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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 FBXDocument.cpp
- * @brief Implementation of the FBX DOM classes
- */
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
- #include "FBXParser.h"
- #include "FBXConverter.h"
- #include "FBXDocument.h"
- #include "FBXUtil.h"
- namespace Assimp {
- namespace FBX {
- namespace {
- /** Dummy class to encapsulate the conversion process */
- class Converter
- {
- public:
- Converter(aiScene* out, const Document& doc)
- : out(out)
- , doc(doc)
- {
- //ConvertRootNode();
- // hack to process all meshes
- BOOST_FOREACH(const ObjectMap::value_type& v,doc.Objects()) {
- const Object* ob = v.second->Get();
- if(!ob) {
- continue;
- }
- const MeshGeometry* geo = dynamic_cast<const MeshGeometry*>(ob);
- if(geo) {
- ConvertMesh(*geo);
- }
- }
- // dummy root node
- out->mRootNode = new aiNode();
- out->mRootNode->mNumMeshes = static_cast<unsigned int>(meshes.size());
- out->mRootNode->mMeshes = new unsigned int[meshes.size()];
- for(unsigned int i = 0; i < out->mRootNode->mNumMeshes; ++i) {
- out->mRootNode->mMeshes[i] = i;
- }
- TransferDataToScene();
- }
- ~Converter()
- {
- std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>());
- }
- private:
- // ------------------------------------------------------------------------------------------------
- // find scene root and trigger recursive scene conversion
- void ConvertRootNode()
- {
- }
- // ------------------------------------------------------------------------------------------------
- // MeshGeometry -> aiMesh
- void ConvertMesh(const MeshGeometry& mesh)
- {
- const std::vector<aiVector3D>& vertices = mesh.GetVertices();
- const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
- if(vertices.empty() || faces.empty()) {
- return;
- }
- aiMesh* out_mesh = new aiMesh();
- meshes.push_back(out_mesh);
- // copy vertices
- out_mesh->mNumVertices = static_cast<size_t>(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<size_t>(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.GetVertices();
- 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]);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // 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);
- }
- private:
- std::vector<aiMesh*> meshes;
- 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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