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FBX: some refactorings.

Kim Kulling 7 năm trước cách đây
mục cha
commit
c3d043e761
3 tập tin đã thay đổi với 86 bổ sung85 xóa
  1. 62 62
      code/FBXConverter.cpp
  2. 3 3
      code/FBXConverter.h
  3. 21 20
      include/assimp/anim.h

+ 62 - 62
code/FBXConverter.cpp

@@ -73,7 +73,7 @@ using namespace Util;
 
 #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
 
-Converter::Converter( aiScene* out, const Document& doc )
+FBXConverter::FBXConverter( aiScene* out, const Document& doc )
 : defaultMaterialIndex()
 , out( out )
 , doc( doc ) {
@@ -114,7 +114,7 @@ Converter::Converter( aiScene* out, const Document& doc )
 }
 
 
-Converter::~Converter() {
+FBXConverter::~FBXConverter() {
     std::for_each( meshes.begin(), meshes.end(), Util::delete_fun<aiMesh>() );
     std::for_each( materials.begin(), materials.end(), Util::delete_fun<aiMaterial>() );
     std::for_each( animations.begin(), animations.end(), Util::delete_fun<aiAnimation>() );
@@ -123,7 +123,7 @@ Converter::~Converter() {
     std::for_each( textures.begin(), textures.end(), Util::delete_fun<aiTexture>() );
 }
 
-void Converter::ConvertRootNode() {
+void FBXConverter::ConvertRootNode() {
     out->mRootNode = new aiNode();
     out->mRootNode->mName.Set( "RootNode" );
 
@@ -131,7 +131,7 @@ void Converter::ConvertRootNode() {
     ConvertNodes( 0L, *out->mRootNode );
 }
 
-void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) {
+void FBXConverter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) {
     const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced( id, "Model" );
 
     std::vector<aiNode*> nodes;
@@ -282,7 +282,7 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
 }
 
 
-void Converter::ConvertLights( const Model& model, const std::string &orig_name ) {
+void FBXConverter::ConvertLights( const Model& model, const std::string &orig_name ) {
     const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
     for( const NodeAttribute* attr : node_attrs ) {
         const Light* const light = dynamic_cast<const Light*>( attr );
@@ -292,7 +292,7 @@ void Converter::ConvertLights( const Model& model, const std::string &orig_name
     }
 }
 
-void Converter::ConvertCameras( const Model& model, const std::string &orig_name ) {
+void FBXConverter::ConvertCameras( const Model& model, const std::string &orig_name ) {
     const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
     for( const NodeAttribute* attr : node_attrs ) {
         const Camera* const cam = dynamic_cast<const Camera*>( attr );
@@ -302,7 +302,7 @@ void Converter::ConvertCameras( const Model& model, const std::string &orig_name
     }
 }
 
-void Converter::ConvertLight( const Light& light, const std::string &orig_name ) {
+void FBXConverter::ConvertLight( const Light& light, const std::string &orig_name ) {
     lights.push_back( new aiLight() );
     aiLight* const out_light = lights.back();
 
@@ -379,7 +379,7 @@ void Converter::ConvertLight( const Light& light, const std::string &orig_name )
     }
 }
 
-void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name )
+void FBXConverter::ConvertCamera( const Camera& cam, const std::string &orig_name )
 {
     cameras.push_back( new aiCamera() );
     aiCamera* const out_camera = cameras.back();
@@ -398,7 +398,7 @@ void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name )
     out_camera->mClipPlaneFar = cam.FarPlane();
 }
 
-void Converter::GetUniqueName( const std::string &name, std::string &uniqueName )
+void FBXConverter::GetUniqueName( const std::string &name, std::string &uniqueName )
 {
     int i = 0;
     uniqueName = name;
@@ -413,7 +413,7 @@ void Converter::GetUniqueName( const std::string &name, std::string &uniqueName
 }
 
