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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2019, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- /** @file FBXConverter.cpp
- * @brief Implementation of the FBX DOM -> aiScene converter
- */
- #ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
- #include "FBXConverter.h"
- #include "FBXParser.h"
- #include "FBXMeshGeometry.h"
- #include "FBXDocument.h"
- #include "FBXUtil.h"
- #include "FBXProperties.h"
- #include "FBXImporter.h"
- #include <assimp/StringComparison.h>
- #include <assimp/MathFunctions.h>
- #include <assimp/scene.h>
- #include <assimp/CreateAnimMesh.h>
- #include <assimp/commonMetaData.h>
- #include <assimp/StringUtils.h>
- #include <tuple>
- #include <memory>
- #include <iterator>
- #include <vector>
- #include <sstream>
- #include <iomanip>
- #include <cstdint>
- #include <iostream>
- #include <stdlib.h>
- namespace Assimp {
- namespace FBX {
- using namespace Util;
- #define MAGIC_NODE_TAG "_$AssimpFbx$"
- #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
- FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones )
- : defaultMaterialIndex()
- , lights()
- , cameras()
- , textures()
- , materials_converted()
- , textures_converted()
- , meshes_converted()
- , node_anim_chain_bits()
- , mNodeNames()
- , anim_fps()
- , out(out)
- , doc(doc) {
- // animations need to be converted first since this will
- // populate the node_anim_chain_bits map, which is needed
- // to determine which nodes need to be generated.
- ConvertAnimations();
- // Embedded textures in FBX could be connected to nothing but to itself,
- // for instance Texture -> Video connection only but not to the main graph,
- // The idea here is to traverse all objects to find these Textures and convert them,
- // so later during material conversion it will find converted texture in the textures_converted array.
- if (doc.Settings().readTextures)
- {
- ConvertOrphantEmbeddedTextures();
- }
- ConvertRootNode();
- if (doc.Settings().readAllMaterials) {
- // unfortunately this means we have to evaluate all objects
- for (const ObjectMap::value_type& v : doc.Objects()) {
- const Object* ob = v.second->Get();
- if (!ob) {
- continue;
- }
- const Material* mat = dynamic_cast<const Material*>(ob);
- if (mat) {
- if (materials_converted.find(mat) == materials_converted.end()) {
- ConvertMaterial(*mat, 0);
- }
- }
- }
- }
- ConvertGlobalSettings();
- TransferDataToScene();
- // if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
- // to make sure the scene passes assimp's validation. FBX files
- // need not contain geometry (i.e. camera animations, raw armatures).
- if (out->mNumMeshes == 0) {
- out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
- }
- 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>());
- std::for_each(lights.begin(), lights.end(), Util::delete_fun<aiLight>());
- std::for_each(cameras.begin(), cameras.end(), Util::delete_fun<aiCamera>());
- std::for_each(textures.begin(), textures.end(), Util::delete_fun<aiTexture>());
- }
- void FBXConverter::ConvertRootNode() {
- out->mRootNode = new aiNode();
- std::string unique_name;
- GetUniqueName("RootNode", unique_name);
- out->mRootNode->mName.Set(unique_name);
- // root has ID 0
- ConvertNodes(0L, out->mRootNode, out->mRootNode);
- }
- static std::string getAncestorBaseName(const aiNode* node)
- {
- const char* nodeName = nullptr;
- size_t length = 0;
- while (node && (!nodeName || length == 0))
- {
- nodeName = node->mName.C_Str();
- length = node->mName.length;
- node = node->mParent;
- }
- if (!nodeName || length == 0)
- {
- return {};
- }
- // could be std::string_view if c++17 available
- return std::string(nodeName, length);
- }
- // Make unique name
- std::string FBXConverter::MakeUniqueNodeName(const Model* const model, const aiNode& parent)
- {
- std::string original_name = FixNodeName(model->Name());
- if (original_name.empty())
- {
- original_name = getAncestorBaseName(&parent);
- }
- std::string unique_name;
- GetUniqueName(original_name, unique_name);
- return unique_name;
- }
- /// todo: pre-build node hierarchy
- /// todo: get bone from stack
- /// todo: make map of aiBone* to aiNode*
- /// then update convert clusters to the new format
- void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
- const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
- std::vector<aiNode*> nodes;
- nodes.reserve(conns.size());
- std::vector<aiNode*> nodes_chain;
- std::vector<aiNode*> post_nodes_chain;
- try {
- for (const Connection* con : conns) {
- // ignore object-property links
- if (con->PropertyName().length()) {
- // really important we document why this is ignored.
- FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
- continue; //?
- }
- // convert connection source object into Object base class
- const Object* const object = con->SourceObject();
- if (nullptr == object) {
- FBXImporter::LogError("failed to convert source object for Model link");
- continue;
- }
- // FBX Model::Cube, Model::Bone001, etc elements
- // This detects if we can cast the object into this model structure.
- const Model* const model = dynamic_cast<const Model*>(object);
- 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
- // is employed by fbx) means that we may need multiple aiNode's
- // to represent a fbx node's transformation.
- // generate node transforms - this includes pivot data
- // if need_additional_node is true then you t
- const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
- // assert that for the current node we must have at least a single transform
- ai_assert(nodes_chain.size());
- if (need_additional_node) {
- nodes_chain.push_back(new aiNode(node_name));
- }
- //setup metadata on newest node
- SetupNodeMetadata(*model, *nodes_chain.back());
- // link all nodes in a row
- aiNode* last_parent = parent;
- for (aiNode* child : nodes_chain) {
- ai_assert(child);
- if (last_parent != parent) {
- last_parent->mNumChildren = 1;
- last_parent->mChildren = new aiNode*[1];
- last_parent->mChildren[0] = child;
- }
- child->mParent = last_parent;
- last_parent = child;
- new_abs_transform *= child->mTransformation;
- }
- // attach geometry
- ConvertModel(*model, nodes_chain.back(), 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");
- // if so, link the geometric transform inverse nodes
- // before we attach any child nodes
- if (child_conns.size()) {
- for (aiNode* postnode : post_nodes_chain) {
- ai_assert(postnode);
- if (last_parent != parent) {
- last_parent->mNumChildren = 1;
- last_parent->mChildren = new aiNode*[1];
- last_parent->mChildren[0] = postnode;
- }
- postnode->mParent = last_parent;
- last_parent = postnode;
- new_abs_transform *= postnode->mTransformation;
- }
- }
- else {
- // free the nodes we allocated as we don't need them
- Util::delete_fun<aiNode> deleter;
- std::for_each(
- post_nodes_chain.begin(),
- post_nodes_chain.end(),
- deleter
- );
- }
- // recursion call - child nodes
- ConvertNodes(model->ID(), last_parent, root_node);
- if (doc.Settings().readLights) {
- ConvertLights(*model, node_name);
- }
- if (doc.Settings().readCameras) {
- ConvertCameras(*model, node_name);
- }
- nodes.push_back(nodes_chain.front());
- nodes_chain.clear();
- }
- }
- if (nodes.size()) {
- parent->mChildren = new aiNode*[nodes.size()]();
- parent->mNumChildren = static_cast<unsigned int>(nodes.size());
- std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
- }
- else
- {
- parent->mNumChildren = 0;
- parent->mChildren = nullptr;
- }
-
- }
- catch (std::exception&) {
- Util::delete_fun<aiNode> deleter;
- std::for_each(nodes.begin(), nodes.end(), deleter);
- std::for_each(nodes_chain.begin(), nodes_chain.end(), deleter);
- std::for_each(post_nodes_chain.begin(), post_nodes_chain.end(), deleter);
- }
- }
- 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);
- if (light) {
- ConvertLight(*light, 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);
- if (cam) {
- ConvertCamera(*cam, orig_name);
- }
- }
- }
- void FBXConverter::ConvertLight(const Light& light, const std::string &orig_name) {
- lights.push_back(new aiLight());
- aiLight* const out_light = lights.back();
- out_light->mName.Set(orig_name);
- const float intensity = light.Intensity() / 100.0f;
- const aiVector3D& col = light.Color();
- out_light->mColorDiffuse = aiColor3D(col.x, col.y, col.z);
- out_light->mColorDiffuse.r *= intensity;
- out_light->mColorDiffuse.g *= intensity;
- out_light->mColorDiffuse.b *= intensity;
- out_light->mColorSpecular = out_light->mColorDiffuse;
- //lights are defined along negative y direction
- out_light->mPosition = aiVector3D(0.0f);
- out_light->mDirection = aiVector3D(0.0f, -1.0f, 0.0f);
- out_light->mUp = aiVector3D(0.0f, 0.0f, -1.0f);
- switch (light.LightType())
- {
- case Light::Type_Point:
- out_light->mType = aiLightSource_POINT;
- break;
- case Light::Type_Directional:
- out_light->mType = aiLightSource_DIRECTIONAL;
- break;
- case Light::Type_Spot:
- out_light->mType = aiLightSource_SPOT;
- out_light->mAngleOuterCone = AI_DEG_TO_RAD(light.OuterAngle());
- out_light->mAngleInnerCone = AI_DEG_TO_RAD(light.InnerAngle());
- break;
- case Light::Type_Area:
- FBXImporter::LogWarn("cannot represent area light, set to UNDEFINED");
- out_light->mType = aiLightSource_UNDEFINED;
- break;
- case Light::Type_Volume:
- FBXImporter::LogWarn("cannot represent volume light, set to UNDEFINED");
- out_light->mType = aiLightSource_UNDEFINED;
- break;
- default:
- ai_assert(false);
- }
- float decay = light.DecayStart();
- switch (light.DecayType())
- {
- case Light::Decay_None:
- out_light->mAttenuationConstant = decay;
- out_light->mAttenuationLinear = 0.0f;
- out_light->mAttenuationQuadratic = 0.0f;
- break;
- case Light::Decay_Linear:
- out_light->mAttenuationConstant = 0.0f;
- out_light->mAttenuationLinear = 2.0f / decay;
- out_light->mAttenuationQuadratic = 0.0f;
- break;
- case Light::Decay_Quadratic:
- out_light->mAttenuationConstant = 0.0f;
- out_light->mAttenuationLinear = 0.0f;
- out_light->mAttenuationQuadratic = 2.0f / (decay * decay);
- break;
- case Light::Decay_Cubic:
- FBXImporter::LogWarn("cannot represent cubic attenuation, set to Quadratic");
- out_light->mAttenuationQuadratic = 1.0f;
- break;
- default:
- ai_assert(false);
- break;
- }
- }
- void FBXConverter::ConvertCamera(const Camera& cam, const std::string &orig_name)
- {
- cameras.push_back(new aiCamera());
- aiCamera* const out_camera = cameras.back();
- out_camera->mName.Set(orig_name);
- out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
- out_camera->mPosition = aiVector3D(0.0f);
- out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
- out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
- out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
- out_camera->mClipPlaneNear = cam.NearPlane();
- out_camera->mClipPlaneFar = cam.FarPlane();
- out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
- out_camera->mClipPlaneNear = cam.NearPlane();
- out_camera->mClipPlaneFar = cam.FarPlane();
- }
- void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueName)
- {
- uniqueName = name;
- auto it_pair = mNodeNames.insert({ name, 0 }); // duplicate node name instance count
- unsigned int& i = it_pair.first->second;
- while (!it_pair.second)
- {
- i++;
- std::ostringstream ext;
- ext << name << std::setfill('0') << std::setw(3) << i;
- uniqueName = ext.str();
- it_pair = mNodeNames.insert({ uniqueName, 0 });
- }
- }
- const char* FBXConverter::NameTransformationComp(TransformationComp comp) {
- switch (comp) {
- case TransformationComp_Translation:
- return "Translation";
- case TransformationComp_RotationOffset:
- return "RotationOffset";
- case TransformationComp_RotationPivot:
- return "RotationPivot";
- case TransformationComp_PreRotation:
- return "PreRotation";
- case TransformationComp_Rotation:
- return "Rotation";
- case TransformationComp_PostRotation:
- return "PostRotation";
- case TransformationComp_RotationPivotInverse:
- return "RotationPivotInverse";
- case TransformationComp_ScalingOffset:
- return "ScalingOffset";
- case TransformationComp_ScalingPivot:
- return "ScalingPivot";
- case TransformationComp_Scaling:
- return "Scaling";
- case TransformationComp_ScalingPivotInverse:
- return "ScalingPivotInverse";
- case TransformationComp_GeometricScaling:
- return "GeometricScaling";
- case TransformationComp_GeometricRotation:
- return "GeometricRotation";
- case TransformationComp_GeometricTranslation:
- return "GeometricTranslation";
- case TransformationComp_GeometricScalingInverse:
- return "GeometricScalingInverse";
- case TransformationComp_GeometricRotationInverse:
- return "GeometricRotationInverse";
- case TransformationComp_GeometricTranslationInverse:
- return "GeometricTranslationInverse";
- case TransformationComp_MAXIMUM: // this is to silence compiler warnings
- default:
- break;
- }
- ai_assert(false);
- return nullptr;
- }
- const char* FBXConverter::NameTransformationCompProperty(TransformationComp comp) {
- switch (comp) {
- case TransformationComp_Translation:
- return "Lcl Translation";
- case TransformationComp_RotationOffset:
- return "RotationOffset";
- case TransformationComp_RotationPivot:
- return "RotationPivot";
- case TransformationComp_PreRotation:
- return "PreRotation";
- case TransformationComp_Rotation:
- return "Lcl Rotation";
- case TransformationComp_PostRotation:
- return "PostRotation";
- case TransformationComp_RotationPivotInverse:
- return "RotationPivotInverse";
- case TransformationComp_ScalingOffset:
- return "ScalingOffset";
- case TransformationComp_ScalingPivot:
- return "ScalingPivot";
- case TransformationComp_Scaling:
- return "Lcl Scaling";
- case TransformationComp_ScalingPivotInverse:
- return "ScalingPivotInverse";
- case TransformationComp_GeometricScaling:
- return "GeometricScaling";
- case TransformationComp_GeometricRotation:
- return "GeometricRotation";
- case TransformationComp_GeometricTranslation:
- return "GeometricTranslation";
- case TransformationComp_GeometricScalingInverse:
- return "GeometricScalingInverse";
- case TransformationComp_GeometricRotationInverse:
- return "GeometricRotationInverse";
- case TransformationComp_GeometricTranslationInverse:
- return "GeometricTranslationInverse";
- case TransformationComp_MAXIMUM: // this is to silence compiler warnings
- break;
- }
- ai_assert(false);
- return nullptr;
- }
- 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 FBXConverter::GetRotationMatrix(Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out)
- {
- if (mode == Model::RotOrder_SphericXYZ) {
- FBXImporter::LogError("Unsupported RotationMode: SphericXYZ");
- out = aiMatrix4x4();
- return;
- }
- const float angle_epsilon = Math::getEpsilon<float>();
- out = aiMatrix4x4();
- bool is_id[3] = { true, true, true };
- aiMatrix4x4 temp[3];
- if (std::fabs(rotation.z) > angle_epsilon) {
- aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(rotation.z), temp[2]);
- is_id[2] = false;
- }
- if (std::fabs(rotation.y) > angle_epsilon) {
- aiMatrix4x4::RotationY(AI_DEG_TO_RAD(rotation.y), temp[1]);
- is_id[1] = false;
- }
- if (std::fabs(rotation.x) > angle_epsilon) {
- aiMatrix4x4::RotationX(AI_DEG_TO_RAD(rotation.x), temp[0]);
- is_id[0] = false;
- }
- int order[3] = { -1, -1, -1 };
- // note: rotation order is inverted since we're left multiplying as is usual in assimp
- switch (mode)
- {
- case Model::RotOrder_EulerXYZ:
- order[0] = 2;
- order[1] = 1;
- order[2] = 0;
- break;
- case Model::RotOrder_EulerXZY:
- order[0] = 1;
- order[1] = 2;
- order[2] = 0;
- break;
- case Model::RotOrder_EulerYZX:
- order[0] = 0;
- order[1] = 2;
- order[2] = 1;
- break;
- case Model::RotOrder_EulerYXZ:
- order[0] = 2;
- order[1] = 0;
- order[2] = 1;
- break;
- case Model::RotOrder_EulerZXY:
- order[0] = 1;
- order[1] = 0;
- order[2] = 2;
- break;
- case Model::RotOrder_EulerZYX:
- order[0] = 0;
- order[1] = 1;
- order[2] = 2;
- break;
- default:
- ai_assert(false);
- break;
- }
- ai_assert(order[0] >= 0);
- ai_assert(order[0] <= 2);
- ai_assert(order[1] >= 0);
- ai_assert(order[1] <= 2);
- ai_assert(order[2] >= 0);
- ai_assert(order[2] <= 2);
- if (!is_id[order[0]]) {
- out = temp[order[0]];
- }
- if (!is_id[order[1]]) {
- out = out * temp[order[1]];
- }
- if (!is_id[order[2]]) {
- out = out * temp[order[2]];
- }
- }
- bool FBXConverter::NeedsComplexTransformationChain(const Model& model)
- {
- const PropertyTable& props = model.Props();
- bool ok;
- const float zero_epsilon = 1e-6f;
- const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
- for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
- const TransformationComp comp = static_cast<TransformationComp>(i);
- if (comp == TransformationComp_Rotation || comp == TransformationComp_Scaling || comp == TransformationComp_Translation) {
- continue;
- }
- bool scale_compare = (comp == TransformationComp_GeometricScaling || comp == TransformationComp_Scaling);
- const aiVector3D& v = PropertyGet<aiVector3D>(props, NameTransformationCompProperty(comp), ok);
- if (ok && scale_compare) {
- if ((v - all_ones).SquareLength() > zero_epsilon) {
- return true;
- }
- } else if (ok) {
- if (v.SquareLength() > zero_epsilon) {
- return true;
- }
- }
- }
- return false;
- }
- std::string FBXConverter::NameTransformationChainNode(const std::string& name, TransformationComp comp)
- {
- return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
- }
- bool FBXConverter::GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<aiNode*>& output_nodes,
- std::vector<aiNode*>& post_output_nodes) {
- const PropertyTable& props = model.Props();
- const Model::RotOrder rot = model.RotationOrder();
- bool ok;
- aiMatrix4x4 chain[TransformationComp_MAXIMUM];
- ai_assert(TransformationComp_MAXIMUM < 32);
- std::uint32_t chainBits = 0;
- // A node won't need a node chain if it only has these.
