Updated assimp to latest

This commit is contained in:
Areloch 2019-03-05 14:39:38 -06:00
parent e9ea38eda3
commit 8b40aa8c26
461 changed files with 34662 additions and 30165 deletions

View file

@ -2,7 +2,8 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2017, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -45,13 +46,36 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef INCLUDED_AI_FBX_CONVERTER_H
#define INCLUDED_AI_FBX_CONVERTER_H
#include "FBXParser.h"
#include "FBXMeshGeometry.h"
#include "FBXDocument.h"
#include "FBXUtil.h"
#include "FBXProperties.h"
#include "FBXImporter.h"
#include <assimp/anim.h>
#include <assimp/material.h>
#include <assimp/light.h>
#include <assimp/texture.h>
#include <assimp/camera.h>
#include <assimp/StringComparison.h>
struct aiScene;
struct aiNode;
struct aiMaterial;
struct morphKeyData {
std::vector<unsigned int> values;
std::vector<float> weights;
};
typedef std::map<int64_t, morphKeyData*> morphAnimData;
namespace Assimp {
namespace FBX {
class Document;
using NodeNameCache = std::set<std::string>;
/**
* Convert a FBX #Document to #aiScene
* @param out Empty scene to be populated
@ -59,6 +83,374 @@ class Document;
*/
void ConvertToAssimpScene(aiScene* out, const Document& doc);
/** Dummy class to encapsulate the conversion process */
class FBXConverter {
public:
/**
* The different parts that make up the final local transformation of a fbx-node
*/
enum TransformationComp {
TransformationComp_GeometricScalingInverse = 0,
TransformationComp_GeometricRotationInverse,
TransformationComp_GeometricTranslationInverse,
TransformationComp_Translation,
TransformationComp_RotationOffset,
TransformationComp_RotationPivot,
TransformationComp_PreRotation,
TransformationComp_Rotation,
TransformationComp_PostRotation,
TransformationComp_RotationPivotInverse,
TransformationComp_ScalingOffset,
TransformationComp_ScalingPivot,
TransformationComp_Scaling,
TransformationComp_ScalingPivotInverse,
TransformationComp_GeometricTranslation,
TransformationComp_GeometricRotation,
TransformationComp_GeometricScaling,
TransformationComp_MAXIMUM
};
public:
FBXConverter(aiScene* out, const Document& doc);
~FBXConverter();
private:
// ------------------------------------------------------------------------------------------------
// find scene root and trigger recursive scene conversion
void ConvertRootNode();
// ------------------------------------------------------------------------------------------------
// collect and assign child nodes
void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4());
// ------------------------------------------------------------------------------------------------
void ConvertLights(const Model& model, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertCameras(const Model& model, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertLight( const Light& light, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertCamera( const Camera& cam, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void GetUniqueName( const std::string &name, std::string& uniqueName );
// ------------------------------------------------------------------------------------------------
// this returns unified names usable within assimp identifiers (i.e. no space characters -
// while these would be allowed, they are a potential trouble spot so better not use them).
const char* NameTransformationComp(TransformationComp comp);
// ------------------------------------------------------------------------------------------------
// note: this returns the REAL fbx property names
const char* NameTransformationCompProperty(TransformationComp comp);
// ------------------------------------------------------------------------------------------------
aiVector3D TransformationCompDefaultValue(TransformationComp comp);
// ------------------------------------------------------------------------------------------------
void GetRotationMatrix(Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out);
// ------------------------------------------------------------------------------------------------
/**
* checks if a node has more than just scaling, rotation and translation components
*/
bool NeedsComplexTransformationChain(const Model& model);
// ------------------------------------------------------------------------------------------------
// note: name must be a FixNodeName() result
std::string NameTransformationChainNode(const std::string& name, TransformationComp comp);
// ------------------------------------------------------------------------------------------------
/**
* note: memory for output_nodes will be managed by the caller
*/
void GenerateTransformationNodeChain(const Model& model, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_output_nodes);
// ------------------------------------------------------------------------------------------------
void SetupNodeMetadata(const Model& model, aiNode& nd);
// ------------------------------------------------------------------------------------------------
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,
const aiMatrix4x4& node_global_transform, aiNode& nd);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
// ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode& nd);
// ------------------------------------------------------------------------------------------------
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,
const aiMatrix4x4& node_global_transform, aiNode& nd);
// ------------------------------------------------------------------------------------------------
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() */
static_cast<unsigned int>(-1);
// ------------------------------------------------------------------------------------------------
/**
* - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into
* account when determining which weights to include.
* - 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& node_global_transform = aiMatrix4x4(),
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int>* outputVertStartIndices = NULL);
// ------------------------------------------------------------------------------------------------
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,
MatIndexArray::value_type materialIndex);
// ------------------------------------------------------------------------------------------------
unsigned int GetDefaultMaterial();
// ------------------------------------------------------------------------------------------------
// Material -> aiMaterial
unsigned int ConvertMaterial(const Material& material, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
// Video -> aiTexture
unsigned int ConvertVideo(const Video& video);
// ------------------------------------------------------------------------------------------------
// convert embedded texture if necessary and return actual texture path
aiString GetTexturePath(const Texture* tex);
// ------------------------------------------------------------------------------------------------
void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
const std::string& propName,
aiTextureType target, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
void TrySetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
const std::string& propName,
aiTextureType target, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props, const std::string& baseName,
bool& result);
