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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2012, 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
- */
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
- #include "FBXParser.h"
- #include "FBXConverter.h"
- #include "FBXDocument.h"
- #include "FBXUtil.h"
- #include "FBXProperties.h"
- #include "FBXImporter.h"
- namespace Assimp {
- namespace FBX {
- using namespace Util;
- // XXX vc9's debugger won't step into anonymous namespaces
- //namespace {
- /** Dummy class to encapsulate the conversion process */
- class Converter
- {
- public:
- Converter(aiScene* out, const Document& doc)
- : out(out)
- , doc(doc)
- {
- 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);
- }
- }
- }
- }
- TransferDataToScene();
- }
- ~Converter()
- {
- std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>());
- std::for_each(materials.begin(),materials.end(),Util::delete_fun<aiMaterial>());
- }
- 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 std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id);
- std::vector<aiNode*> nodes;
- nodes.reserve(conns.size());
- 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 node link");
- continue;
- }
- const Model* const model = dynamic_cast<const Model*>(object);
-
- if(model) {
- aiNode* nd = new aiNode();
- nodes.push_back(nd);
- // strip Model:: prefix
- std::string name = model->Name();
- if(name.substr(0,7) == "Model::") {
- name = name.substr(7);
- }
- nd->mName.Set(name);
- nd->mParent = &parent;
- ConvertTransformation(*model,*nd);
- ConvertModel(*model, *nd);
- ConvertNodes(model->ID(), *nd);
- }
- }
- 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);
- }
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertTransformation(const Model& model, aiNode& nd)
- {
- const PropertyTable& props = model.Props();
- bool ok;
-
- aiVector3D Translation = PropertyGet<aiVector3D>(props,"Lcl Translation",ok);
- if(!ok) {
- Translation = aiVector3D(0.0f,0.0f,0.0f);
- }
- aiVector3D Scaling = PropertyGet<aiVector3D>(props,"Lcl Scaling",ok);
- if(!ok) {
- Scaling = aiVector3D(1.0f,1.0f,1.0f);
- }
- // XXX euler angles, radians, xyz order?
- aiVector3D Rotation = PropertyGet<aiVector3D>(props,"Lcl Rotation",ok);
- if(!ok) {
- Rotation = aiVector3D(0.0f,0.0f,0.0f);
- }
- aiMatrix4x4 temp;
- nd.mTransformation = aiMatrix4x4::Scaling(Scaling,temp);
- if(fabs(Rotation.x) > 1e-6f) {
- nd.mTransformation *= aiMatrix4x4::RotationX(Rotation.x,temp);
- }
- if(fabs(Rotation.y) > 1e-6f) {
- nd.mTransformation *= aiMatrix4x4::RotationY(Rotation.y,temp);
- }
- if(fabs(Rotation.z) > 1e-6f) {
- nd.mTransformation *= aiMatrix4x4::RotationZ(Rotation.z,temp);
- }
- nd.mTransformation.a4 = Translation.x;
- nd.mTransformation.b4 = Translation.y;
- nd.mTransformation.c4 = Translation.z;
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertModel(const Model& model, aiNode& nd)
- {
- 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);
- 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)
- {
- 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 std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
- if (!mindices.empty()) {
- const unsigned int base = mindices[0];
- BOOST_FOREACH(unsigned int index, mindices) {
- if(index != base) {
- return ConvertMeshMultiMaterial(mesh, model);
- }
- }
- }
- // faster codepath, just copy the data
- temp.push_back(ConvertMeshSingleMaterial(mesh, model));
- return temp;
- }
- // ------------------------------------------------------------------------------------------------
- aiMesh* SetupEmptyMesh(const MeshGeometry& mesh, unsigned int material_index)
- {
- 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 std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
- aiMesh* const out_mesh = SetupEmptyMesh(mesh,mindices.size() ? mindices[0] : static_cast<unsigned int>(-1));
- 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(mindices.empty()) {
- FBXImporter::LogError("no material assigned to mesh, setting default material");
- out_mesh->mMaterialIndex = GetDefaultMaterial();
- }
- else {
- ConvertMaterialForMesh(out_mesh,model,mesh,mindices[0]);
- }
- return static_cast<unsigned int>(meshes.size() - 1);
- }
- // ------------------------------------------------------------------------------------------------
- std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model)
- {
- const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
- ai_assert(mindices.size());
-
- std::set<unsigned int> had;
- std::vector<unsigned int> indices;
- BOOST_FOREACH(unsigned int index, mindices) {
- if(had.find(index) == had.end()) {
- indices.push_back(ConvertMeshMultiMaterial(mesh, model, index));
- had.insert(index);
- }
- }
- return indices;
- }
- // ------------------------------------------------------------------------------------------------
- unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model, unsigned int index)
- {
- aiMesh* const out_mesh = SetupEmptyMesh(mesh, index);
- const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
- const std::vector<aiVector3D>& vertices = mesh.GetVertices();
- const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
- unsigned int count_faces = 0;
- unsigned int count_vertices = 0;
- // count faces
- for(std::vector<unsigned int>::const_iterator it = mindices.begin(),
- end = mindices.end(), itf = faces.begin(); it != end; ++it, ++itf)
- {
- if ((*it) != index) {
- continue;
- }
- ++count_faces;
- count_vertices += *itf;
- }
- ai_assert(count_faces);
- // 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;
- for(std::vector<unsigned int>::const_iterator it = mindices.begin(),
- end = mindices.end(), itf = faces.begin(); 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;
- 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);
- return static_cast<unsigned int>(meshes.size() - 1);
- }
- // ------------------------------------------------------------------------------------------------
- void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo, unsigned int materialIndex)
- {
- // locate source materials for this mesh
- const std::vector<const Material*>& mats = model.GetMaterials();
- if (materialIndex >= mats.size()) {
- 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);
- 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 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());
- return static_cast<unsigned int>(materials.size() - 1);
- }
- // ------------------------------------------------------------------------------------------------
- void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const std::string& propName, aiTextureType target)
- {
- TextureMap::const_iterator it = textures.find(propName);
- if(it == textures.end()) {
- return;
- }
- const Texture* const tex = (*it).second;
-
- 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 = std::distance(materials.begin(),
- std::find(materials.begin(),materials.end(),out_mat)
- );
- uvIndex = -1;
- BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
- const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
- if(!mesh) {
- continue;
- }
- const std::vector<unsigned int>& 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");
- }
- }
- 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)
- {
- TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE);
- TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT);
- TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE);
- TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR);
- TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY);
- TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION);
- TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT);
- TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS);
- TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT);
- }
- // ------------------------------------------------------------------------------------------------
- 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);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // 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.
- 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);
- }
- }
- private:
- // 0: not assigned yet, others: index is value - 1
- unsigned int defaultMaterialIndex;
- std::vector<aiMesh*> meshes;
- std::vector<aiMaterial*> materials;
- typedef std::map<const Material*, unsigned int> MaterialMap;
- MaterialMap materials_converted;
- typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
- MeshMap meshes_converted;
- 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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