- const std::uint32_t chainMaskSimple = (1 << TransformationComp_Translation) + (1 << TransformationComp_Scaling) + (1 << TransformationComp_Rotation);
- // A node will need a node chain if it has any of these.
- const std::uint32_t chainMaskComplex = ((1 << (TransformationComp_MAXIMUM)) - 1) - chainMaskSimple;
- std::fill_n(chain, static_cast<unsigned int>(TransformationComp_MAXIMUM), aiMatrix4x4());
- // generate transformation matrices for all the different transformation components
- const float zero_epsilon = Math::getEpsilon<float>();
- const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
- const aiVector3D& PreRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
- if (ok && PreRotation.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_PreRotation);
- GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PreRotation, chain[TransformationComp_PreRotation]);
- }
- const aiVector3D& PostRotation = PropertyGet<aiVector3D>(props, "PostRotation", ok);
- if (ok && PostRotation.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_PostRotation);
- GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PostRotation, chain[TransformationComp_PostRotation]);
- }
- const aiVector3D& RotationPivot = PropertyGet<aiVector3D>(props, "RotationPivot", ok);
- if (ok && RotationPivot.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_RotationPivot) | (1 << TransformationComp_RotationPivotInverse);
- aiMatrix4x4::Translation(RotationPivot, chain[TransformationComp_RotationPivot]);
- aiMatrix4x4::Translation(-RotationPivot, chain[TransformationComp_RotationPivotInverse]);
- }
- const aiVector3D& RotationOffset = PropertyGet<aiVector3D>(props, "RotationOffset", ok);
- if (ok && RotationOffset.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_RotationOffset);
- aiMatrix4x4::Translation(RotationOffset, chain[TransformationComp_RotationOffset]);
- }
- const aiVector3D& ScalingOffset = PropertyGet<aiVector3D>(props, "ScalingOffset", ok);
- if (ok && ScalingOffset.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_ScalingOffset);
- aiMatrix4x4::Translation(ScalingOffset, chain[TransformationComp_ScalingOffset]);
- }
- const aiVector3D& ScalingPivot = PropertyGet<aiVector3D>(props, "ScalingPivot", ok);
- if (ok && ScalingPivot.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_ScalingPivot) | (1 << TransformationComp_ScalingPivotInverse);
- aiMatrix4x4::Translation(ScalingPivot, chain[TransformationComp_ScalingPivot]);
- aiMatrix4x4::Translation(-ScalingPivot, chain[TransformationComp_ScalingPivotInverse]);
- }
- const aiVector3D& Translation = PropertyGet<aiVector3D>(props, "Lcl Translation", ok);
- if (ok && Translation.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_Translation);
- aiMatrix4x4::Translation(Translation, chain[TransformationComp_Translation]);
- }
- const aiVector3D& Scaling = PropertyGet<aiVector3D>(props, "Lcl Scaling", ok);
- if (ok && (Scaling - all_ones).SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_Scaling);
- aiMatrix4x4::Scaling(Scaling, chain[TransformationComp_Scaling]);
- }
- const aiVector3D& Rotation = PropertyGet<aiVector3D>(props, "Lcl Rotation", ok);
- if (ok && Rotation.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_Rotation);
- GetRotationMatrix(rot, Rotation, chain[TransformationComp_Rotation]);
- }
- const aiVector3D& GeometricScaling = PropertyGet<aiVector3D>(props, "GeometricScaling", ok);
- if (ok && (GeometricScaling - all_ones).SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_GeometricScaling);
- aiMatrix4x4::Scaling(GeometricScaling, chain[TransformationComp_GeometricScaling]);
- aiVector3D GeometricScalingInverse = GeometricScaling;
- bool canscale = true;
- for (unsigned int i = 0; i < 3; ++i) {
- if (std::fabs(GeometricScalingInverse[i]) > zero_epsilon) {
- GeometricScalingInverse[i] = 1.0f / GeometricScaling[i];
- }
- else {
- FBXImporter::LogError("cannot invert geometric scaling matrix with a 0.0 scale component");
- canscale = false;
- break;
- }
- }
- if (canscale) {
- chainBits = chainBits | (1 << TransformationComp_GeometricScalingInverse);
- aiMatrix4x4::Scaling(GeometricScalingInverse, chain[TransformationComp_GeometricScalingInverse]);
- }
- }
- const aiVector3D& GeometricRotation = PropertyGet<aiVector3D>(props, "GeometricRotation", ok);
- if (ok && GeometricRotation.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_GeometricRotation) | (1 << TransformationComp_GeometricRotationInverse);
- GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotation]);
- GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotationInverse]);
- chain[TransformationComp_GeometricRotationInverse].Inverse();
- }
- const aiVector3D& GeometricTranslation = PropertyGet<aiVector3D>(props, "GeometricTranslation", ok);
- if (ok && GeometricTranslation.SquareLength() > zero_epsilon) {
- chainBits = chainBits | (1 << TransformationComp_GeometricTranslation) | (1 << TransformationComp_GeometricTranslationInverse);
- aiMatrix4x4::Translation(GeometricTranslation, chain[TransformationComp_GeometricTranslation]);
- aiMatrix4x4::Translation(-GeometricTranslation, chain[TransformationComp_GeometricTranslationInverse]);
- }
- // is_complex needs to be consistent with NeedsComplexTransformationChain()
- // or the interplay between this code and the animation converter would
- // not be guaranteed.
- //ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
- // now, if we have more than just Translation, Scaling and Rotation,
- // we need to generate a full node chain to accommodate for assimp's
- // lack to express pivots and offsets.
- if ((chainBits & chainMaskComplex) && doc.Settings().preservePivots) {
- FBXImporter::LogInfo("generating full transformation chain for node: " + name);
- // query the anim_chain_bits dictionary to find out which chain elements
- // have associated node animation channels. These can not be dropped
- // even if they have identity transform in bind pose.
- NodeAnimBitMap::const_iterator it = node_anim_chain_bits.find(name);
- const unsigned int anim_chain_bitmask = (it == node_anim_chain_bits.end() ? 0 : (*it).second);
- unsigned int bit = 0x1;
- for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1) {
- const TransformationComp comp = static_cast<TransformationComp>(i);
- if ((chainBits & bit) == 0 && (anim_chain_bitmask & bit) == 0) {
- continue;
- }
- if (comp == TransformationComp_PostRotation) {
- chain[i] = chain[i].Inverse();
- }
- aiNode* nd = new aiNode();
- nd->mName.Set(NameTransformationChainNode(name, comp));
- nd->mTransformation = chain[i];
- // geometric inverses go in a post-node chain
- if (comp == TransformationComp_GeometricScalingInverse ||
- comp == TransformationComp_GeometricRotationInverse ||
- comp == TransformationComp_GeometricTranslationInverse
- ) {
- post_output_nodes.push_back(nd);
- }
- else {
- output_nodes.push_back(nd);
- }
- }
- ai_assert(output_nodes.size());
- return true;
- }
- // else, we can just multiply the matrices together
- aiNode* nd = new aiNode();
- output_nodes.push_back(nd);
- // name passed to the method is already unique
- nd->mName.Set(name);
- for (const auto &transform : chain) {
- nd->mTransformation = nd->mTransformation * transform;
- }
- return false;
- }
- void FBXConverter::SetupNodeMetadata(const Model& model, aiNode& nd)
- {
- const PropertyTable& props = model.Props();
- DirectPropertyMap unparsedProperties = props.GetUnparsedProperties();
- // create metadata on node
- const std::size_t numStaticMetaData = 2;
- aiMetadata* data = aiMetadata::Alloc(static_cast<unsigned int>(unparsedProperties.size() + numStaticMetaData));
- nd.mMetaData = data;
- int index = 0;
- // find user defined properties (3ds Max)
- data->Set(index++, "UserProperties", aiString(PropertyGet<std::string>(props, "UDP3DSMAX", "")));
- // preserve the info that a node was marked as Null node in the original file.
- data->Set(index++, "IsNull", model.IsNull() ? true : false);
- // add unparsed properties to the node's metadata
- for (const DirectPropertyMap::value_type& prop : unparsedProperties) {
- // Interpret the property as a concrete type
- if (const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool> >()) {
- data->Set(index++, prop.first, interpreted->Value());
- }
- else if (const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int> >()) {
- data->Set(index++, prop.first, interpreted->Value());
- }
- else if (const TypedProperty<uint64_t>* interpreted = prop.second->As<TypedProperty<uint64_t> >()) {
- data->Set(index++, prop.first, interpreted->Value());
- }
- else if (const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >()) {
- data->Set(index++, prop.first, interpreted->Value());
- }
- else if (const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >()) {
- data->Set(index++, prop.first, aiString(interpreted->Value()));
- }
- else if (const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D> >()) {
- data->Set(index++, prop.first, interpreted->Value());
- }
- else {
- ai_assert(false);
- }
- }
- }
- 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,
- absolute_transform);
- std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
- }
- else if (line) {
- const std::vector<unsigned int>& indices = ConvertLine(*line, model, parent, root_node);
- std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
- }
- else {
- FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
- }
- }
- if (meshes.size()) {
- parent->mMeshes = new unsigned int[meshes.size()]();
- parent->mNumMeshes = static_cast<unsigned int>(meshes.size());
- std::swap_ranges(meshes.begin(), meshes.end(), parent->mMeshes);
- }
- }
- std::vector<unsigned int>
- 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);
- if (it != meshes_converted.end()) {
- std::copy((*it).second.begin(), (*it).second.end(), std::back_inserter(temp));
- return temp;
- }
- const std::vector<aiVector3D>& vertices = mesh.GetVertices();
- const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
- if (vertices.empty() || faces.empty()) {
- FBXImporter::LogWarn("ignoring empty geometry: " + mesh.Name());
- return temp;
- }
- // one material per mesh maps easily to aiMesh. Multiple material
- // meshes need to be split.
- const MatIndexArray& mindices = mesh.GetMaterialIndices();
- if (doc.Settings().readMaterials && !mindices.empty()) {
- const MatIndexArray::value_type base = mindices[0];
- for (MatIndexArray::value_type index : mindices) {
- if (index != base) {
- return ConvertMeshMultiMaterial(mesh, model, parent, root_node, absolute_transform);
- }
- }
- }
- // faster code-path, just copy the data
- temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
- return temp;
- }
- std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
- aiNode *parent, aiNode *root_node)
- {
- std::vector<unsigned int> temp;
- const std::vector<aiVector3D>& vertices = line.GetVertices();
- const std::vector<int>& indices = line.GetIndices();
- if (vertices.empty() || indices.empty()) {
- FBXImporter::LogWarn("ignoring empty line: " + line.Name());
- return temp;
- }
- aiMesh* const out_mesh = SetupEmptyMesh(line, root_node);
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- // copy vertices
- out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
- out_mesh->mVertices = new aiVector3D[out_mesh->mNumVertices];
- std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
- //Number of line segments (faces) is "Number of Points - Number of Endpoints"
- //N.B.: Endpoints in FbxLine are denoted by negative indices.
