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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2015, 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 <iterator>
- #include <sstream>
- #include <boost/tuple/tuple.hpp>
- #include <vector>
- #include "FBXParser.h"
- #include "FBXConverter.h"
- #include "FBXDocument.h"
- #include "FBXUtil.h"
- #include "FBXProperties.h"
- #include "FBXImporter.h"
- #include "../include/assimp/scene.h"
- #include <boost/foreach.hpp>
- #include <boost/scoped_array.hpp>
- namespace Assimp {
- namespace FBX {
- using namespace Util;
- #define MAGIC_NODE_TAG "_$AssimpFbx$"
- #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
- // XXX vc9's debugger won't step into anonymous namespaces
- //namespace {
- /** Dummy class to encapsulate the conversion process */
- class Converter
- {
- public:
- /** the different parts that make up the final local transformation of a fbx node */
- enum TransformationComp
- {
- TransformationComp_Translation = 0,
- TransformationComp_RotationOffset,
- TransformationComp_RotationPivot,
- TransformationComp_PreRotation,
- TransformationComp_Rotation,
- TransformationComp_PostRotation,
- TransformationComp_RotationPivotInverse,
- TransformationComp_ScalingOffset,
- TransformationComp_ScalingPivot,
- TransformationComp_Scaling,
- TransformationComp_ScalingPivotInverse,
- TransformationComp_GeometricTranslation,
- TransformationComp_GeometricRotation,
- TransformationComp_GeometricScaling,
- TransformationComp_MAXIMUM
- };
- public:
- Converter(aiScene* out, const Document& doc)
- : defaultMaterialIndex()
- , 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();
- ConvertRootNode();
- if(doc.Settings().readAllMaterials) {
- // unfortunately this means we have to evaluate all objects
- BOOST_FOREACH(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);
- }
- }
- }
- }
- 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;
- }
- }
- ~Converter()
- {
- 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>());
- }
- private:
- // ------------------------------------------------------------------------------------------------
- // find scene root and trigger recursive scene conversion
- void ConvertRootNode()
- {
- out->mRootNode = new aiNode();
- out->mRootNode->mName.Set("RootNode");
- // root has ID 0
- ConvertNodes(0L, *out->mRootNode);
- }
- // ------------------------------------------------------------------------------------------------
- // collect and assign child nodes
- void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4())
- {
- const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
- std::vector<aiNode*> nodes;
- nodes.reserve(conns.size());
- std::vector<aiNode*> nodes_chain;
- try {
- BOOST_FOREACH(const Connection* con, conns) {
- // ignore object-property links
- if(con->PropertyName().length()) {
- continue;
- }
- const Object* const object = con->SourceObject();
- if(!object) {
- FBXImporter::LogWarn("failed to convert source object for Model link");
- continue;
- }
- const Model* const model = dynamic_cast<const Model*>(object);
- if(model) {
- nodes_chain.clear();
- aiMatrix4x4 new_abs_transform = parent_transform;
- // 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.
- GenerateTransformationNodeChain(*model,nodes_chain);
- ai_assert(nodes_chain.size());
- const std::string& original_name = FixNodeName(model->Name());
- // check if any of the nodes in the chain has the name the fbx node
- // is supposed to have. If there is none, add another node to
- // preserve the name - people might have scripts etc. that rely
- // on specific node names.
- aiNode* name_carrier = NULL;
- BOOST_FOREACH(aiNode* prenode, nodes_chain) {
- if ( !strcmp(prenode->mName.C_Str(), original_name.c_str()) ) {
- name_carrier = prenode;
- break;
- }
- }
- if(!name_carrier) {
- nodes_chain.push_back(new aiNode(original_name));
- name_carrier = nodes_chain.back();
- }
- //setup metadata on newest node
- SetupNodeMetadata(*model, *nodes_chain.back());
- // link all nodes in a row
- aiNode* last_parent = &parent;
- BOOST_FOREACH(aiNode* prenode, nodes_chain) {
- ai_assert(prenode);
- if(last_parent != &parent) {
- last_parent->mNumChildren = 1;
- last_parent->mChildren = new aiNode*[1];
- last_parent->mChildren[0] = prenode;
- }
- prenode->mParent = last_parent;
- last_parent = prenode;
- new_abs_transform *= prenode->mTransformation;
- }
- // attach geometry
- ConvertModel(*model, *nodes_chain.back(), new_abs_transform);
- // attach sub-nodes
- ConvertNodes(model->ID(), *nodes_chain.back(), new_abs_transform);
- if(doc.Settings().readLights) {
- ConvertLights(*model);
- }
- if(doc.Settings().readCameras) {
- ConvertCameras(*model);
- }
- 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);
- }
- }
- 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);
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertLights(const Model& model)
- {
- const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
- BOOST_FOREACH(const NodeAttribute* attr, node_attrs) {
- const Light* const light = dynamic_cast<const Light*>(attr);
- if(light) {
- ConvertLight(model, *light);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertCameras(const Model& model)
- {
- const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
- BOOST_FOREACH(const NodeAttribute* attr, node_attrs) {
- const Camera* const cam = dynamic_cast<const Camera*>(attr);
- if(cam) {
- ConvertCamera(model, *cam);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertLight(const Model& model, const Light& light)
- {
- lights.push_back(new aiLight());
- aiLight* const out_light = lights.back();
- out_light->mName.Set(FixNodeName(model.Name()));
- const float intensity = light.Intensity();
- 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;
- 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);
- }
- // XXX: how to best convert the near and far decay ranges?
