|
@@ -870,10 +870,15 @@ namespace Assimp {
|
|
|
for (const Geometry* geo : geos) {
|
|
|
|
|
|
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
|
|
|
+ const LineGeometry* const line = dynamic_cast<const LineGeometry*>(geo);
|
|
|
if (mesh) {
|
|
|
const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
|
|
|
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
|
|
|
}
|
|
|
+ else if (line) {
|
|
|
+ const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
|
|
|
+ std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
|
|
|
+ }
|
|
|
else {
|
|
|
FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
|
|
|
}
|
|
@@ -922,7 +927,52 @@ namespace Assimp {
|
|
|
return temp;
|
|
|
}
|
|
|
|
|
|
- aiMesh* FBXConverter::SetupEmptyMesh(const MeshGeometry& mesh, aiNode& nd)
|
|
|
+ std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
|
|
|
+ const aiMatrix4x4& node_global_transform, aiNode& nd)
|
|
|
+ {
|
|
|
+ std::vector<unsigned int> temp;
|
|
|
+
|
|
|
+ const std::vector<aiVector3D>& vertices = line.GetVertices();
|
|
|
+ const std::vector<int>& indices = line.GetIndices();
|
|
|
+ if (vertices.empty() || indices.empty()) {
|
|
|
+ FBXImporter::LogWarn("ignoring empty line: " + line.Name());
|
|
|
+ return temp;
|
|
|
+ }
|
|
|
+
|
|
|
+ aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
|
|
|
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
|
|
+
|
|
|
+ // copy vertices
|
|
|
+ out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
|
|
|
+ out_mesh->mVertices = new aiVector3D[out_mesh->mNumVertices];
|
|
|
+ std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
|
|
|
+
|
|
|
+ //Number of line segments (faces) is "Number of Points - Number of Endpoints"
|
|
|
+ //N.B.: Endpoints in FbxLine are denoted by negative indices.
|
|
|
+ //If such an Index is encountered, add 1 and multiply by -1 to get the real index.
|
|
|
+ unsigned int epcount = 0;
|
|
|
+ for (unsigned i = 0; i < indices.size(); i++)
|
|
|
+ {
|
|
|
+ if (indices[i] < 0) epcount++;
|
|
|
+ }
|
|
|
+ unsigned int pcount = indices.size();
|
|
|
+ unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
|
|
|
+
|
|
|
+ aiFace* fac = out_mesh->mFaces = new aiFace[scount]();
|
|
|
+ for (unsigned int i = 0; i < pcount; ++i) {
|
|
|
+ if (indices[i] < 0) continue;
|
|
|
+ aiFace& f = *fac++;
|
|
|
+ f.mNumIndices = 2; //2 == aiPrimitiveType_LINE
|
|
|
+ f.mIndices = new unsigned int[2];
|
|
|
+ f.mIndices[0] = indices[i];
|
|
|
+ int segid = indices[(i + 1 == pcount ? 0 : i + 1)]; //If we have reached he last point, wrap around
|
|
|
+ f.mIndices[1] = (segid < 0 ? (segid + 1)*-1 : segid); //Convert EndPoint Index to normal Index
|
|
|
+ }
|
|
|
+ temp.push_back(static_cast<unsigned int>(meshes.size() - 1));
|
|
|
+ return temp;
|
|
|
+ }
|
|
|
+
|
|
|
+ aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
|
|
|
{
|
|
|
aiMesh* const out_mesh = new aiMesh();
|
|
|
meshes.push_back(out_mesh);
|
|
@@ -957,6 +1007,7 @@ namespace Assimp {
|
|
|
// copy vertices
|
|
|
out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
|
|
|
out_mesh->mVertices = new aiVector3D[vertices.size()];
|
|
|
+
|
|
|
std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
|
|
|
|
|
|
// generate dummy faces
|
|
@@ -1524,6 +1575,7 @@ namespace Assimp {
|
|
|
|
|
|
// shading stuff and colors
|
|
|
SetShadingPropertiesCommon(out_mat, props);
|
|
|
+ SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh );
|
|
|
|
|
|
// texture assignments
|
|
|
SetTextureProperties(out_mat, material.Textures(), mesh);
|
|
@@ -2022,6 +2074,180 @@ namespace Assimp {
|
|
|
const float DispFactor = PropertyGet<float>(props, "DisplacementFactor", ok);
|
|
|
if (ok) {
|
|
|
out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh)
|
|
|
+{
|
|
|
+ // Add all the unparsed properties with a "$raw." prefix
|
|
|
+
|
|
|
+ const std::string prefix = "$raw.";
|
|
|
+
|
|
|
+ for (const DirectPropertyMap::value_type& prop : props.GetUnparsedProperties()) {
|
|
|
+
|
|
|
+ std::string name = prefix + prop.first;
|
|
|
+
|
|
|
+ if (const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D> >())
|
|
|
+ {
|
|
|
+ out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
|
|
|
+ }
|
|
|
+ else if (const TypedProperty<aiColor3D>* interpreted = prop.second->As<TypedProperty<aiColor3D> >())
|
|
|
+ {
|
|
|
+ out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
|
|
|
+ }
|
|
|
+ else if (const TypedProperty<aiColor4D>* interpreted = prop.second->As<TypedProperty<aiColor4D> >())
|
|
|
+ {
|
|
|
+ out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
|
|
|
+ }
|
|
|
+ else if (const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >())
|
|
|
+ {
|
|
|
+ out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
|
|
|
+ }
|
|
|
+ else if (const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int> >())
|
|
|
+ {
|
|
|
+ out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
|
|
|
+ }
|
|
|
+ else if (const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool> >())
