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@@ -52,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "FBXUtil.h"
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#include "FBXProperties.h"
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#include "FBXImporter.h"
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-#include "StringComparison.h"
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+#include <assimp/StringComparison.h>
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#include <assimp/scene.h>
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@@ -66,7 +66,6 @@ namespace FBX {
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using namespace Util;
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-
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#define MAGIC_NODE_TAG "_$AssimpFbx$"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
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@@ -74,387 +73,11 @@ using namespace Util;
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// XXX vc9's debugger won't step into anonymous namespaces
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//namespace {
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-/** Dummy class to encapsulate the conversion process */
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-class Converter
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-{
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-public:
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- /**
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- * The different parts that make up the final local transformation of a fbx-node
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- */
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- enum TransformationComp
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- {
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- TransformationComp_Translation = 0,
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- TransformationComp_RotationOffset,
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- TransformationComp_RotationPivot,
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- TransformationComp_PreRotation,
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- TransformationComp_Rotation,
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- TransformationComp_PostRotation,
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- TransformationComp_RotationPivotInverse,
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- TransformationComp_ScalingOffset,
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- TransformationComp_ScalingPivot,
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- TransformationComp_Scaling,
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- TransformationComp_ScalingPivotInverse,
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- TransformationComp_GeometricTranslation,
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- TransformationComp_GeometricRotation,
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- TransformationComp_GeometricScaling,
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-
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- TransformationComp_MAXIMUM
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- };
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-
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-public:
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- Converter( aiScene* out, const Document& doc );
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- ~Converter();
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-
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-private:
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- // ------------------------------------------------------------------------------------------------
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- // find scene root and trigger recursive scene conversion
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- void ConvertRootNode();
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-
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- // ------------------------------------------------------------------------------------------------
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- // collect and assign child nodes
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- void ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4() );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertLights( const Model& model );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertCameras( const Model& model );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertLight( const Model& model, const Light& light );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertCamera( const Model& model, const Camera& cam );
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-
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- // ------------------------------------------------------------------------------------------------
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- // this returns unified names usable within assimp identifiers (i.e. no space characters -
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- // while these would be allowed, they are a potential trouble spot so better not use them).
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- const char* NameTransformationComp( TransformationComp comp );
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-
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- // ------------------------------------------------------------------------------------------------
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- // note: this returns the REAL fbx property names
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- const char* NameTransformationCompProperty( TransformationComp comp );
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-
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- // ------------------------------------------------------------------------------------------------
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- aiVector3D TransformationCompDefaultValue( TransformationComp comp );
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-
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- // ------------------------------------------------------------------------------------------------
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- void GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out );
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- // ------------------------------------------------------------------------------------------------
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- /**
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- * checks if a node has more than just scaling, rotation and translation components
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- */
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- bool NeedsComplexTransformationChain( const Model& model );
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-
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- // ------------------------------------------------------------------------------------------------
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- // note: name must be a FixNodeName() result
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- std::string NameTransformationChainNode( const std::string& name, TransformationComp comp );
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-
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- // ------------------------------------------------------------------------------------------------
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- /**
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- * note: memory for output_nodes will be managed by the caller
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- */
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- void GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes );
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-
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- // ------------------------------------------------------------------------------------------------
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- void SetupNodeMetadata( const Model& model, aiNode& nd );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform );
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-
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- // ------------------------------------------------------------------------------------------------
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- // MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
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- std::vector<unsigned int> ConvertMesh( const MeshGeometry& mesh, const Model& model,
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- const aiMatrix4x4& node_global_transform );
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-
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- // ------------------------------------------------------------------------------------------------
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- aiMesh* SetupEmptyMesh( const MeshGeometry& mesh );
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-
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- // ------------------------------------------------------------------------------------------------
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- unsigned int ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model,
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- const aiMatrix4x4& node_global_transform );
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-
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- // ------------------------------------------------------------------------------------------------
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- std::vector<unsigned int> ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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- const aiMatrix4x4& node_global_transform );
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-
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- // ------------------------------------------------------------------------------------------------
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- unsigned int ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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- MatIndexArray::value_type index,
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- const aiMatrix4x4& node_global_transform );
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-
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- // ------------------------------------------------------------------------------------------------
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- static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
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- static_cast<unsigned int>(-1);
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-
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- // ------------------------------------------------------------------------------------------------
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- /**
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- * - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into
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- * account when determining which weights to include.