- switch(light.DecayType())
- {
- case Light::Decay_None:
- out_light->mAttenuationConstant = 1.0f;
- break;
- case Light::Decay_Linear:
- out_light->mAttenuationLinear = 1.0f;
- break;
- case Light::Decay_Quadratic:
- out_light->mAttenuationQuadratic = 1.0f;
- break;
- case Light::Decay_Cubic:
- FBXImporter::LogWarn("cannot represent cubic attenuation, set to Quadratic");
- out_light->mAttenuationQuadratic = 1.0f;
- break;
- default:
- ai_assert(false);
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertCamera(const Model& model, const Camera& cam)
- {
- cameras.push_back(new aiCamera());
- aiCamera* const out_camera = cameras.back();
- out_camera->mName.Set(FixNodeName(model.Name()));
- out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
- out_camera->mPosition = cam.Position();
- out_camera->mLookAt = cam.InterestPosition() - out_camera->mPosition;
- out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
- }
- // ------------------------------------------------------------------------------------------------
- // this returns unified names usable within assimp identifiers (i.e. no space characters -
- // while these would be allowed, they are a potential trouble spot so better not use them).
- const char* 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_MAXIMUM: // this is to silence compiler warnings
- break;
- }
- ai_assert(false);
- return NULL;
- }
- // ------------------------------------------------------------------------------------------------
- // note: this returns the REAL fbx property names
- const char* 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_MAXIMUM: // this is to silence compiler warnings
- break;
- }
- ai_assert(false);
- return NULL;
- }
- // ------------------------------------------------------------------------------------------------
- aiVector3D 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 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 = 1e-6f;
- 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);
- }
-
- ai_assert((order[0] >= 0) && (order[0] <= 2));
- ai_assert((order[1] >= 0) && (order[1] <= 2));
- ai_assert((order[2] >= 0) && (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]];
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** checks if a node has more than just scaling, rotation and translation components */
- bool NeedsComplexTransformationChain(const Model& model)
- {
- const PropertyTable& props = model.Props();
- bool ok;
- const float zero_epsilon = 1e-6f;
- 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 ||
- comp == TransformationComp_GeometricScaling || comp == TransformationComp_GeometricRotation || comp == TransformationComp_GeometricTranslation ) {
- continue;
- }
- const aiVector3D& v = PropertyGet<aiVector3D>(props,NameTransformationCompProperty(comp),ok);
- if(ok && v.SquareLength() > zero_epsilon) {
- return true;
- }
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- // note: name must be a FixNodeName() result
- std::string NameTransformationChainNode(const std::string& name, TransformationComp comp)
- {
- return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
- }
- // ------------------------------------------------------------------------------------------------
- /** note: memory for output_nodes will be managed by the caller */
- void GenerateTransformationNodeChain(const Model& model,
- std::vector<aiNode*>& output_nodes)
- {
- const PropertyTable& props = model.Props();
- const Model::RotOrder rot = model.RotationOrder();
- bool ok;
- aiMatrix4x4 chain[TransformationComp_MAXIMUM];
- std::fill_n(chain, static_cast<unsigned int>(TransformationComp_MAXIMUM), aiMatrix4x4());
-
- // generate transformation matrices for all the different transformation components
- const float zero_epsilon = 1e-6f;
- bool is_complex = false;
- const aiVector3D& PreRotation = PropertyGet<aiVector3D>(props,"PreRotation",ok);
- if(ok && PreRotation.SquareLength() > zero_epsilon) {
- is_complex = true;
- GetRotationMatrix(rot, PreRotation, chain[TransformationComp_PreRotation]);
- }
- const aiVector3D& PostRotation = PropertyGet<aiVector3D>(props,"PostRotation",ok);
- if(ok && PostRotation.SquareLength() > zero_epsilon) {
- is_complex = true;
-
- GetRotationMatrix(rot, PostRotation, chain[TransformationComp_PostRotation]);
- }
- const aiVector3D& RotationPivot = PropertyGet<aiVector3D>(props,"RotationPivot",ok);
- if(ok && RotationPivot.SquareLength() > zero_epsilon) {
- is_complex = true;
-
- 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) {
- is_complex = true;
- aiMatrix4x4::Translation(RotationOffset,chain[TransformationComp_RotationOffset]);