 
-const char* Converter::NameTransformationComp( TransformationComp comp )
+const char* FBXConverter::NameTransformationComp( TransformationComp comp )
 {
     switch ( comp )
     {
@@ -460,7 +460,7 @@ const char* Converter::NameTransformationComp( TransformationComp comp )
     return NULL;
 }
 
-const char* Converter::NameTransformationCompProperty( TransformationComp comp )
+const char* FBXConverter::NameTransformationCompProperty( TransformationComp comp )
 {
     switch ( comp )
     {
@@ -506,14 +506,14 @@ const char* Converter::NameTransformationCompProperty( TransformationComp comp )
     return NULL;
 }
 
-aiVector3D Converter::TransformationCompDefaultValue( TransformationComp comp )
+aiVector3D FBXConverter::TransformationCompDefaultValue( TransformationComp comp )
 {
     // XXX a neat way to solve the never-ending special cases for scaling
     // would be to do everything in log space!
     return comp == TransformationComp_Scaling ? aiVector3D( 1.f, 1.f, 1.f ) : aiVector3D();
 }
 
-void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out )
+void FBXConverter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out )
 {
     if ( mode == Model::RotOrder_SphericXYZ ) {
         FBXImporter::LogError( "Unsupported RotationMode: SphericXYZ" );
@@ -603,7 +603,7 @@ void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotat
     }
 }
 
-bool Converter::NeedsComplexTransformationChain( const Model& model )
+bool FBXConverter::NeedsComplexTransformationChain( const Model& model )
 {
     const PropertyTable& props = model.Props();
     bool ok;
@@ -634,12 +634,12 @@ bool Converter::NeedsComplexTransformationChain( const Model& model )
     return false;
 }
 
-std::string Converter::NameTransformationChainNode( const std::string& name, TransformationComp comp )
+std::string FBXConverter::NameTransformationChainNode( const std::string& name, TransformationComp comp )
 {
     return name + std::string( MAGIC_NODE_TAG ) + "_" + NameTransformationComp( comp );
 }
 
-void Converter::GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_output_nodes )
+void FBXConverter::GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_output_nodes )
 {
     const PropertyTable& props = model.Props();
     const Model::RotOrder rot = model.RotationOrder();
@@ -811,7 +811,7 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
     }
 }
 
-void Converter::SetupNodeMetadata( const Model& model, aiNode& nd )
+void FBXConverter::SetupNodeMetadata( const Model& model, aiNode& nd )
 {
     const PropertyTable& props = model.Props();
     DirectPropertyMap unparsedProperties = props.GetUnparsedProperties();
@@ -848,7 +848,7 @@ void Converter::SetupNodeMetadata( const Model& model, aiNode& nd )
     }
 }
 
-void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform )
+void FBXConverter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform )
 {
     const std::vector<const Geometry*>& geos = model.GetGeometry();
 
@@ -875,7 +875,7 @@ void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4&
     }
 }
 
-std::vector<unsigned int> Converter::ConvertMesh( const MeshGeometry& mesh, const Model& model,
+std::vector<unsigned int> FBXConverter::ConvertMesh( const MeshGeometry& mesh, const Model& model,
     const aiMatrix4x4& node_global_transform, aiNode& nd)
 {
     std::vector<unsigned int> temp;
@@ -910,7 +910,7 @@ std::vector<unsigned int> Converter::ConvertMesh( const MeshGeometry& mesh, cons
     return temp;
 }
 
-aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd)
+aiMesh* FBXConverter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd)
 {
     aiMesh* const out_mesh = new aiMesh();
     meshes.push_back( out_mesh );
@@ -933,7 +933,7 @@ aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd)
     return out_mesh;
 }
 
-unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model,
+unsigned int FBXConverter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model,
     const aiMatrix4x4& node_global_transform, aiNode& nd)
 {
     const MatIndexArray& mindices = mesh.GetMaterialIndices();
@@ -1060,7 +1060,7 @@ unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, con
     return static_cast<unsigned int>( meshes.size() - 1 );
 }
 
