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Merge pull request #4552 from assimp/kimkulling/create_skeleton_data_issue_4015

[Experimental] New skeleton container for bones
Kim Kulling 3 years ago
parent
commit
b8812d2b4f

+ 0 - 21
code/AssetLib/FBX/FBXAnimation.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2022, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -87,11 +86,6 @@ AnimationCurve::AnimationCurve(uint64_t id, const Element &element, const std::s
     }
 }
 
-// ------------------------------------------------------------------------------------------------
-AnimationCurve::~AnimationCurve() {
-    // empty
-}
-
 // ------------------------------------------------------------------------------------------------
 AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element &element, const std::string &name,
         const Document &doc, const char *const *target_prop_whitelist /*= nullptr*/,
@@ -147,11 +141,6 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element &element, cons
     props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
 }
 
-// ------------------------------------------------------------------------------------------------
-AnimationCurveNode::~AnimationCurveNode() {
-    // empty
-}
-
 // ------------------------------------------------------------------------------------------------
 const AnimationCurveMap &AnimationCurveNode::Curves() const {
     if (curves.empty()) {
@@ -193,11 +182,6 @@ AnimationLayer::AnimationLayer(uint64_t id, const Element &element, const std::s
     props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
 }
 
-// ------------------------------------------------------------------------------------------------
-AnimationLayer::~AnimationLayer() {
-    // empty
-}
-
 // ------------------------------------------------------------------------------------------------
 AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist /*= nullptr*/,
         size_t whitelist_size /*= 0*/) const {
@@ -279,11 +263,6 @@ AnimationStack::AnimationStack(uint64_t id, const Element &element, const std::s
     }
 }
 
-// ------------------------------------------------------------------------------------------------
-AnimationStack::~AnimationStack() {
-    // empty
-}
-
 } // namespace FBX
 } // namespace Assimp
 

+ 2 - 1
code/AssetLib/FBX/FBXCommon.h

@@ -50,7 +50,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 namespace Assimp {
 namespace FBX {
 
-const std::string NULL_RECORD = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
+static constexpr size_t NumNullRecords = 25;
+const char NULL_RECORD[NumNullRecords] = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
     '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0',
     '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0'
 }; // who knows why, it looks like two integers 32/64 bit (compressed and uncompressed sizes?) + 1 byte (might be compression type?)

+ 0 - 1
code/AssetLib/FBX/FBXCompileConfig.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2022, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 108 - 50
code/AssetLib/FBX/FBXConverter.cpp

@@ -65,12 +65,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <stdlib.h>
 #include <cstdint>
 #include <iomanip>
-#include <iostream>
 #include <iterator>
 #include <memory>
 #include <sstream>
-#include <tuple>
-#include <vector>
 
 namespace Assimp {
 namespace FBX {
@@ -187,8 +184,7 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
 
 /// This struct manages nodes which may or may not end up in the node hierarchy.
 /// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
-struct FBXConverter::PotentialNode
-{
+struct FBXConverter::PotentialNode {
     PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
     PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
     aiNode* operator->() { return mNode; }
@@ -231,7 +227,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
         if (nullptr != model) {
             nodes_chain.clear();
             post_nodes_chain.clear();
-
+            aiMatrix4x4 new_abs_transform = parent->mTransformation;
             std::string node_name = FixNodeName(model->Name());
             // even though there is only a single input node, the design of
             // assimp (or rather: the complicated transformation chain that
@@ -268,7 +264,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
             }
 
             // attach geometry
-            ConvertModel(*model, nodes_chain.back().mNode, root_node);
+            ConvertModel(*model, nodes_chain.back().mNode, root_node, new_abs_transform);
 
             // check if there will be any child nodes
             const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
@@ -447,7 +443,7 @@ void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueNam
     auto it_pair = mNodeNames.insert({ name, 0 }); // duplicate node name instance count
     unsigned int &i = it_pair.first->second;
     while (!it_pair.second) {
-        i++;
+        ++i;
         std::ostringstream ext;
         ext << name << std::setfill('0') << std::setw(3) << i;
         uniqueName = ext.str();
@@ -646,7 +642,6 @@ void FBXConverter::GetRotationMatrix(Model::RotOrder mode, const aiVector3D &rot
 
 bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
     const PropertyTable &props = model.Props();
-    bool ok;
 
     const auto zero_epsilon = ai_epsilon;
     const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
@@ -660,6 +655,7 @@ bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
 
         bool scale_compare = (comp == TransformationComp_GeometricScaling || comp == TransformationComp_Scaling);
 
+        bool ok = true;
         const aiVector3D &v = PropertyGet<aiVector3D>(props, NameTransformationCompProperty(comp), ok);
         if (ok && scale_compare) {
             if ((v - all_ones).SquareLength() > zero_epsilon) {
@@ -894,18 +890,17 @@ void FBXConverter::SetupNodeMetadata(const Model &model, aiNode &nd) {
     }
 }
 
-void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node) {
+void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform) {
     const std::vector<const Geometry *> &geos = model.GetGeometry();
 
     std::vector<unsigned int> meshes;
     meshes.reserve(geos.size());
 
     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, parent, root_node);
+            const std::vector<unsigned int> &indices = ConvertMesh(*mesh, model, parent, root_node, absolute_transform);
             std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
         } else if (line) {
             const std::vector<unsigned int> &indices = ConvertLine(*line, root_node);
@@ -926,7 +921,7 @@ void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root
 }
 
 std::vector<unsigned int>
-FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node) {
+FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform) {
     std::vector<unsigned int> temp;
 
     MeshMap::const_iterator it = meshes_converted.find(&mesh);
@@ -949,13 +944,13 @@ FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *
         const MatIndexArray::value_type base = mindices[0];
         for (MatIndexArray::value_type index : mindices) {
             if (index != base) {
-                return ConvertMeshMultiMaterial(mesh, model, parent, root_node);
+                return ConvertMeshMultiMaterial(mesh, model, absolute_transform, parent, root_node);
             }
         }
     }
 
     // faster code-path, just copy the data
-    temp.push_back(ConvertMeshSingleMaterial(mesh, model, parent, root_node));
+    temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
     return temp;
 }
 
@@ -1023,7 +1018,35 @@ aiMesh *FBXConverter::SetupEmptyMesh(const Geometry &mesh, aiNode *parent) {
     return out_mesh;
 }
 
-unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
+static aiSkeleton *createAiSkeleton(SkeletonBoneContainer &sbc) {
+    if (sbc.MeshArray.empty() || sbc.SkeletonBoneToMeshLookup.empty()) {
+        return nullptr;
+    }
+
+    aiSkeleton *skeleton = new aiSkeleton;
+    for (auto *mesh : sbc.MeshArray) {
+        auto it = sbc.SkeletonBoneToMeshLookup.find(mesh);
+        if (it == sbc.SkeletonBoneToMeshLookup.end()) {
+            continue;
+        }
+        SkeletonBoneArray *ba = it->second;
+        if (ba == nullptr) {
+            continue;
+        }
+
+        skeleton->mNumBones = static_cast<unsigned int>(ba->size());
+        skeleton->mBones = new aiSkeletonBone*[skeleton->mNumBones];
+        size_t index = 0;
+        for (auto bone : (* ba)) {
+            skeleton->mBones[index] = bone;
+            ++index;
+        }
+    }
+
+    return skeleton;
+}
+
+unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
         aiNode *parent, aiNode *) {
     const MatIndexArray &mindices = mesh.GetMaterialIndices();
     aiMesh *const out_mesh = SetupEmptyMesh(mesh, parent);
@@ -1142,8 +1165,15 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
         ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
     }
 
-    if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
-        ConvertWeights(out_mesh, mesh, parent, NO_MATERIAL_SEPARATION, nullptr);
+    if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr && !doc.Settings().useSkeleton) {
+        ConvertWeights(out_mesh, mesh, absolute_transform, parent, NO_MATERIAL_SEPARATION, nullptr);
+    } else if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr && doc.Settings().useSkeleton) {
+        SkeletonBoneContainer sbc;
+        ConvertWeightsToSkeleton(out_mesh, mesh, absolute_transform, parent, NO_MATERIAL_SEPARATION, nullptr, sbc);
+        aiSkeleton *skeleton = createAiSkeleton(sbc);
+        if (skeleton != nullptr) {
+            mSkeletons.emplace_back(skeleton);
+        }
     }
 
     std::vector<aiAnimMesh *> animMeshes;
@@ -1190,7 +1220,7 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
 }
 
 std::vector<unsigned int>
-FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
+FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, aiNode *parent,
         aiNode *root_node) {
     const MatIndexArray &mindices = mesh.GetMaterialIndices();
     ai_assert(mindices.size());
@@ -1201,7 +1231,7 @@ FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &mo
     for (MatIndexArray::value_type index : mindices) {
         if (had.find(index) == had.end()) {
 
-            indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node));
+            indices.push_back(ConvertMeshMultiMaterial(mesh, model, absolute_transform, index, parent, root_node));
             had.insert(index);
         }
     }
@@ -1209,9 +1239,8 @@ FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &mo
     return indices;
 }
 
-unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
-        MatIndexArray::value_type index,
-        aiNode *parent, aiNode *) {
+unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
+        MatIndexArray::value_type index, aiNode *parent, aiNode *) {
     aiMesh *const out_mesh = SetupEmptyMesh(mesh, parent);
 
     const MatIndexArray &mindices = mesh.GetMaterialIndices();
@@ -1374,7 +1403,7 @@ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, co
     ConvertMaterialForMesh(out_mesh, model, mesh, index);
 
     if (process_weights) {
-        ConvertWeights(out_mesh, mesh, parent, index, &reverseMapping);
+        ConvertWeights(out_mesh, mesh, absolute_transform, parent, index, &reverseMapping);
     }
 
     std::vector<aiAnimMesh *> animMeshes;
@@ -1424,19 +1453,47 @@ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, co
     return static_cast<unsigned int>(mMeshes.size() - 1);
 }
 
-void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
+static void copyBoneToSkeletonBone(aiMesh *mesh, aiBone *bone, aiSkeletonBone *skeletonBone ) {
+    skeletonBone->mNumnWeights = bone->mNumWeights;
+    skeletonBone->mWeights = bone->mWeights;
+    skeletonBone->mOffsetMatrix = bone->mOffsetMatrix;
+    skeletonBone->mMeshId = mesh;
+    skeletonBone->mNode = bone->mNode;
+    skeletonBone->mParent = -1;
+}
+
+void FBXConverter::ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent, unsigned int materialIndex,
+        std::vector<unsigned int> *outputVertStartIndices, SkeletonBoneContainer &skeletonContainer) {
+
+    if (skeletonContainer.SkeletonBoneToMeshLookup.find(out) != skeletonContainer.SkeletonBoneToMeshLookup.end()) {
+        return;
+    }
+
+    ConvertWeights(out, geo, absolute_transform, parent, materialIndex, outputVertStartIndices);
+    skeletonContainer.MeshArray.emplace_back(out);
+    SkeletonBoneArray *ba = new SkeletonBoneArray;
+    for (size_t i = 0; i < out->mNumBones; ++i) {
+        aiBone *bone = out->mBones[i];
+        if (bone == nullptr) {
+            continue;
+        }
+        aiSkeletonBone *skeletonBone = new aiSkeletonBone;
+        copyBoneToSkeletonBone(out, bone, skeletonBone);
+        ba->emplace_back(skeletonBone);
+    }
+    skeletonContainer.SkeletonBoneToMeshLookup[out] = ba;
+}
+
+void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
         aiNode *parent, unsigned int materialIndex,
         std::vector<unsigned int> *outputVertStartIndices) {
     ai_assert(geo.DeformerSkin());
 
-    std::vector<size_t> out_indices;
-    std::vector<size_t> index_out_indices;
-    std::vector<size_t> count_out_indices;
+    std::vector<size_t> out_indices, index_out_indices, count_out_indices;
 
     const Skin &sk = *geo.DeformerSkin();
 
-    std::vector<aiBone *> bones;
-
+    std::vector<aiBone*> bones;
     const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
     ai_assert(no_mat_check || outputVertStartIndices);
 
@@ -1496,7 +1553,7 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
             // XXX this could be heavily simplified by collecting the bone
             // data in a single step.
             ConvertCluster(bones, cluster, out_indices, index_out_indices,
-                    count_out_indices, parent);
+                    count_out_indices, absolute_transform, parent);
         }
 
         bone_map.clear();
@@ -1509,25 +1566,20 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
         out->mBones = nullptr;
         out->mNumBones = 0;
         return;
-    } else {
-        out->mBones = new aiBone *[bones.size()]();
-        out->mNumBones = static_cast<unsigned int>(bones.size());
+    } 
 
-        std::swap_ranges(bones.begin(), bones.end(), out->mBones);
-    }
+    out->mBones = new aiBone *[bones.size()]();
+    out->mNumBones = static_cast<unsigned int>(bones.size());
+    std::swap_ranges(bones.begin(), bones.end(), out->mBones);
 }
 