- //If such an Index is encountered, add 1 and multiply by -1 to get the real index.
- unsigned int epcount = 0;
- for (unsigned i = 0; i < indices.size(); i++)
- {
- if (indices[i] < 0) {
- epcount++;
- }
- }
- unsigned int pcount = static_cast<unsigned int>( indices.size() );
- unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
- aiFace* fac = out_mesh->mFaces = new aiFace[scount]();
- for (unsigned int i = 0; i < pcount; ++i) {
- if (indices[i] < 0) continue;
- aiFace& f = *fac++;
- f.mNumIndices = 2; //2 == aiPrimitiveType_LINE
- f.mIndices = new unsigned int[2];
- f.mIndices[0] = indices[i];
- int segid = indices[(i + 1 == pcount ? 0 : i + 1)]; //If we have reached he last point, wrap around
- f.mIndices[1] = (segid < 0 ? (segid + 1)*-1 : segid); //Convert EndPoint Index to normal Index
- }
- temp.push_back(static_cast<unsigned int>(meshes.size() - 1));
- return temp;
- }
- aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode *parent)
- {
- aiMesh* const out_mesh = new aiMesh();
- meshes.push_back(out_mesh);
- meshes_converted[&mesh].push_back(static_cast<unsigned int>(meshes.size() - 1));
- // set name
- std::string name = mesh.Name();
- if (name.substr(0, 10) == "Geometry::") {
- name = name.substr(10);
- }
- if (name.length()) {
- out_mesh->mName.Set(name);
- }
- else
- {
- out_mesh->mName = parent->mName;
- }
- return out_mesh;
- }
- unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
- const aiMatrix4x4 &absolute_transform, aiNode *parent,
- aiNode *root_node)
- {
- const MatIndexArray& mindices = mesh.GetMaterialIndices();
- aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
- const std::vector<aiVector3D>& vertices = mesh.GetVertices();
- const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
- // copy vertices
- out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
- out_mesh->mVertices = new aiVector3D[vertices.size()];
- std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
- // generate dummy faces
- out_mesh->mNumFaces = static_cast<unsigned int>(faces.size());
- aiFace* fac = out_mesh->mFaces = new aiFace[faces.size()]();
- unsigned int cursor = 0;
- for (unsigned int pcount : faces) {
- aiFace& f = *fac++;
- f.mNumIndices = pcount;
- f.mIndices = new unsigned int[pcount];
- switch (pcount)
- {
- case 1:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- case 2:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case 3:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- default:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- break;
- }
- for (unsigned int i = 0; i < pcount; ++i) {
- f.mIndices[i] = cursor++;
- }
- }
- // copy normals
- const std::vector<aiVector3D>& normals = mesh.GetNormals();
- if (normals.size()) {
- ai_assert(normals.size() == vertices.size());
- out_mesh->mNormals = new aiVector3D[vertices.size()];
- std::copy(normals.begin(), normals.end(), out_mesh->mNormals);
- }
- // copy tangents - assimp requires both tangents and bitangents (binormals)
- // to be present, or neither of them. Compute binormals from normals
- // and tangents if needed.
- const std::vector<aiVector3D>& tangents = mesh.GetTangents();
- const std::vector<aiVector3D>* binormals = &mesh.GetBinormals();
- if (tangents.size()) {
- std::vector<aiVector3D> tempBinormals;
- if (!binormals->size()) {
- if (normals.size()) {
- tempBinormals.resize(normals.size());
- for (unsigned int i = 0; i < tangents.size(); ++i) {
- tempBinormals[i] = normals[i] ^ tangents[i];
- }
- binormals = &tempBinormals;
- }
- else {
- binormals = nullptr;
- }
- }
- if (binormals) {
- ai_assert(tangents.size() == vertices.size());
- ai_assert(binormals->size() == vertices.size());
- out_mesh->mTangents = new aiVector3D[vertices.size()];
- std::copy(tangents.begin(), tangents.end(), out_mesh->mTangents);
- out_mesh->mBitangents = new aiVector3D[vertices.size()];
- std::copy(binormals->begin(), binormals->end(), out_mesh->mBitangents);
- }
- }
- // copy texture coords
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i);
- if (uvs.empty()) {
- break;
- }
- aiVector3D* out_uv = out_mesh->mTextureCoords[i] = new aiVector3D[vertices.size()];
- for (const aiVector2D& v : uvs) {
- *out_uv++ = aiVector3D(v.x, v.y, 0.0f);
- }
- out_mesh->mNumUVComponents[i] = 2;
- }
- // copy vertex colors
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
- const std::vector<aiColor4D>& colors = mesh.GetVertexColors(i);
- if (colors.empty()) {
- break;
- }
- out_mesh->mColors[i] = new aiColor4D[vertices.size()];
- std::copy(colors.begin(), colors.end(), out_mesh->mColors[i]);
- }
- if (!doc.Settings().readMaterials || mindices.empty()) {
- FBXImporter::LogError("no material assigned to mesh, setting default material");
- out_mesh->mMaterialIndex = GetDefaultMaterial();
- }
- else {
- ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
- }
- if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
- ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
- nullptr);
- }
- std::vector<aiAnimMesh*> animMeshes;
- for (const BlendShape* blendShape : mesh.GetBlendShapes()) {
- for (const BlendShapeChannel* blendShapeChannel : blendShape->BlendShapeChannels()) {
- const std::vector<const ShapeGeometry*>& shapeGeometries = blendShapeChannel->GetShapeGeometries();
- for (size_t i = 0; i < shapeGeometries.size(); i++) {
- aiAnimMesh *animMesh = aiCreateAnimMesh(out_mesh);
- const ShapeGeometry* shapeGeometry = shapeGeometries.at(i);
- const std::vector<aiVector3D>& vertices = shapeGeometry->GetVertices();
- const std::vector<aiVector3D>& normals = shapeGeometry->GetNormals();
- const std::vector<unsigned int>& indices = shapeGeometry->GetIndices();
- animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
- for (size_t j = 0; j < indices.size(); j++) {
- unsigned int index = indices.at(j);
- aiVector3D vertex = vertices.at(j);
- aiVector3D normal = normals.at(j);
- unsigned int count = 0;
- const unsigned int* outIndices = mesh.ToOutputVertexIndex(index, count);
- for (unsigned int k = 0; k < count; k++) {
- unsigned int index = outIndices[k];
- animMesh->mVertices[index] += vertex;
- if (animMesh->mNormals != nullptr) {
- animMesh->mNormals[index] += normal;
- animMesh->mNormals[index].NormalizeSafe();
- }
- }
- }
- animMesh->mWeight = shapeGeometries.size() > 1 ? blendShapeChannel->DeformPercent() / 100.0f : 1.0f;
- animMeshes.push_back(animMesh);
- }
- }
- }
- const size_t numAnimMeshes = animMeshes.size();
- if (numAnimMeshes > 0) {
- out_mesh->mNumAnimMeshes = static_cast<unsigned int>(numAnimMeshes);
- out_mesh->mAnimMeshes = new aiAnimMesh*[numAnimMeshes];
- for (size_t i = 0; i < numAnimMeshes; i++) {
- out_mesh->mAnimMeshes[i] = animMeshes.at(i);
- }
- }
- return static_cast<unsigned int>(meshes.size() - 1);
- }
- std::vector<unsigned int>
- FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
- aiNode *root_node,
- const aiMatrix4x4 &absolute_transform)
- {
- const MatIndexArray& mindices = mesh.GetMaterialIndices();
- ai_assert(mindices.size());
- std::set<MatIndexArray::value_type> had;
- std::vector<unsigned int> indices;
- for (MatIndexArray::value_type index : mindices) {
- if (had.find(index) == had.end()) {
- indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node, absolute_transform));
- had.insert(index);
- }
- }
- return indices;
- }
- unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
- MatIndexArray::value_type index,
- aiNode *parent, aiNode *root_node,
- const aiMatrix4x4 &absolute_transform)
- {
- aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
- const MatIndexArray& mindices = mesh.GetMaterialIndices();
- const std::vector<aiVector3D>& vertices = mesh.GetVertices();
- const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
- const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != nullptr;
- unsigned int count_faces = 0;
- unsigned int count_vertices = 0;
- // count faces
- std::vector<unsigned int>::const_iterator itf = faces.begin();
- for (MatIndexArray::const_iterator it = mindices.begin(),
- end = mindices.end(); it != end; ++it, ++itf)
- {
- if ((*it) != index) {
- continue;
- }
- ++count_faces;
- count_vertices += *itf;
- }
- ai_assert(count_faces);
- ai_assert(count_vertices);
- // mapping from output indices to DOM indexing, needed to resolve weights or blendshapes
- std::vector<unsigned int> reverseMapping;
- std::map<unsigned int, unsigned int> translateIndexMap;
- if (process_weights || mesh.GetBlendShapes().size() > 0) {
- reverseMapping.resize(count_vertices);
- }
- // allocate output data arrays, but don't fill them yet
- out_mesh->mNumVertices = count_vertices;
- out_mesh->mVertices = new aiVector3D[count_vertices];
- out_mesh->mNumFaces = count_faces;
- aiFace* fac = out_mesh->mFaces = new aiFace[count_faces]();
- // allocate normals
- const std::vector<aiVector3D>& normals = mesh.GetNormals();
- if (normals.size()) {
- ai_assert(normals.size() == vertices.size());
- out_mesh->mNormals = new aiVector3D[vertices.size()];
- }
- // allocate tangents, binormals.
- const std::vector<aiVector3D>& tangents = mesh.GetTangents();
- const std::vector<aiVector3D>* binormals = &mesh.GetBinormals();
- std::vector<aiVector3D> tempBinormals;
- if (tangents.size()) {
- if (!binormals->size()) {
- if (normals.size()) {
- // XXX this computes the binormals for the entire mesh, not only
- // the part for which we need them.
- tempBinormals.resize(normals.size());
- for (unsigned int i = 0; i < tangents.size(); ++i) {
- tempBinormals[i] = normals[i] ^ tangents[i];
- }
- binormals = &tempBinormals;
- }
- else {
- binormals = nullptr;
- }
- }
- if (binormals) {
- ai_assert(tangents.size() == vertices.size() && binormals->size() == vertices.size());
- out_mesh->mTangents = new aiVector3D[vertices.size()];
- out_mesh->mBitangents = new aiVector3D[vertices.size()];
- }
- }
- // allocate texture coords
- unsigned int num_uvs = 0;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i, ++num_uvs) {
- const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i);
- if (uvs.empty()) {
- break;
- }
- out_mesh->mTextureCoords[i] = new aiVector3D[vertices.size()];
- out_mesh->mNumUVComponents[i] = 2;
- }
- // allocate vertex colors
- unsigned int num_vcs = 0;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i, ++num_vcs) {
- const std::vector<aiColor4D>& colors = mesh.GetVertexColors(i);
- if (colors.empty()) {
- break;
- }
- out_mesh->mColors[i] = new aiColor4D[vertices.size()];
- }
- unsigned int cursor = 0, in_cursor = 0;
- itf = faces.begin();
- for (MatIndexArray::const_iterator it = mindices.begin(), end = mindices.end(); it != end; ++it, ++itf)
- {
- const unsigned int pcount = *itf;
- if ((*it) != index) {
- in_cursor += pcount;
- continue;
- }
- aiFace& f = *fac++;
- f.mNumIndices = pcount;
- f.mIndices = new unsigned int[pcount];
- switch (pcount)
- {
- case 1:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- case 2:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case 3:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- default:
- out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- break;
- }
- for (unsigned int i = 0; i < pcount; ++i, ++cursor, ++in_cursor) {
- f.mIndices[i] = cursor;
- if (reverseMapping.size()) {
- reverseMapping[cursor] = in_cursor;
- translateIndexMap[in_cursor] = cursor;
- }
- out_mesh->mVertices[cursor] = vertices[in_cursor];
- if (out_mesh->mNormals) {
- out_mesh->mNormals[cursor] = normals[in_cursor];
- }
- if (out_mesh->mTangents) {
- out_mesh->mTangents[cursor] = tangents[in_cursor];
- out_mesh->mBitangents[cursor] = (*binormals)[in_cursor];
- }
- for (unsigned int j = 0; j < num_uvs; ++j) {
- const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(j);
- out_mesh->mTextureCoords[j][cursor] = aiVector3D(uvs[in_cursor].x, uvs[in_cursor].y, 0.0f);
- }
- for (unsigned int j = 0; j < num_vcs; ++j) {
- const std::vector<aiColor4D>& cols = mesh.GetVertexColors(j);
- out_mesh->mColors[j][cursor] = cols[in_cursor];
- }
- }
- }
- ConvertMaterialForMesh(out_mesh, model, mesh, index);
- if (process_weights) {
- ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, index, &reverseMapping);
- }
- std::vector<aiAnimMesh*> animMeshes;
- for (const BlendShape* blendShape : mesh.GetBlendShapes()) {
- for (const BlendShapeChannel* blendShapeChannel : blendShape->BlendShapeChannels()) {
- const std::vector<const ShapeGeometry*>& shapeGeometries = blendShapeChannel->GetShapeGeometries();
- for (size_t i = 0; i < shapeGeometries.size(); i++) {
- aiAnimMesh* animMesh = aiCreateAnimMesh(out_mesh);
- const ShapeGeometry* shapeGeometry = shapeGeometries.at(i);
- const std::vector<aiVector3D>& vertices = shapeGeometry->GetVertices();
- const std::vector<aiVector3D>& normals = shapeGeometry->GetNormals();
- const std::vector<unsigned int>& indices = shapeGeometry->GetIndices();
- animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
- for (size_t j = 0; j < indices.size(); j++) {
- unsigned int index = indices.at(j);
- aiVector3D vertex = vertices.at(j);
- aiVector3D normal = normals.at(j);
- unsigned int count = 0;
- const unsigned int* outIndices = mesh.ToOutputVertexIndex(index, count);
- for (unsigned int k = 0; k < count; k++) {
- unsigned int outIndex = outIndices[k];
- if (translateIndexMap.find(outIndex) == translateIndexMap.end())
- continue;
- unsigned int index = translateIndexMap[outIndex];
- animMesh->mVertices[index] += vertex;
- if (animMesh->mNormals != nullptr) {
- animMesh->mNormals[index] += normal;
- animMesh->mNormals[index].NormalizeSafe();
- }
- }
- }
- animMesh->mWeight = shapeGeometries.size() > 1 ? blendShapeChannel->DeformPercent() / 100.0f : 1.0f;
- animMeshes.push_back(animMesh);
- }
- }
- }
- const size_t numAnimMeshes = animMeshes.size();
- if (numAnimMeshes > 0) {
- out_mesh->mNumAnimMeshes = static_cast<unsigned int>(numAnimMeshes);
- out_mesh->mAnimMeshes = new aiAnimMesh*[numAnimMeshes];
- for (size_t i = 0; i < numAnimMeshes; i++) {
- out_mesh->mAnimMeshes[i] = animMeshes.at(i);
- }
- }
- return static_cast<unsigned int>(meshes.size() - 1);
- }
- void FBXConverter::ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo,
- const aiMatrix4x4 &absolute_transform,
- aiNode *parent, aiNode *root_node, 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;
- const Skin& sk = *geo.DeformerSkin();
- std::vector<aiBone*> bones;
- const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
- ai_assert(no_mat_check || outputVertStartIndices);
- try {
- // iterate over the sub deformers
- for (const Cluster* cluster : sk.Clusters()) {
- ai_assert(cluster);
- const WeightIndexArray& indices = cluster->GetIndices();
- const MatIndexArray& mats = geo.GetMaterialIndices();
- const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
- count_out_indices.clear();
- index_out_indices.clear();
- out_indices.clear();
- // now check if *any* of these weights is contained in the output mesh,
- // taking notes so we don't need to do it twice.
