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/*
Open Asset Import Library ( assimp )
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Copyright ( c ) 2006 - 2022 , assimp team
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All rights reserved .
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Redistribution and use of this software in source and binary forms ,
with or without modification , are permitted provided that the
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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 .
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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" AS IS " AND ANY EXPRESS OR IMPLIED WARRANTIES , INCLUDING , BUT NOT
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LIMITED TO , THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED . IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT , INDIRECT , INCIDENTAL ,
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SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT NOT
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LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
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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
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OF THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
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*/
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/** @file FBXConverter.cpp
* @ brief Implementation of the FBX DOM - > aiScene converter
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*/
# ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
# include "FBXConverter.h"
# include "FBXDocument.h"
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# include "FBXImporter.h"
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# include "FBXMeshGeometry.h"
# include "FBXParser.h"
# include "FBXProperties.h"
# include "FBXUtil.h"
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# include <assimp/MathFunctions.h>
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# include <assimp/StringComparison.h>
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# include <assimp/scene.h>
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# include <assimp/CreateAnimMesh.h>
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# include <assimp/StringUtils.h>
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# include <assimp/commonMetaData.h>
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# include <stdlib.h>
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# include <cstdint>
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# include <iomanip>
# include <iterator>
# include <memory>
# include <sstream>
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namespace Assimp {
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namespace FBX {
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using namespace Util ;
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# define MAGIC_NODE_TAG "_$AssimpFbx$"
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# define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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FBXConverter : : FBXConverter ( aiScene * out , const Document & doc , bool removeEmptyBones ) :
defaultMaterialIndex ( ) ,
mMeshes ( ) ,
lights ( ) ,
cameras ( ) ,
textures ( ) ,
materials_converted ( ) ,
textures_converted ( ) ,
meshes_converted ( ) ,
node_anim_chain_bits ( ) ,
mNodeNames ( ) ,
anim_fps ( ) ,
mSceneOut ( out ) ,
doc ( doc ) ,
mRemoveEmptyBones ( removeEmptyBones ) {
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// animations need to be converted first since this will
// populate the node_anim_chain_bits map, which is needed
// to determine which nodes need to be generated.
ConvertAnimations ( ) ;
// Embedded textures in FBX could be connected to nothing but to itself,
// for instance Texture -> Video connection only but not to the main graph,
// The idea here is to traverse all objects to find these Textures and convert them,
// so later during material conversion it will find converted texture in the textures_converted array.
if ( doc . Settings ( ) . readTextures ) {
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ConvertOrphanedEmbeddedTextures ( ) ;
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}
ConvertRootNode ( ) ;
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if ( doc . Settings ( ) . readAllMaterials ) {
// unfortunately this means we have to evaluate all objects
for ( const ObjectMap : : value_type & v : doc . Objects ( ) ) {
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const Object * ob = v . second - > Get ( ) ;
if ( ! ob ) {
continue ;
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}
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const Material * mat = dynamic_cast < const Material * > ( ob ) ;
if ( mat ) {
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if ( materials_converted . find ( mat ) = = materials_converted . end ( ) ) {
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ConvertMaterial ( * mat , nullptr ) ;
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}
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}
}
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}
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ConvertGlobalSettings ( ) ;
TransferDataToScene ( ) ;
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// 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 ;
}
}
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FBXConverter : : ~ FBXConverter ( ) {
std : : for_each ( mMeshes . begin ( ) , mMeshes . end ( ) , Util : : delete_fun < aiMesh > ( ) ) ;
std : : for_each ( materials . begin ( ) , materials . end ( ) , Util : : delete_fun < aiMaterial > ( ) ) ;
std : : for_each ( animations . begin ( ) , animations . end ( ) , Util : : delete_fun < aiAnimation > ( ) ) ;
std : : for_each ( lights . begin ( ) , lights . end ( ) , Util : : delete_fun < aiLight > ( ) ) ;
std : : for_each ( cameras . begin ( ) , cameras . end ( ) , Util : : delete_fun < aiCamera > ( ) ) ;
std : : for_each ( textures . begin ( ) , textures . end ( ) , Util : : delete_fun < aiTexture > ( ) ) ;
}
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void FBXConverter : : ConvertRootNode ( ) {
mSceneOut - > mRootNode = new aiNode ( ) ;
std : : string unique_name ;
GetUniqueName ( " RootNode " , unique_name ) ;
mSceneOut - > mRootNode - > mName . Set ( unique_name ) ;
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// root has ID 0
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ConvertNodes ( 0L , mSceneOut - > mRootNode , mSceneOut - > mRootNode ) ;
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}
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static std : : string getAncestorBaseName ( const aiNode * node ) {
const char * nodeName = nullptr ;
size_t length = 0 ;
while ( node & & ( ! nodeName | | length = = 0 ) ) {
nodeName = node - > mName . C_Str ( ) ;
length = node - > mName . length ;
node = node - > mParent ;
}
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if ( ! nodeName | | length = = 0 ) {
return { } ;
}
// could be std::string_view if c++17 available
return std : : string ( nodeName , length ) ;
}
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// Make unique name
std : : string FBXConverter : : MakeUniqueNodeName ( const Model * const model , const aiNode & parent ) {
std : : string original_name = FixNodeName ( model - > Name ( ) ) ;
if ( original_name . empty ( ) ) {
original_name = getAncestorBaseName ( & parent ) ;
}
std : : string unique_name ;
GetUniqueName ( original_name , unique_name ) ;
return unique_name ;
}
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/// This struct manages nodes which may or may not end up in the node hierarchy.
/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
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struct FBXConverter : : PotentialNode {
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PotentialNode ( ) : mOwnership ( new aiNode ) , mNode ( mOwnership . get ( ) ) { }
PotentialNode ( const std : : string & name ) : mOwnership ( new aiNode ( name ) ) , mNode ( mOwnership . get ( ) ) { }
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aiNode * operator - > ( ) { return mNode ; }
std : : unique_ptr < aiNode > mOwnership ;
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aiNode * mNode ;
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} ;
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/// todo: pre-build node hierarchy
/// todo: get bone from stack
/// todo: make map of aiBone* to aiNode*
/// then update convert clusters to the new format
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void FBXConverter : : ConvertNodes ( uint64_t id , aiNode * parent , aiNode * root_node ) {
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const std : : vector < const Connection * > & conns = doc . GetConnectionsByDestinationSequenced ( id , " Model " ) ;
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std : : vector < PotentialNode > nodes ;
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nodes . reserve ( conns . size ( ) ) ;
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std : : vector < PotentialNode > nodes_chain ;
std : : vector < PotentialNode > post_nodes_chain ;
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for ( const Connection * con : conns ) {
// ignore object-property links
if ( con - > PropertyName ( ) . length ( ) ) {
// really important we document why this is ignored.
FBXImporter : : LogInfo ( " ignoring property link - no docs on why this is ignored " ) ;
continue ; //?
}
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// convert connection source object into Object base class
const Object * const object = con - > SourceObject ( ) ;
if ( nullptr = = object ) {
FBXImporter : : LogError ( " failed to convert source object for Model link " ) ;
continue ;
}
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// FBX Model::Cube, Model::Bone001, etc elements
// This detects if we can cast the object into this model structure.
const Model * const model = dynamic_cast < const Model * > ( object ) ;
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if ( nullptr ! = model ) {
nodes_chain . clear ( ) ;
post_nodes_chain . clear ( ) ;
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aiMatrix4x4 new_abs_transform = parent - > mTransformation ;
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std : : string node_name = FixNodeName ( model - > Name ( ) ) ;
// even though there is only a single input node, the design of
// assimp (or rather: the complicated transformation chain that
// is employed by fbx) means that we may need multiple aiNode's
// to represent a fbx node's transformation.
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// generate node transforms - this includes pivot data
// if need_additional_node is true then you t
const bool need_additional_node = GenerateTransformationNodeChain ( * model , node_name , nodes_chain , post_nodes_chain ) ;
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// assert that for the current node we must have at least a single transform
ai_assert ( nodes_chain . size ( ) ) ;
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if ( need_additional_node ) {
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nodes_chain . emplace_back ( node_name ) ;
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}
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//setup metadata on newest node
SetupNodeMetadata ( * model , * nodes_chain . back ( ) . mNode ) ;
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// link all nodes in a row
aiNode * last_parent = parent ;
for ( PotentialNode & child : nodes_chain ) {
ai_assert ( child . mNode ) ;
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if ( last_parent ! = parent ) {
last_parent - > mNumChildren = 1 ;
last_parent - > mChildren = new aiNode * [ 1 ] ;
last_parent - > mChildren [ 0 ] = child . mOwnership . release ( ) ;
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}
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child - > mParent = last_parent ;
last_parent = child . mNode ;
}
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// attach geometry
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ConvertModel ( * model , nodes_chain . back ( ) . mNode , root_node , new_abs_transform ) ;
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// check if there will be any child nodes
const std : : vector < const Connection * > & child_conns = doc . GetConnectionsByDestinationSequenced ( model - > ID ( ) , " Model " ) ;
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// if so, link the geometric transform inverse nodes
// before we attach any child nodes
if ( child_conns . size ( ) ) {
for ( PotentialNode & postnode : post_nodes_chain ) {
ai_assert ( postnode . mNode ) ;
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if ( last_parent ! = parent ) {
last_parent - > mNumChildren = 1 ;
last_parent - > mChildren = new aiNode * [ 1 ] ;
last_parent - > mChildren [ 0 ] = postnode . mOwnership . release ( ) ;
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}
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postnode - > mParent = last_parent ;
last_parent = postnode . mNode ;
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}
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} else {
// free the nodes we allocated as we don't need them
post_nodes_chain . clear ( ) ;
}
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// recursion call - child nodes
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ConvertNodes ( model - > ID ( ) , last_parent , root_node ) ;
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if ( doc . Settings ( ) . readLights ) {
ConvertLights ( * model , node_name ) ;
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}
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if ( doc . Settings ( ) . readCameras ) {
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ConvertCameras ( * model , node_name ) ;
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}
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nodes . push_back ( std : : move ( nodes_chain . front ( ) ) ) ;
nodes_chain . clear ( ) ;
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}
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}
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if ( nodes . empty ( ) ) {
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parent - > mNumChildren = 0 ;
parent - > mChildren = nullptr ;
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}
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parent - > mChildren = new aiNode * [ nodes . size ( ) ] ( ) ;
parent - > mNumChildren = static_cast < unsigned int > ( nodes . size ( ) ) ;
for ( unsigned int i = 0 ; i < nodes . size ( ) ; + + i ) {
parent - > mChildren [ i ] = nodes [ i ] . mOwnership . release ( ) ;
}
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}
void FBXConverter : : ConvertLights ( const Model & model , const std : : string & orig_name ) {
const std : : vector < const NodeAttribute * > & node_attrs = model . GetAttributes ( ) ;
for ( const NodeAttribute * attr : node_attrs ) {
const Light * const light = dynamic_cast < const Light * > ( attr ) ;
if ( light ) {
ConvertLight ( * light , orig_name ) ;
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}
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}
}
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void FBXConverter : : ConvertCameras ( const Model & model , const std : : string & orig_name ) {
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const std : : vector < const NodeAttribute * > & node_attrs = model . GetAttributes ( ) ;
for ( const NodeAttribute * attr : node_attrs ) {
const Camera * const cam = dynamic_cast < const Camera * > ( attr ) ;
if ( cam ) {
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ConvertCamera ( * cam , orig_name ) ;
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}
}
}
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void FBXConverter : : ConvertLight ( const Light & light , const std : : string & orig_name ) {
lights . push_back ( new aiLight ( ) ) ;
aiLight * const out_light = lights . back ( ) ;
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out_light - > mName . Set ( orig_name ) ;
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const float intensity = light . Intensity ( ) / 100.0f ;
const aiVector3D & col = light . Color ( ) ;
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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 ;
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out_light - > mColorSpecular = out_light - > mColorDiffuse ;
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//lights are defined along negative y direction
out_light - > mPosition = aiVector3D ( 0.0f ) ;
out_light - > mDirection = aiVector3D ( 0.0f , - 1.0f , 0.0f ) ;
out_light - > mUp = aiVector3D ( 0.0f , 0.0f , - 1.0f ) ;
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switch ( light . LightType ( ) ) {
case Light : : Type_Point :
out_light - > mType = aiLightSource_POINT ;
break ;
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case Light : : Type_Directional :
out_light - > mType = aiLightSource_DIRECTIONAL ;
break ;
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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 ;
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case Light : : Type_Area :
FBXImporter : : LogWarn ( " cannot represent area light, set to UNDEFINED " ) ;
out_light - > mType = aiLightSource_UNDEFINED ;
break ;
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case Light : : Type_Volume :
FBXImporter : : LogWarn ( " cannot represent volume light, set to UNDEFINED " ) ;
out_light - > mType = aiLightSource_UNDEFINED ;
break ;
default :
ai_assert ( false ) ;
}
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float decay = light . DecayStart ( ) ;
switch ( light . DecayType ( ) ) {
case Light : : Decay_None :
out_light - > mAttenuationConstant = decay ;
out_light - > mAttenuationLinear = 0.0f ;
out_light - > mAttenuationQuadratic = 0.0f ;
break ;
case Light : : Decay_Linear :
out_light - > mAttenuationConstant = 0.0f ;
out_light - > mAttenuationLinear = 2.0f / decay ;
out_light - > mAttenuationQuadratic = 0.0f ;
break ;
case Light : : Decay_Quadratic :
out_light - > mAttenuationConstant = 0.0f ;
out_light - > mAttenuationLinear = 0.0f ;
out_light - > mAttenuationQuadratic = 2.0f / ( decay * decay ) ;
break ;
case Light : : Decay_Cubic :
FBXImporter : : LogWarn ( " cannot represent cubic attenuation, set to Quadratic " ) ;
out_light - > mAttenuationQuadratic = 1.0f ;
break ;
default :
ai_assert ( false ) ;
break ;
}
}
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void FBXConverter : : ConvertCamera ( const Camera & cam , const std : : string & orig_name ) {
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cameras . push_back ( new aiCamera ( ) ) ;
aiCamera * const out_camera = cameras . back ( ) ;
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out_camera - > mName . Set ( orig_name ) ;
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out_camera - > mAspect = cam . AspectWidth ( ) / cam . AspectHeight ( ) ;
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// NOTE: Camera mPosition, mLookAt and mUp must be set to default here.
// All transformations to the camera will be handled by its node in the scenegraph.
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out_camera - > mPosition = aiVector3D ( 0.0f ) ;
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out_camera - > mLookAt = aiVector3D ( 1.0f , 0.0f , 0.0f ) ;
out_camera - > mUp = aiVector3D ( 0.0f , 1.0f , 0.0f ) ;
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// NOTE: Some software (maya) does not put FieldOfView in FBX, so we compute
// mHorizontalFOV from FocalLength and FilmWidth with unit conversion.
// TODO: This is not a complete solution for how FBX cameras can be stored.
// TODO: Incorporate non-square pixel aspect ratio.
// TODO: FBX aperture mode might be storing vertical FOV in need of conversion with aspect ratio.
float fov_deg = cam . FieldOfView ( ) ;
// If FOV not specified in file, compute using FilmWidth and FocalLength.
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if ( fov_deg = = kFovUnknown ) {
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float film_width_inches = cam . FilmWidth ( ) ;
float focal_length_mm = cam . FocalLength ( ) ;
ASSIMP_LOG_VERBOSE_DEBUG ( " FBX FOV unspecified. Computing from FilmWidth ( " , film_width_inches , " inches) and FocalLength ( " , focal_length_mm , " mm). " ) ;
double half_fov_rad = std : : atan2 ( film_width_inches * 25.4 * 0.5 , focal_length_mm ) ;
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out_camera - > mHorizontalFOV = static_cast < float > ( half_fov_rad ) ;
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} else {
// FBX fov is full-view degrees. We want half-view radians.
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out_camera - > mHorizontalFOV = AI_DEG_TO_RAD ( fov_deg ) * 0.5f ;
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}
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out_camera - > mClipPlaneNear = cam . NearPlane ( ) ;
out_camera - > mClipPlaneFar = cam . FarPlane ( ) ;
}
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void FBXConverter : : GetUniqueName ( const std : : string & name , std : : string & uniqueName ) {
uniqueName = name ;
auto it_pair = mNodeNames . insert ( { name , 0 } ) ; // duplicate node name instance count
unsigned int & i = it_pair . first - > second ;
while ( ! it_pair . second ) {
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+ + i ;
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std : : ostringstream ext ;
ext < < name < < std : : setfill ( ' 0 ' ) < < std : : setw ( 3 ) < < i ;
uniqueName = ext . str ( ) ;
it_pair = mNodeNames . insert ( { uniqueName , 0 } ) ;
}
}
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const char * FBXConverter : : NameTransformationComp ( TransformationComp comp ) {
switch ( comp ) {
case TransformationComp_Translation :
return " Translation " ;
case TransformationComp_RotationOffset :
return " RotationOffset " ;
case TransformationComp_RotationPivot :
return " RotationPivot " ;
case TransformationComp_PreRotation :
return " PreRotation " ;
case TransformationComp_Rotation :
return " Rotation " ;
case TransformationComp_PostRotation :
return " PostRotation " ;
case TransformationComp_RotationPivotInverse :
return " RotationPivotInverse " ;
case TransformationComp_ScalingOffset :
return " ScalingOffset " ;
case TransformationComp_ScalingPivot :
return " ScalingPivot " ;
case TransformationComp_Scaling :
return " Scaling " ;
case TransformationComp_ScalingPivotInverse :
return " ScalingPivotInverse " ;
case TransformationComp_GeometricScaling :
return " GeometricScaling " ;
case TransformationComp_GeometricRotation :
return " GeometricRotation " ;
case TransformationComp_GeometricTranslation :
return " GeometricTranslation " ;
case TransformationComp_GeometricScalingInverse :
return " GeometricScalingInverse " ;
case TransformationComp_GeometricRotationInverse :
return " GeometricRotationInverse " ;
case TransformationComp_GeometricTranslationInverse :
return " GeometricTranslationInverse " ;
case TransformationComp_MAXIMUM : // this is to silence compiler warnings
default :
break ;
}
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ai_assert ( false ) ;
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return nullptr ;
}
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const char * FBXConverter : : NameTransformationCompProperty ( TransformationComp comp ) {
switch ( comp ) {
case TransformationComp_Translation :
return " Lcl Translation " ;
case TransformationComp_RotationOffset :
return " RotationOffset " ;
case TransformationComp_RotationPivot :
return " RotationPivot " ;
case TransformationComp_PreRotation :
return " PreRotation " ;
case TransformationComp_Rotation :
return " Lcl Rotation " ;
case TransformationComp_PostRotation :
return " PostRotation " ;
case TransformationComp_RotationPivotInverse :
return " RotationPivotInverse " ;
case TransformationComp_ScalingOffset :
return " ScalingOffset " ;
case TransformationComp_ScalingPivot :
return " ScalingPivot " ;
case TransformationComp_Scaling :
return " Lcl Scaling " ;
case TransformationComp_ScalingPivotInverse :
return " ScalingPivotInverse " ;
case TransformationComp_GeometricScaling :
return " GeometricScaling " ;
case TransformationComp_GeometricRotation :
return " GeometricRotation " ;
case TransformationComp_GeometricTranslation :
return " GeometricTranslation " ;
case TransformationComp_GeometricScalingInverse :
return " GeometricScalingInverse " ;
case TransformationComp_GeometricRotationInverse :
return " GeometricRotationInverse " ;
case TransformationComp_GeometricTranslationInverse :
return " GeometricTranslationInverse " ;
case TransformationComp_MAXIMUM : // this is to silence compiler warnings
break ;
}
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ai_assert ( false ) ;
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return nullptr ;
}
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aiVector3D FBXConverter : : TransformationCompDefaultValue ( TransformationComp comp ) {
// XXX a neat way to solve the never-ending special cases for scaling
// would be to do everything in log space!