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- * - outputVertStartIndices is only used when a material index is specified, it gives for
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- * each output vertex the DOM index it maps to.
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- */
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- void ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
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- const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
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- unsigned int materialIndex = NO_MATERIAL_SEPARATION,
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- std::vector<unsigned int>* outputVertStartIndices = NULL );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
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- std::vector<size_t>& out_indices,
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- std::vector<size_t>& index_out_indices,
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- std::vector<size_t>& count_out_indices,
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- const aiMatrix4x4& node_global_transform );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo,
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- MatIndexArray::value_type materialIndex );
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-
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- // ------------------------------------------------------------------------------------------------
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- unsigned int GetDefaultMaterial();
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-
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-
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- // ------------------------------------------------------------------------------------------------
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- // Material -> aiMaterial
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- unsigned int ConvertMaterial( const Material& material, const MeshGeometry* const mesh );
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-
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- // ------------------------------------------------------------------------------------------------
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- // Video -> aiTexture
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- unsigned int ConvertVideo( const Video& video );
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-
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- // ------------------------------------------------------------------------------------------------
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- void TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
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- const std::string& propName,
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- aiTextureType target, const MeshGeometry* const mesh );
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-
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- // ------------------------------------------------------------------------------------------------
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- void TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
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- const std::string& propName,
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- aiTextureType target, const MeshGeometry* const mesh );
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-
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- // ------------------------------------------------------------------------------------------------
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- void SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh );
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-
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- // ------------------------------------------------------------------------------------------------
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- void SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh );
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-
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- // ------------------------------------------------------------------------------------------------
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- aiColor3D GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
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- bool& result );
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-
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- // ------------------------------------------------------------------------------------------------
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- void SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props );
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-
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- // ------------------------------------------------------------------------------------------------
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- // get the number of fps for a FrameRate enumerated value
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- static double FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0 );
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-
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- // ------------------------------------------------------------------------------------------------
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- // convert animation data to aiAnimation et al
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- void ConvertAnimations();
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-
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- // ------------------------------------------------------------------------------------------------
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- // rename a node already partially converted. fixed_name is a string previously returned by
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- // FixNodeName, new_name specifies the string FixNodeName should return on all further invocations
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- // which would previously have returned the old value.
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- //
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- // this also updates names in node animations, cameras and light sources and is thus slow.
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- //
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- // NOTE: the caller is responsible for ensuring that the new name is unique and does
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- // not collide with any other identifiers. The best way to ensure this is to only
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- // append to the old name, which is guaranteed to match these requirements.
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- void RenameNode( const std::string& fixed_name, const std::string& new_name );
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-
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- // ------------------------------------------------------------------------------------------------
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- // takes a fbx node name and returns the identifier to be used in the assimp output scene.
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- // the function is guaranteed to provide consistent results over multiple invocations
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- // UNLESS RenameNode() is called for a particular node name.
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- std::string FixNodeName( const std::string& name );
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-
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- typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap;
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-
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- // XXX: better use multi_map ..
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- typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
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-
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertAnimationStack( const AnimationStack& st );
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-
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- // ------------------------------------------------------------------------------------------------
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- void GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,
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- const std::string& fixed_name,
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- const std::vector<const AnimationCurveNode*>& curves,
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- const LayerMap& layer_map,
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- int64_t start, int64_t stop,
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- double& max_time,
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- double& min_time );
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-
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- // ------------------------------------------------------------------------------------------------
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- bool IsRedundantAnimationData( const Model& target,
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- TransformationComp comp,
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- const std::vector<const AnimationCurveNode*>& curves );
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-
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- // ------------------------------------------------------------------------------------------------
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- aiNodeAnim* GenerateRotationNodeAnim( const std::string& name,
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- const Model& target,
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- const std::vector<const AnimationCurveNode*>& curves,
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- const LayerMap& layer_map,
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- int64_t start, int64_t stop,
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- double& max_time,