- for (WeightIndexArray::value_type index : indices) {
- unsigned int count = 0;
- const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
- // ToOutputVertexIndex only returns nullptr if index is out of bounds
- // which should never happen
- ai_assert(out_idx != nullptr);
- index_out_indices.push_back(no_index_sentinel);
- count_out_indices.push_back(0);
- for (unsigned int i = 0; i < count; ++i) {
- if (no_mat_check || static_cast<size_t>(mats[geo.FaceForVertexIndex(out_idx[i])]) == materialIndex) {
- if (index_out_indices.back() == no_index_sentinel) {
- index_out_indices.back() = out_indices.size();
- }
- if (no_mat_check) {
- out_indices.push_back(out_idx[i]);
- } else {
- // this extra lookup is in O(logn), so the entire algorithm becomes O(nlogn)
- const std::vector<unsigned int>::iterator it = std::lower_bound(
- outputVertStartIndices->begin(),
- outputVertStartIndices->end(),
- out_idx[i]
- );
- out_indices.push_back(std::distance(outputVertStartIndices->begin(), it));
- }
- ++count_out_indices.back();
- }
- }
- }
- // if we found at least one, generate the output bones
- // 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, absolute_transform, parent, root_node);
- }
- bone_map.clear();
- }
- catch (std::exception&) {
- std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>());
- throw;
- }
- if (bones.empty()) {
- 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);
- }
- }
- const aiNode* FBXConverter::GetNodeByName( const aiString& name, 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,
- std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
- std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
- aiNode *parent, aiNode *root_node) {
- ai_assert(cl); // make sure cluster valid
- std::string deformer_name = cl->TargetNode()->Name();
- aiString bone_name = aiString(FixNodeName(deformer_name));
- aiBone *bone = nullptr;
- if (bone_map.count(deformer_name)) {
- ASSIMP_LOG_DEBUG_F("retrieved bone from lookup ", bone_name.C_Str(), ". Deformer:", deformer_name);
- bone = bone_map[deformer_name];
- } else {
- ASSIMP_LOG_DEBUG_F("created new bone ", bone_name.C_Str(), ". Deformer: ", deformer_name);
- bone = new aiBone();
- bone->mName = bone_name;
- // store local transform link for post processing
- bone->mOffsetMatrix = cl->TransformLink();
- bone->mOffsetMatrix.Inverse();
- aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
- bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
- //
- // Now calculate the aiVertexWeights
- //
- aiVertexWeight *cursor = nullptr;
- bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
- 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 size_t c = index_out_indices.size();
- for (size_t i = 0; i < c; ++i) {
- const size_t index_index = index_out_indices[i];
- if (index_index == no_index_sentinel) {
- continue;
- }
- const size_t cc = count_out_indices[i];
- for (size_t j = 0; j < cc; ++j) {
- // cursor runs from first element relative to the start
- // or relative to the start of the next indexes.
- aiVertexWeight& out_weight = *cursor++;
- out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
- out_weight.mWeight = weights[i];
- }
- }
- bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
- }
- ASSIMP_LOG_DEBUG_F("bone research: Indicies size: ", out_indices.size());
- // lookup must be populated in case something goes wrong
- // this also allocates bones to mesh instance outside
- local_mesh_bones.push_back(bone);
- }
- void FBXConverter::ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
- MatIndexArray::value_type materialIndex)
- {
- // locate source materials for this mesh
- const std::vector<const Material*>& mats = model.GetMaterials();
- if (static_cast<unsigned int>(materialIndex) >= mats.size() || materialIndex < 0) {
- FBXImporter::LogError("material index out of bounds, setting default material");
- out->mMaterialIndex = GetDefaultMaterial();
- return;
- }
- const Material* const mat = mats[materialIndex];
- MaterialMap::const_iterator it = materials_converted.find(mat);
- if (it != materials_converted.end()) {
- out->mMaterialIndex = (*it).second;
- return;
- }
- out->mMaterialIndex = ConvertMaterial(*mat, &geo);
- materials_converted[mat] = out->mMaterialIndex;
- }
- unsigned int FBXConverter::GetDefaultMaterial()
- {
- if (defaultMaterialIndex) {
- return defaultMaterialIndex - 1;
- }
- aiMaterial* out_mat = new aiMaterial();
- materials.push_back(out_mat);
- const aiColor3D diffuse = aiColor3D(0.8f, 0.8f, 0.8f);
- out_mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- aiString s;
- s.Set(AI_DEFAULT_MATERIAL_NAME);
- out_mat->AddProperty(&s, AI_MATKEY_NAME);
- defaultMaterialIndex = static_cast<unsigned int>(materials.size());
- return defaultMaterialIndex - 1;
- }
- unsigned int FBXConverter::ConvertMaterial(const Material& material, const MeshGeometry* const mesh)
- {
- const PropertyTable& props = material.Props();
- // generate empty output material
- aiMaterial* out_mat = new aiMaterial();
- materials_converted[&material] = static_cast<unsigned int>(materials.size());
- materials.push_back(out_mat);
- aiString str;
- // strip Material:: prefix
- std::string name = material.Name();
- if (name.substr(0, 10) == "Material::") {
- name = name.substr(10);
- }
- // set material name if not empty - this could happen
- // and there should be no key for it in this case.
- if (name.length()) {
- str.Set(name);
- out_mat->AddProperty(&str, AI_MATKEY_NAME);
- }
- // Set the shading mode as best we can: The FBX specification only mentions Lambert and Phong, and only Phong is mentioned in Assimp's aiShadingMode enum.
- if (material.GetShadingModel() == "phong")
- {
- aiShadingMode shadingMode = aiShadingMode_Phong;
- out_mat->AddProperty<aiShadingMode>(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
- }
- // shading stuff and colors
- SetShadingPropertiesCommon(out_mat, props);
- SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh );
- // texture assignments
- SetTextureProperties(out_mat, material.Textures(), mesh);
- SetTextureProperties(out_mat, material.LayeredTextures(), mesh);
- return static_cast<unsigned int>(materials.size() - 1);
- }
- unsigned int FBXConverter::ConvertVideo(const Video& video)
- {
- // generate empty output texture
- aiTexture* out_tex = new aiTexture();
- textures.push_back(out_tex);
- // assuming the texture is compressed
- out_tex->mWidth = static_cast<unsigned int>(video.ContentLength()); // total data size
- out_tex->mHeight = 0; // fixed to 0
- // steal the data from the Video to avoid an additional copy
- out_tex->pcData = reinterpret_cast<aiTexel*>(const_cast<Video&>(video).RelinquishContent());
- // try to extract a hint from the file extension
- const std::string& filename = video.RelativeFilename().empty() ? video.FileName() : video.RelativeFilename();
- std::string ext = BaseImporter::GetExtension(filename);
- if (ext == "jpeg") {
- ext = "jpg";
- }
- if (ext.size() <= 3) {
- memcpy(out_tex->achFormatHint, ext.c_str(), ext.size());
- }
- out_tex->mFilename.Set(filename.c_str());
- return static_cast<unsigned int>(textures.size() - 1);
- }
- aiString FBXConverter::GetTexturePath(const Texture* tex)
- {
- aiString path;
- path.Set(tex->RelativeFilename());
- const Video* media = tex->Media();
- if (media != nullptr) {
- bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
- unsigned int index;
- VideoMap::const_iterator it = textures_converted.find(*media);
- if (it != textures_converted.end()) {
- index = (*it).second;
- textureReady = true;
- }
- else {
- if (media->ContentLength() > 0) {
- index = ConvertVideo(*media);
- textures_converted[*media] = index;
- textureReady = true;
- }
- }
- // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
- if (doc.Settings().useLegacyEmbeddedTextureNaming) {
- if (textureReady) {
- // TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
- // In FBX files textures are now stored internally by Assimp with their filename included
- // Now Assimp can lookup through the loaded textures after all data is processed
- // We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
- // This may occur on this case too, it has to be studied
- path.data[0] = '*';
- path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
- }
- }
- }
- return path;
- }
- void FBXConverter::TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
- const std::string& propName,
- aiTextureType target, const MeshGeometry* const mesh) {
- TextureMap::const_iterator it = textures.find(propName);
- if (it == textures.end()) {
- return;
- }
- const Texture* const tex = (*it).second;
- if (tex != 0)
- {
- aiString path = GetTexturePath(tex);
- out_mat->AddProperty(&path, _AI_MATKEY_TEXTURE_BASE, target, 0);
- aiUVTransform uvTrafo;
- // XXX handle all kinds of UV transformations
- uvTrafo.mScaling = tex->UVScaling();
- uvTrafo.mTranslation = tex->UVTranslation();
- out_mat->AddProperty(&uvTrafo, 1, _AI_MATKEY_UVTRANSFORM_BASE, target, 0);
- const PropertyTable& props = tex->Props();
- int uvIndex = 0;
- bool ok;
- const std::string& uvSet = PropertyGet<std::string>(props, "UVSet", ok);
- if (ok) {
- // "default" is the name which usually appears in the FbxFileTexture template
- if (uvSet != "default" && uvSet.length()) {
- // this is a bit awkward - we need to find a mesh that uses this
- // material and scan its UV channels for the given UV name because
- // assimp references UV channels by index, not by name.
- // XXX: the case that UV channels may appear in different orders
- // in meshes is unhandled. A possible solution would be to sort
- // the UV channels alphabetically, but this would have the side
- // effect that the primary (first) UV channel would sometimes
- // be moved, causing trouble when users read only the first
- // UV channel and ignore UV channel assignments altogether.
- const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(),
- std::find(materials.begin(), materials.end(), out_mat)
- ));
- uvIndex = -1;
- if (!mesh)
- {
- for (const MeshMap::value_type& v : meshes_converted) {
- const MeshGeometry* const meshGeom = dynamic_cast<const MeshGeometry*> (v.first);
- if (!meshGeom) {
- continue;
- }
- const MatIndexArray& mats = meshGeom->GetMaterialIndices();
- if (std::find(mats.begin(), mats.end(), matIndex) == mats.end()) {
- continue;
- }
- int index = -1;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- if (meshGeom->GetTextureCoords(i).empty()) {
- break;
- }
- const std::string& name = meshGeom->GetTextureCoordChannelName(i);
- if (name == uvSet) {
- index = static_cast<int>(i);
- break;
- }
- }
- if (index == -1) {
- FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
- continue;
- }
- if (uvIndex == -1) {
- uvIndex = index;
- }
- else {
- FBXImporter::LogWarn("the UV channel named " + uvSet +
- " appears at different positions in meshes, results will be wrong");
- }
- }
- }
- else
- {
- int index = -1;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- if (mesh->GetTextureCoords(i).empty()) {
- break;
- }
- const std::string& name = mesh->GetTextureCoordChannelName(i);
- if (name == uvSet) {
- index = static_cast<int>(i);
- break;
- }
- }
- if (index == -1) {
- FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
- }
- if (uvIndex == -1) {
- uvIndex = index;
- }
- }
- if (uvIndex == -1) {
- FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
- uvIndex = 0;
- }
- }
- }
- out_mat->AddProperty(&uvIndex, 1, _AI_MATKEY_UVWSRC_BASE, target, 0);
- }
- }
- 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);
- if (it == layeredTextures.end()) {
- return;
- }
- int texCount = (*it).second->textureCount();
- // Set the blend mode for layered textures
- int blendmode = (*it).second->GetBlendMode();
- out_mat->AddProperty(&blendmode, 1, _AI_MATKEY_TEXOP_BASE, target, 0);
- for (int texIndex = 0; texIndex < texCount; texIndex++) {
- const Texture* const tex = (*it).second->getTexture(texIndex);
- aiString path = GetTexturePath(tex);
- out_mat->AddProperty(&path, _AI_MATKEY_TEXTURE_BASE, target, texIndex);
- aiUVTransform uvTrafo;
- // XXX handle all kinds of UV transformations
- uvTrafo.mScaling = tex->UVScaling();
- uvTrafo.mTranslation = tex->UVTranslation();
- out_mat->AddProperty(&uvTrafo, 1, _AI_MATKEY_UVTRANSFORM_BASE, target, texIndex);
- const PropertyTable& props = tex->Props();
- int uvIndex = 0;
- bool ok;
- const std::string& uvSet = PropertyGet<std::string>(props, "UVSet", ok);
- if (ok) {
- // "default" is the name which usually appears in the FbxFileTexture template
- if (uvSet != "default" && uvSet.length()) {
- // this is a bit awkward - we need to find a mesh that uses this
- // material and scan its UV channels for the given UV name because
- // assimp references UV channels by index, not by name.
- // XXX: the case that UV channels may appear in different orders
- // in meshes is unhandled. A possible solution would be to sort
- // the UV channels alphabetically, but this would have the side
- // effect that the primary (first) UV channel would sometimes
- // be moved, causing trouble when users read only the first
- // UV channel and ignore UV channel assignments altogether.