return comp = = TransformationComp_Scaling ? aiVector3D ( 1.f , 1.f , 1.f ) : aiVector3D ( ) ;
}
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void FBXConverter : : GetRotationMatrix ( Model : : RotOrder mode , const aiVector3D & rotation , aiMatrix4x4 & out ) {
if ( mode = = Model : : RotOrder_SphericXYZ ) {
FBXImporter : : LogError ( " Unsupported RotationMode: SphericXYZ " ) ;
out = aiMatrix4x4 ( ) ;
return ;
}
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const float angle_epsilon = Math : : getEpsilon < float > ( ) ;
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out = aiMatrix4x4 ( ) ;
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bool is_id [ 3 ] = { true , true , true } ;
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aiMatrix4x4 temp [ 3 ] ;
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const auto rot = AI_DEG_TO_RAD ( rotation ) ;
if ( std : : fabs ( rot . z ) > angle_epsilon ) {
aiMatrix4x4 : : RotationZ ( rot . z , temp [ 2 ] ) ;
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is_id [ 2 ] = false ;
}
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if ( std : : fabs ( rot . y ) > angle_epsilon ) {
aiMatrix4x4 : : RotationY ( rot . y , temp [ 1 ] ) ;
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is_id [ 1 ] = false ;
}
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if ( std : : fabs ( rot . x ) > angle_epsilon ) {
aiMatrix4x4 : : RotationX ( rot . x , temp [ 0 ] ) ;
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is_id [ 0 ] = false ;
}
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int order [ 3 ] = { - 1 , - 1 , - 1 } ;
// note: rotation order is inverted since we're left multiplying as is usual in assimp
switch ( mode ) {
case Model : : RotOrder_EulerXYZ :
order [ 0 ] = 2 ;
order [ 1 ] = 1 ;
order [ 2 ] = 0 ;
break ;
case Model : : RotOrder_EulerXZY :
order [ 0 ] = 1 ;
order [ 1 ] = 2 ;
order [ 2 ] = 0 ;
break ;
case Model : : RotOrder_EulerYZX :
order [ 0 ] = 0 ;
order [ 1 ] = 2 ;
order [ 2 ] = 1 ;
break ;
case Model : : RotOrder_EulerYXZ :
order [ 0 ] = 2 ;
order [ 1 ] = 0 ;
order [ 2 ] = 1 ;
break ;
case Model : : RotOrder_EulerZXY :
order [ 0 ] = 1 ;
order [ 1 ] = 0 ;
order [ 2 ] = 2 ;
break ;
case Model : : RotOrder_EulerZYX :
order [ 0 ] = 0 ;
order [ 1 ] = 1 ;
order [ 2 ] = 2 ;
break ;
default :
ai_assert ( false ) ;
break ;
}
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ai_assert ( order [ 0 ] > = 0 ) ;
ai_assert ( order [ 0 ] < = 2 ) ;
ai_assert ( order [ 1 ] > = 0 ) ;
ai_assert ( order [ 1 ] < = 2 ) ;
ai_assert ( order [ 2 ] > = 0 ) ;
ai_assert ( order [ 2 ] < = 2 ) ;
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if ( ! is_id [ order [ 0 ] ] ) {
out = temp [ order [ 0 ] ] ;
}
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if ( ! is_id [ order [ 1 ] ] ) {
out = out * temp [ order [ 1 ] ] ;
}
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if ( ! is_id [ order [ 2 ] ] ) {
out = out * temp [ order [ 2 ] ] ;
}
}
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bool FBXConverter : : NeedsComplexTransformationChain ( const Model & model ) {
const PropertyTable & props = model . Props ( ) ;
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const auto zero_epsilon = Math : : getEpsilon < ai_real > ( ) ;
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const aiVector3D all_ones ( 1.0f , 1.0f , 1.0f ) ;
for ( size_t i = 0 ; i < TransformationComp_MAXIMUM ; + + i ) {
const TransformationComp comp = static_cast < TransformationComp > ( i ) ;
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if ( comp = = TransformationComp_Rotation | | comp = = TransformationComp_Scaling | | comp = = TransformationComp_Translation | |
comp = = TransformationComp_PreRotation | | comp = = TransformationComp_PostRotation ) {
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continue ;
}
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bool scale_compare = ( comp = = TransformationComp_GeometricScaling | | comp = = TransformationComp_Scaling ) ;
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bool ok = true ;
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const aiVector3D & v = PropertyGet < aiVector3D > ( props , NameTransformationCompProperty ( comp ) , ok ) ;
if ( ok & & scale_compare ) {
if ( ( v - all_ones ) . SquareLength ( ) > zero_epsilon ) {
return true ;
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}
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} else if ( ok ) {
if ( v . SquareLength ( ) > zero_epsilon ) {
return true ;
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}
}
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}
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return false ;
}
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std : : string FBXConverter : : NameTransformationChainNode ( const std : : string & name , TransformationComp comp ) {
return name + std : : string ( MAGIC_NODE_TAG ) + " _ " + NameTransformationComp ( comp ) ;
}
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bool FBXConverter : : GenerateTransformationNodeChain ( const Model & model , const std : : string & name , std : : vector < PotentialNode > & output_nodes ,
std : : vector < PotentialNode > & post_output_nodes ) {
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const PropertyTable & props = model . Props ( ) ;
const Model : : RotOrder rot = model . RotationOrder ( ) ;
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bool ok ;
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aiMatrix4x4 chain [ TransformationComp_MAXIMUM ] ;
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ai_assert ( TransformationComp_MAXIMUM < 32 ) ;
std : : uint32_t chainBits = 0 ;
// A node won't need a node chain if it only has these.
const std : : uint32_t chainMaskSimple = ( 1 < < TransformationComp_Translation ) + ( 1 < < TransformationComp_Scaling ) + ( 1 < < TransformationComp_Rotation ) ;
// A node will need a node chain if it has any of these.
const std : : uint32_t chainMaskComplex = ( ( 1 < < ( TransformationComp_MAXIMUM ) ) - 1 ) - chainMaskSimple ;
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std : : fill_n ( chain , static_cast < unsigned int > ( TransformationComp_MAXIMUM ) , aiMatrix4x4 ( ) ) ;
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// generate transformation matrices for all the different transformation components
const float zero_epsilon = Math : : getEpsilon < float > ( ) ;
const aiVector3D all_ones ( 1.0f , 1.0f , 1.0f ) ;
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const aiVector3D & PreRotation = PropertyGet < aiVector3D > ( props , " PreRotation " , ok ) ;
if ( ok & & PreRotation . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_PreRotation ) ;
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GetRotationMatrix ( Model : : RotOrder : : RotOrder_EulerXYZ , PreRotation , chain [ TransformationComp_PreRotation ] ) ;
}
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const aiVector3D & PostRotation = PropertyGet < aiVector3D > ( props , " PostRotation " , ok ) ;
if ( ok & & PostRotation . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_PostRotation ) ;
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GetRotationMatrix ( Model : : RotOrder : : RotOrder_EulerXYZ , PostRotation , chain [ TransformationComp_PostRotation ] ) ;
}
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const aiVector3D & RotationPivot = PropertyGet < aiVector3D > ( props , " RotationPivot " , ok ) ;
if ( ok & & RotationPivot . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_RotationPivot ) | ( 1 < < TransformationComp_RotationPivotInverse ) ;
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aiMatrix4x4 : : Translation ( RotationPivot , chain [ TransformationComp_RotationPivot ] ) ;
aiMatrix4x4 : : Translation ( - RotationPivot , chain [ TransformationComp_RotationPivotInverse ] ) ;
}
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const aiVector3D & RotationOffset = PropertyGet < aiVector3D > ( props , " RotationOffset " , ok ) ;
if ( ok & & RotationOffset . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_RotationOffset ) ;
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aiMatrix4x4 : : Translation ( RotationOffset , chain [ TransformationComp_RotationOffset ] ) ;
}
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const aiVector3D & ScalingOffset = PropertyGet < aiVector3D > ( props , " ScalingOffset " , ok ) ;
if ( ok & & ScalingOffset . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_ScalingOffset ) ;
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aiMatrix4x4 : : Translation ( ScalingOffset , chain [ TransformationComp_ScalingOffset ] ) ;
}
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const aiVector3D & ScalingPivot = PropertyGet < aiVector3D > ( props , " ScalingPivot " , ok ) ;
if ( ok & & ScalingPivot . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_ScalingPivot ) | ( 1 < < TransformationComp_ScalingPivotInverse ) ;
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aiMatrix4x4 : : Translation ( ScalingPivot , chain [ TransformationComp_ScalingPivot ] ) ;
aiMatrix4x4 : : Translation ( - ScalingPivot , chain [ TransformationComp_ScalingPivotInverse ] ) ;
}
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const aiVector3D & Translation = PropertyGet < aiVector3D > ( props , " Lcl Translation " , ok ) ;
if ( ok & & Translation . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_Translation ) ;
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aiMatrix4x4 : : Translation ( Translation , chain [ TransformationComp_Translation ] ) ;
}
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const aiVector3D & Scaling = PropertyGet < aiVector3D > ( props , " Lcl Scaling " , ok ) ;
if ( ok & & ( Scaling - all_ones ) . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_Scaling ) ;
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aiMatrix4x4 : : Scaling ( Scaling , chain [ TransformationComp_Scaling ] ) ;
}
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const aiVector3D & Rotation = PropertyGet < aiVector3D > ( props , " Lcl Rotation " , ok ) ;
if ( ok & & Rotation . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_Rotation ) ;
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GetRotationMatrix ( rot , Rotation , chain [ TransformationComp_Rotation ] ) ;
}
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const aiVector3D & GeometricScaling = PropertyGet < aiVector3D > ( props , " GeometricScaling " , ok ) ;
if ( ok & & ( GeometricScaling - all_ones ) . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_GeometricScaling ) ;
aiMatrix4x4 : : Scaling ( GeometricScaling , chain [ TransformationComp_GeometricScaling ] ) ;
aiVector3D GeometricScalingInverse = GeometricScaling ;
bool canscale = true ;
for ( unsigned int i = 0 ; i < 3 ; + + i ) {
if ( std : : fabs ( GeometricScalingInverse [ i ] ) > zero_epsilon ) {
GeometricScalingInverse [ i ] = 1.0f / GeometricScaling [ i ] ;
} else {
FBXImporter : : LogError ( " cannot invert geometric scaling matrix with a 0.0 scale component " ) ;
canscale = false ;
break ;
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}
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}
if ( canscale ) {
chainBits = chainBits | ( 1 < < TransformationComp_GeometricScalingInverse ) ;
aiMatrix4x4 : : Scaling ( GeometricScalingInverse , chain [ TransformationComp_GeometricScalingInverse ] ) ;
}
}
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const aiVector3D & GeometricRotation = PropertyGet < aiVector3D > ( props , " GeometricRotation " , ok ) ;
if ( ok & & GeometricRotation . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_GeometricRotation ) | ( 1 < < TransformationComp_GeometricRotationInverse ) ;
GetRotationMatrix ( rot , GeometricRotation , chain [ TransformationComp_GeometricRotation ] ) ;
GetRotationMatrix ( rot , GeometricRotation , chain [ TransformationComp_GeometricRotationInverse ] ) ;
chain [ TransformationComp_GeometricRotationInverse ] . Inverse ( ) ;
}
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const aiVector3D & GeometricTranslation = PropertyGet < aiVector3D > ( props , " GeometricTranslation " , ok ) ;
if ( ok & & GeometricTranslation . SquareLength ( ) > zero_epsilon ) {
chainBits = chainBits | ( 1 < < TransformationComp_GeometricTranslation ) | ( 1 < < TransformationComp_GeometricTranslationInverse ) ;
aiMatrix4x4 : : Translation ( GeometricTranslation , chain [ TransformationComp_GeometricTranslation ] ) ;
aiMatrix4x4 : : Translation ( - GeometricTranslation , chain [ TransformationComp_GeometricTranslationInverse ] ) ;
}
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// now, if we have more than just Translation, Scaling and Rotation,
// we need to generate a full node chain to accommodate for assimp's
// lack to express pivots and offsets.
if ( ( chainBits & chainMaskComplex ) & & doc . Settings ( ) . preservePivots ) {
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FBXImporter : : LogInfo ( " generating full transformation chain for node: " , name ) ;
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// 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 ) ;
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unsigned int bit = 0x1 ;
for ( size_t i = 0 ; i < TransformationComp_MAXIMUM ; + + i , bit < < = 1 ) {
const TransformationComp comp = static_cast < TransformationComp > ( i ) ;
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if ( ( chainBits & bit ) = = 0 & & ( anim_chain_bitmask & bit ) = = 0 ) {
continue ;
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}
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if ( comp = = TransformationComp_PostRotation ) {
chain [ i ] = chain [ i ] . Inverse ( ) ;
}
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PotentialNode nd ;
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nd - > mName . Set ( NameTransformationChainNode ( name , comp ) ) ;
nd - > mTransformation = chain [ i ] ;
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// geometric inverses go in a post-node chain
if ( comp = = TransformationComp_GeometricScalingInverse | |
comp = = TransformationComp_GeometricRotationInverse | |
comp = = TransformationComp_GeometricTranslationInverse ) {
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post_output_nodes . emplace_back ( std : : move ( nd ) ) ;
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} else {
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output_nodes . emplace_back ( std : : move ( nd ) ) ;
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}
}
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ai_assert ( output_nodes . size ( ) ) ;
return true ;
}
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// else, we can just multiply the matrices together
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PotentialNode nd ;
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// name passed to the method is already unique
nd - > mName . Set ( name ) ;
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// for (const auto &transform : chain) {
// skip inverse chain for no preservePivots
for ( unsigned int i = TransformationComp_Translation ; i < TransformationComp_MAXIMUM ; i + + ) {
nd - > mTransformation = nd - > mTransformation * chain [ i ] ;
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}
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output_nodes . push_back ( std : : move ( nd ) ) ;
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return false ;
}
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void FBXConverter : : SetupNodeMetadata ( const Model & model , aiNode & nd ) {
const PropertyTable & props = model . Props ( ) ;
DirectPropertyMap unparsedProperties = props . GetUnparsedProperties ( ) ;
// create metadata on node
const std : : size_t numStaticMetaData = 2 ;
aiMetadata * data = aiMetadata : : Alloc ( static_cast < unsigned int > ( unparsedProperties . size ( ) + numStaticMetaData ) ) ;
nd . mMetaData = data ;
int index = 0 ;
// find user defined properties (3ds Max)
data - > Set ( index + + , " UserProperties " , aiString ( PropertyGet < std : : string > ( props , " UDP3DSMAX " , " " ) ) ) ;
// preserve the info that a node was marked as Null node in the original file.
data - > Set ( index + + , " IsNull " , model . IsNull ( ) ? true : false ) ;
// add unparsed properties to the node's metadata
for ( const DirectPropertyMap : : value_type & prop : unparsedProperties ) {
// Interpret the property as a concrete type
if ( const TypedProperty < bool > * interpretedBool = prop . second - > As < TypedProperty < bool > > ( ) ) {
data - > Set ( index + + , prop . first , interpretedBool - > Value ( ) ) ;
} else if ( const TypedProperty < int > * interpretedInt = prop . second - > As < TypedProperty < int > > ( ) ) {
data - > Set ( index + + , prop . first , interpretedInt - > Value ( ) ) ;
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} else if ( const TypedProperty < uint32_t > * interpretedUInt = prop . second - > As < TypedProperty < uint32_t > > ( ) ) {
data - > Set ( index + + , prop . first , interpretedUInt - > Value ( ) ) ;
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} else if ( const TypedProperty < uint64_t > * interpretedUint64 = prop . second - > As < TypedProperty < uint64_t > > ( ) ) {
data - > Set ( index + + , prop . first , interpretedUint64 - > Value ( ) ) ;
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} else if ( const TypedProperty < int64_t > * interpretedint64 = prop . second - > As < TypedProperty < int64_t > > ( ) ) {
data - > Set ( index + + , prop . first , interpretedint64 - > Value ( ) ) ;
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} else if ( const TypedProperty < float > * interpretedFloat = prop . second - > As < TypedProperty < float > > ( ) ) {
data - > Set ( index + + , prop . first , interpretedFloat - > Value ( ) ) ;
} else if ( const TypedProperty < std : : string > * interpretedString = prop . second - > As < TypedProperty < std : : string > > ( ) ) {
data - > Set ( index + + , prop . first , aiString ( interpretedString - > Value ( ) ) ) ;
} else if ( const TypedProperty < aiVector3D > * interpretedVec3 = prop . second - > As < TypedProperty < aiVector3D > > ( ) ) {
data - > Set ( index + + , prop . first , interpretedVec3 - > Value ( ) ) ;
} else {
ai_assert ( false ) ;
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}
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}
}
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void FBXConverter : : ConvertModel ( const Model & model , aiNode * parent , aiNode * root_node , const aiMatrix4x4 & absolute_transform ) {
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const std : : vector < const Geometry * > & geos = model . GetGeometry ( ) ;
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std : : vector < unsigned int > meshes ;
meshes . reserve ( geos . size ( ) ) ;
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for ( const Geometry * geo : geos ) {
const MeshGeometry * const mesh = dynamic_cast < const MeshGeometry * > ( geo ) ;
const LineGeometry * const line = dynamic_cast < const LineGeometry * > ( geo ) ;
if ( mesh ) {
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const std : : vector < unsigned int > & indices = ConvertMesh ( * mesh , model , parent , root_node , absolute_transform ) ;
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std : : copy ( indices . begin ( ) , indices . end ( ) , std : : back_inserter ( meshes ) ) ;
} else if ( line ) {
const std : : vector < unsigned int > & indices = ConvertLine ( * line , root_node ) ;
std : : copy ( indices . begin ( ) , indices . end ( ) , std : : back_inserter ( meshes ) ) ;
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} else if ( geo ) {
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FBXImporter : : LogWarn ( " ignoring unrecognized geometry: " , geo - > Name ( ) ) ;
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} else {
FBXImporter : : LogWarn ( " skipping null geometry " ) ;
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}
}
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if ( meshes . size ( ) ) {
parent - > mMeshes = new unsigned int [ meshes . size ( ) ] ( ) ;
parent - > mNumMeshes = static_cast < unsigned int > ( meshes . size ( ) ) ;
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std : : swap_ranges ( meshes . begin ( ) , meshes . end ( ) , parent - > mMeshes ) ;
}
}
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std : : vector < unsigned int >
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FBXConverter : : ConvertMesh ( const MeshGeometry & mesh , const Model & model , aiNode * parent , aiNode * root_node , const aiMatrix4x4 & absolute_transform ) {
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std : : vector < unsigned int > temp ;
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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 ;
}
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const std : : vector < aiVector3D > & vertices = mesh . GetVertices ( ) ;
const std : : vector < unsigned int > & faces = mesh . GetFaceIndexCounts ( ) ;
if ( vertices . empty ( ) | | faces . empty ( ) ) {
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FBXImporter : : LogWarn ( " ignoring empty geometry: " , mesh . Name ( ) ) ;
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return temp ;
}
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// one material per mesh maps easily to aiMesh. Multiple material
// meshes need to be split.
const MatIndexArray & mindices = mesh . GetMaterialIndices ( ) ;
if ( doc . Settings ( ) . readMaterials & & ! mindices . empty ( ) ) {
const MatIndexArray : : value_type base = mindices [ 0 ] ;
for ( MatIndexArray : : value_type index : mindices ) {
if ( index ! = base ) {
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return ConvertMeshMultiMaterial ( mesh , model , absolute_transform , parent , root_node ) ;
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}
}
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}
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// faster code-path, just copy the data
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temp . push_back ( ConvertMeshSingleMaterial ( mesh , model , absolute_transform , parent , root_node ) ) ;
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return temp ;
}
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std : : vector < unsigned int > FBXConverter : : ConvertLine ( const LineGeometry & line , aiNode * root_node ) {
std : : vector < unsigned int > temp ;
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const std : : vector < aiVector3D > & vertices = line . GetVertices ( ) ;
const std : : vector < int > & indices = line . GetIndices ( ) ;
if ( vertices . empty ( ) | | indices . empty ( ) ) {
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FBXImporter : : LogWarn ( " ignoring empty line: " , line . Name ( ) ) ;
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return temp ;
}
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aiMesh * const out_mesh = SetupEmptyMesh ( line , root_node ) ;
out_mesh - > mPrimitiveTypes | = aiPrimitiveType_LINE ;
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// copy vertices
out_mesh - > mNumVertices = static_cast < unsigned int > ( vertices . size ( ) ) ;
out_mesh - > mVertices = new aiVector3D [ out_mesh - > mNumVertices ] ;
std : : copy ( vertices . begin ( ) , vertices . end ( ) , out_mesh - > mVertices ) ;
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//Number of line segments (faces) is "Number of Points - Number of Endpoints"
//N.B.: Endpoints in FbxLine are denoted by negative indices.