- }
- const aiVector3D& ScalingOffset = PropertyGet<aiVector3D>(props,"ScalingOffset",ok);
- if(ok && ScalingOffset.SquareLength() > zero_epsilon) {
- is_complex = true;
-
- aiMatrix4x4::Translation(ScalingOffset,chain[TransformationComp_ScalingOffset]);
- }
- const aiVector3D& ScalingPivot = PropertyGet<aiVector3D>(props,"ScalingPivot",ok);
- if(ok && ScalingPivot.SquareLength() > zero_epsilon) {
- is_complex = true;
- 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) {
- aiMatrix4x4::Translation(Translation,chain[TransformationComp_Translation]);
- }
- const aiVector3D& Scaling = PropertyGet<aiVector3D>(props,"Lcl Scaling",ok);
- if(ok && std::fabs(Scaling.SquareLength()-1.0f) > zero_epsilon) {
- aiMatrix4x4::Scaling(Scaling,chain[TransformationComp_Scaling]);
- }
- const aiVector3D& Rotation = PropertyGet<aiVector3D>(props,"Lcl Rotation",ok);
- if(ok && Rotation.SquareLength() > zero_epsilon) {
- GetRotationMatrix(rot, Rotation, chain[TransformationComp_Rotation]);
- }
-
- const aiVector3D& GeometricScaling = PropertyGet<aiVector3D>(props, "GeometricScaling", ok);
- if (ok && std::fabs(GeometricScaling.SquareLength() - 1.0f) > zero_epsilon) {
- aiMatrix4x4::Scaling(GeometricScaling, chain[TransformationComp_GeometricScaling]);
- }
-
- const aiVector3D& GeometricRotation = PropertyGet<aiVector3D>(props, "GeometricRotation", ok);
- if (ok && GeometricRotation.SquareLength() > zero_epsilon) {
- GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotation]);
- }
- const aiVector3D& GeometricTranslation = PropertyGet<aiVector3D>(props, "GeometricTranslation", ok);
- if (ok && GeometricTranslation.SquareLength() > zero_epsilon){
- aiMatrix4x4::Translation(GeometricTranslation, chain[TransformationComp_GeometricTranslation]);
- }
- // 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) == is_complex);
- const std::string& name = FixNodeName(model.Name());
- // 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(is_complex && 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 (chain[i].IsIdentity() && (anim_chain_bitmask & bit) == 0) {
- continue;
- }
- aiNode* nd = new aiNode();
- output_nodes.push_back(nd);
-
- nd->mName.Set(NameTransformationChainNode(name, comp));
- nd->mTransformation = chain[i];
- }
- ai_assert(output_nodes.size());
- return;
- }
- // else, we can just multiply the matrices together
- aiNode* nd = new aiNode();
- output_nodes.push_back(nd);
- nd->mName.Set(name);
- for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
- nd->mTransformation = nd->mTransformation * chain[i];
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- void SetupNodeMetadata(const Model& model, aiNode& nd)
- {
- const PropertyTable& props = model.Props();
- DirectPropertyMap unparsedProperties = props.GetUnparsedProperties();
- // create metadata on node
- std::size_t numStaticMetaData = 2;
- aiMetadata* data = new aiMetadata();
- data->mNumProperties = unparsedProperties.size() + numStaticMetaData;
- data->mKeys = new aiString[data->mNumProperties]();
- data->mValues = new aiMetadataEntry[data->mNumProperties]();
- 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
- BOOST_FOREACH(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
- assert(false);
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform)
- {
- const std::vector<const Geometry*>& geos = model.GetGeometry();
- std::vector<unsigned int> meshes;
- meshes.reserve(geos.size());
- BOOST_FOREACH(const Geometry* geo, geos) {
- const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
- if(mesh) {
- const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform);
- std::copy(indices.begin(),indices.end(),std::back_inserter(meshes) );
- }
- else {
- FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
- }
- }
- if(meshes.size()) {
- nd.mMeshes = new unsigned int[meshes.size()]();
- nd.mNumMeshes = static_cast<unsigned int>(meshes.size());
- std::swap_ranges(meshes.begin(),meshes.end(),nd.mMeshes);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
- std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh,const Model& model,
- const aiMatrix4x4& node_global_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];
- BOOST_FOREACH(MatIndexArray::value_type index, mindices) {
- if(index != base) {
- return ConvertMeshMultiMaterial(mesh, model, node_global_transform);
- }
- }
- }
- // faster codepath, just copy the data
- temp.push_back(ConvertMeshSingleMaterial(mesh, model, node_global_transform));
- return temp;
- }
- // ------------------------------------------------------------------------------------------------