-const aiNode *GetNodeByName(aiNode *current_node) {
-    aiNode *iter = current_node;
-    //printf("Child count: %d", iter->mNumChildren);
-    return iter;
-}
-
-void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
+void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const Cluster *cluster,
         std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
-        std::vector<size_t> &count_out_indices, aiNode *) {
-    ai_assert(cl); // make sure cluster valid
-    std::string deformer_name = cl->TargetNode()->Name();
+        std::vector<size_t> &count_out_indices, const aiMatrix4x4 & /* absolute_transform*/,
+        aiNode *) {
+    ai_assert(cluster != nullptr); // make sure cluster valid
+
+    std::string deformer_name = cluster->TargetNode()->Name();
     aiString bone_name = aiString(FixNodeName(deformer_name));
 
     aiBone *bone = nullptr;
@@ -1540,10 +1592,10 @@ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const
         bone = new aiBone();
         bone->mName = bone_name;
 
-        bone->mOffsetMatrix = cl->Transform();
+        bone->mOffsetMatrix = cluster->Transform();
         // store local transform link for post processing
         /*
-        bone->mOffsetMatrix = cl->TransformLink();
+        bone->mOffsetMatrix = cluster->TransformLink();
         bone->mOffsetMatrix.Inverse();
 
         aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
@@ -1560,7 +1612,7 @@ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const
         cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
 
         const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
-        const WeightArray &weights = cl->GetWeights();
+        const WeightArray &weights = cluster->GetWeights();
 
         const size_t c = index_out_indices.size();
         for (size_t i = 0; i < c; ++i) {
@@ -2605,7 +2657,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
                 meshMorphAnim->mNumKeys = numKeys;
                 meshMorphAnim->mKeys = new aiMeshMorphKey[numKeys];
                 unsigned int j = 0;
-                for (auto animIt : *animData) {
+                for (auto &animIt : *animData) {
                     morphKeyData *keyData = animIt.second;
                     unsigned int numValuesAndWeights = static_cast<unsigned int>(keyData->values.size());
                     meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
@@ -3625,6 +3677,12 @@ void FBXConverter::TransferDataToScene() {
 
         std::swap_ranges(textures.begin(), textures.end(), mSceneOut->mTextures);
     }
+
+    if (!mSkeletons.empty()) {
+        mSceneOut->mSkeletons = new aiSkeleton *[mSkeletons.size()];
+        mSceneOut->mNumSkeletons = static_cast<unsigned int>(mSkeletons.size());
+        std::swap_ranges(mSkeletons.begin(), mSkeletons.end(), mSceneOut->mSkeletons);
+    }
 }
 
 void FBXConverter::ConvertOrphanedEmbeddedTextures() {

+ 26 - 8
code/AssetLib/FBX/FBXConverter.h

@@ -75,7 +75,18 @@ typedef std::map<int64_t, morphKeyData*> morphAnimData;
 namespace Assimp {
 namespace FBX {
 
+class MeshGeometry;
+
+using SkeletonBoneArray = std::vector<aiSkeletonBone *>;
+using SkeletonBoneToMesh = std::map<aiMesh*, SkeletonBoneArray*>;
+
+struct SkeletonBoneContainer {
+    std::vector<aiMesh *> MeshArray;
+    SkeletonBoneToMesh SkeletonBoneToMeshLookup;
+};
+
 class Document;
+
 /**
  *  Convert a FBX #Document to #aiScene
  *  @param out Empty scene to be populated
@@ -180,12 +191,12 @@ private:
     void SetupNodeMetadata(const Model& model, aiNode& nd);
 
     // ------------------------------------------------------------------------------------------------
-    void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node);
+    void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
 
     // ------------------------------------------------------------------------------------------------
     // MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
     std::vector<unsigned int>
-    ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node);
+    ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
 
     // ------------------------------------------------------------------------------------------------
     std::vector<unsigned int> ConvertLine(const LineGeometry& line, aiNode *root_node);
@@ -194,15 +205,15 @@ private:
     aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
 
     // ------------------------------------------------------------------------------------------------
-    unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
+    unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
                                            aiNode *parent, aiNode *root_node);
 
     // ------------------------------------------------------------------------------------------------
     std::vector<unsigned int>
-    ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node);
+    ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, aiNode *parent, aiNode *root_node);
 
     // ------------------------------------------------------------------------------------------------
-    unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
+    unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, MatIndexArray::value_type index,
                                           aiNode *parent, aiNode *root_node);
 
     // ------------------------------------------------------------------------------------------------
@@ -216,14 +227,19 @@ private:
     *  - outputVertStartIndices is only used when a material index is specified, it gives for
     *    each output vertex the DOM index it maps to.
     */
-    void ConvertWeights(aiMesh *out, const MeshGeometry &geo, aiNode *parent = nullptr,
+    void ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent = nullptr,
             unsigned int materialIndex = NO_MATERIAL_SEPARATION,
             std::vector<unsigned int> *outputVertStartIndices = nullptr);
 
+    // ------------------------------------------------------------------------------------------------
+    void ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
+            aiNode *parent, unsigned int materialIndex, std::vector<unsigned int> *outputVertStartIndices,
+            SkeletonBoneContainer &skeletonContainer);
+
     // ------------------------------------------------------------------------------------------------
     void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
                         std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
-                        std::vector<size_t> &count_out_indices, aiNode *parent );
+            std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform, aiNode *parent);
 
     // ------------------------------------------------------------------------------------------------
     void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@@ -296,7 +312,8 @@ private:
     void ConvertAnimationStack(const AnimationStack& st);
 
     // ------------------------------------------------------------------------------------------------
-    void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas, const BlendShapeChannel* bsc, const AnimationCurveNode* node);
+    void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas,
+        const BlendShapeChannel* bsc, const AnimationCurveNode* node);
 
     // ------------------------------------------------------------------------------------------------
     void GenerateNodeAnimations(std::vector<aiNodeAnim*>& node_anims,
@@ -445,6 +462,7 @@ private:
 
     double anim_fps;
 
+    std::vector<aiSkeleton *> mSkeletons;
     aiScene* const mSceneOut;
     const FBX::Document& doc;
     bool mRemoveEmptyBones;

+ 2 - 5
code/AssetLib/FBX/FBXDeformer.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2022, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -58,16 +57,14 @@ namespace FBX {
 using namespace Util;
 