//If such an Index is encountered, add 1 and multiply by -1 to get the real index.
unsigned int epcount = 0 ;
for ( unsigned i = 0 ; i < indices . size ( ) ; i + + ) {
if ( indices [ i ] < 0 ) {
epcount + + ;
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}
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}
unsigned int pcount = static_cast < unsigned int > ( indices . size ( ) ) ;
unsigned int scount = out_mesh - > mNumFaces = pcount - epcount ;
aiFace * fac = out_mesh - > mFaces = new aiFace [ scount ] ( ) ;
for ( unsigned int i = 0 ; i < pcount ; + + i ) {
if ( indices [ i ] < 0 ) continue ;
aiFace & f = * fac + + ;
f . mNumIndices = 2 ; //2 == aiPrimitiveType_LINE
f . mIndices = new unsigned int [ 2 ] ;
f . mIndices [ 0 ] = indices [ i ] ;
int segid = indices [ ( i + 1 = = pcount ? 0 : i + 1 ) ] ; //If we have reached he last point, wrap around
f . mIndices [ 1 ] = ( segid < 0 ? ( segid + 1 ) * - 1 : segid ) ; //Convert EndPoint Index to normal Index
}
temp . push_back ( static_cast < unsigned int > ( mMeshes . size ( ) - 1 ) ) ;
return temp ;
}
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aiMesh * FBXConverter : : SetupEmptyMesh ( const Geometry & mesh , aiNode * parent ) {
aiMesh * const out_mesh = new aiMesh ( ) ;
mMeshes . push_back ( out_mesh ) ;
meshes_converted [ & mesh ] . push_back ( static_cast < unsigned int > ( mMeshes . size ( ) - 1 ) ) ;
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// set name
std : : string name = mesh . Name ( ) ;
if ( name . substr ( 0 , 10 ) = = " Geometry:: " ) {
name = name . substr ( 10 ) ;
}
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if ( name . length ( ) ) {
out_mesh - > mName . Set ( name ) ;
} else {
out_mesh - > mName = parent - > mName ;
}
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return out_mesh ;
}
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static aiSkeleton * createAiSkeleton ( SkeletonBoneContainer & sbc ) {
if ( sbc . MeshArray . empty ( ) | | sbc . SkeletonBoneToMeshLookup . empty ( ) ) {
return nullptr ;
}
aiSkeleton * skeleton = new aiSkeleton ;
for ( auto * mesh : sbc . MeshArray ) {
auto it = sbc . SkeletonBoneToMeshLookup . find ( mesh ) ;
if ( it = = sbc . SkeletonBoneToMeshLookup . end ( ) ) {
continue ;
}
SkeletonBoneArray * ba = it - > second ;
if ( ba = = nullptr ) {
continue ;
}
skeleton - > mNumBones = static_cast < unsigned int > ( ba - > size ( ) ) ;
skeleton - > mBones = new aiSkeletonBone * [ skeleton - > mNumBones ] ;
size_t index = 0 ;
for ( auto bone : ( * ba ) ) {
skeleton - > mBones [ index ] = bone ;
+ + index ;
}
}
return skeleton ;
}
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unsigned int FBXConverter : : ConvertMeshSingleMaterial ( const MeshGeometry & mesh , const Model & model , const aiMatrix4x4 & absolute_transform ,
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aiNode * parent , aiNode * ) {
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const MatIndexArray & mindices = mesh . GetMaterialIndices ( ) ;
aiMesh * const out_mesh = SetupEmptyMesh ( mesh , parent ) ;
const std : : vector < aiVector3D > & vertices = mesh . GetVertices ( ) ;
const std : : vector < unsigned int > & faces = mesh . GetFaceIndexCounts ( ) ;
// copy vertices
out_mesh - > mNumVertices = static_cast < unsigned int > ( vertices . size ( ) ) ;
out_mesh - > mVertices = new aiVector3D [ vertices . size ( ) ] ;
std : : copy ( vertices . begin ( ) , vertices . end ( ) , out_mesh - > mVertices ) ;
// generate dummy faces
out_mesh - > mNumFaces = static_cast < unsigned int > ( faces . size ( ) ) ;
aiFace * fac = out_mesh - > mFaces = new aiFace [ faces . size ( ) ] ( ) ;
unsigned int cursor = 0 ;
for ( unsigned int pcount : faces ) {
aiFace & f = * fac + + ;
f . mNumIndices = pcount ;
f . mIndices = new unsigned int [ pcount ] ;
switch ( pcount ) {
case 1 :
out_mesh - > mPrimitiveTypes | = aiPrimitiveType_POINT ;
break ;
case 2 :
out_mesh - > mPrimitiveTypes | = aiPrimitiveType_LINE ;
break ;
case 3 :
out_mesh - > mPrimitiveTypes | = aiPrimitiveType_TRIANGLE ;
break ;
default :
out_mesh - > mPrimitiveTypes | = aiPrimitiveType_POLYGON ;
break ;
}
for ( unsigned int i = 0 ; i < pcount ; + + i ) {
f . mIndices [ i ] = cursor + + ;
}
}
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// copy normals
const std : : vector < aiVector3D > & normals = mesh . GetNormals ( ) ;
if ( normals . size ( ) ) {
ai_assert ( normals . size ( ) = = vertices . size ( ) ) ;
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out_mesh - > mNormals = new aiVector3D [ vertices . size ( ) ] ;
std : : copy ( normals . begin ( ) , normals . end ( ) , out_mesh - > mNormals ) ;
}
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// 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 ( ) ;
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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 ] ;
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}
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binormals = & tempBinormals ;
} else {
binormals = nullptr ;
}
}
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if ( binormals ) {
ai_assert ( tangents . size ( ) = = vertices . size ( ) ) ;
ai_assert ( binormals - > size ( ) = = vertices . size ( ) ) ;
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out_mesh - > mTangents = new aiVector3D [ vertices . size ( ) ] ;
std : : copy ( tangents . begin ( ) , tangents . end ( ) , out_mesh - > mTangents ) ;
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out_mesh - > mBitangents = new aiVector3D [ vertices . size ( ) ] ;
std : : copy ( binormals - > begin ( ) , binormals - > end ( ) , out_mesh - > mBitangents ) ;
}
}
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// 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 ;
}
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aiVector3D * out_uv = out_mesh - > mTextureCoords [ i ] = new aiVector3D [ vertices . size ( ) ] ;
for ( const aiVector2D & v : uvs ) {
* out_uv + + = aiVector3D ( v . x , v . y , 0.0f ) ;
}
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out_mesh - > SetTextureCoordsName ( i , aiString ( mesh . GetTextureCoordChannelName ( i ) ) ) ;
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out_mesh - > mNumUVComponents [ i ] = 2 ;
}
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// 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 ;
}
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out_mesh - > mColors [ i ] = new aiColor4D [ vertices . size ( ) ] ;
std : : copy ( colors . begin ( ) , colors . end ( ) , out_mesh - > mColors [ i ] ) ;
}
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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 ] ) ;
}
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if ( doc . Settings ( ) . readWeights & & mesh . DeformerSkin ( ) ! = nullptr & & ! doc . Settings ( ) . useSkeleton ) {
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ConvertWeights ( out_mesh , mesh , absolute_transform , parent , NO_MATERIAL_SEPARATION , nullptr ) ;
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} else if ( doc . Settings ( ) . readWeights & & mesh . DeformerSkin ( ) ! = nullptr & & doc . Settings ( ) . useSkeleton ) {
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SkeletonBoneContainer sbc ;
ConvertWeightsToSkeleton ( out_mesh , mesh , absolute_transform , parent , NO_MATERIAL_SEPARATION , nullptr , sbc ) ;
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aiSkeleton * skeleton = createAiSkeleton ( sbc ) ;
if ( skeleton ! = nullptr ) {
mSkeletons . emplace_back ( skeleton ) ;
}
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}
std : : vector < aiAnimMesh * > animMeshes ;
for ( const BlendShape * blendShape : mesh . GetBlendShapes ( ) ) {
for ( const BlendShapeChannel * blendShapeChannel : blendShape - > BlendShapeChannels ( ) ) {
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const auto & shapeGeometries = blendShapeChannel - > GetShapeGeometries ( ) ;
for ( const ShapeGeometry * shapeGeometry : shapeGeometries ) {
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aiAnimMesh * animMesh = aiCreateAnimMesh ( out_mesh ) ;
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const auto & curVertices = shapeGeometry - > GetVertices ( ) ;
const auto & curNormals = shapeGeometry - > GetNormals ( ) ;
const auto & curIndices = shapeGeometry - > GetIndices ( ) ;
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//losing channel name if using shapeGeometry->Name()
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// if blendShapeChannel Name is empty or don't have a ".", add geoMetryName;
auto aniName = FixAnimMeshName ( blendShapeChannel - > Name ( ) ) ;
auto geoMetryName = FixAnimMeshName ( shapeGeometry - > Name ( ) ) ;
if ( aniName . empty ( ) ) {
aniName = geoMetryName ;
}
else if ( aniName . find ( ' . ' ) = = aniName . npos ) {
aniName + = " . " + geoMetryName ;
}
animMesh - > mName . Set ( aniName ) ;
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for ( size_t j = 0 ; j < curIndices . size ( ) ; j + + ) {
const unsigned int curIndex = curIndices . at ( j ) ;
aiVector3D vertex = curVertices . at ( j ) ;
aiVector3D normal = curNormals . at ( j ) ;
unsigned int count = 0 ;
const unsigned int * outIndices = mesh . ToOutputVertexIndex ( curIndex , count ) ;
for ( unsigned int k = 0 ; k < count ; k + + ) {
unsigned int index = outIndices [ k ] ;
animMesh - > mVertices [ index ] + = vertex ;
if ( animMesh - > mNormals ! = nullptr ) {
animMesh - > mNormals [ index ] + = normal ;
animMesh - > mNormals [ index ] . NormalizeSafe ( ) ;
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}
}
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}
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animMesh - > mWeight = shapeGeometries . size ( ) > 1 ? blendShapeChannel - > DeformPercent ( ) / 100.0f : 1.0f ;
animMeshes . push_back ( animMesh ) ;
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}
}
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}
const size_t numAnimMeshes = animMeshes . size ( ) ;
if ( numAnimMeshes > 0 ) {
out_mesh - > mNumAnimMeshes = static_cast < unsigned int > ( numAnimMeshes ) ;
out_mesh - > mAnimMeshes = new aiAnimMesh * [ numAnimMeshes ] ;
for ( size_t i = 0 ; i < numAnimMeshes ; i + + ) {
out_mesh - > mAnimMeshes [ i ] = animMeshes . at ( i ) ;
}
}
return static_cast < unsigned int > ( mMeshes . size ( ) - 1 ) ;
}
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std : : vector < unsigned int >
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FBXConverter : : ConvertMeshMultiMaterial ( const MeshGeometry & mesh , const Model & model , const aiMatrix4x4 & absolute_transform , aiNode * parent ,
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aiNode * root_node ) {
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const MatIndexArray & mindices = mesh . GetMaterialIndices ( ) ;
ai_assert ( mindices . size ( ) ) ;
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std : : set < MatIndexArray : : value_type > had ;
std : : vector < unsigned int > indices ;
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for ( MatIndexArray : : value_type index : mindices ) {
if ( had . find ( index ) = = had . end ( ) ) {
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indices . push_back ( ConvertMeshMultiMaterial ( mesh , model , absolute_transform , index , parent , root_node ) ) ;
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had . insert ( index ) ;
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}
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}
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return indices ;
}
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unsigned int FBXConverter : : ConvertMeshMultiMaterial ( const MeshGeometry & mesh , const Model & model , const aiMatrix4x4 & absolute_transform ,
MatIndexArray : : value_type index , aiNode * parent , aiNode * ) {
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aiMesh * const out_mesh = SetupEmptyMesh ( mesh , parent ) ;
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const MatIndexArray & mindices = mesh . GetMaterialIndices ( ) ;
const std : : vector < aiVector3D > & vertices = mesh . GetVertices ( ) ;
const std : : vector < unsigned int > & faces = mesh . GetFaceIndexCounts ( ) ;
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const bool process_weights = doc . Settings ( ) . readWeights & & mesh . DeformerSkin ( ) ! = nullptr ;
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unsigned int count_faces = 0 ;
unsigned int count_vertices = 0 ;
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// 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 ;
}
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ai_assert ( count_faces ) ;
ai_assert ( count_vertices ) ;
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// mapping from output indices to DOM indexing, needed to resolve weights or blendshapes
std : : vector < unsigned int > reverseMapping ;
std : : map < unsigned int , unsigned int > translateIndexMap ;
if ( process_weights | | mesh . GetBlendShapes ( ) . size ( ) > 0 ) {
reverseMapping . resize ( count_vertices ) ;
}
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// allocate output data arrays, but don't fill them yet
out_mesh - > mNumVertices = count_vertices ;
out_mesh - > mVertices = new aiVector3D [ count_vertices ] ;
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out_mesh - > mNumFaces = count_faces ;
aiFace * fac = out_mesh - > mFaces = new aiFace [ count_faces ] ( ) ;
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// allocate normals
const std : : vector < aiVector3D > & normals = mesh . GetNormals ( ) ;
if ( normals . size ( ) ) {
ai_assert ( normals . size ( ) = = vertices . size ( ) ) ;
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out_mesh - > mNormals = new aiVector3D [ count_vertices ] ;
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}
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// allocate tangents, binormals.
const std : : vector < aiVector3D > & tangents = mesh . GetTangents ( ) ;
const std : : vector < aiVector3D > * binormals = & mesh . GetBinormals ( ) ;
std : : vector < aiVector3D > tempBinormals ;
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if ( tangents . size ( ) ) {
if ( ! binormals - > size ( ) ) {
if ( normals . size ( ) ) {
// XXX this computes the binormals for the entire mesh, not only
// the part for which we need them.
tempBinormals . resize ( normals . size ( ) ) ;
for ( unsigned int i = 0 ; i < tangents . size ( ) ; + + i ) {
tempBinormals [ i ] = normals [ i ] ^ tangents [ i ] ;
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}
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binormals = & tempBinormals ;
} else {
binormals = nullptr ;
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}
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}
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if ( binormals ) {
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ai_assert ( tangents . size ( ) = = vertices . size ( ) ) ;
ai_assert ( binormals - > size ( ) = = vertices . size ( ) ) ;
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out_mesh - > mTangents = new aiVector3D [ count_vertices ] ;
out_mesh - > mBitangents = new aiVector3D [ count_vertices ] ;
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}
}
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// 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 ;
}
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out_mesh - > mTextureCoords [ i ] = new aiVector3D [ count_vertices ] ;
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out_mesh - > mNumUVComponents [ i ] = 2 ;
}
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// 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 ;
}
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out_mesh - > mColors [ i ] = new aiColor4D [ count_vertices ] ;
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}
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unsigned int cursor = 0 , in_cursor = 0 ;
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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 ;
}
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aiFace & f = * fac + + ;
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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 ;
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if ( reverseMapping . size ( ) ) {
reverseMapping [ cursor ] = in_cursor ;
translateIndexMap [ in_cursor ] = cursor ;
}
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out_mesh - > mVertices [ cursor ] = vertices [ in_cursor ] ;
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if ( out_mesh - > mNormals ) {
out_mesh - > mNormals [ cursor ] = normals [ in_cursor ] ;
}
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if ( out_mesh - > mTangents ) {
out_mesh - > mTangents [ cursor ] = tangents [ in_cursor ] ;
out_mesh - > mBitangents [ cursor ] = ( * binormals ) [ in_cursor ] ;
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}
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for ( unsigned int j = 0 ; j < num_uvs ; + + j ) {
const std : : vector < aiVector2D > & uvs = mesh . GetTextureCoords ( j ) ;
out_mesh - > mTextureCoords [ j ] [ cursor ] = aiVector3D ( uvs [ in_cursor ] . x , uvs [ in_cursor ] . y , 0.0f ) ;
}
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for ( unsigned int j = 0 ; j < num_vcs ; + + j ) {
const std : : vector < aiColor4D > & cols = mesh . GetVertexColors ( j ) ;
out_mesh - > mColors [ j ] [ cursor ] = cols [ in_cursor ] ;
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}
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}
}
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ConvertMaterialForMesh ( out_mesh , model , mesh , index ) ;
if ( process_weights ) {
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ConvertWeights ( out_mesh , mesh , absolute_transform , parent , index , & reverseMapping ) ;
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}
std : : vector < aiAnimMesh * > animMeshes ;
for ( const BlendShape * blendShape : mesh . GetBlendShapes ( ) ) {
for ( const BlendShapeChannel * blendShapeChannel : blendShape - > BlendShapeChannels ( ) ) {
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const auto & shapeGeometries = blendShapeChannel - > GetShapeGeometries ( ) ;
for ( const ShapeGeometry * shapeGeometry : shapeGeometries ) {
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aiAnimMesh * animMesh = aiCreateAnimMesh ( out_mesh ) ;
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const auto & curVertices = shapeGeometry - > GetVertices ( ) ;
const auto & curNormals = shapeGeometry - > GetNormals ( ) ;
const auto & curIndices = shapeGeometry - > GetIndices ( ) ;
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animMesh - > mName . Set ( FixAnimMeshName ( shapeGeometry - > Name ( ) ) ) ;
for ( size_t j = 0 ; j < curIndices . size ( ) ; j + + ) {
unsigned int curIndex = curIndices . at ( j ) ;
aiVector3D vertex = curVertices . at ( j ) ;
aiVector3D normal = curNormals . at ( j ) ;
unsigned int count = 0 ;
const unsigned int * outIndices = mesh . ToOutputVertexIndex ( curIndex , count ) ;
for ( unsigned int k = 0 ; k < count ; k + + ) {
unsigned int outIndex = outIndices [ k ] ;
if ( translateIndexMap . find ( outIndex ) = = translateIndexMap . end ( ) )
continue ;
unsigned int transIndex = translateIndexMap [ outIndex ] ;
animMesh - > mVertices [ transIndex ] + = vertex ;
if ( animMesh - > mNormals ! = nullptr ) {
animMesh - > mNormals [ transIndex ] + = normal ;
animMesh - > mNormals [ transIndex ] . NormalizeSafe ( ) ;
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}
}
}
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animMesh - > mWeight = shapeGeometries . size ( ) > 1 ? blendShapeChannel - > DeformPercent ( ) / 100.0f : 1.0f ;
animMeshes . push_back ( animMesh ) ;
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}
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}
}
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const size_t numAnimMeshes = animMeshes . size ( ) ;
if ( numAnimMeshes > 0 ) {
out_mesh - > mNumAnimMeshes = static_cast < unsigned int > ( numAnimMeshes ) ;
out_mesh - > mAnimMeshes = new aiAnimMesh * [ numAnimMeshes ] ;
for ( size_t i = 0 ; i < numAnimMeshes ; i + + ) {
out_mesh - > mAnimMeshes [ i ] = animMeshes . at ( i ) ;
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}
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}
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return static_cast < unsigned int > ( mMeshes . size ( ) - 1 ) ;
}
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static void copyBoneToSkeletonBone ( aiMesh * mesh , aiBone * bone , aiSkeletonBone * skeletonBone ) {
skeletonBone - > mNumnWeights = bone - > mNumWeights ;
skeletonBone - > mWeights = bone - > mWeights ;
skeletonBone - > mOffsetMatrix = bone - > mOffsetMatrix ;
skeletonBone - > mMeshId = mesh ;
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# ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
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skeletonBone - > mNode = bone - > mNode ;
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# endif
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skeletonBone - > mParent = - 1 ;
}
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void FBXConverter : : ConvertWeightsToSkeleton ( aiMesh * out , const MeshGeometry & geo , const aiMatrix4x4 & absolute_transform , aiNode * parent , unsigned int materialIndex ,
std : : vector < unsigned int > * outputVertStartIndices , SkeletonBoneContainer & skeletonContainer ) {
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if ( skeletonContainer . SkeletonBoneToMeshLookup . find ( out ) ! = skeletonContainer . SkeletonBoneToMeshLookup . end ( ) ) {
return ;
}
ConvertWeights ( out , geo , absolute_transform , parent , materialIndex , outputVertStartIndices ) ;
skeletonContainer . MeshArray . emplace_back ( out ) ;
SkeletonBoneArray * ba = new SkeletonBoneArray ;
for ( size_t i = 0 ; i < out - > mNumBones ; + + i ) {
aiBone * bone = out - > mBones [ i ] ;
if ( bone = = nullptr ) {
continue ;
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}
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aiSkeletonBone * skeletonBone = new aiSkeletonBone ;
copyBoneToSkeletonBone ( out , bone , skeletonBone ) ;
ba - > emplace_back ( skeletonBone ) ;
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}
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skeletonContainer . SkeletonBoneToMeshLookup [ out ] = ba ;
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}
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void FBXConverter : : ConvertWeights ( aiMesh * out , const MeshGeometry & geo , const aiMatrix4x4 & absolute_transform ,
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aiNode * parent , unsigned int materialIndex ,
std : : vector < unsigned int > * outputVertStartIndices ) {
ai_assert ( geo . DeformerSkin ( ) ) ;
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std : : vector < size_t > out_indices , index_out_indices , count_out_indices ;
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const Skin & sk = * geo . DeformerSkin ( ) ;
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std : : vector < aiBone * > bones ;
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const bool no_mat_check = materialIndex = = NO_MATERIAL_SEPARATION ;
ai_assert ( no_mat_check | | outputVertStartIndices ) ;
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try {
// iterate over the sub deformers
for ( const Cluster * cluster : sk . Clusters ( ) ) {
ai_assert ( cluster ) ;
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const WeightIndexArray & indices = cluster - > GetIndices ( ) ;
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const MatIndexArray & mats = geo . GetMaterialIndices ( ) ;
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const size_t no_index_sentinel = std : : numeric_limits < size_t > : : max ( ) ;
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count_out_indices . clear ( ) ;
index_out_indices . clear ( ) ;
out_indices . clear ( ) ;
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// now check if *any* of these weights is contained in the output mesh,
// taking notes so we don't need to do it twice.