- aiMesh* SetupEmptyMesh(const MeshGeometry& mesh)
- {
- 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);
- }
- return out_mesh;
- }
- // ------------------------------------------------------------------------------------------------
- unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
- const aiMatrix4x4& node_global_transform)
- {
- const MatIndexArray& mindices = mesh.GetMaterialIndices();
- aiMesh* const out_mesh = SetupEmptyMesh(mesh);
- 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;
- BOOST_FOREACH(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 = NULL;
- }
- }
- if(binormals) {
- ai_assert(tangents.size() == vertices.size() && 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()];
- BOOST_FOREACH(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() != NULL) {
- ConvertWeights(out_mesh, model, mesh, node_global_transform, NO_MATERIAL_SEPARATION);
- }
- return static_cast<unsigned int>(meshes.size() - 1);
- }
- // ------------------------------------------------------------------------------------------------
- std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
- const aiMatrix4x4& node_global_transform)
- {
- const MatIndexArray& mindices = mesh.GetMaterialIndices();
- ai_assert(mindices.size());
-
- std::set<MatIndexArray::value_type> had;
- std::vector<unsigned int> indices;
- BOOST_FOREACH(MatIndexArray::value_type index, mindices) {
- if(had.find(index) == had.end()) {
- indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, node_global_transform));
- had.insert(index);
- }
- }
- return indices;
- }
- // ------------------------------------------------------------------------------------------------
- unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
- MatIndexArray::value_type index,
- const aiMatrix4x4& node_global_transform)
- {
- aiMesh* const out_mesh = SetupEmptyMesh(mesh);
- 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() != NULL;
- 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
- std::vector<unsigned int> reverseMapping;
- if (process_weights) {
- 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();
- if(tangents.size()) {
- std::vector<aiVector3D> tempBinormals;
- 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 = NULL;
- }
- }
- 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;
- }
- 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 i = 0; i < num_uvs; ++i) {
- const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i);
- out_mesh->mTextureCoords[i][cursor] = aiVector3D(uvs[in_cursor].x,uvs[in_cursor].y, 0.0f);
- }
- for (unsigned int i = 0; i < num_vcs; ++i) {
- const std::vector<aiColor4D>& cols = mesh.GetVertexColors(i);
- out_mesh->mColors[i][cursor] = cols[in_cursor];
- }
- }
- }
-
- ConvertMaterialForMesh(out_mesh,model,mesh,index);
- if(process_weights) {
- ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping);
- }
- return static_cast<unsigned int>(meshes.size() - 1);
- }
- static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
- static_cast<unsigned int>(-1);
- // ------------------------------------------------------------------------------------------------
- /** - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into
- * account when determining which weights to include.
- * - outputVertStartIndices is only used when a material index is specified, it gives for
- * each output vertex the DOM index it maps to. */
- void ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
- const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
- unsigned int materialIndex = NO_MATERIAL_SEPARATION,
- std::vector<unsigned int>* outputVertStartIndices = NULL)
- {
- 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;
- bones.reserve(sk.Clusters().size());
- const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
- ai_assert(no_mat_check || outputVertStartIndices);
- try {
- BOOST_FOREACH(const Cluster* cluster, sk.Clusters()) {
- ai_assert(cluster);
- const WeightIndexArray& indices = cluster->GetIndices();
- if(indices.empty()) {
- continue;
- }
- const MatIndexArray& mats = geo.GetMaterialIndices();
- bool ok = false;
- 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.
- BOOST_FOREACH(WeightIndexArray::value_type index, indices) {
- unsigned int count = 0;
- const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
- // ToOutputVertexIndex only returns NULL if index is out of bounds
- // which should never happen
- ai_assert(out_idx != NULL);
- 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();
- ok = true;
- }
- }
- }
- // 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.