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- double& min_time );
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-
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- // ------------------------------------------------------------------------------------------------
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- aiNodeAnim* GenerateScalingNodeAnim( const std::string& name,
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- const Model& /*target*/,
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- const std::vector<const AnimationCurveNode*>& curves,
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- const LayerMap& layer_map,
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- int64_t start, int64_t stop,
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- double& max_time,
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- double& min_time );
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-
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- // ------------------------------------------------------------------------------------------------
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- aiNodeAnim* GenerateTranslationNodeAnim( const std::string& name,
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- const Model& /*target*/,
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- const std::vector<const AnimationCurveNode*>& curves,
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- const LayerMap& layer_map,
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- int64_t start, int64_t stop,
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- double& max_time,
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- double& min_time,
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- bool inverse = false );
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-
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- // ------------------------------------------------------------------------------------------------
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- // generate node anim, extracting only Rotation, Scaling and Translation from the given chain
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- aiNodeAnim* GenerateSimpleNodeAnim( const std::string& name,
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- const Model& target,
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- NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ],
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- NodeMap::const_iterator iter_end,
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- const LayerMap& layer_map,
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- int64_t start, int64_t stop,
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- double& max_time,
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- double& min_time,
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- bool reverse_order = false );
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-
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- // key (time), value, mapto (component index)
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- typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
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- typedef std::vector<KeyFrameList> KeyFrameListList;
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-
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- // ------------------------------------------------------------------------------------------------
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- KeyFrameListList GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop );
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-
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- // ------------------------------------------------------------------------------------------------
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- KeyTimeList GetKeyTimeList( const KeyFrameListList& inputs );
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-
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- // ------------------------------------------------------------------------------------------------
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- void InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
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- const aiVector3D& def_value,
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- double& max_time,
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- double& min_time );
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-
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- // ------------------------------------------------------------------------------------------------
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- void InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
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- const aiVector3D& def_value,
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- double& maxTime,
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- double& minTime,
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- Model::RotOrder order );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale,
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- aiVectorKey* out_translation,
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- const KeyFrameListList& scaling,
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- const KeyFrameListList& translation,
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- const KeyFrameListList& rotation,
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- const KeyTimeList& times,
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- double& maxTime,
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- double& minTime,
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- Model::RotOrder order,
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- const aiVector3D& def_scale,
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- const aiVector3D& def_translate,
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- const aiVector3D& def_rotation );
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-
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- // ------------------------------------------------------------------------------------------------
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- // euler xyz -> quat
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- aiQuaternion EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
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- int64_t start, int64_t stop,
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- double& maxTime,
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- double& minTime );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
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- const LayerMap& /*layers*/,
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- int64_t start, int64_t stop,
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- double& maxTime,
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- double& minTime );
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-
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- // ------------------------------------------------------------------------------------------------
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- void ConvertRotationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
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- const LayerMap& /*layers*/,
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- int64_t start, int64_t stop,
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- double& maxTime,
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- double& minTime,
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- Model::RotOrder order );
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-
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- // ------------------------------------------------------------------------------------------------
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- // copy generated meshes, animations, lights, cameras and textures to the output scene
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- void TransferDataToScene();
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-
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-private:
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-
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- // 0: not assigned yet, others: index is value - 1
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- unsigned int defaultMaterialIndex;
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-
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- std::vector<aiMesh*> meshes;
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- std::vector<aiMaterial*> materials;
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- std::vector<aiAnimation*> animations;
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- std::vector<aiLight*> lights;
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- std::vector<aiCamera*> cameras;
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- std::vector<aiTexture*> textures;
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-
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- typedef std::map<const Material*, unsigned int> MaterialMap;
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- MaterialMap materials_converted;
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-
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- typedef std::map<const Video*, unsigned int> VideoMap;
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- VideoMap textures_converted;
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-
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- typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
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- MeshMap meshes_converted;
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-
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- // fixed node name -> which trafo chain components have animations?
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- typedef std::map<std::string, unsigned int> NodeAnimBitMap;
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- NodeAnimBitMap node_anim_chain_bits;
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-
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- // name -> has had its prefix_stripped?