for ( WeightIndexArray : : value_type index : indices ) {
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unsigned int count = 0 ;
const unsigned int * const out_idx = geo . ToOutputVertexIndex ( index , count ) ;
// ToOutputVertexIndex only returns nullptr if index is out of bounds
// which should never happen
ai_assert ( out_idx ! = nullptr ) ;
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index_out_indices . push_back ( no_index_sentinel ) ;
count_out_indices . push_back ( 0 ) ;
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for ( unsigned int i = 0 ; i < count ; + + i ) {
if ( no_mat_check | | static_cast < size_t > ( mats [ geo . FaceForVertexIndex ( out_idx [ i ] ) ] ) = = materialIndex ) {
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if ( index_out_indices . back ( ) = = no_index_sentinel ) {
index_out_indices . back ( ) = out_indices . size ( ) ;
}
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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 ] ) ;
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out_indices . push_back ( std : : distance ( outputVertStartIndices - > begin ( ) , it ) ) ;
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}
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+ + count_out_indices . back ( ) ;
}
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}
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}
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// if we found at least one, generate the output bones
// XXX this could be heavily simplified by collecting the bone
// data in a single step.
ConvertCluster ( bones , cluster , out_indices , index_out_indices ,
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count_out_indices , absolute_transform , parent ) ;
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}
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bone_map . clear ( ) ;
} catch ( std : : exception & ) {
std : : for_each ( bones . begin ( ) , bones . end ( ) , Util : : delete_fun < aiBone > ( ) ) ;
throw ;
}
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if ( bones . empty ( ) ) {
out - > mBones = nullptr ;
out - > mNumBones = 0 ;
return ;
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}
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out - > mBones = new aiBone * [ bones . size ( ) ] ( ) ;
out - > mNumBones = static_cast < unsigned int > ( bones . size ( ) ) ;
std : : swap_ranges ( bones . begin ( ) , bones . end ( ) , out - > mBones ) ;
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}
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void FBXConverter : : ConvertCluster ( std : : vector < aiBone * > & local_mesh_bones , const Cluster * cluster ,
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std : : vector < size_t > & out_indices , std : : vector < size_t > & index_out_indices ,
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std : : vector < size_t > & count_out_indices , const aiMatrix4x4 & /* absolute_transform*/ ,
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aiNode * ) {
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ai_assert ( cluster ! = nullptr ) ; // make sure cluster valid
std : : string deformer_name = cluster - > TargetNode ( ) - > Name ( ) ;
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aiString bone_name = aiString ( FixNodeName ( deformer_name ) ) ;
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aiBone * bone = nullptr ;
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if ( bone_map . count ( deformer_name ) ) {
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ASSIMP_LOG_VERBOSE_DEBUG ( " retrieved bone from lookup " , bone_name . C_Str ( ) , " . Deformer: " , deformer_name ) ;
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bone = bone_map [ deformer_name ] ;
} else {
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ASSIMP_LOG_VERBOSE_DEBUG ( " created new bone " , bone_name . C_Str ( ) , " . Deformer: " , deformer_name ) ;
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bone = new aiBone ( ) ;
bone - > mName = bone_name ;
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bone - > mOffsetMatrix = cluster - > Transform ( ) ;
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// store local transform link for post processing
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/*
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bone - > mOffsetMatrix = cluster - > TransformLink ( ) ;
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bone - > mOffsetMatrix . Inverse ( ) ;
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aiMatrix4x4 matrix = ( aiMatrix4x4 ) absolute_transform ;
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bone - > mOffsetMatrix = bone - > mOffsetMatrix * matrix ; // * mesh_offset
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*/
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//
// Now calculate the aiVertexWeights
//
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aiVertexWeight * cursor = nullptr ;
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bone - > mNumWeights = static_cast < unsigned int > ( out_indices . size ( ) ) ;
cursor = bone - > mWeights = new aiVertexWeight [ out_indices . size ( ) ] ;
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const size_t no_index_sentinel = std : : numeric_limits < size_t > : : max ( ) ;
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const WeightArray & weights = cluster - > GetWeights ( ) ;
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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 ] ;
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if ( index_index = = no_index_sentinel ) {
continue ;
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}
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const size_t cc = count_out_indices [ i ] ;
for ( size_t j = 0 ; j < cc ; + + j ) {
// cursor runs from first element relative to the start
// or relative to the start of the next indexes.
aiVertexWeight & out_weight = * cursor + + ;
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out_weight . mVertexId = static_cast < unsigned int > ( out_indices [ index_index + j ] ) ;
out_weight . mWeight = weights [ i ] ;
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}
}
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bone_map . insert ( std : : pair < const std : : string , aiBone * > ( deformer_name , bone ) ) ;
}
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ASSIMP_LOG_DEBUG ( " bone research: Indices size: " , out_indices . size ( ) ) ;
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// lookup must be populated in case something goes wrong
// this also allocates bones to mesh instance outside
local_mesh_bones . push_back ( bone ) ;
}
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void FBXConverter : : ConvertMaterialForMesh ( aiMesh * out , const Model & model , const MeshGeometry & geo ,
MatIndexArray : : value_type materialIndex ) {
// locate source materials for this mesh
const std : : vector < const Material * > & mats = model . GetMaterials ( ) ;
if ( static_cast < unsigned int > ( materialIndex ) > = mats . size ( ) | | materialIndex < 0 ) {
FBXImporter : : LogError ( " material index out of bounds, setting default material " ) ;
out - > mMaterialIndex = GetDefaultMaterial ( ) ;
return ;
}
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const Material * const mat = mats [ materialIndex ] ;
MaterialMap : : const_iterator it = materials_converted . find ( mat ) ;
if ( it ! = materials_converted . end ( ) ) {
out - > mMaterialIndex = ( * it ) . second ;
return ;
}
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out - > mMaterialIndex = ConvertMaterial ( * mat , & geo ) ;
materials_converted [ mat ] = out - > mMaterialIndex ;
}
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unsigned int FBXConverter : : GetDefaultMaterial ( ) {
if ( defaultMaterialIndex ) {
return defaultMaterialIndex - 1 ;
}
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aiMaterial * out_mat = new aiMaterial ( ) ;
materials . push_back ( out_mat ) ;
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const aiColor3D diffuse = aiColor3D ( 0.8f , 0.8f , 0.8f ) ;
out_mat - > AddProperty ( & diffuse , 1 , AI_MATKEY_COLOR_DIFFUSE ) ;
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aiString s ;
s . Set ( AI_DEFAULT_MATERIAL_NAME ) ;
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out_mat - > AddProperty ( & s , AI_MATKEY_NAME ) ;
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defaultMaterialIndex = static_cast < unsigned int > ( materials . size ( ) ) ;
return defaultMaterialIndex - 1 ;
}
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unsigned int FBXConverter : : ConvertMaterial ( const Material & material , const MeshGeometry * const mesh ) {
const PropertyTable & props = material . Props ( ) ;
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// generate empty output material
aiMaterial * out_mat = new aiMaterial ( ) ;
materials_converted [ & material ] = static_cast < unsigned int > ( materials . size ( ) ) ;
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materials . push_back ( out_mat ) ;
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aiString str ;
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// strip Material:: prefix
std : : string name = material . Name ( ) ;
if ( name . substr ( 0 , 10 ) = = " Material:: " ) {
name = name . substr ( 10 ) ;
}
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// 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 ) ;
}
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// Set the shading mode as best we can: The FBX specification only mentions Lambert and Phong, and only Phong is mentioned in Assimp's aiShadingMode enum.
if ( material . GetShadingModel ( ) = = " phong " ) {
aiShadingMode shadingMode = aiShadingMode_Phong ;
out_mat - > AddProperty < aiShadingMode > ( & shadingMode , 1 , AI_MATKEY_SHADING_MODEL ) ;
}
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// shading stuff and colors
SetShadingPropertiesCommon ( out_mat , props ) ;
SetShadingPropertiesRaw ( out_mat , props , material . Textures ( ) , mesh ) ;
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// texture assignments
SetTextureProperties ( out_mat , material . Textures ( ) , mesh ) ;
SetTextureProperties ( out_mat , material . LayeredTextures ( ) , mesh ) ;
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return static_cast < unsigned int > ( materials . size ( ) - 1 ) ;
}
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unsigned int FBXConverter : : ConvertVideo ( const Video & video ) {
// generate empty output texture
aiTexture * out_tex = new aiTexture ( ) ;
textures . push_back ( out_tex ) ;
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// assuming the texture is compressed
out_tex - > mWidth = static_cast < unsigned int > ( video . ContentLength ( ) ) ; // total data size
out_tex - > mHeight = 0 ; // fixed to 0
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// steal the data from the Video to avoid an additional copy
out_tex - > pcData = reinterpret_cast < aiTexel * > ( const_cast < Video & > ( video ) . RelinquishContent ( ) ) ;
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// try to extract a hint from the file extension
const std : : string & filename = video . RelativeFilename ( ) . empty ( ) ? video . FileName ( ) : video . RelativeFilename ( ) ;
std : : string ext = BaseImporter : : GetExtension ( filename ) ;
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if ( ext = = " jpeg " ) {
ext = " jpg " ;
}
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if ( ext . size ( ) < = 3 ) {
memcpy ( out_tex - > achFormatHint , ext . c_str ( ) , ext . size ( ) ) ;
}
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out_tex - > mFilename . Set ( filename . c_str ( ) ) ;
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return static_cast < unsigned int > ( textures . size ( ) - 1 ) ;
}
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aiString FBXConverter : : GetTexturePath ( const Texture * tex ) {
aiString path ;
path . Set ( tex - > RelativeFilename ( ) ) ;
const Video * media = tex - > Media ( ) ;
if ( media ! = nullptr ) {
bool textureReady = false ; //tells if our texture is ready (if it was loaded or if it was found)
unsigned int index = 0 ;
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VideoMap : : const_iterator it = textures_converted . find ( media ) ;
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if ( it ! = textures_converted . end ( ) ) {
index = ( * it ) . second ;
textureReady = true ;
} else {
if ( media - > ContentLength ( ) > 0 ) {
index = ConvertVideo ( * media ) ;
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textures_converted [ media ] = index ;
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textureReady = true ;
}
}
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
if ( doc . Settings ( ) . useLegacyEmbeddedTextureNaming ) {
if ( textureReady ) {
// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
// In FBX files textures are now stored internally by Assimp with their filename included
// Now Assimp can lookup through the loaded textures after all data is processed
// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
// This may occur on this case too, it has to be studied
path . data [ 0 ] = ' * ' ;
path . length = 1 + ASSIMP_itoa10 ( path . data + 1 , MAXLEN - 1 , index ) ;
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}
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}
}
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return path ;
}
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void FBXConverter : : TrySetTextureProperties ( aiMaterial * out_mat , const TextureMap & _textures ,
const std : : string & propName ,
aiTextureType target , const MeshGeometry * const mesh ) {
TextureMap : : const_iterator it = _textures . find ( propName ) ;
if ( it = = _textures . end ( ) ) {
return ;
}
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const Texture * const tex = ( * it ) . second ;
if ( tex ! = nullptr ) {
aiString path = GetTexturePath ( tex ) ;
out_mat - > AddProperty ( & path , _AI_MATKEY_TEXTURE_BASE , target , 0 ) ;
aiUVTransform uvTrafo ;
// XXX handle all kinds of UV transformations
uvTrafo . mScaling = tex - > UVScaling ( ) ;
uvTrafo . mTranslation = tex - > UVTranslation ( ) ;
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uvTrafo . mRotation = tex - > UVRotation ( ) ;
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out_mat - > AddProperty ( & uvTrafo , 1 , _AI_MATKEY_UVTRANSFORM_BASE , target , 0 ) ;
const PropertyTable & props = tex - > Props ( ) ;
int uvIndex = 0 ;
bool ok ;
const std : : string & uvSet = PropertyGet < std : : string > ( props , " UVSet " , ok ) ;
if ( ok ) {
// "default" is the name which usually appears in the FbxFileTexture template
if ( uvSet ! = " default " & & uvSet . length ( ) ) {
// this is a bit awkward - we need to find a mesh that uses this
// material and scan its UV channels for the given UV name because
// assimp references UV channels by index, not by name.
// XXX: the case that UV channels may appear in different orders
// in meshes is unhandled. A possible solution would be to sort
// the UV channels alphabetically, but this would have the side
// effect that the primary (first) UV channel would sometimes
// be moved, causing trouble when users read only the first
// UV channel and ignore UV channel assignments altogether.
const unsigned int matIndex = static_cast < unsigned int > ( std : : distance ( materials . begin ( ) ,
std : : find ( materials . begin ( ) , materials . end ( ) , out_mat ) ) ) ;
uvIndex = - 1 ;
if ( ! mesh ) {
for ( const MeshMap : : value_type & v : meshes_converted ) {
const MeshGeometry * const meshGeom = dynamic_cast < const MeshGeometry * > ( v . first ) ;
if ( ! meshGeom ) {
continue ;
}
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const MatIndexArray & mats = meshGeom - > GetMaterialIndices ( ) ;
MatIndexArray : : const_iterator curIt = std : : find ( mats . begin ( ) , mats . end ( ) , ( int ) matIndex ) ;
if ( curIt = = mats . end ( ) ) {
continue ;
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}
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int index = - 1 ;
for ( unsigned int i = 0 ; i < AI_MAX_NUMBER_OF_TEXTURECOORDS ; + + i ) {
if ( meshGeom - > GetTextureCoords ( i ) . empty ( ) ) {
break ;
}
const std : : string & name = meshGeom - > GetTextureCoordChannelName ( i ) ;
if ( name = = uvSet ) {
index = static_cast < int > ( i ) ;
break ;
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}
}
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if ( index = = - 1 ) {
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FBXImporter : : LogWarn ( " did not find UV channel named " , uvSet , " in a mesh using this material " ) ;
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continue ;
}
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if ( uvIndex = = - 1 ) {
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uvIndex = index ;
} else {
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FBXImporter : : LogWarn ( " the UV channel named " , uvSet ,
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" 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 ;
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}
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const std : : string & name = mesh - > GetTextureCoordChannelName ( i ) ;
if ( name = = uvSet ) {
index = static_cast < int > ( i ) ;
break ;
}
}
if ( index = = - 1 ) {
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FBXImporter : : LogWarn ( " did not find UV channel named " , uvSet , " in a mesh using this material " ) ;
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}
if ( uvIndex = = - 1 ) {
uvIndex = index ;
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}
}
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if ( uvIndex = = - 1 ) {
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FBXImporter : : LogWarn ( " failed to resolve UV channel " , uvSet , " , using first UV channel " ) ;
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uvIndex = 0 ;
}
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}
}
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out_mat - > AddProperty ( & uvIndex , 1 , _AI_MATKEY_UVWSRC_BASE , target , 0 ) ;
}
}
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void FBXConverter : : TrySetTextureProperties ( aiMaterial * out_mat , const LayeredTextureMap & layeredTextures ,
const std : : string & propName ,
aiTextureType target , const MeshGeometry * const mesh ) {
LayeredTextureMap : : const_iterator it = layeredTextures . find ( propName ) ;
if ( it = = layeredTextures . end ( ) ) {
return ;
}
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int texCount = ( * it ) . second - > textureCount ( ) ;
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// Set the blend mode for layered textures
int blendmode = ( * it ) . second - > GetBlendMode ( ) ;
out_mat - > AddProperty ( & blendmode , 1 , _AI_MATKEY_TEXOP_BASE , target , 0 ) ;
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for ( int texIndex = 0 ; texIndex < texCount ; texIndex + + ) {
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const Texture * const tex = ( * it ) . second - > getTexture ( texIndex ) ;
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aiString path = GetTexturePath ( tex ) ;
out_mat - > AddProperty ( & path , _AI_MATKEY_TEXTURE_BASE , target , texIndex ) ;
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aiUVTransform uvTrafo ;
// XXX handle all kinds of UV transformations
uvTrafo . mScaling = tex - > UVScaling ( ) ;
uvTrafo . mTranslation = tex - > UVTranslation ( ) ;
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uvTrafo . mRotation = tex - > UVRotation ( ) ;
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out_mat - > AddProperty ( & uvTrafo , 1 , _AI_MATKEY_UVTRANSFORM_BASE , target , texIndex ) ;
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const PropertyTable & props = tex - > Props ( ) ;
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int uvIndex = 0 ;
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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.