- if (ok) {
- ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
- count_out_indices, node_global_transform);
- }
- }
- }
- catch (std::exception&) {
- std::for_each(bones.begin(),bones.end(),Util::delete_fun<aiBone>());
- throw;
- }
- if(bones.empty()) {
- return;
- }
- out->mBones = new aiBone*[bones.size()]();
- out->mNumBones = static_cast<unsigned int>(bones.size());
- std::swap_ranges(bones.begin(),bones.end(),out->mBones);
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
- std::vector<size_t>& out_indices,
- std::vector<size_t>& index_out_indices,
- std::vector<size_t>& count_out_indices,
- const aiMatrix4x4& node_global_transform)
- {
- aiBone* const bone = new aiBone();
- bones.push_back(bone);
- bone->mName = FixNodeName(cl.TargetNode()->Name());
- bone->mOffsetMatrix = cl.TransformLink();
- bone->mOffsetMatrix.Inverse();
- bone->mOffsetMatrix = bone->mOffsetMatrix * node_global_transform;
- bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
- aiVertexWeight* 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) {
- aiVertexWeight& out_weight = *cursor++;
- out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
- out_weight.mWeight = weights[i];
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- void 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 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;
- }
- // ------------------------------------------------------------------------------------------------
- // Material -> aiMaterial
- unsigned int 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;
- // stip 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);
- }
- // shading stuff and colors
- SetShadingPropertiesCommon(out_mat,props);
-
- // texture assignments
- SetTextureProperties(out_mat,material.Textures(), mesh);
- SetTextureProperties(out_mat,material.LayeredTextures(), mesh);
- return static_cast<unsigned int>(materials.size() - 1);
- }
- // ------------------------------------------------------------------------------------------------
- void 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;
- path.Set(tex->RelativeFilename());
- 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)
- {
- BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
- const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
- if(!mesh) {
- continue;
- }
- const MatIndexArray& mats = mesh->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(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");
- 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 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;
- }
- const Texture* const tex = (*it).second->getTexture();
- aiString path;
- path.Set(tex->RelativeFilename());
- 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)
- {
- BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
- const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
- if(!mesh) {
- continue;
- }
- const MatIndexArray& mats = mesh->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(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");
- 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 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, "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);
- }
- // ------------------------------------------------------------------------------------------------
- void 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, "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);
- }
- // ------------------------------------------------------------------------------------------------
- aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props, const std::string& baseName,
- bool& result)
- {
- result = true;
- bool ok;
- const aiVector3D& Diffuse = PropertyGet<aiVector3D>(props,baseName,ok);
- if(ok) {
- return aiColor3D(Diffuse.x,Diffuse.y,Diffuse.z);
- }
- else {
- aiVector3D DiffuseColor = PropertyGet<aiVector3D>(props,baseName + "Color",ok);
- if(ok) {
- float DiffuseFactor = PropertyGet<float>(props,baseName + "Factor",ok);
- if(ok) {
- DiffuseColor *= DiffuseFactor;
- }
- return aiColor3D(DiffuseColor.x,DiffuseColor.y,DiffuseColor.z);
- }
- }
- result = false;
- return aiColor3D(0.0f,0.0f,0.0f);
- }
- // ------------------------------------------------------------------------------------------------
- void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props)
- {
- // set shading properties. There are various, redundant ways in which FBX materials
- // specify their shading settings (depending on shading models, prop
- // template etc.). No idea which one is right in a particular context.
- // Just try to make sense of it - there's no spec to verify this against,
- // so why should we.
- 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);
- }
- const aiColor3D& Specular = GetColorPropertyFromMaterial(props,"Specular",ok);
- if(ok) {
- out_mat->AddProperty(&Specular,1,AI_MATKEY_COLOR_SPECULAR);
- }
- const float Opacity = PropertyGet<float>(props,"Opacity",ok);
- if(ok) {
- out_mat->AddProperty(&Opacity,1,AI_MATKEY_OPACITY);
- }
- const float Reflectivity = PropertyGet<float>(props,"Reflectivity",ok);
- if(ok) {
- out_mat->AddProperty(&Reflectivity,1,AI_MATKEY_REFLECTIVITY);
- }
- const float Shininess = PropertyGet<float>(props,"Shininess",ok);
- if(ok) {
- out_mat->AddProperty(&Shininess,1,AI_MATKEY_SHININESS_STRENGTH);
- }
- const float ShininessExponent = PropertyGet<float>(props,"ShininessExponent",ok);
- if(ok) {
- out_mat->AddProperty(&ShininessExponent,1,AI_MATKEY_SHININESS);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // get the number of fps for a FrameRate enumerated value
- static double FrameRateToDouble(FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0)
- {
- 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;
- }
- // ------------------------------------------------------------------------------------------------
- // convert animation data to aiAnimation et al
- void 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();
- BOOST_FOREACH(const AnimationStack* stack, animations) {
- ConvertAnimationStack(*stack);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // rename a node already partially converted. fixed_name is a string previously returned by
- // FixNodeName, new_name specifies the string FixNodeName should return on all further invocations
- // which would previously have returned the old value.