- const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(),
- std::find(materials.begin(), materials.end(), out_mat)
- ));
- uvIndex = -1;
- if (!mesh)
- {
- for (const MeshMap::value_type& v : meshes_converted) {
- const MeshGeometry* const meshGeom = dynamic_cast<const MeshGeometry*> (v.first);
- if (!meshGeom) {
- continue;
- }
- const MatIndexArray& mats = meshGeom->GetMaterialIndices();
- if (std::find(mats.begin(), mats.end(), matIndex) == mats.end()) {
- continue;
- }
- int index = -1;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- if (meshGeom->GetTextureCoords(i).empty()) {
- break;
- }
- const std::string& name = meshGeom->GetTextureCoordChannelName(i);
- if (name == uvSet) {
- index = static_cast<int>(i);
- break;
- }
- }
- if (index == -1) {
- FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
- continue;
- }
- if (uvIndex == -1) {
- uvIndex = index;
- }
- else {
- FBXImporter::LogWarn("the UV channel named " + uvSet +
- " appears at different positions in meshes, results will be wrong");
- }
- }
- }
- else
- {
- int index = -1;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- if (mesh->GetTextureCoords(i).empty()) {
- break;
- }
- const std::string& name = mesh->GetTextureCoordChannelName(i);
- if (name == uvSet) {
- index = static_cast<int>(i);
- break;
- }
- }
- if (index == -1) {
- FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
- }
- if (uvIndex == -1) {
- uvIndex = index;
- }
- }
- if (uvIndex == -1) {
- FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
- uvIndex = 0;
- }
- }
- }
- out_mat->AddProperty(&uvIndex, 1, _AI_MATKEY_UVWSRC_BASE, target, texIndex);
- }
- }
- 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);
- TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
- TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR, mesh);
- TrySetTextureProperties(out_mat, textures, "SpecularFactor", aiTextureType_SPECULAR, mesh);
- TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY, mesh);
- TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
- TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
- TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS, mesh);
- TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT, mesh);
- TrySetTextureProperties(out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh);
- TrySetTextureProperties( out_mat, textures, "TransparencyFactor", aiTextureType_OPACITY, mesh );
- TrySetTextureProperties( out_mat, textures, "EmissiveFactor", aiTextureType_EMISSIVE, mesh );
- //Maya counterparts
- TrySetTextureProperties(out_mat, textures, "Maya|DiffuseTexture", aiTextureType_DIFFUSE, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|NormalTexture", aiTextureType_NORMALS, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|SpecularTexture", aiTextureType_SPECULAR, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|FalloffTexture", aiTextureType_OPACITY, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|ReflectionMapTexture", aiTextureType_REFLECTION, mesh);
-
- // Maya PBR
- TrySetTextureProperties(out_mat, textures, "Maya|baseColor|file", aiTextureType_BASE_COLOR, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|normalCamera|file", aiTextureType_NORMAL_CAMERA, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|emissionColor|file", aiTextureType_EMISSION_COLOR, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|metalness|file", aiTextureType_METALNESS, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|diffuseRoughness|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
-
- // Maya stingray
- TrySetTextureProperties(out_mat, textures, "Maya|TEX_color_map|file", aiTextureType_BASE_COLOR, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|TEX_normal_map|file", aiTextureType_NORMAL_CAMERA, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
- TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
- // 3DSMax PBR
- TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|base_color_map", aiTextureType_BASE_COLOR, mesh);
- TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|bump_map", aiTextureType_NORMAL_CAMERA, mesh);
- TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|emission_map", aiTextureType_EMISSION_COLOR, mesh);
- TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|metalness_map", aiTextureType_METALNESS, mesh);
- TrySetTextureProperties(out_mat, textures, "3dsMax|Parameters|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, 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);
- TrySetTextureProperties(out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
- TrySetTextureProperties(out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR, mesh);
- TrySetTextureProperties(out_mat, layeredTextures, "SpecularFactor", aiTextureType_SPECULAR, mesh);
- TrySetTextureProperties(out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY, mesh);
- TrySetTextureProperties(out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
- TrySetTextureProperties(out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
- TrySetTextureProperties(out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS, mesh);
- TrySetTextureProperties(out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT, mesh);
- TrySetTextureProperties(out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh);
- TrySetTextureProperties( out_mat, layeredTextures, "EmissiveFactor", aiTextureType_EMISSIVE, mesh );
- TrySetTextureProperties( out_mat, layeredTextures, "TransparencyFactor", aiTextureType_OPACITY, mesh );
- }
- aiColor3D FBXConverter::GetColorPropertyFactored(const PropertyTable& props, const std::string& colorName,
- const std::string& factorName, bool& result, bool useTemplate)
- {
- result = true;
- bool ok;
- aiVector3D BaseColor = PropertyGet<aiVector3D>(props, colorName, ok, useTemplate);
- if (!ok) {
- result = false;
- return aiColor3D(0.0f, 0.0f, 0.0f);
- }
- // if no factor name, return the colour as is
- if (factorName.empty()) {
- return aiColor3D(BaseColor.x, BaseColor.y, BaseColor.z);
- }
- // otherwise it should be multiplied by the factor, if found.
- float factor = PropertyGet<float>(props, factorName, ok, useTemplate);
- if (ok) {
- BaseColor *= factor;
- }
- return aiColor3D(BaseColor.x, BaseColor.y, BaseColor.z);
- }
- aiColor3D FBXConverter::GetColorPropertyFromMaterial(const PropertyTable& props, const std::string& baseName,
- bool& result)
- {
- return GetColorPropertyFactored(props, baseName + "Color", baseName + "Factor", result, true);
- }
- aiColor3D FBXConverter::GetColorProperty(const PropertyTable& props, const std::string& colorName,
- bool& result, bool useTemplate)
- {
- result = true;
- bool ok;
- const aiVector3D& ColorVec = PropertyGet<aiVector3D>(props, colorName, ok, useTemplate);
- if (!ok) {
- result = false;
- return aiColor3D(0.0f, 0.0f, 0.0f);
- }
- return aiColor3D(ColorVec.x, ColorVec.y, ColorVec.z);
- }
- void FBXConverter::SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props)
- {
- // Set shading properties.
- // Modern FBX Files have two separate systems for defining these,
- // with only the more comprehensive one described in the property template.
- // Likely the other values are a legacy system,
- // which is still always exported by the official FBX SDK.
- //
- // Blender's FBX import and export mostly ignore this legacy system,
- // and as we only support recent versions of FBX anyway, we can do the same.
- bool ok;
- const aiColor3D& Diffuse = GetColorPropertyFromMaterial(props, "Diffuse", ok);
- if (ok) {
- out_mat->AddProperty(&Diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- }
- const aiColor3D& Emissive = GetColorPropertyFromMaterial(props, "Emissive", ok);
- if (ok) {
- out_mat->AddProperty(&Emissive, 1, AI_MATKEY_COLOR_EMISSIVE);
- }
- const aiColor3D& Ambient = GetColorPropertyFromMaterial(props, "Ambient", ok);
- if (ok) {
- out_mat->AddProperty(&Ambient, 1, AI_MATKEY_COLOR_AMBIENT);
- }
- // we store specular factor as SHININESS_STRENGTH, so just get the color
- const aiColor3D& Specular = GetColorProperty(props, "SpecularColor", ok, true);
- if (ok) {
- out_mat->AddProperty(&Specular, 1, AI_MATKEY_COLOR_SPECULAR);
- }
- // and also try to get SHININESS_STRENGTH
- const float SpecularFactor = PropertyGet<float>(props, "SpecularFactor", ok, true);
- if (ok) {
- out_mat->AddProperty(&SpecularFactor, 1, AI_MATKEY_SHININESS_STRENGTH);
- }
- // and the specular exponent
- const float ShininessExponent = PropertyGet<float>(props, "ShininessExponent", ok);
- if (ok) {
- out_mat->AddProperty(&ShininessExponent, 1, AI_MATKEY_SHININESS);
- }
- // TransparentColor / TransparencyFactor... gee thanks FBX :rolleyes:
- const aiColor3D& Transparent = GetColorPropertyFactored(props, "TransparentColor", "TransparencyFactor", ok);
- float CalculatedOpacity = 1.0f;
- if (ok) {
- out_mat->AddProperty(&Transparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
- // as calculated by FBX SDK 2017:
- CalculatedOpacity = 1.0f - ((Transparent.r + Transparent.g + Transparent.b) / 3.0f);
- }
- // try to get the transparency factor
- const float TransparencyFactor = PropertyGet<float>(props, "TransparencyFactor", ok);
- if (ok) {
- out_mat->AddProperty(&TransparencyFactor, 1, AI_MATKEY_TRANSPARENCYFACTOR);
- }
- // use of TransparencyFactor is inconsistent.
- // Maya always stores it as 1.0,
- // so we can't use it to set AI_MATKEY_OPACITY.
- // Blender is more sensible and stores it as the alpha value.
- // However both the FBX SDK and Blender always write an additional
- // legacy "Opacity" field, so we can try to use that.
- //
- // If we can't find it,
- // we can fall back to the value which the FBX SDK calculates
- // from transparency colour (RGB) and factor (F) as
- // 1.0 - F*((R+G+B)/3).
- //
- // There's no consistent way to interpret this opacity value,
- // so it's up to clients to do the correct thing.
- const float Opacity = PropertyGet<float>(props, "Opacity", ok);
- if (ok) {
- out_mat->AddProperty(&Opacity, 1, AI_MATKEY_OPACITY);
- }
- else if (CalculatedOpacity != 1.0) {
- out_mat->AddProperty(&CalculatedOpacity, 1, AI_MATKEY_OPACITY);
- }
- // reflection color and factor are stored separately
- const aiColor3D& Reflection = GetColorProperty(props, "ReflectionColor", ok, true);
- if (ok) {
- out_mat->AddProperty(&Reflection, 1, AI_MATKEY_COLOR_REFLECTIVE);
- }
- float ReflectionFactor = PropertyGet<float>(props, "ReflectionFactor", ok, true);
- if (ok) {
- out_mat->AddProperty(&ReflectionFactor, 1, AI_MATKEY_REFLECTIVITY);
- }
- const float BumpFactor = PropertyGet<float>(props, "BumpFactor", ok);
- if (ok) {
- out_mat->AddProperty(&BumpFactor, 1, AI_MATKEY_BUMPSCALING);
- }
- const float DispFactor = PropertyGet<float>(props, "DisplacementFactor", ok);
- if (ok) {
- out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0);
- }
- }
- void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh)
- {
- // Add all the unparsed properties with a "$raw." prefix
- const std::string prefix = "$raw.";
- for (const DirectPropertyMap::value_type& prop : props.GetUnparsedProperties()) {
- std::string name = prefix + prop.first;
- if (const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D> >())
- {
- out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
- }
- else if (const TypedProperty<aiColor3D>* interpreted = prop.second->As<TypedProperty<aiColor3D> >())
- {
- out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
- }
- else if (const TypedProperty<aiColor4D>* interpreted = prop.second->As<TypedProperty<aiColor4D> >())
- {
- out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
- }
- else if (const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >())
- {
- out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
- }
- else if (const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int> >())
- {
- out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
- }
- else if (const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool> >())
- {
- int value = interpreted->Value() ? 1 : 0;
- out_mat->AddProperty(&value, 1, name.c_str(), 0, 0);
- }
- else if (const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >())
- {
- const aiString value = aiString(interpreted->Value());
- out_mat->AddProperty(&value, name.c_str(), 0, 0);
- }
- }
- // Add the textures' properties
- for (TextureMap::const_iterator it = textures.begin(); it != textures.end(); it++) {
- std::string name = prefix + it->first;
- const Texture* const tex = (*it).second;
- if (tex != nullptr)
- {
- aiString path;
- path.Set(tex->RelativeFilename());
- const Video* media = tex->Media();
- if (media != nullptr && media->ContentLength() > 0) {
- unsigned int index;
- VideoMap::const_iterator it = textures_converted.find(*media);
- if (it != textures_converted.end()) {
- index = (*it).second;
- }
- else {
- index = ConvertVideo(*media);
- textures_converted[*media] = index;
- }
- // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
- path.data[0] = '*';
- path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
- }
- out_mat->AddProperty(&path, (name + "|file").c_str(), aiTextureType_UNKNOWN, 0);
- aiUVTransform uvTrafo;
- // XXX handle all kinds of UV transformations
- uvTrafo.mScaling = tex->UVScaling();
- uvTrafo.mTranslation = tex->UVTranslation();
- out_mat->AddProperty(&uvTrafo, 1, (name + "|uvtrafo").c_str(), aiTextureType_UNKNOWN, 0);
-
- int uvIndex = 0;
- bool uvFound = false;
- const std::string& uvSet = PropertyGet<std::string>(tex->Props(), "UVSet", uvFound);
- if (uvFound) {
- // "default" is the name which usually appears in the FbxFileTexture template
- if (uvSet != "default" && uvSet.length()) {
- // this is a bit awkward - we need to find a mesh that uses this
- // material and scan its UV channels for the given UV name because
- // assimp references UV channels by index, not by name.
- // XXX: the case that UV channels may appear in different orders
- // in meshes is unhandled. A possible solution would be to sort
- // the UV channels alphabetically, but this would have the side
- // effect that the primary (first) UV channel would sometimes
- // be moved, causing trouble when users read only the first
- // UV channel and ignore UV channel assignments altogether.
- std::vector<aiMaterial*>::iterator materialIt = std::find(materials.begin(), materials.end(), out_mat);
- const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(), materialIt));
- uvIndex = -1;
- if (!mesh)
- {
- for (const MeshMap::value_type& v : meshes_converted) {
- const MeshGeometry* const meshGeom = dynamic_cast<const MeshGeometry*>(v.first);
- if (!meshGeom) {
- continue;
- }
- const MatIndexArray& mats = meshGeom->GetMaterialIndices();
- if (std::find(mats.begin(), mats.end(), matIndex) == mats.end()) {
- continue;
- }
- int index = -1;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- if (meshGeom->GetTextureCoords(i).empty()) {
- break;
- }
- const std::string& name = meshGeom->GetTextureCoordChannelName(i);
- if (name == uvSet) {
- index = static_cast<int>(i);
- break;
- }
- }
- if (index == -1) {
- FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
- continue;
- }
- if (uvIndex == -1) {
- uvIndex = index;
- }
- else {
- FBXImporter::LogWarn("the UV channel named " + uvSet + " appears at different positions in meshes, results will be wrong");
- }
- }
- }
- else
- {
- int index = -1;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- if (mesh->GetTextureCoords(i).empty()) {
- break;
- }
- const std::string& name = mesh->GetTextureCoordChannelName(i);
- if (name == uvSet) {
- index = static_cast<int>(i);
- break;
- }
- }
- if (index == -1) {
- FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
- }
- if (uvIndex == -1) {
- uvIndex = index;
- }
- }
- if (uvIndex == -1) {
- FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
- uvIndex = 0;
- }
- }
- }
- out_mat->AddProperty(&uvIndex, 1, (name + "|uvwsrc").c_str(), aiTextureType_UNKNOWN, 0);
- }
- }
- }
- double FBXConverter::FrameRateToDouble(FileGlobalSettings::FrameRate fp, double customFPSVal) {
- switch (fp) {
- case FileGlobalSettings::FrameRate_DEFAULT:
- return 1.0;
- case FileGlobalSettings::FrameRate_120:
- return 120.0;
- case FileGlobalSettings::FrameRate_100:
- return 100.0;
- case FileGlobalSettings::FrameRate_60:
- return 60.0;
- case FileGlobalSettings::FrameRate_50:
- return 50.0;
- case FileGlobalSettings::FrameRate_48:
- return 48.0;
- case FileGlobalSettings::FrameRate_30:
- case FileGlobalSettings::FrameRate_30_DROP:
- return 30.0;
- case FileGlobalSettings::FrameRate_NTSC_DROP_FRAME:
- case FileGlobalSettings::FrameRate_NTSC_FULL_FRAME:
- return 29.9700262;
- case FileGlobalSettings::FrameRate_PAL:
- return 25.0;
- case FileGlobalSettings::FrameRate_CINEMA:
- return 24.0;
- case FileGlobalSettings::FrameRate_1000:
- return 1000.0;
- case FileGlobalSettings::FrameRate_CINEMA_ND:
- return 23.976;
- case FileGlobalSettings::FrameRate_CUSTOM:
- return customFPSVal;
- case FileGlobalSettings::FrameRate_MAX: // this is to silence compiler warnings
- break;
- }
- ai_assert(false);
- return -1.0f;
- }
- void FBXConverter::ConvertAnimations()
- {
- // first of all determine framerate
- const FileGlobalSettings::FrameRate fps = doc.GlobalSettings().TimeMode();
- const float custom = doc.GlobalSettings().CustomFrameRate();
- anim_fps = FrameRateToDouble(fps, custom);
- const std::vector<const AnimationStack*>& animations = doc.AnimationStacks();
- for (const AnimationStack* stack : animations) {
- ConvertAnimationStack(*stack);
- }
- }
- 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
- // across multiple calls to FixNodeName().