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// 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.
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const unsigned int matIndex = static_cast < unsigned int > ( std : : distance ( materials . begin ( ) ,
std : : find ( materials . begin ( ) , materials . end ( ) , out_mat ) ) ) ;
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uvIndex = - 1 ;
if ( ! mesh ) {
for ( const MeshMap : : value_type & v : meshes_converted ) {
const MeshGeometry * const meshGeom = dynamic_cast < const MeshGeometry * > ( v . first ) ;
if ( ! meshGeom ) {
continue ;
}
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const MatIndexArray & mats = meshGeom - > GetMaterialIndices ( ) ;
MatIndexArray : : const_iterator curIt = std : : find ( mats . begin ( ) , mats . end ( ) , ( int ) matIndex ) ;
if ( curIt = = mats . end ( ) ) {
continue ;
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}
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int index = - 1 ;
for ( unsigned int i = 0 ; i < AI_MAX_NUMBER_OF_TEXTURECOORDS ; + + i ) {
if ( meshGeom - > GetTextureCoords ( i ) . empty ( ) ) {
break ;
}
const std : : string & name = meshGeom - > GetTextureCoordChannelName ( i ) ;
if ( name = = uvSet ) {
index = static_cast < int > ( i ) ;
break ;
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}
}
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if ( index = = - 1 ) {
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FBXImporter : : LogWarn ( " did not find UV channel named " , uvSet , " in a mesh using this material " ) ;
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continue ;
}
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if ( uvIndex = = - 1 ) {
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uvIndex = index ;
} else {
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FBXImporter : : LogWarn ( " the UV channel named " , uvSet ,
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" 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 ;
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}
}
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if ( index = = - 1 ) {
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FBXImporter : : LogWarn ( " did not find UV channel named " , uvSet , " in a mesh using this material " ) ;
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}
if ( uvIndex = = - 1 ) {
uvIndex = index ;
}
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}
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if ( uvIndex = = - 1 ) {
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FBXImporter : : LogWarn ( " failed to resolve UV channel " , uvSet , " , using first UV channel " ) ;
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uvIndex = 0 ;
}
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}
}
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out_mat - > AddProperty ( & uvIndex , 1 , _AI_MATKEY_UVWSRC_BASE , target , texIndex ) ;
}
}
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void FBXConverter : : SetTextureProperties ( aiMaterial * out_mat , const TextureMap & _textures , const MeshGeometry * const mesh ) {
TrySetTextureProperties ( out_mat , _textures , " DiffuseColor " , aiTextureType_DIFFUSE , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " AmbientColor " , aiTextureType_AMBIENT , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " EmissiveColor " , aiTextureType_EMISSIVE , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " SpecularColor " , aiTextureType_SPECULAR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " SpecularFactor " , aiTextureType_SPECULAR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " TransparentColor " , aiTextureType_OPACITY , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " ReflectionColor " , aiTextureType_REFLECTION , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " DisplacementColor " , aiTextureType_DISPLACEMENT , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " NormalMap " , aiTextureType_NORMALS , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Bump " , aiTextureType_HEIGHT , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " ShininessExponent " , aiTextureType_SHININESS , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " TransparencyFactor " , aiTextureType_OPACITY , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " EmissiveFactor " , aiTextureType_EMISSIVE , mesh ) ;
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TrySetTextureProperties ( out_mat , _textures , " ReflectionFactor " , aiTextureType_METALNESS , mesh ) ;
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//Maya counterparts
TrySetTextureProperties ( out_mat , _textures , " Maya|DiffuseTexture " , aiTextureType_DIFFUSE , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|NormalTexture " , aiTextureType_NORMALS , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|SpecularTexture " , aiTextureType_SPECULAR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|FalloffTexture " , aiTextureType_OPACITY , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|ReflectionMapTexture " , aiTextureType_REFLECTION , mesh ) ;
// Maya PBR
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TrySetTextureProperties ( out_mat , _textures , " Maya|baseColor " , aiTextureType_BASE_COLOR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|normalCamera " , aiTextureType_NORMAL_CAMERA , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|emissionColor " , aiTextureType_EMISSION_COLOR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|metalness " , aiTextureType_METALNESS , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|diffuseRoughness " , aiTextureType_DIFFUSE_ROUGHNESS , mesh ) ;
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// Maya stingray
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TrySetTextureProperties ( out_mat , _textures , " Maya|TEX_color_map " , aiTextureType_BASE_COLOR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|TEX_normal_map " , aiTextureType_NORMAL_CAMERA , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|TEX_emissive_map " , aiTextureType_EMISSION_COLOR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|TEX_metallic_map " , aiTextureType_METALNESS , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|TEX_roughness_map " , aiTextureType_DIFFUSE_ROUGHNESS , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " Maya|TEX_ao_map " , aiTextureType_AMBIENT_OCCLUSION , mesh ) ;
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// 3DSMax Physical material
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TrySetTextureProperties ( out_mat , _textures , " 3dsMax|Parameters|base_color_map " , aiTextureType_BASE_COLOR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|Parameters|bump_map " , aiTextureType_NORMAL_CAMERA , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|Parameters|emission_map " , aiTextureType_EMISSION_COLOR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|Parameters|metalness_map " , aiTextureType_METALNESS , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|Parameters|roughness_map " , aiTextureType_DIFFUSE_ROUGHNESS , mesh ) ;
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// 3DSMax PBR materials
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|base_color_map " , aiTextureType_BASE_COLOR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|norm_map " , aiTextureType_NORMAL_CAMERA , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|emit_color_map " , aiTextureType_EMISSION_COLOR , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|ao_map " , aiTextureType_AMBIENT_OCCLUSION , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|opacity_map " , aiTextureType_OPACITY , mesh ) ;
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// Metalness/Roughness material type
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TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|metalness_map " , aiTextureType_METALNESS , mesh ) ;
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// Specular/Gloss material type
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TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|specular_map " , aiTextureType_SPECULAR , mesh ) ;
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// Glossiness vs roughness in 3ds Max Pbr Materials
int useGlossiness ;
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if ( out_mat - > Get ( " $raw.3dsMax|main|useGlossiness " , aiTextureType_NONE , 0 , useGlossiness ) = = aiReturn_SUCCESS ) {
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// These textures swap meaning if ((useGlossiness == 1) != (material type is Specular/Gloss))
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if ( useGlossiness = = 1 ) {
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TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|roughness_map " , aiTextureType_SHININESS , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|glossiness_map " , aiTextureType_SHININESS , mesh ) ;
}
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else if ( useGlossiness = = 2 ) {
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TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|roughness_map " , aiTextureType_DIFFUSE_ROUGHNESS , mesh ) ;
TrySetTextureProperties ( out_mat , _textures , " 3dsMax|main|glossiness_map " , aiTextureType_DIFFUSE_ROUGHNESS , mesh ) ;
}
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else {
FBXImporter : : LogWarn ( " A 3dsMax Pbr Material must have a useGlossiness value to correctly interpret roughness and glossiness textures. " ) ;
}
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}
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}
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void FBXConverter : : SetTextureProperties ( aiMaterial * out_mat , const LayeredTextureMap & layeredTextures , const MeshGeometry * const mesh ) {
TrySetTextureProperties ( out_mat , layeredTextures , " DiffuseColor " , aiTextureType_DIFFUSE , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " AmbientColor " , aiTextureType_AMBIENT , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " EmissiveColor " , aiTextureType_EMISSIVE , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " SpecularColor " , aiTextureType_SPECULAR , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " SpecularFactor " , aiTextureType_SPECULAR , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " TransparentColor " , aiTextureType_OPACITY , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " ReflectionColor " , aiTextureType_REFLECTION , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " DisplacementColor " , aiTextureType_DISPLACEMENT , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " NormalMap " , aiTextureType_NORMALS , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " Bump " , aiTextureType_HEIGHT , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " ShininessExponent " , aiTextureType_SHININESS , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " EmissiveFactor " , aiTextureType_EMISSIVE , mesh ) ;
TrySetTextureProperties ( out_mat , layeredTextures , " TransparencyFactor " , aiTextureType_OPACITY , mesh ) ;
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TrySetTextureProperties ( out_mat , layeredTextures , " ReflectionFactor " , aiTextureType_METALNESS , mesh ) ;
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}
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aiColor3D FBXConverter : : GetColorPropertyFactored ( const PropertyTable & props , const std : : string & colorName ,
const std : : string & factorName , bool & result , bool useTemplate ) {
result = true ;
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bool ok ;
aiVector3D BaseColor = PropertyGet < aiVector3D > ( props , colorName , ok , useTemplate ) ;
if ( ! ok ) {
result = false ;
return aiColor3D ( 0.0f , 0.0f , 0.0f ) ;
}
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// if no factor name, return the colour as is
if ( factorName . empty ( ) ) {
return aiColor3D ( BaseColor . x , BaseColor . y , BaseColor . z ) ;
}
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// otherwise it should be multiplied by the factor, if found.
float factor = PropertyGet < float > ( props , factorName , ok , useTemplate ) ;
if ( ok ) {
BaseColor * = factor ;
}
return aiColor3D ( BaseColor . x , BaseColor . y , BaseColor . z ) ;
}
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aiColor3D FBXConverter : : GetColorPropertyFromMaterial ( const PropertyTable & props , const std : : string & baseName ,
bool & result ) {
return GetColorPropertyFactored ( props , baseName + " Color " , baseName + " Factor " , result , true ) ;
}
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aiColor3D FBXConverter : : GetColorProperty ( const PropertyTable & props , const std : : string & colorName ,
bool & result , bool useTemplate ) {
result = true ;
bool ok ;
const aiVector3D & ColorVec = PropertyGet < aiVector3D > ( props , colorName , ok , useTemplate ) ;
if ( ! ok ) {
result = false ;
return aiColor3D ( 0.0f , 0.0f , 0.0f ) ;
}
return aiColor3D ( ColorVec . x , ColorVec . y , ColorVec . z ) ;
}
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void FBXConverter : : SetShadingPropertiesCommon ( aiMaterial * out_mat , const PropertyTable & props ) {
// Set shading properties.
// Modern FBX Files have two separate systems for defining these,
// with only the more comprehensive one described in the property template.
// Likely the other values are a legacy system,
// which is still always exported by the official FBX SDK.
//
// Blender's FBX import and export mostly ignore this legacy system,
// and as we only support recent versions of FBX anyway, we can do the same.
bool ok ;
const aiColor3D & Diffuse = GetColorPropertyFromMaterial ( props , " Diffuse " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & Diffuse , 1 , AI_MATKEY_COLOR_DIFFUSE ) ;
}
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const aiColor3D & Emissive = GetColorPropertyFromMaterial ( props , " Emissive " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & Emissive , 1 , AI_MATKEY_COLOR_EMISSIVE ) ;
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} else {
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const aiColor3D & emissiveColor = GetColorProperty ( props , " Maya|emissive " , ok ) ;
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if ( ok ) {
out_mat - > AddProperty ( & emissiveColor , 1 , AI_MATKEY_COLOR_EMISSIVE ) ;
}
}
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const aiColor3D & Ambient = GetColorPropertyFromMaterial ( props , " Ambient " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & Ambient , 1 , AI_MATKEY_COLOR_AMBIENT ) ;
}
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// we store specular factor as SHININESS_STRENGTH, so just get the color
const aiColor3D & Specular = GetColorProperty ( props , " SpecularColor " , ok , true ) ;
if ( ok ) {
out_mat - > AddProperty ( & Specular , 1 , AI_MATKEY_COLOR_SPECULAR ) ;
}
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// and also try to get SHININESS_STRENGTH
const float SpecularFactor = PropertyGet < float > ( props , " SpecularFactor " , ok , true ) ;
if ( ok ) {
out_mat - > AddProperty ( & SpecularFactor , 1 , AI_MATKEY_SHININESS_STRENGTH ) ;
}
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// and the specular exponent
const float ShininessExponent = PropertyGet < float > ( props , " ShininessExponent " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & ShininessExponent , 1 , AI_MATKEY_SHININESS ) ;
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// Match Blender behavior to extract roughness when only shininess is present
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const float roughness = 1.0f - ( sqrt ( ShininessExponent ) / 10.0f ) ;
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out_mat - > AddProperty ( & roughness , 1 , AI_MATKEY_ROUGHNESS_FACTOR ) ;
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}
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// TransparentColor / TransparencyFactor... gee thanks FBX :rolleyes:
const aiColor3D & Transparent = GetColorPropertyFactored ( props , " TransparentColor " , " TransparencyFactor " , ok ) ;
float CalculatedOpacity = 1.0f ;
if ( ok ) {
out_mat - > AddProperty ( & Transparent , 1 , AI_MATKEY_COLOR_TRANSPARENT ) ;
// as calculated by FBX SDK 2017:
CalculatedOpacity = 1.0f - ( ( Transparent . r + Transparent . g + Transparent . b ) / 3.0f ) ;
}
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// try to get the transparency factor
const float TransparencyFactor = PropertyGet < float > ( props , " TransparencyFactor " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & TransparencyFactor , 1 , AI_MATKEY_TRANSPARENCYFACTOR ) ;
}
// use of TransparencyFactor is inconsistent.
// Maya always stores it as 1.0,
// so we can't use it to set AI_MATKEY_OPACITY.
// Blender is more sensible and stores it as the alpha value.
// However both the FBX SDK and Blender always write an additional
// legacy "Opacity" field, so we can try to use that.
//
// If we can't find it,
// we can fall back to the value which the FBX SDK calculates
// from transparency colour (RGB) and factor (F) as
// 1.0 - F*((R+G+B)/3).
//
// There's no consistent way to interpret this opacity value,
// so it's up to clients to do the correct thing.
const float Opacity = PropertyGet < float > ( props , " Opacity " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & Opacity , 1 , AI_MATKEY_OPACITY ) ;
} else if ( CalculatedOpacity ! = 1.0 ) {
out_mat - > AddProperty ( & CalculatedOpacity , 1 , AI_MATKEY_OPACITY ) ;
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}
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// reflection color and factor are stored separately
const aiColor3D & Reflection = GetColorProperty ( props , " ReflectionColor " , ok , true ) ;
if ( ok ) {
out_mat - > AddProperty ( & Reflection , 1 , AI_MATKEY_COLOR_REFLECTIVE ) ;
}
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float ReflectionFactor = PropertyGet < float > ( props , " ReflectionFactor " , ok , true ) ;
if ( ok ) {
out_mat - > AddProperty ( & ReflectionFactor , 1 , AI_MATKEY_REFLECTIVITY ) ;
}
const float BumpFactor = PropertyGet < float > ( props , " BumpFactor " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & BumpFactor , 1 , AI_MATKEY_BUMPSCALING ) ;
}
const float DispFactor = PropertyGet < float > ( props , " DisplacementFactor " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & DispFactor , 1 , " $mat.displacementscaling " , 0 , 0 ) ;
}
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// PBR material information
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const aiColor3D & baseColor = GetColorProperty ( props , " Maya|base_color " , ok ) ;
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if ( ok ) {
out_mat - > AddProperty ( & baseColor , 1 , AI_MATKEY_BASE_COLOR ) ;
}
const float useColorMap = PropertyGet < float > ( props , " Maya|use_color_map " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & useColorMap , 1 , AI_MATKEY_USE_COLOR_MAP ) ;
}
const float useMetallicMap = PropertyGet < float > ( props , " Maya|use_metallic_map " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & useMetallicMap , 1 , AI_MATKEY_USE_METALLIC_MAP ) ;
}
const float metallicFactor = PropertyGet < float > ( props , " Maya|metallic " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & metallicFactor , 1 , AI_MATKEY_METALLIC_FACTOR ) ;
}
const float useRoughnessMap = PropertyGet < float > ( props , " Maya|use_roughness_map " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & useRoughnessMap , 1 , AI_MATKEY_USE_ROUGHNESS_MAP ) ;
}
const float roughnessFactor = PropertyGet < float > ( props , " Maya|roughness " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & roughnessFactor , 1 , AI_MATKEY_ROUGHNESS_FACTOR ) ;
}
const float useEmissiveMap = PropertyGet < float > ( props , " Maya|use_emissive_map " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & useEmissiveMap , 1 , AI_MATKEY_USE_EMISSIVE_MAP ) ;
}
const float emissiveIntensity = PropertyGet < float > ( props , " Maya|emissive_intensity " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & emissiveIntensity , 1 , AI_MATKEY_EMISSIVE_INTENSITY ) ;
}
const float useAOMap = PropertyGet < float > ( props , " Maya|use_ao_map " , ok ) ;
if ( ok ) {
out_mat - > AddProperty ( & useAOMap , 1 , AI_MATKEY_USE_AO_MAP ) ;
}
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}
void FBXConverter : : SetShadingPropertiesRaw ( aiMaterial * out_mat , const PropertyTable & props , const TextureMap & _textures , const MeshGeometry * const mesh ) {
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// Add all the unparsed properties with a "$raw." prefix
const std : : string prefix = " $raw. " ;
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for ( const DirectPropertyMap : : value_type & prop : props . GetUnparsedProperties ( ) ) {
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std : : string name = prefix + prop . first ;
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if ( const TypedProperty < aiVector3D > * interpretedVec3 = prop . second - > As < TypedProperty < aiVector3D > > ( ) ) {
out_mat - > AddProperty ( & interpretedVec3 - > Value ( ) , 1 , name . c_str ( ) , 0 , 0 ) ;
} else if ( const TypedProperty < aiColor3D > * interpretedCol3 = prop . second - > As < TypedProperty < aiColor3D > > ( ) ) {
out_mat - > AddProperty ( & interpretedCol3 - > Value ( ) , 1 , name . c_str ( ) , 0 , 0 ) ;
} else if ( const TypedProperty < aiColor4D > * interpretedCol4 = prop . second - > As < TypedProperty < aiColor4D > > ( ) ) {
out_mat - > AddProperty ( & interpretedCol4 - > Value ( ) , 1 , name . c_str ( ) , 0 , 0 ) ;
} else if ( const TypedProperty < float > * interpretedFloat = prop . second - > As < TypedProperty < float > > ( ) ) {
out_mat - > AddProperty ( & interpretedFloat - > Value ( ) , 1 , name . c_str ( ) , 0 , 0 ) ;
} else if ( const TypedProperty < int > * interpretedInt = prop . second - > As < TypedProperty < int > > ( ) ) {
out_mat - > AddProperty ( & interpretedInt - > Value ( ) , 1 , name . c_str ( ) , 0 , 0 ) ;
} else if ( const TypedProperty < bool > * interpretedBool = prop . second - > As < TypedProperty < bool > > ( ) ) {
int value = interpretedBool - > Value ( ) ? 1 : 0 ;
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out_mat - > AddProperty ( & value , 1 , name . c_str ( ) , 0 , 0 ) ;
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} else if ( const TypedProperty < std : : string > * interpretedString = prop . second - > As < TypedProperty < std : : string > > ( ) ) {
const aiString value = aiString ( interpretedString - > Value ( ) ) ;
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out_mat - > AddProperty ( & value , name . c_str ( ) , 0 , 0 ) ;
}
}
// Add the textures' properties
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for ( TextureMap : : const_iterator it = _textures . begin ( ) ; it ! = _textures . end ( ) ; + + it ) {
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std : : string name = prefix + it - > first ;
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const Texture * const tex = it - > second ;
if ( tex ! = nullptr ) {
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aiString path ;
path . Set ( tex - > RelativeFilename ( ) ) ;
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const Video * media = tex - > Media ( ) ;
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if ( media ! = nullptr & & media - > ContentLength ( ) > 0 ) {
unsigned int index ;
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VideoMap : : const_iterator videoIt = textures_converted . find ( media ) ;
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if ( videoIt ! = textures_converted . end ( ) ) {
index = videoIt - > second ;
} else {
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index = ConvertVideo ( * media ) ;
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textures_converted [ media ] = index ;
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}
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
path . data [ 0 ] = ' * ' ;
path . length = 1 + ASSIMP_itoa10 ( path . data + 1 , MAXLEN - 1 , index ) ;
}
out_mat - > AddProperty ( & path , ( name + " |file " ) . c_str ( ) , aiTextureType_UNKNOWN , 0 ) ;
aiUVTransform uvTrafo ;
// XXX handle all kinds of UV transformations
uvTrafo . mScaling = tex - > UVScaling ( ) ;
uvTrafo . mTranslation = tex - > UVTranslation ( ) ;
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uvTrafo . mRotation = tex - > UVRotation ( ) ;
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out_mat - > AddProperty ( & uvTrafo , 1 , ( name + " |uvtrafo " ) . c_str ( ) , aiTextureType_UNKNOWN , 0 ) ;
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int uvIndex = 0 ;
bool uvFound = false ;
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const std : : string & uvSet = PropertyGet < std : : string > ( tex - > Props ( ) , " UVSet " , uvFound ) ;
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if ( uvFound ) {
// "default" is the name which usually appears in the FbxFileTexture template
if ( uvSet ! = " default " & & uvSet . length ( ) ) {
// this is a bit awkward - we need to find a mesh that uses this
// material and scan its UV channels for the given UV name because
// assimp references UV channels by index, not by name.