-std::vector<unsigned int> Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
+std::vector<unsigned int> FBXConverter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
     const aiMatrix4x4& node_global_transform, aiNode& nd)
 {
     const MatIndexArray& mindices = mesh.GetMaterialIndices();
@@ -1080,7 +1080,7 @@ std::vector<unsigned int> Converter::ConvertMeshMultiMaterial( const MeshGeometr
     return indices;
 }
 
-unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
+unsigned int FBXConverter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
     MatIndexArray::value_type index,
     const aiMatrix4x4& node_global_transform,
     aiNode& nd)
@@ -1256,7 +1256,7 @@ unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, cons
     return static_cast<unsigned int>( meshes.size() - 1 );
 }
 
-void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
+void FBXConverter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
     const aiMatrix4x4& node_global_transform ,
     unsigned int materialIndex,
     std::vector<unsigned int>* outputVertStartIndices  )
@@ -1361,7 +1361,7 @@ void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeome
     std::swap_ranges( bones.begin(), bones.end(), out->mBones );
 }
 
-void Converter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
+void FBXConverter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
         std::vector<size_t>& out_indices,
         std::vector<size_t>& index_out_indices,
         std::vector<size_t>& count_out_indices,
@@ -1402,7 +1402,7 @@ void Converter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*mode
     }
 }
 
-void Converter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo,
+void FBXConverter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo,
     MatIndexArray::value_type materialIndex )
 {
     // locate source materials for this mesh
@@ -1424,7 +1424,7 @@ void Converter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const M
     materials_converted[ mat ] = out->mMaterialIndex;
 }
 
-unsigned int Converter::GetDefaultMaterial()
+unsigned int FBXConverter::GetDefaultMaterial()
 {
     if ( defaultMaterialIndex ) {
         return defaultMaterialIndex - 1;
@@ -1446,7 +1446,7 @@ unsigned int Converter::GetDefaultMaterial()
 }
 
 
-unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeometry* const mesh )
+unsigned int FBXConverter::ConvertMaterial( const Material& material, const MeshGeometry* const mesh )
 {
     const PropertyTable& props = material.Props();
 
@@ -1481,7 +1481,7 @@ unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeo
     return static_cast<unsigned int>( materials.size() - 1 );
 }
 
-unsigned int Converter::ConvertVideo( const Video& video )
+unsigned int FBXConverter::ConvertVideo( const Video& video )
 {
     // generate empty output texture
     aiTexture* out_tex = new aiTexture();
@@ -1511,7 +1511,7 @@ unsigned int Converter::ConvertVideo( const Video& video )
     return static_cast<unsigned int>( textures.size() - 1 );
 }
 
-aiString Converter::GetTexturePath(const Texture* tex)
+aiString FBXConverter::GetTexturePath(const Texture* tex)
 {
     aiString path;
     path.Set(tex->RelativeFilename());
@@ -1551,7 +1551,7 @@ aiString Converter::GetTexturePath(const Texture* tex)
     return path;
 }
 
-void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
+void FBXConverter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
     const std::string& propName,
     aiTextureType target, const MeshGeometry* const mesh )
 {
@@ -1669,7 +1669,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
     }
 }
 
-void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
+void FBXConverter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
         const std::string& propName,
         aiTextureType target, const MeshGeometry* const mesh ) {
     LayeredTextureMap::const_iterator it = layeredTextures.find( propName );
@@ -1792,7 +1792,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu
     }
 }
 
-void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh )
+void FBXConverter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh )
 {
     TrySetTextureProperties( out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh );
     TrySetTextureProperties( out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh );
@@ -1807,7 +1807,7 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& tex
     TrySetTextureProperties( out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh );
 }
 
-void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh )
+void FBXConverter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh )
 {
     TrySetTextureProperties( out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh );
     TrySetTextureProperties( out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh );
@@ -1822,7 +1822,7 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureM
     TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh );
 }
 