- //
- // this also updates names in node animations, cameras and light sources and is thus slow.
- //
- // NOTE: the caller is responsible for ensuring that the new name is unique and does
- // not collide with any other identifiers. The best way to ensure this is to only
- // append to the old name, which is guaranteed to match these requirements.
- void RenameNode(const std::string& fixed_name, const std::string& new_name)
- {
- ai_assert(node_names.find(fixed_name) != node_names.end());
- ai_assert(node_names.find(new_name) == node_names.end());
- renamed_nodes[fixed_name] = new_name;
- const aiString fn(fixed_name);
- BOOST_FOREACH(aiCamera* cam, cameras) {
- if (cam->mName == fn) {
- cam->mName.Set(new_name);
- break;
- }
- }
- BOOST_FOREACH(aiLight* light, lights) {
- if (light->mName == fn) {
- light->mName.Set(new_name);
- break;
- }
- }
- BOOST_FOREACH(aiAnimation* anim, animations) {
- for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
- aiNodeAnim* const na = anim->mChannels[i];
- if (na->mNodeName == fn) {
- na->mNodeName.Set(new_name);
- break;
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // takes a fbx node name and returns the identifier to be used in the assimp output scene.
- // the function is guaranteed to provide consistent results over multiple invocations
- // UNLESS RenameNode() is called for a particular node name.
- std::string 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);
- const NodeNameMap::const_iterator it = node_names.find(temp);
- if (it != node_names.end()) {
- if (!(*it).second) {
- return FixNodeName(name + "_");
- }
- }
- node_names[temp] = true;
- const NameNameMap::const_iterator rit = renamed_nodes.find(temp);
- return rit == renamed_nodes.end() ? temp : (*rit).second;
- }
- const NodeNameMap::const_iterator it = node_names.find(name);
- if (it != node_names.end()) {
- if ((*it).second) {
- return FixNodeName(name + "_");
- }
- }
- node_names[name] = false;
- const NameNameMap::const_iterator rit = renamed_nodes.find(name);
- return rit == renamed_nodes.end() ? name : (*rit).second;
- }
- typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap;
- // XXX: better use multi_map ..
- typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
- // ------------------------------------------------------------------------------------------------
- void 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"
- };
-
- BOOST_FOREACH(const AnimationLayer* layer, layers) {
- ai_assert(layer);
- const AnimationCurveNodeList& nodes = layer->Nodes(prop_whitelist, 3);
- BOOST_FOREACH(const AnimationCurveNode* node, nodes) {
- ai_assert(node);
- const Model* const model = dynamic_cast<const Model*>(node->Target());
- // this can happen - it could also be a NodeAttribute (i.e. for camera animations)
- if(!model) {
- continue;
- }
- const std::string& name = FixNodeName(model->Name());
- node_map[name].push_back(node);
- layer_map[node] = layer;
- }
- }
- // 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();
- double start_timeF = CONVERT_FBX_TIME(start_time);
- double stop_timeF = CONVERT_FBX_TIME(stop_time);
- try {
- BOOST_FOREACH(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()) {
- 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);
- }
- else {
- // empty animations would fail validation, so drop them
- delete anim;
- animations.pop_back();
- FBXImporter::LogInfo("ignoring empty AnimationStack (using IK?): " + name);
- return;
- }
- //adjust relative timing for animation
- {
- double start_fps = start_timeF * anim_fps;
- 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_fps;
- for (uint32_t i = 0; i < channel->mNumRotationKeys; i++)
- channel->mRotationKeys[i].mTime -= start_fps;
- for (uint32_t i = 0; i < channel->mNumScalingKeys; i++)
- channel->mScalingKeys[i].mTime -= start_fps;
- }
- max_time -= min_time;
- }
- // for some mysterious reason, mDuration is simply the maximum key -- the
- // validator always assumes animations to start at zero.