// XXX: the case that UV channels may appear in different orders
// in meshes is unhandled. A possible solution would be to sort
// the UV channels alphabetically, but this would have the side
// effect that the primary (first) UV channel would sometimes
// be moved, causing trouble when users read only the first
// UV channel and ignore UV channel assignments altogether.
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std : : vector < aiMaterial * > : : iterator materialIt = std : : find ( materials . begin ( ) , materials . end ( ) , out_mat ) ;
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const unsigned int matIndex = static_cast < unsigned int > ( std : : distance ( materials . begin ( ) , materialIt ) ) ;
uvIndex = - 1 ;
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if ( ! mesh ) {
for ( const MeshMap : : value_type & v : meshes_converted ) {
const MeshGeometry * const meshGeom = dynamic_cast < const MeshGeometry * > ( v . first ) ;
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if ( ! meshGeom ) {
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continue ;
}
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const MatIndexArray & mats = meshGeom - > GetMaterialIndices ( ) ;
if ( std : : find ( mats . begin ( ) , mats . end ( ) , ( int ) matIndex ) = = mats . end ( ) ) {
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continue ;
}
int index = - 1 ;
for ( unsigned int i = 0 ; i < AI_MAX_NUMBER_OF_TEXTURECOORDS ; + + i ) {
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if ( meshGeom - > GetTextureCoords ( i ) . empty ( ) ) {
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break ;
}
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const std : : string & curName = meshGeom - > GetTextureCoordChannelName ( i ) ;
if ( curName = = uvSet ) {
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index = static_cast < int > ( i ) ;
break ;
}
}
if ( index = = - 1 ) {
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FBXImporter : : LogWarn ( " did not find UV channel named " , uvSet , " in a mesh using this material " ) ;
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continue ;
}
if ( uvIndex = = - 1 ) {
uvIndex = index ;
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} else {
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FBXImporter : : LogWarn ( " the UV channel named " , uvSet , " appears at different positions in meshes, results will be wrong " ) ;
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}
}
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} else {
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int index = - 1 ;
for ( unsigned int i = 0 ; i < AI_MAX_NUMBER_OF_TEXTURECOORDS ; + + i ) {
if ( mesh - > GetTextureCoords ( i ) . empty ( ) ) {
break ;
}
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const std : : string & curName = mesh - > GetTextureCoordChannelName ( i ) ;
if ( curName = = uvSet ) {
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index = static_cast < int > ( i ) ;
break ;
}
}
if ( index = = - 1 ) {
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FBXImporter : : LogWarn ( " did not find UV channel named " , uvSet , " in a mesh using this material " ) ;
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}
if ( uvIndex = = - 1 ) {
uvIndex = index ;
}
}
if ( uvIndex = = - 1 ) {
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FBXImporter : : LogWarn ( " failed to resolve UV channel " , uvSet , " , using first UV channel " ) ;
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uvIndex = 0 ;
}
}
}
out_mat - > AddProperty ( & uvIndex , 1 , ( name + " |uvwsrc " ) . c_str ( ) , aiTextureType_UNKNOWN , 0 ) ;
}
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}
}
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double FBXConverter : : FrameRateToDouble ( FileGlobalSettings : : FrameRate fp , double customFPSVal ) {
switch ( fp ) {
case FileGlobalSettings : : FrameRate_DEFAULT :
return 1.0 ;
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case FileGlobalSettings : : FrameRate_120 :
return 120.0 ;
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case FileGlobalSettings : : FrameRate_100 :
return 100.0 ;
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case FileGlobalSettings : : FrameRate_60 :
return 60.0 ;
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case FileGlobalSettings : : FrameRate_50 :
return 50.0 ;
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case FileGlobalSettings : : FrameRate_48 :
return 48.0 ;
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case FileGlobalSettings : : FrameRate_30 :
case FileGlobalSettings : : FrameRate_30_DROP :
return 30.0 ;
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case FileGlobalSettings : : FrameRate_NTSC_DROP_FRAME :
case FileGlobalSettings : : FrameRate_NTSC_FULL_FRAME :
return 29.9700262 ;
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case FileGlobalSettings : : FrameRate_PAL :
return 25.0 ;
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case FileGlobalSettings : : FrameRate_CINEMA :
return 24.0 ;
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case FileGlobalSettings : : FrameRate_1000 :
return 1000.0 ;
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case FileGlobalSettings : : FrameRate_CINEMA_ND :
return 23.976 ;
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case FileGlobalSettings : : FrameRate_CUSTOM :
return customFPSVal ;
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case FileGlobalSettings : : FrameRate_MAX : // this is to silence compiler warnings
break ;
}
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ai_assert ( false ) ;
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return - 1.0f ;
}
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void FBXConverter : : ConvertAnimations ( ) {
// first of all determine framerate
const FileGlobalSettings : : FrameRate fps = doc . GlobalSettings ( ) . TimeMode ( ) ;
const float custom = doc . GlobalSettings ( ) . CustomFrameRate ( ) ;
anim_fps = FrameRateToDouble ( fps , custom ) ;
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const std : : vector < const AnimationStack * > & curAnimations = doc . AnimationStacks ( ) ;
for ( const AnimationStack * stack : curAnimations ) {
ConvertAnimationStack ( * stack ) ;
}
}
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std : : string FBXConverter : : FixNodeName ( const std : : string & name ) {
// strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
// this causes ambiguities, well possible between empty identifiers,
// such as "Model::" and ""). Make sure the behaviour is consistent
// across multiple calls to FixNodeName().
if ( name . substr ( 0 , 7 ) = = " Model:: " ) {
std : : string temp = name . substr ( 7 ) ;
return temp ;
}
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return name ;
}
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std : : string FBXConverter : : FixAnimMeshName ( const std : : string & name ) {
if ( name . length ( ) ) {
size_t indexOf = name . find_first_of ( " :: " ) ;
if ( indexOf ! = std : : string : : npos & & indexOf < name . size ( ) - 2 ) {
return name . substr ( indexOf + 2 ) ;
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}
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}
return name . length ( ) ? name : " AnimMesh " ;
}
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void FBXConverter : : ConvertAnimationStack ( const AnimationStack & st ) {
const AnimationLayerList & layers = st . Layers ( ) ;
if ( layers . empty ( ) ) {
return ;
}
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aiAnimation * const anim = new aiAnimation ( ) ;
animations . push_back ( anim ) ;
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// 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 ) ;
}
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anim - > mName . Set ( name ) ;
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// 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 ;
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// reverse mapping from curves to layers, much faster than querying
// the FBX DOM for it.
LayerMap layer_map ;
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const char * prop_whitelist [ ] = {
" Lcl Scaling " ,
" Lcl Rotation " ,
" Lcl Translation " ,
" DeformPercent "
} ;
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std : : map < std : : string , morphAnimData * > morphAnimDatas ;
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for ( const AnimationLayer * layer : layers ) {
ai_assert ( layer ) ;
const AnimationCurveNodeList & nodes = layer - > Nodes ( prop_whitelist , 4 ) ;
for ( const AnimationCurveNode * node : nodes ) {
ai_assert ( node ) ;
const Model * const model = dynamic_cast < const Model * > ( node - > Target ( ) ) ;
if ( model ) {
const std : : string & curName = FixNodeName ( model - > Name ( ) ) ;
node_map [ curName ] . push_back ( node ) ;
layer_map [ node ] = layer ;
continue ;
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}
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const BlendShapeChannel * const bsc = dynamic_cast < const BlendShapeChannel * > ( node - > Target ( ) ) ;
if ( bsc ) {
ProcessMorphAnimDatas ( & morphAnimDatas , bsc , node ) ;
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}
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}
}
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// generate node animations
std : : vector < aiNodeAnim * > node_anims ;
double min_time = 1e10 ;
double max_time = - 1e10 ;
int64_t start_time = st . LocalStart ( ) ;
int64_t stop_time = st . LocalStop ( ) ;
bool has_local_startstop = start_time ! = 0 | | stop_time ! = 0 ;
if ( ! has_local_startstop ) {
// no time range given, so accept every keyframe and use the actual min/max time
// the numbers are INT64_MIN/MAX, the 20000 is for safety because GenerateNodeAnimations uses an epsilon of 10000
start_time = - 9223372036854775807ll + 20000 ;
stop_time = 9223372036854775807ll - 20000 ;
}
try {
for ( const NodeMap : : value_type & kv : node_map ) {
GenerateNodeAnimations ( node_anims ,
kv . first ,
kv . second ,
layer_map ,
start_time , stop_time ,
max_time ,
min_time ) ;
}
} catch ( std : : exception & ) {
std : : for_each ( node_anims . begin ( ) , node_anims . end ( ) , Util : : delete_fun < aiNodeAnim > ( ) ) ;
throw ;
}
if ( node_anims . size ( ) | | morphAnimDatas . size ( ) ) {
if ( node_anims . size ( ) ) {
anim - > mChannels = new aiNodeAnim * [ node_anims . size ( ) ] ( ) ;
anim - > mNumChannels = static_cast < unsigned int > ( node_anims . size ( ) ) ;
std : : swap_ranges ( node_anims . begin ( ) , node_anims . end ( ) , anim - > mChannels ) ;
}
if ( morphAnimDatas . size ( ) ) {
unsigned int numMorphMeshChannels = static_cast < unsigned int > ( morphAnimDatas . size ( ) ) ;
anim - > mMorphMeshChannels = new aiMeshMorphAnim * [ numMorphMeshChannels ] ;
anim - > mNumMorphMeshChannels = numMorphMeshChannels ;
unsigned int i = 0 ;
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for ( const auto & morphAnimIt : morphAnimDatas ) {
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morphAnimData * animData = morphAnimIt . second ;
unsigned int numKeys = static_cast < unsigned int > ( animData - > size ( ) ) ;
aiMeshMorphAnim * meshMorphAnim = new aiMeshMorphAnim ( ) ;
meshMorphAnim - > mName . Set ( morphAnimIt . first ) ;
meshMorphAnim - > mNumKeys = numKeys ;
meshMorphAnim - > mKeys = new aiMeshMorphKey [ numKeys ] ;
unsigned int j = 0 ;
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for ( auto & animIt : * animData ) {
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morphKeyData * keyData = animIt . second ;
unsigned int numValuesAndWeights = static_cast < unsigned int > ( keyData - > values . size ( ) ) ;
meshMorphAnim - > mKeys [ j ] . mNumValuesAndWeights = numValuesAndWeights ;
meshMorphAnim - > mKeys [ j ] . mValues = new unsigned int [ numValuesAndWeights ] ;
meshMorphAnim - > mKeys [ j ] . mWeights = new double [ numValuesAndWeights ] ;
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meshMorphAnim - > mKeys [ j ] . mTime = CONVERT_FBX_TIME ( animIt . first ) * anim_fps ;
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for ( unsigned int k = 0 ; k < numValuesAndWeights ; k + + ) {
meshMorphAnim - > mKeys [ j ] . mValues [ k ] = keyData - > values . at ( k ) ;
meshMorphAnim - > mKeys [ j ] . mWeights [ k ] = keyData - > weights . at ( k ) ;
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}
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j + + ;
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}
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anim - > mMorphMeshChannels [ i + + ] = meshMorphAnim ;
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}
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}
} else {
// empty animations would fail validation, so drop them
delete anim ;
animations . pop_back ( ) ;
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FBXImporter : : LogInfo ( " ignoring empty AnimationStack (using IK?): " , name ) ;
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return ;
}
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double start_time_fps = has_local_startstop ? ( CONVERT_FBX_TIME ( start_time ) * anim_fps ) : min_time ;
double stop_time_fps = has_local_startstop ? ( CONVERT_FBX_TIME ( stop_time ) * anim_fps ) : max_time ;
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// adjust relative timing for animation
for ( unsigned int c = 0 ; c < anim - > mNumChannels ; c + + ) {
aiNodeAnim * channel = anim - > mChannels [ c ] ;
for ( uint32_t i = 0 ; i < channel - > mNumPositionKeys ; i + + ) {
channel - > mPositionKeys [ i ] . mTime - = start_time_fps ;
}
for ( uint32_t i = 0 ; i < channel - > mNumRotationKeys ; i + + ) {
channel - > mRotationKeys [ i ] . mTime - = start_time_fps ;
}
for ( uint32_t i = 0 ; i < channel - > mNumScalingKeys ; i + + ) {
channel - > mScalingKeys [ i ] . mTime - = start_time_fps ;
}
}
for ( unsigned int c = 0 ; c < anim - > mNumMorphMeshChannels ; c + + ) {
aiMeshMorphAnim * channel = anim - > mMorphMeshChannels [ c ] ;
for ( uint32_t i = 0 ; i < channel - > mNumKeys ; i + + ) {
channel - > mKeys [ i ] . mTime - = start_time_fps ;
}
}
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// for some mysterious reason, mDuration is simply the maximum key -- the
// validator always assumes animations to start at zero.
anim - > mDuration = stop_time_fps - start_time_fps ;
anim - > mTicksPerSecond = anim_fps ;
}
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// ------------------------------------------------------------------------------------------------
void FBXConverter : : ProcessMorphAnimDatas ( std : : map < std : : string , morphAnimData * > * morphAnimDatas , const BlendShapeChannel * bsc , const AnimationCurveNode * node ) {
std : : vector < const Connection * > bscConnections = doc . GetConnectionsBySourceSequenced ( bsc - > ID ( ) , " Deformer " ) ;
for ( const Connection * bscConnection : bscConnections ) {
auto bs = dynamic_cast < const BlendShape * > ( bscConnection - > DestinationObject ( ) ) ;
if ( bs ) {
auto channelIt = std : : find ( bs - > BlendShapeChannels ( ) . begin ( ) , bs - > BlendShapeChannels ( ) . end ( ) , bsc ) ;
if ( channelIt ! = bs - > BlendShapeChannels ( ) . end ( ) ) {
auto channelIndex = static_cast < unsigned int > ( std : : distance ( bs - > BlendShapeChannels ( ) . begin ( ) , channelIt ) ) ;
std : : vector < const Connection * > bsConnections = doc . GetConnectionsBySourceSequenced ( bs - > ID ( ) , " Geometry " ) ;
for ( const Connection * bsConnection : bsConnections ) {
auto geo = dynamic_cast < const Geometry * > ( bsConnection - > DestinationObject ( ) ) ;
if ( geo ) {
std : : vector < const Connection * > geoConnections = doc . GetConnectionsBySourceSequenced ( geo - > ID ( ) , " Model " ) ;
for ( const Connection * geoConnection : geoConnections ) {
auto model = dynamic_cast < const Model * > ( geoConnection - > DestinationObject ( ) ) ;
if ( model ) {
auto geoIt = std : : find ( model - > GetGeometry ( ) . begin ( ) , model - > GetGeometry ( ) . end ( ) , geo ) ;
auto geoIndex = static_cast < unsigned int > ( std : : distance ( model - > GetGeometry ( ) . begin ( ) , geoIt ) ) ;
auto name = aiString ( FixNodeName ( model - > Name ( ) + " * " ) ) ;
name . length = 1 + ASSIMP_itoa10 ( name . data + name . length , MAXLEN - 1 , geoIndex ) ;
morphAnimData * animData ;
auto animIt = morphAnimDatas - > find ( name . C_Str ( ) ) ;
if ( animIt = = morphAnimDatas - > end ( ) ) {
animData = new morphAnimData ( ) ;
morphAnimDatas - > insert ( std : : make_pair ( name . C_Str ( ) , animData ) ) ;
} else {
animData = animIt - > second ;
}
for ( std : : pair < std : : string , const AnimationCurve * > curvesIt : node - > Curves ( ) ) {
if ( curvesIt . first = = " d|DeformPercent " ) {
const AnimationCurve * animationCurve = curvesIt . second ;
const KeyTimeList & keys = animationCurve - > GetKeys ( ) ;
const KeyValueList & values = animationCurve - > GetValues ( ) ;
unsigned int k = 0 ;
for ( auto key : keys ) {
morphKeyData * keyData ;
auto keyIt = animData - > find ( key ) ;
if ( keyIt = = animData - > end ( ) ) {
keyData = new morphKeyData ( ) ;
animData - > insert ( std : : make_pair ( key , keyData ) ) ;
} else {
keyData = keyIt - > second ;
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}
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keyData - > values . push_back ( channelIndex ) ;
keyData - > weights . push_back ( values . at ( k ) / 100.0f ) ;
k + + ;
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}
}
}
}
}
}
}
}
}
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}
}
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// ------------------------------------------------------------------------------------------------
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# ifdef ASSIMP_BUILD_DEBUG
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// ------------------------------------------------------------------------------------------------
// sanity check whether the input is ok
static void validateAnimCurveNodes ( const std : : vector < const AnimationCurveNode * > & curves ,
bool strictMode ) {
const Object * target ( nullptr ) ;
for ( const AnimationCurveNode * node : curves ) {
if ( ! target ) {
target = node - > Target ( ) ;
}
if ( node - > Target ( ) ! = target ) {
FBXImporter : : LogWarn ( " Node target is nullptr type. " ) ;
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}
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if ( strictMode ) {
ai_assert ( node - > Target ( ) = = target ) ;
}
}
}
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# endif // ASSIMP_BUILD_DEBUG
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// ------------------------------------------------------------------------------------------------
void FBXConverter : : GenerateNodeAnimations ( std : : vector < aiNodeAnim * > & node_anims ,
const std : : string & fixed_name ,
const std : : vector < const AnimationCurveNode * > & curves ,
const LayerMap & layer_map ,
int64_t start , int64_t stop ,
double & max_time ,
double & min_time ) {
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NodeMap node_property_map ;
ai_assert ( curves . size ( ) ) ;
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# ifdef ASSIMP_BUILD_DEBUG
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validateAnimCurveNodes ( curves , doc . Settings ( ) . strictMode ) ;
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# endif
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const AnimationCurveNode * curve_node = nullptr ;
for ( const AnimationCurveNode * node : curves ) {
ai_assert ( node ) ;
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if ( node - > TargetProperty ( ) . empty ( ) ) {
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FBXImporter : : LogWarn ( " target property for animation curve not set: " , node - > Name ( ) ) ;
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continue ;
}
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curve_node = node ;
if ( node - > Curves ( ) . empty ( ) ) {
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FBXImporter : : LogWarn ( " no animation curves assigned to AnimationCurveNode: " , node - > Name ( ) ) ;
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continue ;
}
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node_property_map [ node - > TargetProperty ( ) ] . push_back ( node ) ;
}
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ai_assert ( curve_node ) ;
ai_assert ( curve_node - > TargetAsModel ( ) ) ;
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const Model & target = * curve_node - > TargetAsModel ( ) ;
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// check for all possible transformation components
NodeMap : : const_iterator chain [ TransformationComp_MAXIMUM ] ;
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bool has_any = false ;
bool has_complex = false ;
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for ( size_t i = 0 ; i < TransformationComp_MAXIMUM ; + + i ) {
const TransformationComp comp = static_cast < TransformationComp > ( i ) ;
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// 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 ;
}
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chain [ i ] = node_property_map . find ( NameTransformationCompProperty ( comp ) ) ;
if ( chain [ i ] ! = node_property_map . end ( ) ) {
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// check if this curves contains redundant information by looking
// up the corresponding node's transformation chain.
if ( doc . Settings ( ) . optimizeEmptyAnimationCurves & &
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IsRedundantAnimationData ( target , comp , ( chain [ i ] - > second ) ) ) {
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FBXImporter : : LogVerboseDebug ( " dropping redundant animation channel for node " , target . Name ( ) ) ;
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continue ;
}
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has_any = true ;
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if ( comp ! = TransformationComp_Rotation & & comp ! = TransformationComp_Scaling & & comp ! = TransformationComp_Translation ) {
has_complex = true ;
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}
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}
}
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if ( ! has_any ) {
FBXImporter : : LogWarn ( " ignoring node animation, did not find any transformation key frames " ) ;
return ;
}
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// 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.