-aiColor3D Converter::GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
+aiColor3D FBXConverter::GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
     const std::string& factorName, bool& result, bool useTemplate )
 {
     result = true;
@@ -1847,13 +1847,13 @@ aiColor3D Converter::GetColorPropertyFactored( const PropertyTable& props, const
     return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z );
 }
 
-aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
+aiColor3D FBXConverter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
     bool& result )
 {
     return GetColorPropertyFactored( props, baseName + "Color", baseName + "Factor", result, true );
 }
 
-aiColor3D Converter::GetColorProperty( const PropertyTable& props, const std::string& colorName,
+aiColor3D FBXConverter::GetColorProperty( const PropertyTable& props, const std::string& colorName,
     bool& result, bool useTemplate )
 {
     result = true;
@@ -1866,7 +1866,7 @@ aiColor3D Converter::GetColorProperty( const PropertyTable& props, const std::st
     return aiColor3D( ColorVec.x, ColorVec.y, ColorVec.z );
 }
 
-void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props )
+void FBXConverter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props )
 {
     // Set shading properties.
     // Modern FBX Files have two separate systems for defining these,
@@ -1965,7 +1965,7 @@ void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyT
 }
 
 
-double Converter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal )
+double FBXConverter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal )
 {
     switch ( fp ) {
     case FileGlobalSettings::FrameRate_DEFAULT:
@@ -2018,7 +2018,7 @@ double Converter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double cu
 }
 
 
-void Converter::ConvertAnimations()
+void FBXConverter::ConvertAnimations()
 {
     // first of all determine framerate
     const FileGlobalSettings::FrameRate fps = doc.GlobalSettings().TimeMode();
@@ -2031,7 +2031,7 @@ void Converter::ConvertAnimations()
     }
 }
 
-std::string Converter::FixNodeName( const std::string& name ) {
+std::string FBXConverter::FixNodeName( const std::string& name ) {
     // strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
     // this causes ambiguities, well possible between empty identifiers,
     // such as "Model::" and ""). Make sure the behaviour is consistent
@@ -2044,7 +2044,7 @@ std::string Converter::FixNodeName( const std::string& name ) {
     return name;
 }
 
-void Converter::ConvertAnimationStack( const AnimationStack& st )
+void FBXConverter::ConvertAnimationStack( const AnimationStack& st )
 {
     const AnimationLayerList& layers = st.Layers();
     if ( layers.empty() ) {
@@ -2186,7 +2186,7 @@ static void validateAnimCurveNodes( const std::vector<const AnimationCurveNode*>
 #endif // ASSIMP_BUILD_DEBUG
 
 // ------------------------------------------------------------------------------------------------
-void Converter::GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,
+void FBXConverter::GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,
     const std::string& fixed_name,
     const std::vector<const AnimationCurveNode*>& curves,
     const LayerMap& layer_map,
@@ -2420,7 +2420,7 @@ void Converter::GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,
     node_anim_chain_bits[ fixed_name ] = flags;
 }
 
-bool Converter::IsRedundantAnimationData( const Model& target,
+bool FBXConverter::IsRedundantAnimationData( const Model& target,
     TransformationComp comp,
     const std::vector<const AnimationCurveNode*>& curves )
 {
@@ -2466,7 +2466,7 @@ bool Converter::IsRedundantAnimationData( const Model& target,
 }
 
 
-aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name,
+aiNodeAnim* FBXConverter::GenerateRotationNodeAnim( const std::string& name,
     const Model& target,
     const std::vector<const AnimationCurveNode*>& curves,
     const LayerMap& layer_map,
@@ -2496,7 +2496,7 @@ aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name,
     return na.release();
 }
 
-aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name,
+aiNodeAnim* FBXConverter::GenerateScalingNodeAnim( const std::string& name,
     const Model& /*target*/,
     const std::vector<const AnimationCurveNode*>& curves,
     const LayerMap& layer_map,
@@ -2527,7 +2527,7 @@ aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name,
 }
 