|
|
|
+ {
|
|
|
+ int value = interpreted->Value() ? 1 : 0;
|
|
|
+ out_mat->AddProperty(&value, 1, name.c_str(), 0, 0);
|
|
|
+ }
|
|
|
+ else if (const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >())
|
|
|
+ {
|
|
|
+ const aiString value = aiString(interpreted->Value());
|
|
|
+ out_mat->AddProperty(&value, name.c_str(), 0, 0);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Add the textures' properties
|
|
|
+
|
|
|
+ for (TextureMap::const_iterator it = textures.begin(); it != textures.end(); it++) {
|
|
|
+
|
|
|
+ std::string name = prefix + it->first;
|
|
|
+
|
|
|
+ const Texture* const tex = (*it).second;
|
|
|
+ if (tex != nullptr)
|
|
|
+ {
|
|
|
+ aiString path;
|
|
|
+ path.Set(tex->RelativeFilename());
|
|
|
+
|
|
|
+ const Video* media = tex->Media();
|
|
|
+ if (media != nullptr && media->ContentLength() > 0) {
|
|
|
+ unsigned int index;
|
|
|
+
|
|
|
+ VideoMap::const_iterator it = textures_converted.find(media);
|
|
|
+ if (it != textures_converted.end()) {
|
|
|
+ index = (*it).second;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ index = ConvertVideo(*media);
|
|
|
+ textures_converted[media] = index;
|
|
|
+ }
|
|
|
+
|
|
|
+ // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
|
|
|
+ path.data[0] = '*';
|
|
|
+ path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
|
|
|
+ }
|
|
|
+
|
|
|
+ out_mat->AddProperty(&path, (name + "|file").c_str(), aiTextureType_UNKNOWN, 0);
|
|
|
+
|
|
|
+ aiUVTransform uvTrafo;
|
|
|
+ // XXX handle all kinds of UV transformations
|
|
|
+ uvTrafo.mScaling = tex->UVScaling();
|
|
|
+ uvTrafo.mTranslation = tex->UVTranslation();
|
|
|
+ out_mat->AddProperty(&uvTrafo, 1, (name + "|uvtrafo").c_str(), aiTextureType_UNKNOWN, 0);
|
|
|
+
|
|
|
+ int uvIndex = 0;
|
|
|
+
|
|
|
+ bool uvFound = false;
|
|
|
+ const std::string& uvSet = PropertyGet<std::string>(tex->Props(), "UVSet", uvFound);
|
|
|
+ if (uvFound) {
|
|
|
+ // "default" is the name which usually appears in the FbxFileTexture template
|
|
|
+ if (uvSet != "default" && uvSet.length()) {
|
|
|
+ // this is a bit awkward - we need to find a mesh that uses this
|
|
|
+ // material and scan its UV channels for the given UV name because
|
|
|
+ // assimp references UV channels by index, not by name.
|
|
|
+
|
|
|
+ // XXX: the case that UV channels may appear in different orders
|
|
|
+ // in meshes is unhandled. A possible solution would be to sort
|
|
|
+ // the UV channels alphabetically, but this would have the side
|
|
|
+ // effect that the primary (first) UV channel would sometimes
|
|
|
+ // be moved, causing trouble when users read only the first
|
|
|
+ // UV channel and ignore UV channel assignments altogether.
|
|
|
+
|
|
|
+ std::vector<aiMaterial*>::iterator materialIt = std::find(materials.begin(), materials.end(), out_mat);
|
|
|
+ const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(), materialIt));
|
|
|
+
|
|
|
+ uvIndex = -1;
|
|
|
+ if (!mesh)
|
|
|
+ {
|
|
|
+ for (const MeshMap::value_type& v : meshes_converted) {
|
|
|
+ const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(v.first);
|
|
|
+ if (!mesh) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ const MatIndexArray& mats = mesh->GetMaterialIndices();
|
|
|
+ if (std::find(mats.begin(), mats.end(), matIndex) == mats.end()) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ int index = -1;
|
|
|
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
|
|
|
+ if (mesh->GetTextureCoords(i).empty()) {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ const std::string& name = mesh->GetTextureCoordChannelName(i);
|
|
|
+ if (name == uvSet) {
|
|
|
+ index = static_cast<int>(i);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (index == -1) {
|
|
|
+ FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (uvIndex == -1) {
|
|
|
+ uvIndex = index;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ FBXImporter::LogWarn("the UV channel named " + uvSet + " appears at different positions in meshes, results will be wrong");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ int index = -1;
|
|
|
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
|
|
|
+ if (mesh->GetTextureCoords(i).empty()) {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ const std::string& name = mesh->GetTextureCoordChannelName(i);
|
|
|
+ if (name == uvSet) {
|
|
|
+ index = static_cast<int>(i);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (index == -1) {
|
|
|
+ FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
|
|
|
+ }
|
|
|
+
|
|
|
+ if (uvIndex == -1) {
|
|
|
+ uvIndex = index;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (uvIndex == -1) {
|
|
|
+ FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
|
|
|
+ uvIndex = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ out_mat->AddProperty(&uvIndex, 1, (name + "|uvwsrc").c_str(), aiTextureType_UNKNOWN, 0);
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
|