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if ( ! has_complex & & ! NeedsComplexTransformationChain ( target ) ) {
aiNodeAnim * const nd = GenerateSimpleNodeAnim ( fixed_name , target , chain ,
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node_property_map . end ( ) ,
start , stop ,
max_time ,
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min_time
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) ;
ai_assert ( nd ) ;
if ( nd - > mNumPositionKeys = = 0 & & nd - > mNumRotationKeys = = 0 & & nd - > mNumScalingKeys = = 0 ) {
delete nd ;
} else {
node_anims . push_back ( nd ) ;
}
return ;
}
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// 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 ) ;
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if ( chain [ i ] ! = node_property_map . end ( ) ) {
flags | = bit ;
ai_assert ( comp ! = TransformationComp_RotationPivotInverse ) ;
ai_assert ( comp ! = TransformationComp_ScalingPivotInverse ) ;
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const std : : string & chain_name = NameTransformationChainNode ( fixed_name , comp ) ;
aiNodeAnim * na = nullptr ;
switch ( comp ) {
case TransformationComp_Rotation :
case TransformationComp_PreRotation :
case TransformationComp_PostRotation :
case TransformationComp_GeometricRotation :
na = GenerateRotationNodeAnim ( chain_name ,
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target ,
( * chain [ i ] ) . second ,
layer_map ,
start , stop ,
max_time ,
min_time ) ;
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break ;
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case TransformationComp_RotationOffset :
case TransformationComp_RotationPivot :
case TransformationComp_ScalingOffset :
case TransformationComp_ScalingPivot :
case TransformationComp_Translation :
case TransformationComp_GeometricTranslation :
na = GenerateTranslationNodeAnim ( chain_name ,
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target ,
( * chain [ i ] ) . second ,
layer_map ,
start , stop ,
max_time ,
min_time ) ;
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// 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 ,
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TransformationComp_RotationPivotInverse ) ;
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aiNodeAnim * const inv = GenerateTranslationNodeAnim ( invName ,
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target ,
( * chain [ i ] ) . second ,
layer_map ,
start , stop ,
max_time ,
min_time ,
true ) ;
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ai_assert ( inv ) ;
if ( inv - > mNumPositionKeys = = 0 & & inv - > mNumRotationKeys = = 0 & & inv - > mNumScalingKeys = = 0 ) {
delete inv ;
} else {
node_anims . push_back ( inv ) ;
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}
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ai_assert ( TransformationComp_RotationPivotInverse > i ) ;
flags | = bit < < ( TransformationComp_RotationPivotInverse - i ) ;
} else if ( comp = = TransformationComp_ScalingPivot ) {
const std : : string & invName = NameTransformationChainNode ( fixed_name ,
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TransformationComp_ScalingPivotInverse ) ;
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aiNodeAnim * const inv = GenerateTranslationNodeAnim ( invName ,
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target ,
( * chain [ i ] ) . second ,
layer_map ,
start , stop ,
max_time ,
min_time ,
true ) ;
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ai_assert ( inv ) ;
if ( inv - > mNumPositionKeys = = 0 & & inv - > mNumRotationKeys = = 0 & & inv - > mNumScalingKeys = = 0 ) {
delete inv ;
} else {
node_anims . push_back ( inv ) ;
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}
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ai_assert ( TransformationComp_RotationPivotInverse > i ) ;
flags | = bit < < ( TransformationComp_RotationPivotInverse - i ) ;
}
break ;
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case TransformationComp_Scaling :
case TransformationComp_GeometricScaling :
na = GenerateScalingNodeAnim ( chain_name ,
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target ,
( * chain [ i ] ) . second ,
layer_map ,
start , stop ,
max_time ,
min_time ) ;
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break ;
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default :
ai_assert ( false ) ;
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}
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ai_assert ( na ) ;
if ( na - > mNumPositionKeys = = 0 & & na - > mNumRotationKeys = = 0 & & na - > mNumScalingKeys = = 0 ) {
delete na ;
} else {
node_anims . push_back ( na ) ;
}
continue ;
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}
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}
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node_anim_chain_bits [ fixed_name ] = flags ;
}
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bool FBXConverter : : IsRedundantAnimationData ( const Model & target ,
TransformationComp comp ,
const std : : vector < const AnimationCurveNode * > & curves ) {
ai_assert ( curves . size ( ) ) ;
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// 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.
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if ( curves . size ( ) > 1 ) {
return false ;
}
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const AnimationCurveNode & nd = * curves . front ( ) ;
const AnimationCurveMap & sub_curves = nd . Curves ( ) ;
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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 " ) ;
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if ( dx = = sub_curves . end ( ) | | dy = = sub_curves . end ( ) | | dz = = sub_curves . end ( ) ) {
return false ;
}
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const KeyValueList & vx = ( * dx ) . second - > GetValues ( ) ;
const KeyValueList & vy = ( * dy ) . second - > GetValues ( ) ;
const KeyValueList & vz = ( * dz ) . second - > GetValues ( ) ;
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if ( vx . size ( ) ! = 1 | | vy . size ( ) ! = 1 | | vz . size ( ) ! = 1 ) {
return false ;
}
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const aiVector3D dyn_val = aiVector3D ( vx [ 0 ] , vy [ 0 ] , vz [ 0 ] ) ;
const aiVector3D & static_val = PropertyGet < aiVector3D > ( target . Props ( ) ,
NameTransformationCompProperty ( comp ) ,
TransformationCompDefaultValue ( comp ) ) ;
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const float epsilon = Math : : getEpsilon < float > ( ) ;
return ( dyn_val - static_val ) . SquareLength ( ) < epsilon ;
}
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aiNodeAnim * FBXConverter : : GenerateRotationNodeAnim ( const std : : string & name ,
const Model & target ,
const std : : vector < const AnimationCurveNode * > & curves ,
const LayerMap & layer_map ,
int64_t start , int64_t stop ,
double & max_time ,
double & min_time ) {
std : : unique_ptr < aiNodeAnim > na ( new aiNodeAnim ( ) ) ;
na - > mNodeName . Set ( name ) ;
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ConvertRotationKeys ( na . get ( ) , curves , layer_map , start , stop , max_time , min_time , target . RotationOrder ( ) ) ;
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// dummy scaling key
na - > mScalingKeys = new aiVectorKey [ 1 ] ;
na - > mNumScalingKeys = 1 ;
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na - > mScalingKeys [ 0 ] . mTime = 0. ;
na - > mScalingKeys [ 0 ] . mValue = aiVector3D ( 1.0f , 1.0f , 1.0f ) ;
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// dummy position key
na - > mPositionKeys = new aiVectorKey [ 1 ] ;
na - > mNumPositionKeys = 1 ;
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na - > mPositionKeys [ 0 ] . mTime = 0. ;
na - > mPositionKeys [ 0 ] . mValue = aiVector3D ( ) ;
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return na . release ( ) ;
}
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aiNodeAnim * FBXConverter : : GenerateScalingNodeAnim ( const std : : string & name ,
const Model & /*target*/ ,
const std : : vector < const AnimationCurveNode * > & curves ,
const LayerMap & layer_map ,
int64_t start , int64_t stop ,
double & max_time ,
double & min_time ) {
std : : unique_ptr < aiNodeAnim > na ( new aiNodeAnim ( ) ) ;
na - > mNodeName . Set ( name ) ;
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ConvertScaleKeys ( na . get ( ) , curves , layer_map , start , stop , max_time , min_time ) ;
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// dummy rotation key
na - > mRotationKeys = new aiQuatKey [ 1 ] ;
na - > mNumRotationKeys = 1 ;
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na - > mRotationKeys [ 0 ] . mTime = 0. ;
na - > mRotationKeys [ 0 ] . mValue = aiQuaternion ( ) ;
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// dummy position key
na - > mPositionKeys = new aiVectorKey [ 1 ] ;
na - > mNumPositionKeys = 1 ;
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na - > mPositionKeys [ 0 ] . mTime = 0. ;
na - > mPositionKeys [ 0 ] . mValue = aiVector3D ( ) ;
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return na . release ( ) ;
}
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aiNodeAnim * FBXConverter : : GenerateTranslationNodeAnim ( const std : : string & name ,
const Model & /*target*/ ,
const std : : vector < const AnimationCurveNode * > & curves ,
const LayerMap & layer_map ,
int64_t start , int64_t stop ,
double & max_time ,
double & min_time ,
bool inverse ) {
std : : unique_ptr < aiNodeAnim > na ( new aiNodeAnim ( ) ) ;
na - > mNodeName . Set ( name ) ;
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ConvertTranslationKeys ( na . get ( ) , curves , layer_map , start , stop , max_time , min_time ) ;
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if ( inverse ) {
for ( unsigned int i = 0 ; i < na - > mNumPositionKeys ; + + i ) {
na - > mPositionKeys [ i ] . mValue * = - 1.0f ;
}
}
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// dummy scaling key
na - > mScalingKeys = new aiVectorKey [ 1 ] ;
na - > mNumScalingKeys = 1 ;
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na - > mScalingKeys [ 0 ] . mTime = 0. ;
na - > mScalingKeys [ 0 ] . mValue = aiVector3D ( 1.0f , 1.0f , 1.0f ) ;
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// dummy rotation key
na - > mRotationKeys = new aiQuatKey [ 1 ] ;
na - > mNumRotationKeys = 1 ;
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na - > mRotationKeys [ 0 ] . mTime = 0. ;
na - > mRotationKeys [ 0 ] . mValue = aiQuaternion ( ) ;
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return na . release ( ) ;
}
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aiNodeAnim * FBXConverter : : GenerateSimpleNodeAnim ( const std : : string & name ,
const Model & target ,
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NodeMap : : const_iterator chain [ TransformationComp_MAXIMUM ] ,
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NodeMap : : const_iterator iterEnd ,
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int64_t start , int64_t stop ,
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double & maxTime ,
double & minTime )
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{
std : : unique_ptr < aiNodeAnim > na ( new aiNodeAnim ( ) ) ;
na - > mNodeName . Set ( name ) ;
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const PropertyTable & props = target . Props ( ) ;
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// collect unique times and keyframe lists
KeyFrameListList keyframeLists [ TransformationComp_MAXIMUM ] ;
KeyTimeList keytimes ;
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for ( size_t i = 0 ; i < TransformationComp_MAXIMUM ; + + i ) {
if ( chain [ i ] = = iterEnd )
continue ;
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if ( i = = TransformationComp_Rotation | | i = = TransformationComp_PreRotation
| | i = = TransformationComp_PostRotation | | i = = TransformationComp_GeometricRotation ) {
keyframeLists [ i ] = GetRotationKeyframeList ( ( * chain [ i ] ) . second , start , stop ) ;
} else {
keyframeLists [ i ] = GetKeyframeList ( ( * chain [ i ] ) . second , start , stop ) ;
}
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for ( KeyFrameListList : : const_iterator it = keyframeLists [ i ] . begin ( ) ; it ! = keyframeLists [ i ] . end ( ) ; + + it ) {
const KeyTimeList & times = * std : : get < 0 > ( * it ) ;
keytimes . insert ( keytimes . end ( ) , times . begin ( ) , times . end ( ) ) ;
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}
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// remove duplicates
std : : sort ( keytimes . begin ( ) , keytimes . end ( ) ) ;
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auto last = std : : unique ( keytimes . begin ( ) , keytimes . end ( ) ) ;
keytimes . erase ( last , keytimes . end ( ) ) ;
}
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const Model : : RotOrder rotOrder = target . RotationOrder ( ) ;
const size_t keyCount = keytimes . size ( ) ;
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aiVector3D defTranslate = PropertyGet ( props , " Lcl Translation " , aiVector3D ( 0.f , 0.f , 0.f ) ) ;
aiVector3D defRotation = PropertyGet ( props , " Lcl Rotation " , aiVector3D ( 0.f , 0.f , 0.f ) ) ;
aiVector3D defScale = PropertyGet ( props , " Lcl Scaling " , aiVector3D ( 1.f , 1.f , 1.f ) ) ;
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aiVectorKey * outTranslations = new aiVectorKey [ keyCount ] ;
aiQuatKey * outRotations = new aiQuatKey [ keyCount ] ;
aiVectorKey * outScales = new aiVectorKey [ keyCount ] ;
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if ( keyframeLists [ TransformationComp_Translation ] . size ( ) > 0 ) {
InterpolateKeys ( outTranslations , keytimes , keyframeLists [ TransformationComp_Translation ] , defTranslate , maxTime , minTime ) ;
} else {
for ( size_t i = 0 ; i < keyCount ; + + i ) {
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outTranslations [ i ] . mTime = CONVERT_FBX_TIME ( keytimes [ i ] ) * anim_fps ;
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outTranslations [ i ] . mValue = defTranslate ;
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}
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}
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if ( keyframeLists [ TransformationComp_Rotation ] . size ( ) > 0 ) {
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InterpolateKeys ( outRotations , keytimes , keyframeLists [ TransformationComp_Rotation ] , AI_DEG_TO_RAD ( defRotation ) , maxTime , minTime , rotOrder ) ;
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} else {
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aiQuaternion defQuat = EulerToQuaternion ( AI_DEG_TO_RAD ( defRotation ) , rotOrder ) ;
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for ( size_t i = 0 ; i < keyCount ; + + i ) {
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outRotations [ i ] . mTime = CONVERT_FBX_TIME ( keytimes [ i ] ) * anim_fps ;
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outRotations [ i ] . mValue = defQuat ;
}
}
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if ( keyframeLists [ TransformationComp_Scaling ] . size ( ) > 0 ) {
InterpolateKeys ( outScales , keytimes , keyframeLists [ TransformationComp_Scaling ] , defScale , maxTime , minTime ) ;
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} else {
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for ( size_t i = 0 ; i < keyCount ; + + i ) {
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outScales [ i ] . mTime = CONVERT_FBX_TIME ( keytimes [ i ] ) * anim_fps ;
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outScales [ i ] . mValue = defScale ;
}
}
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bool ok = false ;
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const auto zero_epsilon = ai_epsilon ;
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const aiVector3D & preRotation = PropertyGet < aiVector3D > ( props , " PreRotation " , ok ) ;
if ( ok & & preRotation . SquareLength ( ) > zero_epsilon ) {
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const aiQuaternion preQuat = EulerToQuaternion ( AI_DEG_TO_RAD ( preRotation ) , Model : : RotOrder_EulerXYZ ) ;
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for ( size_t i = 0 ; i < keyCount ; + + i ) {
outRotations [ i ] . mValue = preQuat * outRotations [ i ] . mValue ;
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}
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}
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const aiVector3D & postRotation = PropertyGet < aiVector3D > ( props , " PostRotation " , ok ) ;
if ( ok & & postRotation . SquareLength ( ) > zero_epsilon ) {
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const aiQuaternion postQuat = EulerToQuaternion ( AI_DEG_TO_RAD ( postRotation ) , Model : : RotOrder_EulerXYZ ) ;
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for ( size_t i = 0 ; i < keyCount ; + + i ) {
outRotations [ i ] . mValue = outRotations [ i ] . mValue * postQuat ;
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}
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}
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// convert TRS to SRT
for ( size_t i = 0 ; i < keyCount ; + + i ) {
aiQuaternion & r = outRotations [ i ] . mValue ;
aiVector3D & s = outScales [ i ] . mValue ;
aiVector3D & t = outTranslations [ i ] . mValue ;
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aiMatrix4x4 mat , temp ;
aiMatrix4x4 : : Translation ( t , mat ) ;
mat * = aiMatrix4x4 ( r . GetMatrix ( ) ) ;
mat * = aiMatrix4x4 : : Scaling ( s , temp ) ;
mat . Decompose ( s , r , t ) ;
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}
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na - > mNumScalingKeys = static_cast < unsigned int > ( keyCount ) ;
na - > mNumRotationKeys = na - > mNumScalingKeys ;
na - > mNumPositionKeys = na - > mNumScalingKeys ;
na - > mScalingKeys = outScales ;
na - > mRotationKeys = outRotations ;
na - > mPositionKeys = outTranslations ;
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return na . release ( ) ;
}
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FBXConverter : : KeyFrameListList FBXConverter : : GetKeyframeList ( const std : : vector < const AnimationCurveNode * > & nodes , int64_t start , int64_t stop ) {
KeyFrameListList inputs ;
inputs . reserve ( nodes . size ( ) * 3 ) ;
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//give some breathing room for rounding errors
int64_t adj_start = start - 10000 ;
int64_t adj_stop = stop + 10000 ;
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for ( const AnimationCurveNode * node : nodes ) {
ai_assert ( node ) ;
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const AnimationCurveMap & curves = node - > Curves ( ) ;
for ( const AnimationCurveMap : : value_type & kv : curves ) {
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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 ;
}
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const AnimationCurve * const curve = kv . second ;
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ai_assert ( curve - > GetKeys ( ) . size ( ) = = curve - > GetValues ( ) . size ( ) ) ;
ai_assert ( curve - > GetKeys ( ) . size ( ) ) ;
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//get values within the start/stop time window
std : : shared_ptr < KeyTimeList > Keys ( new KeyTimeList ( ) ) ;
std : : shared_ptr < KeyValueList > Values ( new KeyValueList ( ) ) ;
const size_t count = curve - > GetKeys ( ) . size ( ) ;
Keys - > reserve ( count ) ;
Values - > reserve ( count ) ;
for ( size_t n = 0 ; n < count ; n + + ) {
int64_t k = curve - > GetKeys ( ) . at ( n ) ;
if ( k > = adj_start & & k < = adj_stop ) {
Keys - > push_back ( k ) ;
Values - > push_back ( curve - > GetValues ( ) . at ( n ) ) ;
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}
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}
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inputs . emplace_back ( Keys , Values , mapto ) ;
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}
}
return inputs ; // pray for NRVO :-)
}
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FBXConverter : : KeyFrameListList FBXConverter : : GetRotationKeyframeList ( 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
const int64_t adj_start = start - 10000 ;
const int64_t adj_stop = stop + 10000 ;
for ( const AnimationCurveNode * node : nodes ) {
ai_assert ( node ) ;
const AnimationCurveMap & curves = node - > Curves ( ) ;
for ( const AnimationCurveMap : : value_type & kv : curves ) {
unsigned int mapto ;
if ( kv . first = = " d|X " ) {
mapto = 0 ;
} else if ( kv . first = = " d|Y " ) {
mapto = 1 ;
} else if ( kv . first = = " d|Z " ) {
mapto = 2 ;
} else {
FBXImporter : : LogWarn ( " ignoring scale animation curve, did not recognize target component " ) ;
continue ;
}
const AnimationCurve * const curve = kv . second ;
ai_assert ( curve - > GetKeys ( ) . size ( ) = = curve - > GetValues ( ) . size ( ) ) ;
ai_assert ( curve - > GetKeys ( ) . size ( ) ) ;
//get values within the start/stop time window
std : : shared_ptr < KeyTimeList > Keys ( new KeyTimeList ( ) ) ;
std : : shared_ptr < KeyValueList > Values ( new KeyValueList ( ) ) ;
const size_t count = curve - > GetKeys ( ) . size ( ) ;
int64_t tp = curve - > GetKeys ( ) . at ( 0 ) ;
float vp = curve - > GetValues ( ) . at ( 0 ) ;
Keys - > push_back ( tp ) ;
Values - > push_back ( vp ) ;
if ( count > 1 ) {
int64_t tc = curve - > GetKeys ( ) . at ( 1 ) ;
float vc = curve - > GetValues ( ) . at ( 1 ) ;
for ( size_t n = 1 ; n < count ; n + + ) {
while ( std : : abs ( vc - vp ) > = 180.0f ) {
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double step = std : : floor ( double ( tc - tp ) / std : : abs ( vc - vp ) * 179.0f ) ;
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int64_t tnew = tp + int64_t ( step ) ;
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float vnew = vp + ( vc - vp ) * float ( step / ( tc - tp ) ) ;
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if ( tnew > = adj_start & & tnew < = adj_stop ) {
Keys - > push_back ( tnew ) ;
Values - > push_back ( vnew ) ;
}
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else {
// Something broke
break ;
}
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tp = tnew ;
vp = vnew ;
}
if ( tc > = adj_start & & tc < = adj_stop ) {
Keys - > push_back ( tc ) ;
Values - > push_back ( vc ) ;
}
if ( n + 1 < count ) {
tp = tc ;
vp = vc ;
tc = curve - > GetKeys ( ) . at ( n + 1 ) ;
vc = curve - > GetValues ( ) . at ( n + 1 ) ;
}
}
}
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inputs . emplace_back ( Keys , Values , mapto ) ;
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}
}
return inputs ;
}
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KeyTimeList FBXConverter : : GetKeyTimeList ( const KeyFrameListList & inputs ) {
ai_assert ( ! inputs . empty ( ) ) ;
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// reserve some space upfront - it is likely that the key-frame lists
// have matching time values, so max(of all key-frame lists) should
// be a good estimate.