 
-aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name,
+aiNodeAnim* FBXConverter::GenerateTranslationNodeAnim( const std::string& name,
     const Model& /*target*/,
     const std::vector<const AnimationCurveNode*>& curves,
     const LayerMap& layer_map,
@@ -2564,7 +2564,7 @@ aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name,
     return na.release();
 }
 
-aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name,
+aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim( const std::string& name,
     const Model& target,
     NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ],
     NodeMap::const_iterator iter_end,
@@ -2700,7 +2700,7 @@ aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name,
     return na.release();
 }
 
-Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop )
+FBXConverter::KeyFrameListList FBXConverter::GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop )
 {
     KeyFrameListList inputs;
     inputs.reserve( nodes.size() * 3 );
@@ -2756,7 +2756,7 @@ Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector<const
 }
 
 
-KeyTimeList Converter::GetKeyTimeList( const KeyFrameListList& inputs )
+KeyTimeList FBXConverter::GetKeyTimeList( const KeyFrameListList& inputs )
 {
     ai_assert( inputs.size() );
 
@@ -2805,7 +2805,7 @@ KeyTimeList Converter::GetKeyTimeList( const KeyFrameListList& inputs )
     return keys;
 }
 
-void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
+void FBXConverter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
         const aiVector3D& def_value,
         double& max_time,
         double& min_time ) {
@@ -2861,14 +2861,14 @@ void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, c
     }
 }
 
-void Converter::InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
+void FBXConverter::InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
     const aiVector3D& def_value,
     double& maxTime,
     double& minTime,
     Model::RotOrder order )
 {
-    ai_assert( keys.size() );
-    ai_assert( valOut );
+    ai_assert( !keys.empty() );
+    ai_assert( nullptr != valOut );
 
     std::unique_ptr<aiVectorKey[]> temp( new aiVectorKey[ keys.size() ] );
     InterpolateKeys( temp.get(), keys, inputs, def_value, maxTime, minTime );
@@ -2899,7 +2899,7 @@ void Converter::InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, con
     }
 }
 
-void Converter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale,
+void FBXConverter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale,
     aiVectorKey* out_translation,
     const KeyFrameListList& scaling,
     const KeyFrameListList& translation,
@@ -2957,7 +2957,7 @@ void Converter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey
     }
 }
 
-aiQuaternion Converter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order )
+aiQuaternion FBXConverter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order )
 {
     aiMatrix4x4 m;
     GetRotationMatrix( order, rot, m );
@@ -2965,7 +2965,7 @@ aiQuaternion Converter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrde
     return aiQuaternion( aiMatrix3x3( m ) );
 }
 
-void Converter::ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
+void FBXConverter::ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
     int64_t start, int64_t stop,
     double& maxTime,
     double& minTime )
@@ -2985,7 +2985,7 @@ void Converter::ConvertScaleKeys( aiNodeAnim* na, const std::vector<const Animat
         InterpolateKeys( na->mScalingKeys, keys, inputs, aiVector3D( 1.0f, 1.0f, 1.0f ), maxTime, minTime );
 }
 
-void Converter::ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
+void FBXConverter::ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
     const LayerMap& /*layers*/,
     int64_t start, int64_t stop,
     double& maxTime,
@@ -3003,7 +3003,7 @@ void Converter::ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const
         InterpolateKeys( na->mPositionKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime );
 }
 
-void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
+void FBXConverter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
     const LayerMap& /*layers*/,
     int64_t start, int64_t stop,
     double& maxTime,
@@ -3023,7 +3023,7 @@ void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const Ani
     }
 }
 
-void Converter::ConvertGlobalSettings() {
+void FBXConverter::ConvertGlobalSettings() {
     if (nullptr == out) {
         return;
     }
@@ -3034,7 +3034,7 @@ void Converter::ConvertGlobalSettings() {
     out->mMetaData->Set(index, "UnitScaleFactor", unitScalFactor);
 }
 