- anim->mDuration = (stop_timeF - start_timeF) * anim_fps;
- anim->mTicksPerSecond = anim_fps;
- }
- // ------------------------------------------------------------------------------------------------
- void 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());
- // sanity check whether the input is ok
- #ifdef ASSIMP_BUILD_DEBUG
- { const Object* target = NULL;
- BOOST_FOREACH(const AnimationCurveNode* node, curves) {
- if(!target) {
- target = node->Target();
- }
- ai_assert(node->Target() == target);
- }}
- #endif
- const AnimationCurveNode* curve_node = NULL;
- BOOST_FOREACH(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 &&
- comp != TransformationComp_GeometricScaling && comp != TransformationComp_GeometricRotation && comp != TransformationComp_GeometricTranslation )
- {
- 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;
- 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 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 = 1e-6f;
- return (dyn_val - static_val).SquareLength() < epsilon;
- }
- // ------------------------------------------------------------------------------------------------
- aiNodeAnim* 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)
- {
- ScopeGuard<aiNodeAnim> na(new aiNodeAnim());
- na->mNodeName.Set(name);
- ConvertRotationKeys(na, 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.dismiss();
- }
- // ------------------------------------------------------------------------------------------------
- aiNodeAnim* 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)
- {
- ScopeGuard<aiNodeAnim> na(new aiNodeAnim());
- na->mNodeName.Set(name);
- ConvertScaleKeys(na, 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.dismiss();
- }
- // ------------------------------------------------------------------------------------------------
- aiNodeAnim* 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 = false)
- {
- ScopeGuard<aiNodeAnim> na(new aiNodeAnim());
- na->mNodeName.Set(name);
- ConvertTranslationKeys(na, 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.dismiss();
- }
- // ------------------------------------------------------------------------------------------------
- // generate node anim, extracting only Rotation, Scaling and Translation from the given chain
- aiNodeAnim* 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 = false)
- {
- ScopeGuard<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, def_translate;
- aiQuaternion def_rot;
- KeyFrameListList scaling;
- KeyFrameListList translation;
- KeyFrameListList rotation;
-
- if(chain[TransformationComp_Scaling] != iter_end) {
- scaling = GetKeyframeList((*chain[TransformationComp_Scaling]).second, start, stop);
- }
- else {
- def_scale = PropertyGet(props,"Lcl Scaling",aiVector3D(1.f,1.f,1.f));
- }
- if(chain[TransformationComp_Translation] != iter_end) {
- translation = GetKeyframeList((*chain[TransformationComp_Translation]).second, start, stop);
- }
- else {
- def_translate = PropertyGet(props,"Lcl Translation",aiVector3D(0.f,0.f,0.f));
- }
-
- if(chain[TransformationComp_Rotation] != iter_end) {
- rotation = GetKeyframeList((*chain[TransformationComp_Rotation]).second, start, stop);
- }
- else {
- def_rot = EulerToQuaternion(PropertyGet(props,"Lcl Rotation",aiVector3D(0.f,0.f,0.f)),
- target.RotationOrder());
- }
- 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, (*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, (*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, (*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.dismiss();
- }
- // key (time), value, mapto (component index)
- typedef boost::tuple<boost::shared_ptr<KeyTimeList>, boost::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
- typedef std::vector<KeyFrameList> KeyFrameListList;
-
- // ------------------------------------------------------------------------------------------------
- KeyFrameListList 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;
- BOOST_FOREACH(const AnimationCurveNode* node, nodes) {
- ai_assert(node);
- const AnimationCurveMap& curves = node->Curves();
- BOOST_FOREACH(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
- boost::shared_ptr<KeyTimeList> Keys(new KeyTimeList());
- boost::shared_ptr<KeyValueList> Values(new KeyValueList());
- const int count = curve->GetKeys().size();
- Keys->reserve(count);
- Values->reserve(count);
- for (int 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(boost::make_tuple(Keys, Values, mapto));
- }
- }
- return inputs; // pray for NRVO :-)
- }
- // ------------------------------------------------------------------------------------------------
- KeyTimeList GetKeyTimeList(const KeyFrameListList& inputs)
- {
- ai_assert(inputs.size());
- // reserve some space upfront - it is likely that the keyframe lists
- // have matching time values, so max(of all keyframe lists) should
- // be a good estimate.