 // ------------------------------------------------------------------------------------------------
-Deformer::Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name)
-    : Object(id,element,name)
-{
+Deformer::Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name) :
+        Object(id,element,name) {
     const Scope& sc = GetRequiredScope(element);
 
     const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
     props = GetPropertyTable(doc,"Deformer.Fbx" + classname,element,sc,true);
 }
 
-
 // ------------------------------------------------------------------------------------------------
 Deformer::~Deformer()
 {

+ 2 - 2
code/AssetLib/FBX/FBXDocument.cpp

@@ -67,7 +67,7 @@ namespace FBX {
 using namespace Util;
 
 // ------------------------------------------------------------------------------------------------
-LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc) : 
+LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc) :
         doc(doc), element(element), id(id), flags() {
     // empty
 }
@@ -544,7 +544,7 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bo
     ai_assert( count != 0 );
     ai_assert( count <= MAX_CLASSNAMES);
 
-    size_t lengths[MAX_CLASSNAMES];
+    size_t lengths[MAX_CLASSNAMES] = {};
 
     const size_t c = count;
     for (size_t i = 0; i < c; ++i) {

+ 10 - 10
code/AssetLib/FBX/FBXDocument.h

@@ -164,7 +164,7 @@ class NodeAttribute : public Object {
 public:
     NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
 
-    virtual ~NodeAttribute();
+    virtual ~NodeAttribute() = default;
 
     const PropertyTable& Props() const {
         ai_assert(props.get());
@@ -180,7 +180,7 @@ class CameraSwitcher : public NodeAttribute {
 public:
     CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
 
-    virtual ~CameraSwitcher();
+    virtual ~CameraSwitcher() = default;
 
     int CameraID() const {
         return cameraId;
@@ -225,7 +225,7 @@ class Camera : public NodeAttribute {
 public:
     Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
 
-    virtual  ~Camera();
+    virtual  ~Camera() = default;
 
     fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0))
     fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0))
@@ -250,21 +250,21 @@ public:
 class Null : public NodeAttribute {
 public:
     Null(uint64_t id, const Element& element, const Document& doc, const std::string& name);
-    virtual ~Null();
+    virtual ~Null() = default;
 };
 
 /** DOM base class for FBX limb node markers attached to a node */
 class LimbNode : public NodeAttribute {
 public:
     LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name);
-    virtual ~LimbNode();
+    virtual ~LimbNode() = default;
 };
 
 /** DOM base class for FBX lights attached to a node */
 class Light : public NodeAttribute {
 public:
     Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
-    virtual ~Light();
+    virtual ~Light() = default;
 
     enum Type {
         Type_Point,
@@ -690,7 +690,7 @@ using KeyValueList = std::vector<float>;
 class AnimationCurve : public Object {
 public:
     AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
-    virtual ~AnimationCurve();
+    virtual ~AnimationCurve() = default;
 
     /** get list of keyframe positions (time).
      *  Invariant: |GetKeys()| > 0 */
@@ -731,7 +731,7 @@ public:
     AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc,
             const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
 
-    virtual ~AnimationCurveNode();
+    virtual ~AnimationCurveNode() = default;
 
     const PropertyTable& Props() const {
         ai_assert(props.get());
@@ -776,7 +776,7 @@ using AnimationCurveNodeList = std::vector<const AnimationCurveNode*>;
 class AnimationLayer : public Object {
 public:
     AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
-    virtual ~AnimationLayer();
+    virtual ~AnimationLayer() = default;
 
     const PropertyTable& Props() const {
         ai_assert(props.get());
@@ -799,7 +799,7 @@ using AnimationLayerList = std::vector<const AnimationLayer*>;
 class AnimationStack : public Object {
 public:
     AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
-    virtual ~AnimationStack();
+    virtual ~AnimationStack() = default;
 
     fbx_simple_property(LocalStart, int64_t, 0L)
     fbx_simple_property(LocalStop, int64_t, 0L)

+ 3 - 6
code/AssetLib/FBX/FBXDocumentUtil.cpp

@@ -59,14 +59,12 @@ namespace Util {
 
 // ------------------------------------------------------------------------------------------------
 // signal DOM construction error, this is always unrecoverable. Throws DeadlyImportError.
-void DOMError(const std::string& message, const Token& token)
-{
+void DOMError(const std::string& message, const Token& token) {
     throw DeadlyImportError("FBX-DOM", Util::GetTokenText(&token), message);
 }
 
 // ------------------------------------------------------------------------------------------------
-void DOMError(const std::string& message, const Element* element /*= nullptr*/)
-{
+void DOMError(const std::string& message, const Element* element /*= nullptr*/) {
     if(element) {
         DOMError(message,element->KeyToken());
     }
@@ -76,8 +74,7 @@ void DOMError(const std::string& message, const Element* element /*= nullptr*/)
 
 // ------------------------------------------------------------------------------------------------
 // print warning, do return
-void DOMWarning(const std::string& message, const Token& token)
-{
+void DOMWarning(const std::string& message, const Token& token) {
     if(DefaultLogger::get()) {
         ASSIMP_LOG_WARN("FBX-DOM", Util::GetTokenText(&token), message);
     }

+ 5 - 7
code/AssetLib/FBX/FBXDocumentUtil.h

@@ -74,13 +74,11 @@ std::shared_ptr<const PropertyTable> GetPropertyTable(const Document& doc,
 
 // ------------------------------------------------------------------------------------------------
 template <typename T>
-inline
-const T* ProcessSimpleConnection(const Connection& con,
-    bool is_object_property_conn,
-    const char* name,
-    const Element& element,
-    const char** propNameOut = nullptr)
-{
+inline const T* ProcessSimpleConnection(const Connection& con,
+        bool is_object_property_conn,
+        const char* name,
+        const Element& element,
+        const char** propNameOut = nullptr) {
     if (is_object_property_conn && !con.PropertyName().length()) {
         DOMWarning("expected incoming " + std::string(name) +
             " link to be an object-object connection, ignoring",

+ 1 - 1
code/AssetLib/FBX/FBXExporter.cpp

@@ -255,7 +255,7 @@ void FBXExporter::WriteBinaryHeader()
 
 void FBXExporter::WriteBinaryFooter()
 {
-    outfile->Write(NULL_RECORD.c_str(), NULL_RECORD.size(), 1);
+    outfile->Write(NULL_RECORD, NumNullRecords, 1);
 
     outfile->Write(GENERIC_FOOTID.c_str(), GENERIC_FOOTID.size(), 1);
 