- if (name.substr(0, 7) == "Model::") {
- std::string temp = name.substr(7);
- return temp;
- }
- return name;
- }
- std::string FBXConverter::FixAnimMeshName(const std::string& name) {
- if (name.length()) {
- size_t indexOf = name.find_first_of("::");
- if (indexOf != std::string::npos && indexOf < name.size() - 2) {
- return name.substr(indexOf + 2);
- }
- }
- return name.length() ? name : "AnimMesh";
- }
- void FBXConverter::ConvertAnimationStack(const AnimationStack& st)
- {
- const AnimationLayerList& layers = st.Layers();
- if (layers.empty()) {
- return;
- }
- aiAnimation* const anim = new aiAnimation();
- animations.push_back(anim);
- // strip AnimationStack:: prefix
- std::string name = st.Name();
- if (name.substr(0, 16) == "AnimationStack::") {
- name = name.substr(16);
- }
- else if (name.substr(0, 11) == "AnimStack::") {
- name = name.substr(11);
- }
- anim->mName.Set(name);
- // need to find all nodes for which we need to generate node animations -
- // it may happen that we need to merge multiple layers, though.
- NodeMap node_map;
- // reverse mapping from curves to layers, much faster than querying
- // the FBX DOM for it.
- LayerMap layer_map;
- const char* prop_whitelist[] = {
- "Lcl Scaling",
- "Lcl Rotation",
- "Lcl Translation",
- "DeformPercent"
- };
- std::map<std::string, morphAnimData*> morphAnimDatas;
- for (const AnimationLayer* layer : layers) {
- ai_assert(layer);
- const AnimationCurveNodeList& nodes = layer->Nodes(prop_whitelist, 4);
- for (const AnimationCurveNode* node : nodes) {
- ai_assert(node);
- const Model* const model = dynamic_cast<const Model*>(node->Target());
- if (model) {
- const std::string& name = FixNodeName(model->Name());
- node_map[name].push_back(node);
- layer_map[node] = layer;
- continue;
- }
- const BlendShapeChannel* const bsc = dynamic_cast<const BlendShapeChannel*>(node->Target());
- if (bsc) {
- ProcessMorphAnimDatas(&morphAnimDatas, bsc, node);
- }
- }
- }
- // generate node animations
- std::vector<aiNodeAnim*> node_anims;
- double min_time = 1e10;
- double max_time = -1e10;
- int64_t start_time = st.LocalStart();
- int64_t stop_time = st.LocalStop();
- bool has_local_startstop = start_time != 0 || stop_time != 0;
- if (!has_local_startstop) {
- // no time range given, so accept every keyframe and use the actual min/max time
- // the numbers are INT64_MIN/MAX, the 20000 is for safety because GenerateNodeAnimations uses an epsilon of 10000
- start_time = -9223372036854775807ll + 20000;
- stop_time = 9223372036854775807ll - 20000;
- }
- try {
- for (const NodeMap::value_type& kv : node_map) {
- GenerateNodeAnimations(node_anims,
- kv.first,
- kv.second,
- layer_map,
- start_time, stop_time,
- max_time,
- min_time);
- }
- }
- catch (std::exception&) {
- std::for_each(node_anims.begin(), node_anims.end(), Util::delete_fun<aiNodeAnim>());
- throw;
- }
- if (node_anims.size() || morphAnimDatas.size()) {
- if (node_anims.size()) {
- anim->mChannels = new aiNodeAnim*[node_anims.size()]();
- anim->mNumChannels = static_cast<unsigned int>(node_anims.size());
- std::swap_ranges(node_anims.begin(), node_anims.end(), anim->mChannels);
- }
- if (morphAnimDatas.size()) {
- unsigned int numMorphMeshChannels = static_cast<unsigned int>(morphAnimDatas.size());
- anim->mMorphMeshChannels = new aiMeshMorphAnim*[numMorphMeshChannels];
- anim->mNumMorphMeshChannels = numMorphMeshChannels;
- unsigned int i = 0;
- for (auto morphAnimIt : morphAnimDatas) {
- morphAnimData* animData = morphAnimIt.second;
- unsigned int numKeys = static_cast<unsigned int>(animData->size());
- aiMeshMorphAnim* meshMorphAnim = new aiMeshMorphAnim();
- meshMorphAnim->mName.Set(morphAnimIt.first);
- meshMorphAnim->mNumKeys = numKeys;
- meshMorphAnim->mKeys = new aiMeshMorphKey[numKeys];
- unsigned int j = 0;
- for (auto animIt : *animData) {
- morphKeyData* keyData = animIt.second;
- unsigned int numValuesAndWeights = static_cast<unsigned int>(keyData->values.size());
- meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
- meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
- meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
- meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first) * anim_fps;
- for (unsigned int k = 0; k < numValuesAndWeights; k++) {
- meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
- meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
- }
- j++;
- }
- anim->mMorphMeshChannels[i++] = meshMorphAnim;
- }
- }
- }
- else {
- // empty animations would fail validation, so drop them
- delete anim;
- animations.pop_back();
- FBXImporter::LogInfo("ignoring empty AnimationStack (using IK?): " + name);
- return;
- }
- double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time;
- double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time;
- // adjust relative timing for animation
- for (unsigned int c = 0; c < anim->mNumChannels; c++) {
- aiNodeAnim* channel = anim->mChannels[c];
- for (uint32_t i = 0; i < channel->mNumPositionKeys; i++) {
- channel->mPositionKeys[i].mTime -= start_time_fps;
- }
- for (uint32_t i = 0; i < channel->mNumRotationKeys; i++) {
- channel->mRotationKeys[i].mTime -= start_time_fps;
- }
- for (uint32_t i = 0; i < channel->mNumScalingKeys; i++) {
- channel->mScalingKeys[i].mTime -= start_time_fps;
- }
- }
- for (unsigned int c = 0; c < anim->mNumMorphMeshChannels; c++) {
- aiMeshMorphAnim* channel = anim->mMorphMeshChannels[c];
- for (uint32_t i = 0; i < channel->mNumKeys; i++) {
- channel->mKeys[i].mTime -= start_time_fps;
- }
- }
- // for some mysterious reason, mDuration is simply the maximum key -- the
- // validator always assumes animations to start at zero.
- anim->mDuration = stop_time_fps - start_time_fps;
- anim->mTicksPerSecond = anim_fps;
- }
- // ------------------------------------------------------------------------------------------------
- void FBXConverter::ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas, const BlendShapeChannel* bsc, const AnimationCurveNode* node) {
- std::vector<const Connection*> bscConnections = doc.GetConnectionsBySourceSequenced(bsc->ID(), "Deformer");
- for (const Connection* bscConnection : bscConnections) {
- auto bs = dynamic_cast<const BlendShape*>(bscConnection->DestinationObject());
- if (bs) {
- auto channelIt = std::find(bs->BlendShapeChannels().begin(), bs->BlendShapeChannels().end(), bsc);
- if (channelIt != bs->BlendShapeChannels().end()) {
- auto channelIndex = static_cast<unsigned int>(std::distance(bs->BlendShapeChannels().begin(), channelIt));
- std::vector<const Connection*> bsConnections = doc.GetConnectionsBySourceSequenced(bs->ID(), "Geometry");
- for (const Connection* bsConnection : bsConnections) {
- auto geo = dynamic_cast<const Geometry*>(bsConnection->DestinationObject());
- if (geo) {
- std::vector<const Connection*> geoConnections = doc.GetConnectionsBySourceSequenced(geo->ID(), "Model");
- for (const Connection* geoConnection : geoConnections) {
- auto model = dynamic_cast<const Model*>(geoConnection->DestinationObject());
- if (model) {
- auto geoIt = std::find(model->GetGeometry().begin(), model->GetGeometry().end(), geo);
- auto geoIndex = static_cast<unsigned int>(std::distance(model->GetGeometry().begin(), geoIt));
- auto name = aiString(FixNodeName(model->Name() + "*"));
- name.length = 1 + ASSIMP_itoa10(name.data + name.length, MAXLEN - 1, geoIndex);
- morphAnimData* animData;
- auto animIt = morphAnimDatas->find(name.C_Str());
- if (animIt == morphAnimDatas->end()) {
- animData = new morphAnimData();
- morphAnimDatas->insert(std::make_pair(name.C_Str(), animData));
- }
- else {
- animData = animIt->second;
- }
- for (std::pair<std::string, const AnimationCurve*> curvesIt : node->Curves()) {
- if (curvesIt.first == "d|DeformPercent") {
- const AnimationCurve* animationCurve = curvesIt.second;
- const KeyTimeList& keys = animationCurve->GetKeys();
- const KeyValueList& values = animationCurve->GetValues();
- unsigned int k = 0;
- for (auto key : keys) {
- morphKeyData* keyData;
- auto keyIt = animData->find(key);
- if (keyIt == animData->end()) {
- keyData = new morphKeyData();
- animData->insert(std::make_pair(key, keyData));
- }
- else {
- keyData = keyIt->second;
- }
- keyData->values.push_back(channelIndex);
- keyData->weights.push_back(values.at(k) / 100.0f);
- k++;
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- #ifdef ASSIMP_BUILD_DEBUG
- // ------------------------------------------------------------------------------------------------
- // sanity check whether the input is ok
- static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves,
- bool strictMode) {
- const Object* target(nullptr);
- for (const AnimationCurveNode* node : curves) {
- if (!target) {
- target = node->Target();
- }
- if (node->Target() != target) {
- FBXImporter::LogWarn("Node target is nullptr type.");
- }
- if (strictMode) {
- ai_assert(node->Target() == target);
- }
- }
- }
- #endif // ASSIMP_BUILD_DEBUG
- // ------------------------------------------------------------------------------------------------
- void FBXConverter::GenerateNodeAnimations(std::vector<aiNodeAnim*>& node_anims,
- const std::string& fixed_name,
- const std::vector<const AnimationCurveNode*>& curves,
- const LayerMap& layer_map,
- int64_t start, int64_t stop,
- double& max_time,
- double& min_time)
- {
- NodeMap node_property_map;
- ai_assert(curves.size());
- #ifdef ASSIMP_BUILD_DEBUG
- validateAnimCurveNodes(curves, doc.Settings().strictMode);
- #endif
- const AnimationCurveNode* curve_node = nullptr;
- for (const AnimationCurveNode* node : curves) {
- ai_assert(node);
- if (node->TargetProperty().empty()) {
- FBXImporter::LogWarn("target property for animation curve not set: " + node->Name());
- continue;
- }
- curve_node = node;
- if (node->Curves().empty()) {
- FBXImporter::LogWarn("no animation curves assigned to AnimationCurveNode: " + node->Name());
- continue;
- }
- node_property_map[node->TargetProperty()].push_back(node);
- }
- ai_assert(curve_node);
- ai_assert(curve_node->TargetAsModel());
- const Model& target = *curve_node->TargetAsModel();
- // check for all possible transformation components
- NodeMap::const_iterator chain[TransformationComp_MAXIMUM];
- bool has_any = false;
- bool has_complex = false;
- for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
- const TransformationComp comp = static_cast<TransformationComp>(i);
- // inverse pivots don't exist in the input, we just generate them
- if (comp == TransformationComp_RotationPivotInverse || comp == TransformationComp_ScalingPivotInverse) {
- chain[i] = node_property_map.end();
- continue;
- }
- chain[i] = node_property_map.find(NameTransformationCompProperty(comp));
- if (chain[i] != node_property_map.end()) {
- // check if this curves contains redundant information by looking
- // up the corresponding node's transformation chain.
- if (doc.Settings().optimizeEmptyAnimationCurves &&
- IsRedundantAnimationData(target, comp, (*chain[i]).second)) {
- FBXImporter::LogDebug("dropping redundant animation channel for node " + target.Name());
- continue;
- }
- has_any = true;
- if (comp != TransformationComp_Rotation && comp != TransformationComp_Scaling && comp != TransformationComp_Translation)
- {
- has_complex = true;
- }
- }
- }
- if (!has_any) {
- FBXImporter::LogWarn("ignoring node animation, did not find any transformation key frames");
- return;
- }
- // this needs to play nicely with GenerateTransformationNodeChain() which will
- // be invoked _later_ (animations come first). If this node has only rotation,
- // scaling and translation _and_ there are no animated other components either,
- // we can use a single node and also a single node animation channel.
- if (!has_complex && !NeedsComplexTransformationChain(target)) {
- aiNodeAnim* const nd = GenerateSimpleNodeAnim(fixed_name, target, chain,
- node_property_map.end(),
- layer_map,
- start, stop,
- max_time,
- min_time,
- true // input is TRS order, assimp is SRT
- );
- ai_assert(nd);
- if (nd->mNumPositionKeys == 0 && nd->mNumRotationKeys == 0 && nd->mNumScalingKeys == 0) {
- delete nd;
- }
- else {
- node_anims.push_back(nd);
- }
- return;
- }
- // otherwise, things get gruesome and we need separate animation channels
- // for each part of the transformation chain. Remember which channels
- // we generated and pass this information to the node conversion
- // code to avoid nodes that have identity transform, but non-identity
- // animations, being dropped.