-void Converter::TransferDataToScene()
+void FBXConverter::TransferDataToScene()
 {
     ai_assert( !out->mMeshes );
     ai_assert( !out->mNumMeshes );
@@ -3089,7 +3089,7 @@ void Converter::TransferDataToScene()
 // ------------------------------------------------------------------------------------------------
 void ConvertToAssimpScene(aiScene* out, const Document& doc)
 {
-    Converter converter(out,doc);
+    FBXConverter converter(out,doc);
 }
 
 } // !FBX

+ 3 - 3
code/FBXConverter.h

@@ -78,7 +78,7 @@ using NodeNameCache = std::set<std::string>;
 void ConvertToAssimpScene(aiScene* out, const Document& doc);
 
 /** Dummy class to encapsulate the conversion process */
-class Converter {
+class FBXConverter {
 public:
     /**
     *  The different parts that make up the final local transformation of a fbx-node
@@ -106,8 +106,8 @@ public:
     };
 
 public:
-    Converter(aiScene* out, const Document& doc);
-    ~Converter();
+    FBXConverter(aiScene* out, const Document& doc);
+    ~FBXConverter();
 
 private:
     // ------------------------------------------------------------------------------------------------

+ 21 - 20
include/assimp/anim.h

@@ -79,26 +79,27 @@ struct aiVectorKey
     /// @brief  Construction from a given time and key value.
 
     aiVectorKey(double time, const aiVector3D& value)
-        :   mTime   (time)
-        ,   mValue  (value)
-    {}
+    : mTime( time )
+    , mValue( value ) {
+        // empty
+    }
 
     typedef aiVector3D elem_type;
 
     // Comparison operators. For use with std::find();
-    bool operator == (const aiVectorKey& o) const {
-        return o.mValue == this->mValue;
+    bool operator == (const aiVectorKey& rhs) const {
+        return rhs.mValue == this->mValue;
     }
-    bool operator != (const aiVectorKey& o) const {
-        return o.mValue != this->mValue;
+    bool operator != (const aiVectorKey& rhs ) const {
+        return rhs.mValue != this->mValue;
     }
 
     // Relational operators. For use with std::sort();
-    bool operator < (const aiVectorKey& o) const {
-        return mTime < o.mTime;
+    bool operator < (const aiVectorKey& rhs ) const {
+        return mTime < rhs.mTime;
     }
-    bool operator > (const aiVectorKey& o) const {
-        return mTime > o.mTime;
+    bool operator > (const aiVectorKey& rhs ) const {
+        return mTime > rhs.mTime;
     }
 #endif // __cplusplus
 };
@@ -130,25 +131,25 @@ struct aiQuatKey
     typedef aiQuaternion elem_type;
 
     // Comparison operators. For use with std::find();
-    bool operator == (const aiQuatKey& o) const {
-        return o.mValue == this->mValue;
+    bool operator == (const aiQuatKey& rhs ) const {
+        return rhs.mValue == this->mValue;
     }
-    bool operator != (const aiQuatKey& o) const {
-        return o.mValue != this->mValue;
+    bool operator != (const aiQuatKey& rhs ) const {
+        return rhs.mValue != this->mValue;
     }
 
     // Relational operators. For use with std::sort();
-    bool operator < (const aiQuatKey& o) const {
-        return mTime < o.mTime;
+    bool operator < (const aiQuatKey& rhs ) const {
+        return mTime < rhs.mTime;
     }
-    bool operator > (const aiQuatKey& o) const {
-        return mTime > o.mTime;
+    bool operator > (const aiQuatKey& rhs ) const {
+        return mTime > rhs.mTime;
     }
 #endif
 };
 
 // ---------------------------------------------------------------------------
-/** Binds a anim mesh to a specific point in time. */
+/** Binds a anim-mesh to a specific point in time. */
 struct aiMeshKey
 {
     /** The time of this key */