+ 6 - 0
code/AssetLib/FBX/FBXImportSettings.h

@@ -60,6 +60,7 @@ struct ImportSettings {
             readLights(true),
             readAnimations(true),
             readWeights(true),
+            useSkeleton(false),
             preservePivots(true),
             optimizeEmptyAnimationCurves(true),
             useLegacyEmbeddedTextureNaming(false),
@@ -112,6 +113,11 @@ struct ImportSettings {
      *  Default value is true. */
     bool readWeights;
 
+    /** will convert all animation data into a skeleton (experimental)
+     *  Default value is false.
+     */
+    bool useSkeleton;
+
     /** preserve transformation pivots and offsets. Since these can
      *  not directly be represented in assimp, additional dummy
      *  nodes will be generated. Note that settings this to false

+ 22 - 25
code/AssetLib/FBX/FBXImporter.cpp

@@ -90,12 +90,9 @@ static const aiImporterDesc desc = {
 
 // ------------------------------------------------------------------------------------------------
 // Constructor to be privately used by #Importer
-FBXImporter::FBXImporter() {
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-FBXImporter::~FBXImporter() {
+FBXImporter::FBXImporter() :
+        mSettings() {
+    // empty
 }
 
 // ------------------------------------------------------------------------------------------------
@@ -115,20 +112,21 @@ const aiImporterDesc *FBXImporter::GetInfo() const {
 // ------------------------------------------------------------------------------------------------
 // Setup configuration properties for the loader
 void FBXImporter::SetupProperties(const Importer *pImp) {
-	settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
-	settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
-	settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
-	settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
-	settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
-	settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
-	settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
-	settings.readWeights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_WEIGHTS, true);
-	settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
-	settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
-	settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
-	settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
-	settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
-	settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
+    mSettings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
+    mSettings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
+    mSettings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
+    mSettings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
+    mSettings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
+    mSettings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
+    mSettings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
+    mSettings.readWeights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_WEIGHTS, true);
+    mSettings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
+    mSettings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
+    mSettings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
+    mSettings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
+    mSettings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
+    mSettings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
+    mSettings.useSkeleton = pImp->GetPropertyBool(AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER, false);
 }
 
 // ------------------------------------------------------------------------------------------------
@@ -155,7 +153,7 @@ void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
 	contents[contents.size() - 1] = 0;
 	const char *const begin = &*contents.begin();
 
-	// broadphase tokenizing pass in which we identify the core
+	// broad-phase tokenized pass in which we identify the core
 	// syntax elements of FBX (brackets, commas, key:value mappings)
 	TokenList tokens;
 	try {
@@ -173,15 +171,14 @@ void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
 		Parser parser(tokens, is_binary);
 
 		// take the raw parse-tree and convert it to a FBX DOM
-		Document doc(parser, settings);
+		Document doc(parser, mSettings);
 
 		// convert the FBX DOM to aiScene
-		ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
+		ConvertToAssimpScene(pScene, doc, mSettings.removeEmptyBones);
 
 		// size relative to cm
 		float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
-        if (size_relative_to_cm == 0.0)
-        {
+        if (size_relative_to_cm == 0.0) {
 			// BaseImporter later asserts that fileScale is non-zero.
 			ThrowException("The UnitScaleFactor must be non-zero");
         }

+ 7 - 6
code/AssetLib/FBX/FBXImporter.h

@@ -69,13 +69,14 @@ typedef class basic_formatter<char, std::char_traits<char>, std::allocator<char>
 // -------------------------------------------------------------------------------------------
 class FBXImporter : public BaseImporter, public LogFunctions<FBXImporter> {
 public:
+    /// @brief The class constructor.
     FBXImporter();
-    ~FBXImporter() override;
 
-    // --------------------
-    bool CanRead(const std::string &pFile,
-            IOSystem *pIOHandler,
-            bool checkSig) const override;
+    ///	@brief The class destructor, default implementation.
+    ~FBXImporter() override = default;
+
+    /// @brief Will check the file for readability.
+    bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override;
 
 protected:
     // --------------------
@@ -90,7 +91,7 @@ protected:
             IOSystem *pIOHandler) override;
 
 private:
-    FBX::ImportSettings settings;
+    FBX::ImportSettings mSettings;
 }; // !class FBXImporter
 
 } // end of namespace Assimp

+ 4 - 20
code/AssetLib/FBX/FBXMeshGeometry.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2022, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -54,18 +53,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "FBXImportSettings.h"
 #include "FBXDocumentUtil.h"
 
-
 namespace Assimp {
 namespace FBX {
 
 using namespace Util;
 
 // ------------------------------------------------------------------------------------------------
-Geometry::Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
-    : Object(id, element, name)
-    , skin()
-{
-    const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer");
+Geometry::Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc) :
+        Object(id, element, name), skin() {
+    const std::vector<const Connection*> &conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer");
     for(const Connection* con : conns) {
         const Skin* const sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
         if(sk) {
@@ -78,12 +74,6 @@ Geometry::Geometry(uint64_t id, const Element& element, const std::string& name,
     }
 }
 
-// ------------------------------------------------------------------------------------------------
-Geometry::~Geometry()
-{
-    // empty
-}
-
 // ------------------------------------------------------------------------------------------------
 const std::vector<const BlendShape*>& Geometry::GetBlendShapes() const {
     return blendShapes;
@@ -183,18 +173,12 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
         if(doc.Settings().readAllLayers || index == 0) {
             const Scope& layer = GetRequiredScope(*(*it).second);
             ReadLayer(layer);
-        }
-        else {
+        } else {
             FBXImporter::LogWarn("ignoring additional geometry layers");
         }
     }
 }
 
-// ------------------------------------------------------------------------------------------------
-MeshGeometry::~MeshGeometry() {
-    // empty
-}
-
 // ------------------------------------------------------------------------------------------------
 const std::vector<aiVector3D>& MeshGeometry::GetVertices() const {
     return m_vertices;

+ 12 - 9
code/AssetLib/FBX/FBXMeshGeometry.h

@@ -55,22 +55,25 @@ namespace FBX {
 /**
  *  DOM base class for all kinds of FBX geometry
  */
-class Geometry : public Object
-{
+class Geometry : public Object {
 public:
+    /// @brief The class constructor with all parameters.
+    /// @param id       The id.
+    /// @param element  
+    /// @param name 
+    /// @param doc 
     Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
-    virtual ~Geometry();
+    virtual ~Geometry() = default;
 
-    /** Get the Skin attached to this geometry or nullptr */
+    /// Get the Skin attached to this geometry or nullptr
     const Skin* DeformerSkin() const;
 