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- typedef std::map<std::string, bool> NodeNameMap;
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- NodeNameMap node_names;
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-
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- typedef std::map<std::string, std::string> NameNameMap;
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- NameNameMap renamed_nodes;
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-
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- double anim_fps;
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-
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- aiScene* const out;
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- const FBX::Document& doc;
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-
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- bool FindTextureIndexByFilename(const Video& video, unsigned int& index) {
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- index = 0;
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- const char* videoFileName = video.FileName().c_str();
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- for (auto texture = textures_converted.begin(); texture != textures_converted.end(); ++texture) {
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- if (!strcmp(texture->first->FileName().c_str(), videoFileName)) {
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- index = texture->second;
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- return true;
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- }
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- }
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- return false;
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- }
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-};
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Converter::Converter( aiScene* out, const Document& doc )
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- : defaultMaterialIndex()
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- , out( out )
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- , doc( doc )
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-{
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+: defaultMaterialIndex()
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+, out( out )
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+, doc( doc ) {
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// animations need to be converted first since this will
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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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@@ -480,6 +103,7 @@ Converter::Converter( aiScene* out, const Document& doc )
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}
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}
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+ ConvertGlobalSettings();
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TransferDataToScene();
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// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
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@@ -491,8 +115,7 @@ Converter::Converter( aiScene* out, const Document& doc )
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}
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-Converter::~Converter()
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-{
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+Converter::~Converter() {
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std::for_each( meshes.begin(), meshes.end(), Util::delete_fun<aiMesh>() );
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std::for_each( materials.begin(), materials.end(), Util::delete_fun<aiMaterial>() );
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std::for_each( animations.begin(), animations.end(), Util::delete_fun<aiAnimation>() );
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@@ -501,8 +124,7 @@ Converter::~Converter()
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std::for_each( textures.begin(), textures.end(), Util::delete_fun<aiTexture>() );
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}
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-void Converter::ConvertRootNode()
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-{
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+void Converter::ConvertRootNode() {
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out->mRootNode = new aiNode();
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out->mRootNode->mName.Set( "RootNode" );
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@@ -729,10 +351,12 @@ void Converter::ConvertCamera( const Model& model, const Camera& cam )
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out_camera->mName.Set( FixNodeName( model.Name() ) );
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out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
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+
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//cameras are defined along positive x direction
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- out_camera->mPosition = aiVector3D(0.0f);
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- out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
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- out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
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+ out_camera->mPosition = cam.Position();
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+ out_camera->mLookAt = ( cam.InterestPosition() - out_camera->mPosition ).Normalize();
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+ out_camera->mUp = cam.UpVector();
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+
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out_camera->mHorizontalFOV = AI_DEG_TO_RAD( cam.FieldOfView() );
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out_camera->mClipPlaneNear = cam.NearPlane();
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out_camera->mClipPlaneFar = cam.FarPlane();
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@@ -1505,14 +1129,14 @@ unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, cons
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out_mesh->mBitangents[ cursor ] = ( *binormals )[ in_cursor ];
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}
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- for ( unsigned int i = 0; i < num_uvs; ++i ) {
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- const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords( i );
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- out_mesh->mTextureCoords[ i ][ cursor ] = aiVector3D( uvs[ in_cursor ].x, uvs[ in_cursor ].y, 0.0f );
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+ for ( unsigned int j = 0; j < num_uvs; ++j ) {
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+ const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords( j );
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+ out_mesh->mTextureCoords[ j ][ cursor ] = aiVector3D( uvs[ in_cursor ].x, uvs[ in_cursor ].y, 0.0f );
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}
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- for ( unsigned int i = 0; i < num_vcs; ++i ) {
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- const std::vector<aiColor4D>& cols = mesh.GetVertexColors( i );
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- out_mesh->mColors[ i ][ cursor ] = cols[ in_cursor ];
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+ for ( unsigned int j = 0; j < num_vcs; ++j ) {
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+ const std::vector<aiColor4D>& cols = mesh.GetVertexColors( j );
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+ out_mesh->mColors[ j ][ cursor ] = cols[ in_cursor ];
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}
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}
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}
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@@ -1728,7 +1352,7 @@ unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeo
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aiString str;
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- // stip Material:: prefix
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+ // strip Material:: prefix
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std::string name = material.Name();
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if ( name.substr( 0, 10 ) == "Material::" ) {
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name = name.substr( 10 );
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@@ -1776,6 +1400,8 @@ unsigned int Converter::ConvertVideo( const Video& video )
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memcpy( out_tex->achFormatHint, ext.c_str(), ext.size() );
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}
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+ out_tex->mFilename.Set(video.FileName().c_str());