- KeyTimeList keys;
-
- size_t estimate = 0;
- BOOST_FOREACH(const KeyFrameList& kfl, inputs) {
- estimate = std::max(estimate, kfl.get<0>()->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 (kfl.get<0>()->size() > next_pos[i] && kfl.get<0>()->at(next_pos[i]) < min_tick) {
- min_tick = kfl.get<0>()->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(kfl.get<0>()->size() > next_pos[i] && kfl.get<0>()->at(next_pos[i]) == min_tick) {
- ++next_pos[i];
- }
- }
- }
- return keys;
- }
- // ------------------------------------------------------------------------------------------------
- void InterpolateKeys(aiVectorKey* valOut,const KeyTimeList& keys, const KeyFrameListList& inputs,
- const bool geom,
- double& max_time,
- double& min_time)
- {
- ai_assert(keys.size());
- ai_assert(valOut);
- std::vector<unsigned int> next_pos;
- const size_t count = inputs.size();
- next_pos.resize(inputs.size(),0);
- BOOST_FOREACH(KeyTimeList::value_type time, keys) {
- float result[3] = {0.0f, 0.0f, 0.0f};
- if(geom) {
- result[0] = result[1] = result[2] = 1.0f;
- }
- for (size_t i = 0; i < count; ++i) {
- const KeyFrameList& kfl = inputs[i];
- const size_t ksize = kfl.get<0>()->size();
- if (ksize > next_pos[i] && kfl.get<0>()->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 = kfl.get<1>()->at(id0);
- const KeyValueList::value_type valueB = kfl.get<1>()->at(id1);
- const KeyTimeList::value_type timeA = kfl.get<0>()->at(id0);
- const KeyTimeList::value_type timeB = kfl.get<0>()->at(id1);
- // do the actual interpolation in double-precision arithmetics
- // because it is a bit sensitive to rounding errors.
- const double factor = timeB == timeA ? 0. : static_cast<double>((time - timeA) / (timeB - timeA));
- const float interpValue = static_cast<float>(valueA + (valueB - valueA) * factor);
- if(geom) {
- result[kfl.get<2>()] *= interpValue;
- }
- else {
- result[kfl.get<2>()] += 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 InterpolateKeys(aiQuatKey* valOut,const KeyTimeList& keys, const KeyFrameListList& inputs,
- const bool geom,
- double& maxTime,
- double& minTime,
- Model::RotOrder order)
- {
- ai_assert(keys.size());
- ai_assert(valOut);
- boost::scoped_array<aiVectorKey> temp(new aiVectorKey[keys.size()]);
- InterpolateKeys(temp.get(),keys,inputs,geom,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 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 aiQuaternion& def_rotation)
- {
- if (rotation.size()) {
- InterpolateKeys(out_quat, times, rotation, false, 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 = def_rotation;
- }
- }
- if (scaling.size()) {
- InterpolateKeys(out_scale, times, scaling, true, 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, false, 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);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // euler xyz -> quat
- aiQuaternion EulerToQuaternion(const aiVector3D& rot, Model::RotOrder order)
- {
- aiMatrix4x4 m;
- GetRotationMatrix(order, rot, m);
- return aiQuaternion(aiMatrix3x3(m));
- }
- // ------------------------------------------------------------------------------------------------
- void 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, true, maxTime, minTime);
- }
- // ------------------------------------------------------------------------------------------------
- void 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, false, maxTime, minTime);
- }
- // ------------------------------------------------------------------------------------------------
- void 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.size() > 0)
- InterpolateKeys(na->mRotationKeys, keys, inputs, false, maxTime, minTime, order);
- }
- // ------------------------------------------------------------------------------------------------
- // copy generated meshes, animations, lights, cameras and textures to the output scene
- void TransferDataToScene()
- {
- ai_assert(!out->mMeshes && !out->mNumMeshes);
- // note: the trailing () ensures initialization with NULL - 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);
- }
- }
- private:
- // 0: not assigned yet, others: index is value - 1
- unsigned int defaultMaterialIndex;
- std::vector<aiMesh*> meshes;
- std::vector<aiMaterial*> materials;
- std::vector<aiAnimation*> animations;
- std::vector<aiLight*> lights;
- std::vector<aiCamera*> cameras;
- typedef std::map<const Material*, unsigned int> MaterialMap;
- MaterialMap materials_converted;
- typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
- MeshMap meshes_converted;
- // fixed node name -> which trafo chain components have animations?
- typedef std::map<std::string, unsigned int> NodeAnimBitMap;
- NodeAnimBitMap node_anim_chain_bits;
- // name -> has had its prefix_stripped?
- typedef std::map<std::string, bool> NodeNameMap;
- NodeNameMap node_names;
- typedef std::map<std::string, std::string> NameNameMap;
- NameNameMap renamed_nodes;
- double anim_fps;
- aiScene* const out;
- const FBX::Document& doc;
- };
- //} // !anon
- // ------------------------------------------------------------------------------------------------
- void ConvertToAssimpScene(aiScene* out, const Document& doc)
- {
- Converter converter(out,doc);
- }
- } // !FBX
- } // !Assimp
- #endif
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