-    /** Get the BlendShape attached to this geometry or nullptr */
+    /// Get the BlendShape attached to this geometry or nullptr
     const std::vector<const BlendShape*>& GetBlendShapes() const;
 
 private:
     const Skin* skin;
     std::vector<const BlendShape*> blendShapes;
-
 };
 
 typedef std::vector<int> MatIndexArray;
@@ -79,14 +82,13 @@ typedef std::vector<int> MatIndexArray;
 /**
  *  DOM class for FBX geometry of type "Mesh"
  */
-class MeshGeometry : public Geometry
-{
+class MeshGeometry : public Geometry {
 public:
     /** The class constructor */
     MeshGeometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
 
     /** The class destructor */
-    virtual ~MeshGeometry();
+    virtual ~MeshGeometry() = default;
 
     /** Get a list of all vertex points, non-unique*/
     const std::vector<aiVector3D>& GetVertices() const;
@@ -130,6 +132,7 @@ public:
     /** Determine the face to which a particular output vertex index belongs.
     *  This mapping is always unique. */
     unsigned int FaceForVertexIndex( unsigned int in_index ) const;
+
 private:
     void ReadLayer( const Scope& layer );
     void ReadLayerElement( const Scope& layerElement );

+ 29 - 78
code/AssetLib/FBX/FBXNodeAttribute.cpp

@@ -57,114 +57,65 @@ namespace FBX {
 using namespace Util;
 
 // ------------------------------------------------------------------------------------------------
-NodeAttribute::NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name)
-: Object(id,element,name)
-, props()
-{
-    const Scope& sc = GetRequiredScope(element);
+NodeAttribute::NodeAttribute(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
+        Object(id, element, name), props() {
+    const Scope &sc = GetRequiredScope(element);
 
-    const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
+    const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
 
     // hack on the deriving type but Null/LimbNode attributes are the only case in which
     // the property table is by design absent and no warning should be generated
     // for it.
     const bool is_null_or_limb = !strcmp(classname.c_str(), "Null") || !strcmp(classname.c_str(), "LimbNode");
-    props = GetPropertyTable(doc,"NodeAttribute.Fbx" + classname,element,sc, is_null_or_limb);
+    props = GetPropertyTable(doc, "NodeAttribute.Fbx" + classname, element, sc, is_null_or_limb);
 }
 
-
-// ------------------------------------------------------------------------------------------------
-NodeAttribute::~NodeAttribute()
-{
-    // empty
-}
-
-
 // ------------------------------------------------------------------------------------------------
-CameraSwitcher::CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name)
-    : NodeAttribute(id,element,doc,name)
-{
-    const Scope& sc = GetRequiredScope(element);
-    const Element* const CameraId = sc["CameraId"];
-    const Element* const CameraName = sc["CameraName"];
-    const Element* const CameraIndexName = sc["CameraIndexName"];
-
-    if(CameraId) {
-        cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId,0));
+CameraSwitcher::CameraSwitcher(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
+        NodeAttribute(id, element, doc, name) {
+    const Scope &sc = GetRequiredScope(element);
+    const Element *const CameraId = sc["CameraId"];
+    const Element *const CameraName = sc["CameraName"];
+    const Element *const CameraIndexName = sc["CameraIndexName"];
+
+    if (CameraId) {
+        cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId, 0));
     }
 
-    if(CameraName) {
-        cameraName = GetRequiredToken(*CameraName,0).StringContents();
+    if (CameraName) {
+        cameraName = GetRequiredToken(*CameraName, 0).StringContents();
     }
 
-    if(CameraIndexName && CameraIndexName->Tokens().size()) {
-        cameraIndexName = GetRequiredToken(*CameraIndexName,0).StringContents();
+    if (CameraIndexName && CameraIndexName->Tokens().size()) {
+        cameraIndexName = GetRequiredToken(*CameraIndexName, 0).StringContents();
     }
 }
 
 // ------------------------------------------------------------------------------------------------
-CameraSwitcher::~CameraSwitcher()
-{
+Camera::Camera(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
+        NodeAttribute(id, element, doc, name) {
     // empty
 }
 
 // ------------------------------------------------------------------------------------------------
-Camera::Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name)
-: NodeAttribute(id,element,doc,name)
-{
+Light::Light(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
+        NodeAttribute(id, element, doc, name) {
     // empty
 }
 
 // ------------------------------------------------------------------------------------------------
-Camera::~Camera()
-{
+Null::Null(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
+        NodeAttribute(id, element, doc, name) {
     // empty
 }
 
 // ------------------------------------------------------------------------------------------------
-Light::Light(uint64_t id, const Element& element, const Document& doc, const std::string& name)
-: NodeAttribute(id,element,doc,name)
-{
+LimbNode::LimbNode(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
+        NodeAttribute(id, element, doc, name) {
     // empty
 }
 
+} // namespace FBX
+} // namespace Assimp
 
-// ------------------------------------------------------------------------------------------------
-Light::~Light()
-{
-}
-
-
-// ------------------------------------------------------------------------------------------------
-Null::Null(uint64_t id, const Element& element, const Document& doc, const std::string& name)
-: NodeAttribute(id,element,doc,name)
-{
-
-}
-
-
-// ------------------------------------------------------------------------------------------------
-Null::~Null()
-{
-
-}
-
-
-// ------------------------------------------------------------------------------------------------
-LimbNode::LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name)
-: NodeAttribute(id,element,doc,name)
-{
-
-}
-
-
-// ------------------------------------------------------------------------------------------------
-LimbNode::~LimbNode()
-{
-
-}
-
-}
-}
-
-#endif
+#endif // ASSIMP_BUILD_NO_FBX_IMPORTER

+ 1 - 15
code/AssetLib/FBX/FBXParser.cpp

@@ -162,12 +162,6 @@ Element::Element(const Token& key_token, Parser& parser) : key_token(key_token)
     while(n->Type() != TokenType_KEY && n->Type() != TokenType_CLOSE_BRACKET);
 }
 
-// ------------------------------------------------------------------------------------------------
-Element::~Element()
-{
-     // no need to delete tokens, they are owned by the parser
-}
-
 // ------------------------------------------------------------------------------------------------
 Scope::Scope(Parser& parser,bool topLevel)
 {
@@ -226,12 +220,6 @@ Parser::Parser (const TokenList& tokens, bool is_binary)
     root.reset(new Scope(*this,true));
 }
 
-// ------------------------------------------------------------------------------------------------
-Parser::~Parser()
-{
-    // empty
-}
-
 // ------------------------------------------------------------------------------------------------
 TokenPtr Parser::AdvanceToNextToken()
 {
@@ -961,8 +949,7 @@ void ParseVectorDataArray(std::vector<float>& out, const Element& el)
 
 // ------------------------------------------------------------------------------------------------
 // read an array of uints
-void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el)
-{
+void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el) {
     out.resize( 0 );
     const TokenList& tok = el.Tokens();
     if(tok.empty()) {
@@ -1186,7 +1173,6 @@ aiMatrix4x4 ReadMatrix(const Element& element)
     return result;
 }
 
-
 // ------------------------------------------------------------------------------------------------
 // wrapper around ParseTokenAsString() with ParseError handling
 std::string ParseTokenAsString(const Token& t)

+ 2 - 2
code/AssetLib/FBX/FBXParser.h

@@ -87,7 +87,7 @@ class Element
 {
 public:
     Element(const Token& key_token, Parser& parser);
-    ~Element();
+    ~Element() = default;
 
     const Scope* Compound() const {
         return compound.get();
@@ -160,7 +160,7 @@ public:
     /** Parse given a token list. Does not take ownership of the tokens -
      *  the objects must persist during the entire parser lifetime */
     Parser (const TokenList& tokens,bool is_binary);
-    ~Parser();
+    ~Parser() = default;
 
     const Scope& GetRootScope() const {
         return *root.get();

+ 8 - 6
code/Common/SkeletonMeshBuilder.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2022, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -97,13 +96,14 @@ void SkeletonMeshBuilder::CreateGeometry(const aiNode *pNode) {
             const aiMatrix4x4 &childTransform = pNode->mChildren[a]->mTransformation;
             aiVector3D childpos(childTransform.a4, childTransform.b4, childTransform.c4);
             ai_real distanceToChild = childpos.Length();
-            if (distanceToChild < 0.0001)
+            if (distanceToChild < ai_epsilon) {
                 continue;
+            }
             aiVector3D up = aiVector3D(childpos).Normalize();
-
             aiVector3D orth(1.0, 0.0, 0.0);
-            if (std::fabs(orth * up) > 0.99)
+            if (std::fabs(orth * up) > 0.99) {
                 orth.Set(0.0, 1.0, 0.0);
+            }
 
             aiVector3D front = (up ^ orth).Normalize();
             aiVector3D side = (front ^ up).Normalize();
@@ -183,8 +183,9 @@ void SkeletonMeshBuilder::CreateGeometry(const aiNode *pNode) {
         // add all the vertices to the bone's influences
         bone->mNumWeights = numVertices;
         bone->mWeights = new aiVertexWeight[numVertices];
-        for (unsigned int a = 0; a < numVertices; a++)
+        for (unsigned int a = 0; a < numVertices; ++a) {
             bone->mWeights[a] = aiVertexWeight(vertexStartIndex + a, 1.0);
+        }
 
         // HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
         // them to the array, but I'm tired now and I'm annoyed.
@@ -194,8 +195,9 @@ void SkeletonMeshBuilder::CreateGeometry(const aiNode *pNode) {
     }
 
     // and finally recurse into the children list
-    for (unsigned int a = 0; a < pNode->mNumChildren; a++)
+    for (unsigned int a = 0; a < pNode->mNumChildren; ++a) {
         CreateGeometry(pNode->mChildren[a]);
+    }
 }
 
 // ------------------------------------------------------------------------------------------------

+ 5 - 1
code/Common/Version.cpp

@@ -135,6 +135,9 @@ ASSIMP_API aiScene::aiScene() :
         mNumCameras(0),
         mCameras(nullptr),
         mMetaData(nullptr),
+        mName(),
+        mNumSkeletons(0),
+        mSkeletons(nullptr),
         mPrivate(new Assimp::ScenePrivateData()) {
     // empty
 }
@@ -180,7 +183,8 @@ ASSIMP_API aiScene::~aiScene() {
     delete[] mCameras;
 
     aiMetadata::Dealloc(mMetaData);
-    mMetaData = nullptr;
 
+    delete[] mSkeletons;
+    
     delete static_cast<Assimp::ScenePrivateData *>(mPrivate);
 }

+ 9 - 0
include/assimp/config.h.in

@@ -691,6 +691,15 @@ enum aiComponent
 #define AI_CONFIG_FBX_CONVERT_TO_M \
     "AI_CONFIG_FBX_CONVERT_TO_M"
 
+// ---------------------------------------------------------------------------
+/** @brief  Will enable the skeleton structo to store bone data.
+ *
+ *  This will decouple the bone coupling to the mesh. This feature is
+ *  experimental.
+ */
+#define AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER \
+    "AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER"
+
 // ---------------------------------------------------------------------------
 /** @brief  Set the vertex animation keyframe to be imported
  *

+ 120 - 21
include/assimp/mesh.h

@@ -120,7 +120,7 @@ extern "C" {
  * primitive are actually present in a mesh. The #aiProcess_SortByPType flag
  * executes a special post-processing algorithm which splits meshes with
  * *different* primitive types mixed up (e.g. lines and triangles) in several
- * 'clean' submeshes. Furthermore there is a configuration option (
+ * 'clean' sub-meshes. Furthermore there is a configuration option (
  * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
  * specific kinds of primitives from the imported scene, completely and forever.
  * In many cases you'll probably want to set this setting to
@@ -269,12 +269,12 @@ struct aiBone {
     unsigned int mNumWeights;
 
 #ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
-    // The bone armature node - used for skeleton conversion
-    // you must enable aiProcess_PopulateArmatureData to populate this
+    /// The bone armature node - used for skeleton conversion
+    /// you must enable aiProcess_PopulateArmatureData to populate this
     C_STRUCT aiNode *mArmature;
 
-    // The bone node in the scene - used for skeleton conversion
-    // you must enable aiProcess_PopulateArmatureData to populate this
+    /// The bone node in the scene - used for skeleton conversion
+    /// you must enable aiProcess_PopulateArmatureData to populate this
     C_STRUCT aiNode *mNode;
 
 #endif
@@ -296,7 +296,7 @@ struct aiBone {
 
 #ifdef __cplusplus
 
-    //! Default constructor
+    ///	@brief  Default constructor
     aiBone() AI_NO_EXCEPT
             : mName(),
               mNumWeights(0),
@@ -309,7 +309,7 @@ struct aiBone {
         // empty
     }
 
