 0;
|
||||
const char *const begin = &*contents.begin();
|
||||
// read entire file into memory - no streaming for this, fbx
|
||||
// files can grow large, but the assimp output data structure
|
||||
// then becomes very large, too. Assimp doesn't support
|
||||
// streaming for its output data structures so the net win with
|
||||
// streaming input data would be very low.
|
||||
std::vector<char> contents;
|
||||
contents.resize(stream->FileSize()+1);
|
||||
stream->Read( &*contents.begin(), 1, contents.size()-1 );
|
||||
contents[ contents.size() - 1 ] = 0;
|
||||
const char* const begin = &*contents.begin();
|
||||
|
||||
// broadphase tokenizing pass in which we identify the core
|
||||
// syntax elements of FBX (brackets, commas, key:value mappings)
|
||||
TokenList tokens;
|
||||
try {
|
||||
// broadphase tokenizing pass in which we identify the core
|
||||
// syntax elements of FBX (brackets, commas, key:value mappings)
|
||||
TokenList tokens;
|
||||
try {
|
||||
|
||||
bool is_binary = false;
|
||||
if (!strncmp(begin, "Kaydara FBX Binary", 18)) {
|
||||
is_binary = true;
|
||||
TokenizeBinary(tokens, begin, contents.size());
|
||||
} else {
|
||||
Tokenize(tokens, begin);
|
||||
}
|
||||
bool is_binary = false;
|
||||
if (!strncmp(begin,"Kaydara FBX Binary",18)) {
|
||||
is_binary = true;
|
||||
TokenizeBinary(tokens,begin,contents.size());
|
||||
}
|
||||
else {
|
||||
Tokenize(tokens,begin);
|
||||
}
|
||||
|
||||
// use this information to construct a very rudimentary
|
||||
// parse-tree representing the FBX scope structure
|
||||
Parser parser(tokens, is_binary);
|
||||
// use this information to construct a very rudimentary
|
||||
// parse-tree representing the FBX scope structure
|
||||
Parser parser(tokens, is_binary);
|
||||
|
||||
// take the raw parse-tree and convert it to a FBX DOM
|
||||
Document doc(parser, settings);
|
||||
// take the raw parse-tree and convert it to a FBX DOM
|
||||
Document doc(parser,settings);
|
||||
|
||||
// convert the FBX DOM to aiScene
|
||||
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
|
||||
// convert the FBX DOM to aiScene
|
||||
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
|
||||
|
||||
// size relative to cm
|
||||
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
|
||||
// size relative to cm
|
||||
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
|
||||
|
||||
// Set FBX file scale is relative to CM must be converted to M for
|
||||
// assimp universal format (M)
|
||||
SetFileScale(size_relative_to_cm * 0.01f);
|
||||
// Set FBX file scale is relative to CM must be converted to M for
|
||||
// assimp universal format (M)
|
||||
SetFileScale( size_relative_to_cm * 0.01f);
|
||||
|
||||
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
|
||||
} catch (std::exception &) {
|
||||
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
|
||||
throw;
|
||||
}
|
||||
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
|
||||
}
|
||||
catch(std::exception&) {
|
||||
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -446,19 +446,14 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
|
|||
return;
|
||||
}
|
||||
std::vector<T> tempData;
|
||||
ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
|
||||
|
||||
if (tempData.size() != mapping_offsets.size()) {
|
||||
FBXImporter::LogError(Formatter::format("length of input data unexpected for ByVertice mapping: ")
|
||||
<< tempData.size() << ", expected " << mapping_offsets.size());
|
||||
return;
|
||||
}
|
||||
ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
|
||||
|
||||
data_out.resize(vertex_count);
|
||||
for (size_t i = 0, e = tempData.size(); i < e; ++i) {
|
||||
for (size_t i = 0, e = tempData.size(); i < e; ++i) {
|
||||
|
||||
const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
|
||||
for (unsigned int j = istart; j < iend; ++j) {
|
||||
data_out[mappings[j]] = tempData[i];
|
||||
data_out[mappings[j]] = tempData[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -466,17 +461,10 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
|
|||
std::vector<T> tempData;
|
||||
ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
|
||||
|
||||
std::vector<int> uvIndices;
|
||||
ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
|
||||
|
||||
if (uvIndices.size() != vertex_count) {
|
||||
FBXImporter::LogError(Formatter::format("length of input data unexpected for ByVertice mapping: ")
|
||||
<< uvIndices.size() << ", expected " << vertex_count);
|
||||
return;
|
||||
}
|
||||
|
||||
data_out.resize(vertex_count);
|
||||
|
||||
std::vector<int> uvIndices;
|
||||
ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
|
||||
for (size_t i = 0, e = uvIndices.size(); i < e; ++i) {
|
||||
|
||||
const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
|
||||
|
|
@ -505,17 +493,16 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
|
|||
std::vector<T> tempData;
|
||||
ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
|
||||
|
||||
data_out.resize(vertex_count);
|
||||
|
||||
std::vector<int> uvIndices;
|
||||
ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
|
||||
|
||||
if (uvIndices.size() != vertex_count) {
|
||||
FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygonVertex mapping: ")
|
||||
<< uvIndices.size() << ", expected " << vertex_count);
|
||||
FBXImporter::LogError("length of input data unexpected for ByPolygonVertex mapping");
|
||||
return;
|
||||
}
|
||||
|
||||
data_out.resize(vertex_count);
|
||||
|
||||
const T empty;
|
||||
unsigned int next = 0;
|
||||
for(int i : uvIndices) {
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
@ -367,13 +367,9 @@ float ParseTokenAsFloat(const Token& t, const char*& err_out)
|
|||
// first - next in the fbx token stream comes ',',
|
||||
// which fast_atof could interpret as decimal point.
|
||||
#define MAX_FLOAT_LENGTH 31
|
||||
const size_t length = static_cast<size_t>(t.end()-t.begin());
|
||||
if (length > MAX_FLOAT_LENGTH) {
|
||||
return 0.f;
|
||||
}
|
||||
|
||||
char temp[MAX_FLOAT_LENGTH + 1];
|
||||
std::copy(t.begin(), t.end(), temp);
|
||||
const size_t length = static_cast<size_t>(t.end()-t.begin());
|
||||
std::copy(t.begin(),t.end(),temp);
|
||||
temp[std::min(static_cast<size_t>(MAX_FLOAT_LENGTH),length)] = '\0';
|
||||
|
||||
return fast_atof(temp);
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue