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@@ -152,7 +152,7 @@ void FBXConverter::ConvertRootNode() {
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mSceneOut->mRootNode->mName.Set(unique_name);
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// root has ID 0
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- ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode, aiMatrix4x4());
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+ ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode);
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}
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static std::string getAncestorBaseName(const aiNode *node) {
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@@ -196,7 +196,7 @@ struct FBXConverter::PotentialNode {
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/// todo: get bone from stack
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/// todo: make map of aiBone* to aiNode*
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/// then update convert clusters to the new format
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-void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &globalTransform) {
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+void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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std::vector<PotentialNode> nodes;
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@@ -290,15 +290,14 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node,
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}
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// recursion call - child nodes
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- aiMatrix4x4 newGlobalMatrix = globalTransform * nodes_chain.front().mNode->mTransformation;
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- ConvertNodes(model->ID(), last_parent, root_node, newGlobalMatrix);
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+ ConvertNodes(model->ID(), last_parent, root_node);
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if (doc.Settings().readLights) {
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ConvertLights(*model, node_name);
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}
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if (doc.Settings().readCameras) {
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- ConvertCameras(*model, node_name, newGlobalMatrix);
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+ ConvertCameras(*model, node_name);
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}
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nodes.push_back(std::move(nodes_chain.front()));
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@@ -328,14 +327,12 @@ void FBXConverter::ConvertLights(const Model &model, const std::string &orig_nam
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}
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}
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-void FBXConverter::ConvertCameras(const Model &model,
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- const std::string &orig_name,
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- const aiMatrix4x4 &transform) {
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+void FBXConverter::ConvertCameras(const Model &model, const std::string &orig_name) {
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const std::vector<const NodeAttribute *> &node_attrs = model.GetAttributes();
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for (const NodeAttribute *attr : node_attrs) {
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const Camera *const cam = dynamic_cast<const Camera *>(attr);
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if (cam) {
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- ConvertCamera(*cam, orig_name, transform);
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+ ConvertCamera(*cam, orig_name);
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}
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}
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}
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@@ -416,9 +413,7 @@ void FBXConverter::ConvertLight(const Light &light, const std::string &orig_name
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}
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}
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-void FBXConverter::ConvertCamera(const Camera &cam,
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- const std::string &orig_name,
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- aiMatrix4x4 transform) {
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+void FBXConverter::ConvertCamera(const Camera &cam, const std::string &orig_name) {
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cameras.push_back(new aiCamera());
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aiCamera *const out_camera = cameras.back();
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@@ -426,16 +421,11 @@ void FBXConverter::ConvertCamera(const Camera &cam,
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out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
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- aiVector3D pos = cam.Position();
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- out_camera->mLookAt = cam.InterestPosition();
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- out_camera->mUp = pos + cam.UpVector();
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- transform.Inverse();
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- pos *= transform;
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- out_camera->mLookAt *= transform;
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- out_camera->mUp *= transform;
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- out_camera->mLookAt -= pos;
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- out_camera->mUp -= pos;
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+ // NOTE: Camera mPosition, mLookAt and mUp must be set to default here.
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+ // All transformations to the camera will be handled by its node in the scenegraph.
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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->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
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