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+
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return static_cast<unsigned int>( textures.size() - 1 );
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}
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@@ -1810,15 +1436,19 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
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textures_converted[media] = index;
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textureReady = true;
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}
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- else if (doc.Settings().searchEmbeddedTextures) { //try to find the texture on the already-loaded textures by the filename, if the flag is on
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- textureReady = FindTextureIndexByFilename(*media, index);
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- }
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}
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
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- if (textureReady) {
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- path.data[0] = '*';
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- path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
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+ if (doc.Settings().useLegacyEmbeddedTextureNaming) {
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+ if (textureReady) {
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+ // TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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+ // In FBX files textures are now stored internally by Assimp with their filename included
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+ // Now Assimp can lookup thru the loaded textures after all data is processed
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+ // We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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+ // This may occur on this case too, it has to be studied
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+ path.data[0] = '*';
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+ path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
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+ }
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}
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}
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@@ -2083,40 +1713,62 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureM
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TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh );
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}
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-aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
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- bool& result )
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+aiColor3D Converter::GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
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+ const std::string& factorName, bool& result, bool useTemplate )
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{
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result = true;
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bool ok;
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- const aiVector3D& Diffuse = PropertyGet<aiVector3D>( props, baseName, ok );
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- if ( ok ) {
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- return aiColor3D( Diffuse.x, Diffuse.y, Diffuse.z );
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+ aiVector3D BaseColor = PropertyGet<aiVector3D>( props, colorName, ok, useTemplate );
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+ if ( ! ok ) {
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+ result = false;
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+ return aiColor3D( 0.0f, 0.0f, 0.0f );
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}
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- else {
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- aiVector3D DiffuseColor = PropertyGet<aiVector3D>( props, baseName + "Color", ok );
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- if ( ok ) {
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- float DiffuseFactor = PropertyGet<float>( props, baseName + "Factor", ok );
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- if ( ok ) {
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- DiffuseColor *= DiffuseFactor;
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- }
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- return aiColor3D( DiffuseColor.x, DiffuseColor.y, DiffuseColor.z );
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- }
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+ // if no factor name, return the colour as is
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+ if ( factorName.empty() ) {
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+ return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z );
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}
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- result = false;
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- return aiColor3D( 0.0f, 0.0f, 0.0f );
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+
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+ // otherwise it should be multiplied by the factor, if found.
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+ float factor = PropertyGet<float>( props, factorName, ok, useTemplate );
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+ if ( ok ) {
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+ BaseColor *= factor;
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+ }
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+ return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z );
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+}
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+
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+aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
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+ bool& result )
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+{
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+ return GetColorPropertyFactored( props, baseName + "Color", baseName + "Factor", result, true );
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}
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+aiColor3D Converter::GetColorProperty( const PropertyTable& props, const std::string& colorName,
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+ bool& result, bool useTemplate )
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+{
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+ result = true;
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+ bool ok;
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+ const aiVector3D& ColorVec = PropertyGet<aiVector3D>( props, colorName, ok, useTemplate );
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+ if ( ! ok ) {
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+ result = false;
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+ return aiColor3D( 0.0f, 0.0f, 0.0f );
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+ }
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+ return aiColor3D( ColorVec.x, ColorVec.y, ColorVec.z );
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+}
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void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props )
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{
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- // set shading properties. There are various, redundant ways in which FBX materials
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- // specify their shading settings (depending on shading models, prop
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- // template etc.). No idea which one is right in a particular context.
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- // Just try to make sense of it - there's no spec to verify this against,
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- // so why should we.
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+ // Set shading properties.
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+ // Modern FBX Files have two separate systems for defining these,
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+ // with only the more comprehensive one described in the property template.
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+ // Likely the other values are a legacy system,
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+ // which is still always exported by the official FBX SDK.
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+ //
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+ // Blender's FBX import and export mostly ignore this legacy system,
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+ // and as we only support recent versions of FBX anyway, we can do the same.