-    //! Copy constructor
+    /// @brief  Copy constructor
     aiBone(const aiBone &other) :
             mName(other.mName),
             mNumWeights(other.mNumWeights),
@@ -319,14 +319,27 @@ struct aiBone {
 #endif
             mWeights(nullptr),
             mOffsetMatrix(other.mOffsetMatrix) {
-        if (other.mWeights && other.mNumWeights) {
-            mWeights = new aiVertexWeight[mNumWeights];
-            ::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight));
+        copyVertexWeights(other);
+    }
+
+    void copyVertexWeights( const aiBone &other ) {
+        if (other.mWeights == nullptr || other.mNumWeights == 0) {
+            mWeights = nullptr;
+            mNumWeights = 0;
+            return;
+        }
+
+        mNumWeights = other.mNumWeights;
+        if (mWeights) {
+            delete[] mWeights;
         }
+
+        mWeights = new aiVertexWeight[mNumWeights];
+        ::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight));
     }
 
     //! Assignment operator
-    aiBone &operator=(const aiBone &other) {
+    aiBone &operator = (const aiBone &other) {
         if (this == &other) {
             return *this;
         }
@@ -334,21 +347,13 @@ struct aiBone {
         mName = other.mName;
         mNumWeights = other.mNumWeights;
         mOffsetMatrix = other.mOffsetMatrix;
-
-        if (other.mWeights && other.mNumWeights) {
-            if (mWeights) {
-                delete[] mWeights;
-            }
-
-            mWeights = new aiVertexWeight[mNumWeights];
-            ::memcpy(mWeights, other.mWeights, mNumWeights * sizeof(aiVertexWeight));
-        }
+        copyVertexWeights(other);
 
         return *this;
     }
 
     bool operator==(const aiBone &rhs) const {
-        if (mName != rhs.mName || mNumWeights != rhs.mNumWeights) {
+        if (mName != rhs.mName || mNumWeights != rhs.mNumWeights ) {
             return false;
         }
 
@@ -937,6 +942,100 @@ struct aiMesh {
 #endif // __cplusplus
 };
 
+struct aiSkeletonBone {
+    /// The parent bone index, is -1 one if this bone represents the root bone.
+    int mParent;
+
+
+#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
+    /// The bone armature node - used for skeleton conversion
+    /// you must enable aiProcess_PopulateArmatureData to populate this
+    C_STRUCT aiNode *mArmature;
+
+    /// The bone node in the scene - used for skeleton conversion
+    /// you must enable aiProcess_PopulateArmatureData to populate this
+    C_STRUCT aiNode *mNode;
+
+#endif
+    /// @brief The number of weights
+    unsigned int mNumnWeights;
+
+    /// The mesh index, which will get influenced by the weight.
+    C_STRUCT aiMesh *mMeshId;
+
+    /// The influence weights of this bone, by vertex index.
+    C_STRUCT aiVertexWeight *mWeights;
+
+    /** Matrix that transforms from bone space to mesh space in bind pose.
+     *
+     * This matrix describes the position of the mesh
+     * in the local space of this bone when the skeleton was bound.
+     * Thus it can be used directly to determine a desired vertex position,
+     * given the world-space transform of the bone when animated,
+     * and the position of the vertex in mesh space.
+     *
+     * It is sometimes called an inverse-bind matrix,
+     * or inverse bind pose matrix.
+     */
+    C_STRUCT aiMatrix4x4 mOffsetMatrix;
+
+    /// Matrix that transforms the locale bone in bind pose.
+    C_STRUCT aiMatrix4x4 mLocalMatrix;
+
+#ifdef __cplusplus
+    aiSkeletonBone() :
+            mParent(-1),
+            mArmature(nullptr),
+            mNode(nullptr),
+            mNumnWeights(0),
+            mMeshId(nullptr),
+            mWeights(nullptr),
+            mOffsetMatrix(),
+            mLocalMatrix() {
+        // empty
+    }
+
+    ~aiSkeletonBone() {
+        delete[] mWeights;
+        mWeights = nullptr;
+    }
+#endif // __cplusplus
+};
+/**
+ *  @brief  
+ */
+struct aiSkeleton {
+    /**
+     *
+     */
+    C_STRUCT aiString mName;
+
+    /**
+     *
+     */
+    unsigned int mNumBones;
+
+    /**
+     *
+     */
+    C_STRUCT aiSkeletonBone **mBones;
+
+#ifdef __cplusplus
+    /**
+     *
+     */
+    aiSkeleton() AI_NO_EXCEPT : mName(), mNumBones(0), mBones(nullptr) {
+        // empty
+    }
+
+    /**
+     *
+     */
+    ~aiSkeleton() {
+        delete[] mBones;
+    }
+#endif // __cplusplus
+};
 #ifdef __cplusplus
 }
 #endif //! extern "C"

+ 15 - 2
include/assimp/scene.h

@@ -79,8 +79,7 @@ extern "C" {
  * the imported scene does consist of only a single root node without children.
  */
 // -------------------------------------------------------------------------------
-struct ASSIMP_API aiNode
-{
+struct ASSIMP_API aiNode {
     /** The name of the node.
      *
      * The name might be empty (length of zero) but all nodes which
@@ -343,6 +342,16 @@ struct aiScene
      */
     C_STRUCT aiString mName;
 
+    /**
+     *
+     */
+    unsigned int mNumSkeletons;
+
+    /**
+     *
+     */
+    C_STRUCT aiSkeleton **mSkeletons;
+
 #ifdef __cplusplus
 
     //! Default constructor - set everything to 0/nullptr
@@ -383,6 +392,10 @@ struct aiScene
         return mAnimations != nullptr && mNumAnimations > 0;
     }
 
+    bool hasSkeletons() const {
+        return mSkeletons != nullptr && mNumSkeletons > 0;
+    }
+
     //! Returns a short filename from a full path
     static const char* GetShortFilename(const char* filename) {
         const char* lastSlash = strrchr(filename, '/');

BIN
test/models/FBX/animation_with_skeleton.fbx


+ 7 - 0
test/unit/utFBXImporterExporter.cpp

@@ -423,3 +423,10 @@ TEST_F(utFBXImporterExporter, importMaxPbrMaterialsSpecularGloss) {
     ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
     EXPECT_EQ(emitColor, aiColor4D(1, 0, 1, 1));
 }
+
+TEST_F(utFBXImporterExporter, importSkeletonTest) {
+    Assimp::Importer importer;
+    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/animation_with_skeleton.fbx", aiProcess_ValidateDataStructure);
+    ASSERT_NE(nullptr, scene);
+    ASSERT_TRUE(scene->mRootNode);
+}