aiColor3D GetColorPropertyFactored(const PropertyTable& props, const std::string& colorName,
const std::string& factorName, bool& result, bool useTemplate = true);
aiColor3D GetColorProperty(const PropertyTable& props, const std::string& colorName,
bool& result, bool useTemplate = true);
// ------------------------------------------------------------------------------------------------
void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props);
void SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh);
// ------------------------------------------------------------------------------------------------
// get the number of fps for a FrameRate enumerated value
static double FrameRateToDouble(FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0);
// ------------------------------------------------------------------------------------------------
// convert animation data to aiAnimation et al
void ConvertAnimations();
// ------------------------------------------------------------------------------------------------
// takes a fbx node name and returns the identifier to be used in the assimp output scene.
// the function is guaranteed to provide consistent results over multiple invocations
// UNLESS RenameNode() is called for a particular node name.
std::string FixNodeName(const std::string& name);
std::string FixAnimMeshName(const std::string& name);
typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap;
// XXX: better use multi_map ..
typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
// ------------------------------------------------------------------------------------------------
void ConvertAnimationStack(const AnimationStack& st);
// ------------------------------------------------------------------------------------------------
void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas, const BlendShapeChannel* bsc, const AnimationCurveNode* node);
// ------------------------------------------------------------------------------------------------
void GenerateNodeAnimations(std::vector<aiNodeAnim*>& node_anims,
const std::string& fixed_name,
const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map,
int64_t start, int64_t stop,
double& max_time,
double& min_time);
// ------------------------------------------------------------------------------------------------
bool IsRedundantAnimationData(const Model& target,
TransformationComp comp,
const std::vector<const AnimationCurveNode*>& curves);
// ------------------------------------------------------------------------------------------------
aiNodeAnim* GenerateRotationNodeAnim(const std::string& name,
const Model& target,
const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map,
int64_t start, int64_t stop,
double& max_time,
double& min_time);
// ------------------------------------------------------------------------------------------------
aiNodeAnim* GenerateScalingNodeAnim(const std::string& name,
const Model& /*target*/,
const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map,
int64_t start, int64_t stop,
double& max_time,
double& min_time);
// ------------------------------------------------------------------------------------------------
aiNodeAnim* GenerateTranslationNodeAnim(const std::string& name,
const Model& /*target*/,
const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map,
int64_t start, int64_t stop,
double& max_time,
double& min_time,
bool inverse = false);
// ------------------------------------------------------------------------------------------------
// generate node anim, extracting only Rotation, Scaling and Translation from the given chain
aiNodeAnim* GenerateSimpleNodeAnim(const std::string& name,
const Model& target,
NodeMap::const_iterator chain[TransformationComp_MAXIMUM],
NodeMap::const_iterator iter_end,
const LayerMap& layer_map,
int64_t start, int64_t stop,
double& max_time,
double& min_time,
bool reverse_order = false);
// key (time), value, mapto (component index)
typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
typedef std::vector<KeyFrameList> KeyFrameListList;
// ------------------------------------------------------------------------------------------------
KeyFrameListList GetKeyframeList(const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop);
// ------------------------------------------------------------------------------------------------
KeyTimeList GetKeyTimeList(const KeyFrameListList& inputs);
// ------------------------------------------------------------------------------------------------
void InterpolateKeys(aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
const aiVector3D& def_value,
double& max_time,
double& min_time);
// ------------------------------------------------------------------------------------------------
void InterpolateKeys(aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
const aiVector3D& def_value,
double& maxTime,
double& minTime,
Model::RotOrder order);
// ------------------------------------------------------------------------------------------------
void ConvertTransformOrder_TRStoSRT(aiQuatKey* out_quat, aiVectorKey* out_scale,
aiVectorKey* out_translation,
const KeyFrameListList& scaling,
const KeyFrameListList& translation,
const KeyFrameListList& rotation,
const KeyTimeList& times,
double& maxTime,
double& minTime,
Model::RotOrder order,
const aiVector3D& def_scale,
const aiVector3D& def_translate,
const aiVector3D& def_rotation);
// ------------------------------------------------------------------------------------------------
// euler xyz -> quat
aiQuaternion EulerToQuaternion(const aiVector3D& rot, Model::RotOrder order);
// ------------------------------------------------------------------------------------------------
void ConvertScaleKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
int64_t start, int64_t stop,
double& maxTime,
double& minTime);
// ------------------------------------------------------------------------------------------------
void ConvertTranslationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
const LayerMap& /*layers*/,
int64_t start, int64_t stop,
double& maxTime,
double& minTime);
// ------------------------------------------------------------------------------------------------
void ConvertRotationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
const LayerMap& /*layers*/,
int64_t start, int64_t stop,
double& maxTime,
double& minTime,
Model::RotOrder order);
void ConvertGlobalSettings();
// ------------------------------------------------------------------------------------------------
// copy generated meshes, animations, lights, cameras and textures to the output scene
void TransferDataToScene();
private:
// 0: not assigned yet, others: index is value - 1
unsigned int defaultMaterialIndex;
std::vector<aiMesh*> meshes;
std::vector<aiMaterial*> materials;
std::vector<aiAnimation*> animations;
std::vector<aiLight*> lights;
std::vector<aiCamera*> cameras;
std::vector<aiTexture*> textures;
typedef std::map<const Material*, unsigned int> MaterialMap;
MaterialMap materials_converted;
typedef std::map<const Video*, unsigned int> VideoMap;
VideoMap textures_converted;
typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
MeshMap meshes_converted;
// fixed node name -> which trafo chain components have animations?
typedef std::map<std::string, unsigned int> NodeAnimBitMap;
NodeAnimBitMap node_anim_chain_bits;
NodeNameCache mNodeNames;
double anim_fps;
aiScene* const out;
const FBX::Document& doc;
};
}
}