assimp/code/AssetLib/USD/USDLoaderImplTinyusdzHelper...

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#ifndef ASSIMP_BUILD_NO_USD_IMPORTER
#include "USDLoaderImplTinyusdzHelper.h"
#include "../../../contrib/tinyusdz/assimp_tinyusdz_logging.inc"
namespace {
//const char *const TAG = "tinyusdz helper";
}
using ChannelType = tinyusdz::tydra::AnimationChannel::ChannelType;
std::string Assimp::tinyusdzAnimChannelTypeFor(ChannelType animChannel) {
switch (animChannel) {
case ChannelType::Transform: {
return "Transform";
}
case ChannelType::Translation: {
return "Translation";
}
case ChannelType::Rotation: {
return "Rotation";
}
case ChannelType::Scale: {
return "Scale";
}
case ChannelType::Weight: {
return "Weight";
}
default:
return "Invalid";
}
}
using tinyusdz::tydra::NodeType;
std::string Assimp::tinyusdzNodeTypeFor(NodeType type) {
switch (type) {
case NodeType::Xform: {
return "Xform";
}
case NodeType::Mesh: {
return "Mesh";
}
case NodeType::Camera: {
return "Camera";
}
case NodeType::Skeleton: {
return "Skeleton";
}
case NodeType::PointLight: {
return "PointLight";
}
case NodeType::DirectionalLight: {
return "DirectionalLight";
}
case NodeType::EnvmapLight: {
return "EnvmapLight";
}
default:
return "Invalid";
}
}
aiMatrix4x4 Assimp::tinyUsdzMat4ToAiMat4(const double matIn[4][4]) {
aiMatrix4x4 matOut;
matOut.a1 = matIn[0][0];
matOut.a2 = matIn[0][1];
matOut.a3 = matIn[0][2];
matOut.a4 = matIn[0][3];
matOut.b1 = matIn[1][0];
matOut.b2 = matIn[1][1];
matOut.b3 = matIn[1][2];
matOut.b4 = matIn[1][3];
matOut.c1 = matIn[2][0];
matOut.c2 = matIn[2][1];
matOut.c3 = matIn[2][2];
matOut.c4 = matIn[2][3];
matOut.d1 = matIn[3][0];
matOut.d2 = matIn[3][1];
matOut.d3 = matIn[3][2];
matOut.d4 = matIn[3][3];
// matOut.a1 = matIn[0][0];
// matOut.a2 = matIn[1][0];
// matOut.a3 = matIn[2][0];
// matOut.a4 = matIn[3][0];
// matOut.b1 = matIn[0][1];
// matOut.b2 = matIn[1][1];
// matOut.b3 = matIn[2][1];
// matOut.b4 = matIn[3][1];
// matOut.c1 = matIn[0][2];
// matOut.c2 = matIn[1][2];
// matOut.c3 = matIn[2][2];
// matOut.c4 = matIn[3][2];
// matOut.d1 = matIn[0][3];
// matOut.d2 = matIn[1][3];
// matOut.d3 = matIn[2][3];
// matOut.d4 = matIn[3][3];
return matOut;
}
aiVector3D Assimp::tinyUsdzScaleOrPosToAssimp(const std::array<float, 3> &scaleOrPosIn) {
return aiVector3D(scaleOrPosIn[0], scaleOrPosIn[1], scaleOrPosIn[2]);
}
aiQuaternion Assimp::tinyUsdzQuatToAiQuat(const std::array<float, 4> &quatIn) {
// tinyusdz "quat" is x,y,z,w
// aiQuaternion is w,x,y,z
return aiQuaternion(
quatIn[3], quatIn[0], quatIn[1], quatIn[2]);
}
#endif // !! ASSIMP_BUILD_NO_USD_IMPORTER