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bool ok;
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+
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const aiColor3D& Diffuse = GetColorPropertyFromMaterial( props, "Diffuse", ok );
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if ( ok ) {
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out_mat->AddProperty( &Diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
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@@ -2132,29 +1784,64 @@ void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyT
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out_mat->AddProperty( &Ambient, 1, AI_MATKEY_COLOR_AMBIENT );
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}
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- const aiColor3D& Specular = GetColorPropertyFromMaterial( props, "Specular", ok );
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+ // we store specular factor as SHININESS_STRENGTH, so just get the color
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+ const aiColor3D& Specular = GetColorProperty( props, "SpecularColor", ok, true );
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if ( ok ) {
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out_mat->AddProperty( &Specular, 1, AI_MATKEY_COLOR_SPECULAR );
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}
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- const float Opacity = PropertyGet<float>( props, "Opacity", ok );
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+ // and also try to get SHININESS_STRENGTH
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+ const float SpecularFactor = PropertyGet<float>( props, "SpecularFactor", ok, true );
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if ( ok ) {
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- out_mat->AddProperty( &Opacity, 1, AI_MATKEY_OPACITY );
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+ out_mat->AddProperty( &SpecularFactor, 1, AI_MATKEY_SHININESS_STRENGTH );
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+ }
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+
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+ // and the specular exponent
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+ const float ShininessExponent = PropertyGet<float>( props, "ShininessExponent", ok );
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+ if ( ok ) {
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+ out_mat->AddProperty( &ShininessExponent, 1, AI_MATKEY_SHININESS );
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}
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- const float Reflectivity = PropertyGet<float>( props, "Reflectivity", ok );
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+ // TransparentColor / TransparencyFactor... gee thanks FBX :rolleyes:
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+ const aiColor3D& Transparent = GetColorPropertyFactored( props, "TransparentColor", "TransparencyFactor", ok );
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+ float CalculatedOpacity = 1.0;
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if ( ok ) {
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- out_mat->AddProperty( &Reflectivity, 1, AI_MATKEY_REFLECTIVITY );
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+ out_mat->AddProperty( &Transparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
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+ // as calculated by FBX SDK 2017:
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+ CalculatedOpacity = 1.0 - ((Transparent.r + Transparent.g + Transparent.b) / 3.0);
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}
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- const float Shininess = PropertyGet<float>( props, "Shininess", ok );
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+ // use of TransparencyFactor is inconsistent.
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+ // Maya always stores it as 1.0,
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+ // so we can't use it to set AI_MATKEY_OPACITY.
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+ // Blender is more sensible and stores it as the alpha value.
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+ // However both the FBX SDK and Blender always write an additional
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+ // legacy "Opacity" field, so we can try to use that.
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+ //
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+ // If we can't find it,
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+ // we can fall back to the value which the FBX SDK calculates
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+ // from transparency colour (RGB) and factor (F) as
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+ // 1.0 - F*((R+G+B)/3).
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+ //
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+ // There's no consistent way to interpret this opacity value,
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+ // so it's up to clients to do the correct thing.
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+ const float Opacity = PropertyGet<float>( props, "Opacity", ok );
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if ( ok ) {
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- out_mat->AddProperty( &Shininess, 1, AI_MATKEY_SHININESS_STRENGTH );
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+ out_mat->AddProperty( &Opacity, 1, AI_MATKEY_OPACITY );
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+ }
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+ else if ( CalculatedOpacity != 1.0 ) {
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+ out_mat->AddProperty( &CalculatedOpacity, 1, AI_MATKEY_OPACITY );
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}
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- const float ShininessExponent = PropertyGet<float>( props, "ShininessExponent", ok );
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+ // reflection color and factor are stored separately
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+ const aiColor3D& Reflection = GetColorProperty( props, "ReflectionColor", ok, true );
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if ( ok ) {
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- out_mat->AddProperty( &ShininessExponent, 1, AI_MATKEY_SHININESS );
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+ out_mat->AddProperty( &Reflection, 1, AI_MATKEY_COLOR_REFLECTIVE );
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+ }
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+
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+ float ReflectionFactor = PropertyGet<float>( props, "ReflectionFactor", ok, true );
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+ if ( ok ) {
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+ out_mat->AddProperty( &ReflectionFactor, 1, AI_MATKEY_REFLECTIVITY );
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}
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const float BumpFactor = PropertyGet<float>(props, "BumpFactor", ok);
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@@ -3286,8 +2973,20 @@ void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const Ani
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na->mNumRotationKeys = static_cast<unsigned int>( keys.size() );
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na->mRotationKeys = new aiQuatKey[ keys.size() ];
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- if ( keys.size() > 0 )
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- InterpolateKeys( na->mRotationKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime, order );
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+ if (!keys.empty()) {
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+ InterpolateKeys(na->mRotationKeys, keys, inputs, aiVector3D(0.0f, 0.0f, 0.0f), maxTime, minTime, order);
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+ }
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+}
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+
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+void Converter::ConvertGlobalSettings() {
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+ if (nullptr == out) {
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+ return;
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+ }
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+
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+ out->mMetaData = aiMetadata::Alloc(1);
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+ unsigned int index(0);
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+ const double unitScalFactor(doc.GlobalSettings().UnitScaleFactor());
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+ out->mMetaData->Set(index, "UnitScaleFactor", unitScalFactor);
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}
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void Converter::TransferDataToScene()
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