- unsigned int flags = 0, bit = 0x1;
- for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1) {
- const TransformationComp comp = static_cast<TransformationComp>(i);
- if (chain[i] != node_property_map.end()) {
- flags |= bit;
- ai_assert(comp != TransformationComp_RotationPivotInverse);
- ai_assert(comp != TransformationComp_ScalingPivotInverse);
- const std::string& chain_name = NameTransformationChainNode(fixed_name, comp);
- aiNodeAnim* na = nullptr;
- switch (comp)
- {
- case TransformationComp_Rotation:
- case TransformationComp_PreRotation:
- case TransformationComp_PostRotation:
- case TransformationComp_GeometricRotation:
- na = GenerateRotationNodeAnim(chain_name,
- target,
- (*chain[i]).second,
- layer_map,
- start, stop,
- max_time,
- min_time);
- break;
- case TransformationComp_RotationOffset:
- case TransformationComp_RotationPivot:
- case TransformationComp_ScalingOffset:
- case TransformationComp_ScalingPivot:
- case TransformationComp_Translation:
- case TransformationComp_GeometricTranslation:
- na = GenerateTranslationNodeAnim(chain_name,
- target,
- (*chain[i]).second,
- layer_map,
- start, stop,
- max_time,
- min_time);
- // pivoting requires us to generate an implicit inverse channel to undo the pivot translation
- if (comp == TransformationComp_RotationPivot) {
- const std::string& invName = NameTransformationChainNode(fixed_name,
- TransformationComp_RotationPivotInverse);
- aiNodeAnim* const inv = GenerateTranslationNodeAnim(invName,
- target,
- (*chain[i]).second,
- layer_map,
- start, stop,
- max_time,
- min_time,
- true);
- ai_assert(inv);
- if (inv->mNumPositionKeys == 0 && inv->mNumRotationKeys == 0 && inv->mNumScalingKeys == 0) {
- delete inv;
- }
- else {
- node_anims.push_back(inv);
- }
- ai_assert(TransformationComp_RotationPivotInverse > i);
- flags |= bit << (TransformationComp_RotationPivotInverse - i);
- }
- else if (comp == TransformationComp_ScalingPivot) {
- const std::string& invName = NameTransformationChainNode(fixed_name,
- TransformationComp_ScalingPivotInverse);
- aiNodeAnim* const inv = GenerateTranslationNodeAnim(invName,
- target,
- (*chain[i]).second,
- layer_map,
- start, stop,
- max_time,
- min_time,
- true);
- ai_assert(inv);
- if (inv->mNumPositionKeys == 0 && inv->mNumRotationKeys == 0 && inv->mNumScalingKeys == 0) {
- delete inv;
- }
- else {
- node_anims.push_back(inv);
- }
- ai_assert(TransformationComp_RotationPivotInverse > i);
- flags |= bit << (TransformationComp_RotationPivotInverse - i);
- }
- break;
- case TransformationComp_Scaling:
- case TransformationComp_GeometricScaling:
- na = GenerateScalingNodeAnim(chain_name,
- target,
- (*chain[i]).second,
- layer_map,
- start, stop,
- max_time,
- min_time);
- break;
- default:
- ai_assert(false);
- }
- ai_assert(na);
- if (na->mNumPositionKeys == 0 && na->mNumRotationKeys == 0 && na->mNumScalingKeys == 0) {
- delete na;
- }
- else {
- node_anims.push_back(na);
- }
- continue;
- }
- }
- node_anim_chain_bits[fixed_name] = flags;
- }
- bool FBXConverter::IsRedundantAnimationData(const Model& target,
- TransformationComp comp,
- const std::vector<const AnimationCurveNode*>& curves) {
- ai_assert(curves.size());
- // look for animation nodes with
- // * sub channels for all relevant components set
- // * one key/value pair per component
- // * combined values match up the corresponding value in the bind pose node transformation
- // only such nodes are 'redundant' for this function.
- if (curves.size() > 1) {
- return false;
- }
- const AnimationCurveNode& nd = *curves.front();
- const AnimationCurveMap& sub_curves = nd.Curves();
- const AnimationCurveMap::const_iterator dx = sub_curves.find("d|X");
- const AnimationCurveMap::const_iterator dy = sub_curves.find("d|Y");
- const AnimationCurveMap::const_iterator dz = sub_curves.find("d|Z");
- if (dx == sub_curves.end() || dy == sub_curves.end() || dz == sub_curves.end()) {
- return false;
- }
- const KeyValueList& vx = (*dx).second->GetValues();
- const KeyValueList& vy = (*dy).second->GetValues();
- const KeyValueList& vz = (*dz).second->GetValues();
- if (vx.size() != 1 || vy.size() != 1 || vz.size() != 1) {
- return false;
- }
- const aiVector3D dyn_val = aiVector3D(vx[0], vy[0], vz[0]);
- const aiVector3D& static_val = PropertyGet<aiVector3D>(target.Props(),
- NameTransformationCompProperty(comp),
- TransformationCompDefaultValue(comp)
- );
- const float epsilon = Math::getEpsilon<float>();
- return (dyn_val - static_val).SquareLength() < epsilon;
- }
- aiNodeAnim* FBXConverter::GenerateRotationNodeAnim(const std::string& name,
- const Model& target,
- const std::vector<const AnimationCurveNode*>& curves,
- const LayerMap& layer_map,
- int64_t start, int64_t stop,
- double& max_time,
- double& min_time)
- {
- std::unique_ptr<aiNodeAnim> na(new aiNodeAnim());
- na->mNodeName.Set(name);
- ConvertRotationKeys(na.get(), curves, layer_map, start, stop, max_time, min_time, target.RotationOrder());
- // dummy scaling key
- na->mScalingKeys = new aiVectorKey[1];
- na->mNumScalingKeys = 1;
- na->mScalingKeys[0].mTime = 0.;
- na->mScalingKeys[0].mValue = aiVector3D(1.0f, 1.0f, 1.0f);
- // dummy position key
- na->mPositionKeys = new aiVectorKey[1];
- na->mNumPositionKeys = 1;
- na->mPositionKeys[0].mTime = 0.;
- na->mPositionKeys[0].mValue = aiVector3D();
- return na.release();
- }
- aiNodeAnim* FBXConverter::GenerateScalingNodeAnim(const std::string& name,
- const Model& /*target*/,
- const std::vector<const AnimationCurveNode*>& curves,
- const LayerMap& layer_map,
- int64_t start, int64_t stop,
- double& max_time,
- double& min_time)
- {
- std::unique_ptr<aiNodeAnim> na(new aiNodeAnim());
- na->mNodeName.Set(name);
- ConvertScaleKeys(na.get(), curves, layer_map, start, stop, max_time, min_time);
- // dummy rotation key
- na->mRotationKeys = new aiQuatKey[1];
- na->mNumRotationKeys = 1;
- na->mRotationKeys[0].mTime = 0.;
- na->mRotationKeys[0].mValue = aiQuaternion();
- // dummy position key
- na->mPositionKeys = new aiVectorKey[1];
- na->mNumPositionKeys = 1;
- na->mPositionKeys[0].mTime = 0.;
- na->mPositionKeys[0].mValue = aiVector3D();
- return na.release();
- }
- aiNodeAnim* FBXConverter::GenerateTranslationNodeAnim(const std::string& name,
- const Model& /*target*/,
- const std::vector<const AnimationCurveNode*>& curves,
- const LayerMap& layer_map,
- int64_t start, int64_t stop,
- double& max_time,
- double& min_time,
- bool inverse) {
- std::unique_ptr<aiNodeAnim> na(new aiNodeAnim());
- na->mNodeName.Set(name);
- ConvertTranslationKeys(na.get(), curves, layer_map, start, stop, max_time, min_time);
- if (inverse) {
- for (unsigned int i = 0; i < na->mNumPositionKeys; ++i) {
- na->mPositionKeys[i].mValue *= -1.0f;
- }
- }
- // dummy scaling key
- na->mScalingKeys = new aiVectorKey[1];
- na->mNumScalingKeys = 1;
- na->mScalingKeys[0].mTime = 0.;
- na->mScalingKeys[0].mValue = aiVector3D(1.0f, 1.0f, 1.0f);
- // dummy rotation key
- na->mRotationKeys = new aiQuatKey[1];
- na->mNumRotationKeys = 1;
- na->mRotationKeys[0].mTime = 0.;
- na->mRotationKeys[0].mValue = aiQuaternion();
- return na.release();
- }
- aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
- const Model& target,
- NodeMap::const_iterator chain[TransformationComp_MAXIMUM],
- NodeMap::const_iterator iter_end,
- const LayerMap& layer_map,
- int64_t start, int64_t stop,
- double& max_time,
- double& min_time,
- bool reverse_order)
- {
- std::unique_ptr<aiNodeAnim> na(new aiNodeAnim());
- na->mNodeName.Set(name);
- const PropertyTable& props = target.Props();
- // need to convert from TRS order to SRT?
- if (reverse_order) {
- aiVector3D def_scale = PropertyGet(props, "Lcl Scaling", aiVector3D(1.f, 1.f, 1.f));
- aiVector3D def_translate = PropertyGet(props, "Lcl Translation", aiVector3D(0.f, 0.f, 0.f));
- aiVector3D def_rot = PropertyGet(props, "Lcl Rotation", aiVector3D(0.f, 0.f, 0.f));
- KeyFrameListList scaling;
- KeyFrameListList translation;
- KeyFrameListList rotation;
- if (chain[TransformationComp_Scaling] != iter_end) {
- scaling = GetKeyframeList((*chain[TransformationComp_Scaling]).second, start, stop);
- }
- if (chain[TransformationComp_Translation] != iter_end) {
- translation = GetKeyframeList((*chain[TransformationComp_Translation]).second, start, stop);
- }
- if (chain[TransformationComp_Rotation] != iter_end) {
- rotation = GetKeyframeList((*chain[TransformationComp_Rotation]).second, start, stop);
- }
- KeyFrameListList joined;
- joined.insert(joined.end(), scaling.begin(), scaling.end());
- joined.insert(joined.end(), translation.begin(), translation.end());
- joined.insert(joined.end(), rotation.begin(), rotation.end());
- const KeyTimeList& times = GetKeyTimeList(joined);
- aiQuatKey* out_quat = new aiQuatKey[times.size()];
- aiVectorKey* out_scale = new aiVectorKey[times.size()];
- aiVectorKey* out_translation = new aiVectorKey[times.size()];
- if (times.size())
- {
- ConvertTransformOrder_TRStoSRT(out_quat, out_scale, out_translation,
- scaling,
- translation,
- rotation,
- times,
- max_time,
- min_time,
- target.RotationOrder(),
- def_scale,
- def_translate,
- def_rot);
- }
- // XXX remove duplicates / redundant keys which this operation did
- // likely produce if not all three channels were equally dense.
- na->mNumScalingKeys = static_cast<unsigned int>(times.size());
- na->mNumRotationKeys = na->mNumScalingKeys;
- na->mNumPositionKeys = na->mNumScalingKeys;
- na->mScalingKeys = out_scale;
- na->mRotationKeys = out_quat;
- na->mPositionKeys = out_translation;
- }
- else {
- // if a particular transformation is not given, grab it from
- // the corresponding node to meet the semantics of aiNodeAnim,
- // which requires all of rotation, scaling and translation
- // to be set.
- if (chain[TransformationComp_Scaling] != iter_end) {
- ConvertScaleKeys(na.get(), (*chain[TransformationComp_Scaling]).second,
- layer_map,
- start, stop,
- max_time,
- min_time);
- }
- else {
- na->mScalingKeys = new aiVectorKey[1];
- na->mNumScalingKeys = 1;
- na->mScalingKeys[0].mTime = 0.;
- na->mScalingKeys[0].mValue = PropertyGet(props, "Lcl Scaling",
- aiVector3D(1.f, 1.f, 1.f));
- }
- if (chain[TransformationComp_Rotation] != iter_end) {
- ConvertRotationKeys(na.get(), (*chain[TransformationComp_Rotation]).second,
- layer_map,
- start, stop,
- max_time,
- min_time,
- target.RotationOrder());
- }
- else {
- na->mRotationKeys = new aiQuatKey[1];
- na->mNumRotationKeys = 1;
- na->mRotationKeys[0].mTime = 0.;
- na->mRotationKeys[0].mValue = EulerToQuaternion(
- PropertyGet(props, "Lcl Rotation", aiVector3D(0.f, 0.f, 0.f)),
- target.RotationOrder());
- }
- if (chain[TransformationComp_Translation] != iter_end) {
- ConvertTranslationKeys(na.get(), (*chain[TransformationComp_Translation]).second,
- layer_map,
- start, stop,
- max_time,
- min_time);
- }
- else {
- na->mPositionKeys = new aiVectorKey[1];
- na->mNumPositionKeys = 1;
- na->mPositionKeys[0].mTime = 0.;
- na->mPositionKeys[0].mValue = PropertyGet(props, "Lcl Translation",
- aiVector3D(0.f, 0.f, 0.f));
- }
- }
- return na.release();
- }
- FBXConverter::KeyFrameListList FBXConverter::GetKeyframeList(const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop)
- {
- KeyFrameListList inputs;
- inputs.reserve(nodes.size() * 3);
- //give some breathing room for rounding errors
- int64_t adj_start = start - 10000;
- int64_t adj_stop = stop + 10000;
- for (const AnimationCurveNode* node : nodes) {
- ai_assert(node);
- const AnimationCurveMap& curves = node->Curves();
- for (const AnimationCurveMap::value_type& kv : curves) {
- unsigned int mapto;
- if (kv.first == "d|X") {
- mapto = 0;
- }
- else if (kv.first == "d|Y") {
- mapto = 1;
- }
- else if (kv.first == "d|Z") {
- mapto = 2;
- }
- else {
- FBXImporter::LogWarn("ignoring scale animation curve, did not recognize target component");
- continue;
- }
- const AnimationCurve* const curve = kv.second;
- ai_assert(curve->GetKeys().size() == curve->GetValues().size() && curve->GetKeys().size());
- //get values within the start/stop time window
- std::shared_ptr<KeyTimeList> Keys(new KeyTimeList());
- std::shared_ptr<KeyValueList> Values(new KeyValueList());
- const size_t count = curve->GetKeys().size();
- Keys->reserve(count);
- Values->reserve(count);
- for (size_t n = 0; n < count; n++)
- {
- int64_t k = curve->GetKeys().at(n);
- if (k >= adj_start && k <= adj_stop)
- {
- Keys->push_back(k);
- Values->push_back(curve->GetValues().at(n));
- }
- }
- inputs.push_back(std::make_tuple(Keys, Values, mapto));
- }
- }
- return inputs; // pray for NRVO :-)
- }
- KeyTimeList FBXConverter::GetKeyTimeList(const KeyFrameListList& inputs) {
- ai_assert(!inputs.empty());
- // reserve some space upfront - it is likely that the key-frame lists
- // have matching time values, so max(of all key-frame lists) should
- // be a good estimate.