KeyTimeList keys ;
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size_t estimate = 0 ;
for ( const KeyFrameList & kfl : inputs ) {
estimate = std : : max ( estimate , std : : get < 0 > ( kfl ) - > size ( ) ) ;
}
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keys . reserve ( estimate ) ;
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std : : vector < unsigned int > next_pos ;
next_pos . resize ( inputs . size ( ) , 0 ) ;
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const size_t count = inputs . size ( ) ;
while ( true ) {
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int64_t min_tick = std : : numeric_limits < int64_t > : : max ( ) ;
for ( size_t i = 0 ; i < count ; + + i ) {
const KeyFrameList & kfl = inputs [ i ] ;
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if ( std : : get < 0 > ( kfl ) - > size ( ) > next_pos [ i ] & & std : : get < 0 > ( kfl ) - > at ( next_pos [ i ] ) < min_tick ) {
min_tick = std : : get < 0 > ( kfl ) - > at ( next_pos [ i ] ) ;
}
}
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if ( min_tick = = std : : numeric_limits < int64_t > : : max ( ) ) {
break ;
}
keys . push_back ( min_tick ) ;
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for ( size_t i = 0 ; i < count ; + + i ) {
const KeyFrameList & kfl = inputs [ i ] ;
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while ( std : : get < 0 > ( kfl ) - > size ( ) > next_pos [ i ] & & std : : get < 0 > ( kfl ) - > at ( next_pos [ i ] ) = = min_tick ) {
+ + next_pos [ i ] ;
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}
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}
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}
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return keys ;
}
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void FBXConverter : : InterpolateKeys ( aiVectorKey * valOut , const KeyTimeList & keys , const KeyFrameListList & inputs ,
const aiVector3D & def_value ,
double & max_time ,
double & min_time ) {
ai_assert ( ! keys . empty ( ) ) ;
ai_assert ( nullptr ! = valOut ) ;
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std : : vector < unsigned int > next_pos ;
const size_t count ( inputs . size ( ) ) ;
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next_pos . resize ( inputs . size ( ) , 0 ) ;
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for ( KeyTimeList : : value_type time : keys ) {
ai_real result [ 3 ] = { def_value . x , def_value . y , def_value . z } ;
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for ( size_t i = 0 ; i < count ; + + i ) {
const KeyFrameList & kfl = inputs [ i ] ;
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const size_t ksize = std : : get < 0 > ( kfl ) - > size ( ) ;
if ( ksize = = 0 ) {
continue ;
}
if ( ksize > next_pos [ i ] & & std : : get < 0 > ( kfl ) - > at ( next_pos [ i ] ) = = time ) {
+ + next_pos [ i ] ;
}
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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 ] ;
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// use lerp for interpolation
const KeyValueList : : value_type valueA = std : : get < 1 > ( kfl ) - > at ( id0 ) ;
const KeyValueList : : value_type valueB = std : : get < 1 > ( kfl ) - > at ( id1 ) ;
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const KeyTimeList : : value_type timeA = std : : get < 0 > ( kfl ) - > at ( id0 ) ;
const KeyTimeList : : value_type timeB = std : : get < 0 > ( kfl ) - > at ( id1 ) ;
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const ai_real factor = timeB = = timeA ? ai_real ( 0. ) : static_cast < ai_real > ( ( time - timeA ) ) / ( timeB - timeA ) ;
const ai_real interpValue = static_cast < ai_real > ( valueA + ( valueB - valueA ) * factor ) ;
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result [ std : : get < 2 > ( kfl ) ] = interpValue ;
}
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// magic value to convert fbx times to seconds
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valOut - > mTime = CONVERT_FBX_TIME ( time ) * anim_fps ;
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min_time = std : : min ( min_time , valOut - > mTime ) ;
max_time = std : : max ( max_time , valOut - > mTime ) ;
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valOut - > mValue . x = result [ 0 ] ;
valOut - > mValue . y = result [ 1 ] ;
valOut - > mValue . z = result [ 2 ] ;
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+ + valOut ;
}
}
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void FBXConverter : : InterpolateKeys ( aiQuatKey * valOut , const KeyTimeList & keys , const KeyFrameListList & inputs ,
const aiVector3D & def_value ,
double & maxTime ,
double & minTime ,
Model : : RotOrder order ) {
ai_assert ( ! keys . empty ( ) ) ;
ai_assert ( nullptr ! = valOut ) ;
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std : : unique_ptr < aiVectorKey [ ] > temp ( new aiVectorKey [ keys . size ( ) ] ) ;
InterpolateKeys ( temp . get ( ) , keys , inputs , def_value , maxTime , minTime ) ;
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aiMatrix4x4 m ;
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aiQuaternion lastq ;
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for ( size_t i = 0 , c = keys . size ( ) ; i < c ; + + i ) {
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valOut [ i ] . mTime = temp [ i ] . mTime ;
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GetRotationMatrix ( order , temp [ i ] . mValue , m ) ;
aiQuaternion quat = aiQuaternion ( aiMatrix3x3 ( m ) ) ;
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// 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 ) {
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quat . Conjugate ( ) ;
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quat . w = - quat . w ;
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}
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lastq = quat ;
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valOut [ i ] . mValue = quat ;
}
}
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aiQuaternion FBXConverter : : EulerToQuaternion ( const aiVector3D & rot , Model : : RotOrder order ) {
aiMatrix4x4 m ;
GetRotationMatrix ( order , rot , m ) ;
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return aiQuaternion ( aiMatrix3x3 ( m ) ) ;
}
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void FBXConverter : : ConvertScaleKeys ( aiNodeAnim * na , const std : : vector < const AnimationCurveNode * > & nodes , const LayerMap & /*layers*/ ,
int64_t start , int64_t stop ,
double & maxTime ,
double & minTime ) {
ai_assert ( nodes . size ( ) ) ;
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// 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.
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const KeyFrameListList & inputs = GetKeyframeList ( nodes , start , stop ) ;
const KeyTimeList & keys = GetKeyTimeList ( inputs ) ;
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na - > mNumScalingKeys = static_cast < unsigned int > ( keys . size ( ) ) ;
na - > mScalingKeys = new aiVectorKey [ keys . size ( ) ] ;
if ( keys . size ( ) > 0 ) {
InterpolateKeys ( na - > mScalingKeys , keys , inputs , aiVector3D ( 1.0f , 1.0f , 1.0f ) , maxTime , minTime ) ;
}
}
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void FBXConverter : : ConvertTranslationKeys ( aiNodeAnim * na , const std : : vector < const AnimationCurveNode * > & nodes ,
const LayerMap & /*layers*/ ,
int64_t start , int64_t stop ,
double & maxTime ,
double & minTime ) {
ai_assert ( nodes . size ( ) ) ;
// XXX see notes in ConvertScaleKeys()
const KeyFrameListList & inputs = GetKeyframeList ( nodes , start , stop ) ;
const KeyTimeList & keys = GetKeyTimeList ( inputs ) ;
na - > mNumPositionKeys = static_cast < unsigned int > ( keys . size ( ) ) ;
na - > mPositionKeys = new aiVectorKey [ keys . size ( ) ] ;
if ( keys . size ( ) > 0 )
InterpolateKeys ( na - > mPositionKeys , keys , inputs , aiVector3D ( 0.0f , 0.0f , 0.0f ) , maxTime , minTime ) ;
}
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void FBXConverter : : ConvertRotationKeys ( aiNodeAnim * na , const std : : vector < const AnimationCurveNode * > & nodes ,
const LayerMap & /*layers*/ ,
int64_t start , int64_t stop ,
double & maxTime ,
double & minTime ,
Model : : RotOrder order ) {
ai_assert ( nodes . size ( ) ) ;
// XXX see notes in ConvertScaleKeys()
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const std : : vector < KeyFrameList > & inputs = GetRotationKeyframeList ( nodes , start , stop ) ;
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const KeyTimeList & keys = GetKeyTimeList ( inputs ) ;
na - > mNumRotationKeys = static_cast < unsigned int > ( keys . size ( ) ) ;
na - > mRotationKeys = new aiQuatKey [ keys . size ( ) ] ;
if ( ! keys . empty ( ) ) {
InterpolateKeys ( na - > mRotationKeys , keys , inputs , aiVector3D ( 0.0f , 0.0f , 0.0f ) , maxTime , minTime , order ) ;
}
}
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void FBXConverter : : ConvertGlobalSettings ( ) {
if ( nullptr = = mSceneOut ) {
return ;
}
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const bool hasGenerator = ! doc . Creator ( ) . empty ( ) ;
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mSceneOut - > mMetaData = aiMetadata : : Alloc ( 16 + ( hasGenerator ? 1 : 0 ) ) ;
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mSceneOut - > mMetaData - > Set ( 0 , " UpAxis " , doc . GlobalSettings ( ) . UpAxis ( ) ) ;
mSceneOut - > mMetaData - > Set ( 1 , " UpAxisSign " , doc . GlobalSettings ( ) . UpAxisSign ( ) ) ;
mSceneOut - > mMetaData - > Set ( 2 , " FrontAxis " , doc . GlobalSettings ( ) . FrontAxis ( ) ) ;
mSceneOut - > mMetaData - > Set ( 3 , " FrontAxisSign " , doc . GlobalSettings ( ) . FrontAxisSign ( ) ) ;
mSceneOut - > mMetaData - > Set ( 4 , " CoordAxis " , doc . GlobalSettings ( ) . CoordAxis ( ) ) ;
mSceneOut - > mMetaData - > Set ( 5 , " CoordAxisSign " , doc . GlobalSettings ( ) . CoordAxisSign ( ) ) ;
mSceneOut - > mMetaData - > Set ( 6 , " OriginalUpAxis " , doc . GlobalSettings ( ) . OriginalUpAxis ( ) ) ;
mSceneOut - > mMetaData - > Set ( 7 , " OriginalUpAxisSign " , doc . GlobalSettings ( ) . OriginalUpAxisSign ( ) ) ;
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//const double unitScaleFactor = (double)doc.GlobalSettings().UnitScaleFactor();
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mSceneOut - > mMetaData - > Set ( 8 , " UnitScaleFactor " , doc . GlobalSettings ( ) . UnitScaleFactor ( ) ) ;
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mSceneOut - > mMetaData - > Set ( 9 , " OriginalUnitScaleFactor " , doc . GlobalSettings ( ) . OriginalUnitScaleFactor ( ) ) ;
mSceneOut - > mMetaData - > Set ( 10 , " AmbientColor " , doc . GlobalSettings ( ) . AmbientColor ( ) ) ;
mSceneOut - > mMetaData - > Set ( 11 , " FrameRate " , ( int ) doc . GlobalSettings ( ) . TimeMode ( ) ) ;
mSceneOut - > mMetaData - > Set ( 12 , " TimeSpanStart " , doc . GlobalSettings ( ) . TimeSpanStart ( ) ) ;
mSceneOut - > mMetaData - > Set ( 13 , " TimeSpanStop " , doc . GlobalSettings ( ) . TimeSpanStop ( ) ) ;
mSceneOut - > mMetaData - > Set ( 14 , " CustomFrameRate " , doc . GlobalSettings ( ) . CustomFrameRate ( ) ) ;
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mSceneOut - > mMetaData - > Set ( 15 , AI_METADATA_SOURCE_FORMAT_VERSION , aiString ( ai_to_string ( doc . FBXVersion ( ) ) ) ) ;
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if ( hasGenerator ) {
mSceneOut - > mMetaData - > Set ( 16 , AI_METADATA_SOURCE_GENERATOR , aiString ( doc . Creator ( ) ) ) ;
}
}
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void FBXConverter : : TransferDataToScene ( ) {
ai_assert ( ! mSceneOut - > mMeshes ) ;
ai_assert ( ! mSceneOut - > mNumMeshes ) ;
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// note: the trailing () ensures initialization with nullptr - not
// many C++ users seem to know this, so pointing it out to avoid
// confusion why this code works.
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if ( ! mMeshes . empty ( ) ) {
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mSceneOut - > mMeshes = new aiMesh * [ mMeshes . size ( ) ] ( ) ;
mSceneOut - > mNumMeshes = static_cast < unsigned int > ( mMeshes . size ( ) ) ;
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std : : swap_ranges ( mMeshes . begin ( ) , mMeshes . end ( ) , mSceneOut - > mMeshes ) ;
}
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if ( ! materials . empty ( ) ) {
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mSceneOut - > mMaterials = new aiMaterial * [ materials . size ( ) ] ( ) ;
mSceneOut - > mNumMaterials = static_cast < unsigned int > ( materials . size ( ) ) ;
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std : : swap_ranges ( materials . begin ( ) , materials . end ( ) , mSceneOut - > mMaterials ) ;
}
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if ( ! animations . empty ( ) ) {
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mSceneOut - > mAnimations = new aiAnimation * [ animations . size ( ) ] ( ) ;
mSceneOut - > mNumAnimations = static_cast < unsigned int > ( animations . size ( ) ) ;
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std : : swap_ranges ( animations . begin ( ) , animations . end ( ) , mSceneOut - > mAnimations ) ;
}
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if ( ! lights . empty ( ) ) {
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mSceneOut - > mLights = new aiLight * [ lights . size ( ) ] ( ) ;
mSceneOut - > mNumLights = static_cast < unsigned int > ( lights . size ( ) ) ;
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std : : swap_ranges ( lights . begin ( ) , lights . end ( ) , mSceneOut - > mLights ) ;
}
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if ( ! cameras . empty ( ) ) {
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mSceneOut - > mCameras = new aiCamera * [ cameras . size ( ) ] ( ) ;
mSceneOut - > mNumCameras = static_cast < unsigned int > ( cameras . size ( ) ) ;
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std : : swap_ranges ( cameras . begin ( ) , cameras . end ( ) , mSceneOut - > mCameras ) ;
}
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if ( ! textures . empty ( ) ) {
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mSceneOut - > mTextures = new aiTexture * [ textures . size ( ) ] ( ) ;
mSceneOut - > mNumTextures = static_cast < unsigned int > ( textures . size ( ) ) ;
std : : swap_ranges ( textures . begin ( ) , textures . end ( ) , mSceneOut - > mTextures ) ;
}
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if ( ! mSkeletons . empty ( ) ) {
mSceneOut - > mSkeletons = new aiSkeleton * [ mSkeletons . size ( ) ] ;
mSceneOut - > mNumSkeletons = static_cast < unsigned int > ( mSkeletons . size ( ) ) ;
std : : swap_ranges ( mSkeletons . begin ( ) , mSkeletons . end ( ) , mSceneOut - > mSkeletons ) ;
}
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}
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void FBXConverter : : ConvertOrphanedEmbeddedTextures ( ) {
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// in C++14 it could be:
// for (auto&& [id, object] : objects)
for ( auto & & id_and_object : doc . Objects ( ) ) {
auto & & id = std : : get < 0 > ( id_and_object ) ;
auto & & object = std : : get < 1 > ( id_and_object ) ;
// If an object doesn't have parent
if ( doc . ConnectionsBySource ( ) . count ( id ) = = 0 ) {
const Texture * realTexture = nullptr ;
try {
const auto & element = object - > GetElement ( ) ;
const Token & key = element . KeyToken ( ) ;
const char * obtype = key . begin ( ) ;
const size_t length = static_cast < size_t > ( key . end ( ) - key . begin ( ) ) ;
if ( strncmp ( obtype , " Texture " , length ) = = 0 ) {
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if ( const Texture * texture = static_cast < const Texture * > ( object - > Get ( ) ) ) {
if ( texture - > Media ( ) & & texture - > Media ( ) - > ContentLength ( ) > 0 ) {
realTexture = texture ;
}
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}
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}
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} catch ( . . . ) {
// do nothing
}
if ( realTexture ) {
const Video * media = realTexture - > Media ( ) ;
unsigned int index = ConvertVideo ( * media ) ;
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textures_converted [ media ] = index ;
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}
}
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}
}
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// ------------------------------------------------------------------------------------------------
void ConvertToAssimpScene ( aiScene * out , const Document & doc , bool removeEmptyBones ) {
FBXConverter converter ( out , doc , removeEmptyBones ) ;
}
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} // namespace FBX
} // namespace Assimp
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# endif