- KeyTimeList keys;
- size_t estimate = 0;
- for (const KeyFrameList& kfl : inputs) {
- estimate = std::max(estimate, std::get<0>(kfl)->size());
- }
- keys.reserve(estimate);
- std::vector<unsigned int> next_pos;
- next_pos.resize(inputs.size(), 0);
- const size_t count = inputs.size();
- while (true) {
- int64_t min_tick = std::numeric_limits<int64_t>::max();
- for (size_t i = 0; i < count; ++i) {
- const KeyFrameList& kfl = inputs[i];
- if (std::get<0>(kfl)->size() > next_pos[i] && std::get<0>(kfl)->at(next_pos[i]) < min_tick) {
- min_tick = std::get<0>(kfl)->at(next_pos[i]);
- }
- }
- if (min_tick == std::numeric_limits<int64_t>::max()) {
- break;
- }
- keys.push_back(min_tick);
- for (size_t i = 0; i < count; ++i) {
- const KeyFrameList& kfl = inputs[i];
- while (std::get<0>(kfl)->size() > next_pos[i] && std::get<0>(kfl)->at(next_pos[i]) == min_tick) {
- ++next_pos[i];
- }
- }
- }
- return keys;
- }
- void FBXConverter::InterpolateKeys(aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
- const aiVector3D& def_value,
- double& max_time,
- double& min_time) {
- ai_assert(!keys.empty());
- ai_assert(nullptr != valOut);
- std::vector<unsigned int> next_pos;
- const size_t count(inputs.size());
- next_pos.resize(inputs.size(), 0);
- for (KeyTimeList::value_type time : keys) {
- ai_real result[3] = { def_value.x, def_value.y, def_value.z };
- for (size_t i = 0; i < count; ++i) {
- const KeyFrameList& kfl = inputs[i];
- const size_t ksize = std::get<0>(kfl)->size();
- if (ksize == 0) {
- continue;
- }
- if (ksize > next_pos[i] && std::get<0>(kfl)->at(next_pos[i]) == time) {
- ++next_pos[i];
- }
- const size_t id0 = next_pos[i] > 0 ? next_pos[i] - 1 : 0;
- const size_t id1 = next_pos[i] == ksize ? ksize - 1 : next_pos[i];
- // use lerp for interpolation
- const KeyValueList::value_type valueA = std::get<1>(kfl)->at(id0);
- const KeyValueList::value_type valueB = std::get<1>(kfl)->at(id1);
- const KeyTimeList::value_type timeA = std::get<0>(kfl)->at(id0);
- const KeyTimeList::value_type timeB = std::get<0>(kfl)->at(id1);
- const ai_real factor = timeB == timeA ? ai_real(0.) : static_cast<ai_real>((time - timeA)) / (timeB - timeA);
- const ai_real interpValue = static_cast<ai_real>(valueA + (valueB - valueA) * factor);
- result[std::get<2>(kfl)] = interpValue;
- }
- // magic value to convert fbx times to seconds
- valOut->mTime = CONVERT_FBX_TIME(time) * anim_fps;
- min_time = std::min(min_time, valOut->mTime);
- max_time = std::max(max_time, valOut->mTime);
- valOut->mValue.x = result[0];
- valOut->mValue.y = result[1];
- valOut->mValue.z = result[2];
- ++valOut;
- }
- }
- 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.empty());
- ai_assert(nullptr != valOut);
- std::unique_ptr<aiVectorKey[]> temp(new aiVectorKey[keys.size()]);
- InterpolateKeys(temp.get(), keys, inputs, def_value, maxTime, minTime);
- aiMatrix4x4 m;
- aiQuaternion lastq;
- for (size_t i = 0, c = keys.size(); i < c; ++i) {
- valOut[i].mTime = temp[i].mTime;
- GetRotationMatrix(order, temp[i].mValue, m);
- aiQuaternion quat = aiQuaternion(aiMatrix3x3(m));
- // take shortest path by checking the inner product
- // http://www.3dkingdoms.com/weekly/weekly.php?a=36
- if (quat.x * lastq.x + quat.y * lastq.y + quat.z * lastq.z + quat.w * lastq.w < 0)
- {
- quat.x = -quat.x;
- quat.y = -quat.y;
- quat.z = -quat.z;
- quat.w = -quat.w;
- }
- lastq = quat;
- valOut[i].mValue = quat;
- }
- }
- void FBXConverter::ConvertTransformOrder_TRStoSRT(aiQuatKey* out_quat, aiVectorKey* out_scale,
- aiVectorKey* out_translation,
- const KeyFrameListList& scaling,
- const KeyFrameListList& translation,
- const KeyFrameListList& rotation,
- const KeyTimeList& times,
- double& maxTime,
- double& minTime,
- Model::RotOrder order,
- const aiVector3D& def_scale,
- const aiVector3D& def_translate,
- const aiVector3D& def_rotation)
- {
- if (rotation.size()) {
- InterpolateKeys(out_quat, times, rotation, def_rotation, maxTime, minTime, order);
- }
- else {
- for (size_t i = 0; i < times.size(); ++i) {
- out_quat[i].mTime = CONVERT_FBX_TIME(times[i]) * anim_fps;
- out_quat[i].mValue = EulerToQuaternion(def_rotation, order);
- }
- }
- if (scaling.size()) {
- InterpolateKeys(out_scale, times, scaling, def_scale, maxTime, minTime);
- }
- else {
- for (size_t i = 0; i < times.size(); ++i) {
- out_scale[i].mTime = CONVERT_FBX_TIME(times[i]) * anim_fps;
- out_scale[i].mValue = def_scale;
- }
- }
- if (translation.size()) {
- InterpolateKeys(out_translation, times, translation, def_translate, maxTime, minTime);
- }
- else {
- for (size_t i = 0; i < times.size(); ++i) {
- out_translation[i].mTime = CONVERT_FBX_TIME(times[i]) * anim_fps;
- out_translation[i].mValue = def_translate;
- }
- }
- const size_t count = times.size();
- for (size_t i = 0; i < count; ++i) {
- aiQuaternion& r = out_quat[i].mValue;
- aiVector3D& s = out_scale[i].mValue;
- aiVector3D& t = out_translation[i].mValue;
- aiMatrix4x4 mat, temp;
- aiMatrix4x4::Translation(t, mat);
- mat *= aiMatrix4x4(r.GetMatrix());
- mat *= aiMatrix4x4::Scaling(s, temp);
- mat.Decompose(s, r, t);
- }
- }
- aiQuaternion FBXConverter::EulerToQuaternion(const aiVector3D& rot, Model::RotOrder order)
- {
- aiMatrix4x4 m;
- GetRotationMatrix(order, rot, m);
- return aiQuaternion(aiMatrix3x3(m));
- }
- void FBXConverter::ConvertScaleKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
- int64_t start, int64_t stop,
- double& maxTime,
- double& minTime)
- {
- ai_assert(nodes.size());
- // XXX for now, assume scale should be blended geometrically (i.e. two
- // layers should be multiplied with each other). There is a FBX
- // property in the layer to specify the behaviour, though.
- const KeyFrameListList& inputs = GetKeyframeList(nodes, start, stop);
- const KeyTimeList& keys = GetKeyTimeList(inputs);
- na->mNumScalingKeys = static_cast<unsigned int>(keys.size());
- na->mScalingKeys = new aiVectorKey[keys.size()];
- if (keys.size() > 0) {
- InterpolateKeys(na->mScalingKeys, keys, inputs, aiVector3D(1.0f, 1.0f, 1.0f), maxTime, minTime);
- }
- }
- void FBXConverter::ConvertTranslationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
- const LayerMap& /*layers*/,
- int64_t start, int64_t stop,
- double& maxTime,
- double& minTime)
- {
- ai_assert(nodes.size());
- // XXX see notes in ConvertScaleKeys()
- const KeyFrameListList& inputs = GetKeyframeList(nodes, start, stop);
- const KeyTimeList& keys = GetKeyTimeList(inputs);
- na->mNumPositionKeys = static_cast<unsigned int>(keys.size());
- na->mPositionKeys = new aiVectorKey[keys.size()];
- if (keys.size() > 0)
- InterpolateKeys(na->mPositionKeys, keys, inputs, aiVector3D(0.0f, 0.0f, 0.0f), maxTime, minTime);
- }
- void FBXConverter::ConvertRotationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
- const LayerMap& /*layers*/,
- int64_t start, int64_t stop,
- double& maxTime,
- double& minTime,
- Model::RotOrder order)
- {
- ai_assert(nodes.size());
- // XXX see notes in ConvertScaleKeys()
- const std::vector< KeyFrameList >& inputs = GetKeyframeList(nodes, start, stop);
- const KeyTimeList& keys = GetKeyTimeList(inputs);
- na->mNumRotationKeys = static_cast<unsigned int>(keys.size());
- na->mRotationKeys = new aiQuatKey[keys.size()];
- if (!keys.empty()) {
- InterpolateKeys(na->mRotationKeys, keys, inputs, aiVector3D(0.0f, 0.0f, 0.0f), maxTime, minTime, order);
- }
- }
- void FBXConverter::ConvertGlobalSettings() {
- if (nullptr == out) {
- return;
- }
- const bool hasGenerator = !doc.Creator().empty();
- out->mMetaData = aiMetadata::Alloc(16 + (hasGenerator ? 1 : 0));
- out->mMetaData->Set(0, "UpAxis", doc.GlobalSettings().UpAxis());
- out->mMetaData->Set(1, "UpAxisSign", doc.GlobalSettings().UpAxisSign());
- out->mMetaData->Set(2, "FrontAxis", doc.GlobalSettings().FrontAxis());
- out->mMetaData->Set(3, "FrontAxisSign", doc.GlobalSettings().FrontAxisSign());
- out->mMetaData->Set(4, "CoordAxis", doc.GlobalSettings().CoordAxis());
- out->mMetaData->Set(5, "CoordAxisSign", doc.GlobalSettings().CoordAxisSign());
- out->mMetaData->Set(6, "OriginalUpAxis", doc.GlobalSettings().OriginalUpAxis());
- out->mMetaData->Set(7, "OriginalUpAxisSign", doc.GlobalSettings().OriginalUpAxisSign());
- out->mMetaData->Set(8, "UnitScaleFactor", (double)doc.GlobalSettings().UnitScaleFactor());
- out->mMetaData->Set(9, "OriginalUnitScaleFactor", doc.GlobalSettings().OriginalUnitScaleFactor());
- out->mMetaData->Set(10, "AmbientColor", doc.GlobalSettings().AmbientColor());
- out->mMetaData->Set(11, "FrameRate", (int)doc.GlobalSettings().TimeMode());
- out->mMetaData->Set(12, "TimeSpanStart", doc.GlobalSettings().TimeSpanStart());
- out->mMetaData->Set(13, "TimeSpanStop", doc.GlobalSettings().TimeSpanStop());
- out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate());
- out->mMetaData->Set(15, AI_METADATA_SOURCE_FORMAT_VERSION, aiString(to_string(doc.FBXVersion())));
- if (hasGenerator)
- {
- out->mMetaData->Set(16, AI_METADATA_SOURCE_GENERATOR, aiString(doc.Creator()));
- }
- }
- void FBXConverter::TransferDataToScene()
- {
- ai_assert(!out->mMeshes);
- ai_assert(!out->mNumMeshes);
- // note: the trailing () ensures initialization with nullptr - not
- // many C++ users seem to know this, so pointing it out to avoid
- // confusion why this code works.
- if (meshes.size()) {
- out->mMeshes = new aiMesh*[meshes.size()]();
- out->mNumMeshes = static_cast<unsigned int>(meshes.size());
- std::swap_ranges(meshes.begin(), meshes.end(), out->mMeshes);
- }
- if (materials.size()) {
- out->mMaterials = new aiMaterial*[materials.size()]();
- out->mNumMaterials = static_cast<unsigned int>(materials.size());
- std::swap_ranges(materials.begin(), materials.end(), out->mMaterials);
- }
- if (animations.size()) {
- out->mAnimations = new aiAnimation*[animations.size()]();
- out->mNumAnimations = static_cast<unsigned int>(animations.size());
- std::swap_ranges(animations.begin(), animations.end(), out->mAnimations);
- }
- if (lights.size()) {
- out->mLights = new aiLight*[lights.size()]();
- out->mNumLights = static_cast<unsigned int>(lights.size());
- std::swap_ranges(lights.begin(), lights.end(), out->mLights);
- }
- if (cameras.size()) {
- out->mCameras = new aiCamera*[cameras.size()]();
- out->mNumCameras = static_cast<unsigned int>(cameras.size());
- std::swap_ranges(cameras.begin(), cameras.end(), out->mCameras);
- }
- if (textures.size()) {
- out->mTextures = new aiTexture*[textures.size()]();
- out->mNumTextures = static_cast<unsigned int>(textures.size());
- std::swap_ranges(textures.begin(), textures.end(), out->mTextures);
- }
- }
- void FBXConverter::ConvertOrphantEmbeddedTextures()
- {
- // in C++14 it could be:
- // for (auto&& [id, object] : objects)
- for (auto&& id_and_object : doc.Objects())
- {
- auto&& id = std::get<0>(id_and_object);
- auto&& object = std::get<1>(id_and_object);
- // If an object doesn't have parent
- if (doc.ConnectionsBySource().count(id) == 0)
- {
- const Texture* realTexture = nullptr;
- try
- {
- const auto& element = object->GetElement();
- const Token& key = element.KeyToken();
- const char* obtype = key.begin();
- const size_t length = static_cast<size_t>(key.end() - key.begin());
- if (strncmp(obtype, "Texture", length) == 0)
- {
- const Texture* texture = static_cast<const Texture*>(object->Get());
- if (texture->Media() && texture->Media()->ContentLength() > 0)
- {
- realTexture = texture;
- }
- }
- }
- catch (...)
- {
- // do nothing
- }
- if (realTexture)
- {
- const Video* media = realTexture->Media();
- unsigned int index = ConvertVideo(*media);
- textures_converted[*media] = index;
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones)
- {
- FBXConverter converter(out, doc, removeEmptyBones);
- }
- } // !FBX
- } // !Assimp
- #endif
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