2024-07-18 21:54:31 +00:00
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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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
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(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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*/
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2024-07-12 11:25:35 +00:00
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#ifndef ASSIMP_BUILD_NO_USD_IMPORTER
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#include "USDLoaderImplTinyusdzHelper.h"
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#include "../../../contrib/tinyusdz/assimp_tinyusdz_logging.inc"
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namespace {
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//const char *const TAG = "tinyusdz helper";
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}
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using ChannelType = tinyusdz::tydra::AnimationChannel::ChannelType;
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std::string Assimp::tinyusdzAnimChannelTypeFor(ChannelType animChannel) {
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switch (animChannel) {
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case ChannelType::Transform: {
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return "Transform";
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}
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case ChannelType::Translation: {
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return "Translation";
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}
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case ChannelType::Rotation: {
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return "Rotation";
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}
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case ChannelType::Scale: {
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return "Scale";
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}
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case ChannelType::Weight: {
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return "Weight";
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}
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default:
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return "Invalid";
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}
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}
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using tinyusdz::tydra::NodeType;
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std::string Assimp::tinyusdzNodeTypeFor(NodeType type) {
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switch (type) {
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case NodeType::Xform: {
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return "Xform";
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}
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case NodeType::Mesh: {
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return "Mesh";
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}
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case NodeType::Camera: {
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return "Camera";
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}
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case NodeType::Skeleton: {
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return "Skeleton";
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}
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case NodeType::PointLight: {
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return "PointLight";
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}
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case NodeType::DirectionalLight: {
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return "DirectionalLight";
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}
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case NodeType::EnvmapLight: {
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return "EnvmapLight";
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}
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default:
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return "Invalid";
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}
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}
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aiMatrix4x4 Assimp::tinyUsdzMat4ToAiMat4(const double matIn[4][4]) {
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aiMatrix4x4 matOut;
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matOut.a1 = matIn[0][0];
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matOut.a2 = matIn[0][1];
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matOut.a3 = matIn[0][2];
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matOut.a4 = matIn[0][3];
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matOut.b1 = matIn[1][0];
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matOut.b2 = matIn[1][1];
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matOut.b3 = matIn[1][2];
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matOut.b4 = matIn[1][3];
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matOut.c1 = matIn[2][0];
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matOut.c2 = matIn[2][1];
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matOut.c3 = matIn[2][2];
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matOut.c4 = matIn[2][3];
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matOut.d1 = matIn[3][0];
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matOut.d2 = matIn[3][1];
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matOut.d3 = matIn[3][2];
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matOut.d4 = matIn[3][3];
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// matOut.a1 = matIn[0][0];
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// matOut.a2 = matIn[1][0];
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// matOut.a3 = matIn[2][0];
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// matOut.a4 = matIn[3][0];
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// matOut.b1 = matIn[0][1];
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// matOut.b2 = matIn[1][1];
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// matOut.b3 = matIn[2][1];
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// matOut.b4 = matIn[3][1];
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// matOut.c1 = matIn[0][2];
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// matOut.c2 = matIn[1][2];
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// matOut.c3 = matIn[2][2];
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// matOut.c4 = matIn[3][2];
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// matOut.d1 = matIn[0][3];
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// matOut.d2 = matIn[1][3];
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// matOut.d3 = matIn[2][3];
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// matOut.d4 = matIn[3][3];
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return matOut;
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}
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aiVector3D Assimp::tinyUsdzScaleOrPosToAssimp(const std::array<float, 3> &scaleOrPosIn) {
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return aiVector3D(scaleOrPosIn[0], scaleOrPosIn[1], scaleOrPosIn[2]);
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}
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aiQuaternion Assimp::tinyUsdzQuatToAiQuat(const std::array<float, 4> &quatIn) {
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// tinyusdz "quat" is x,y,z,w
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// aiQuaternion is w,x,y,z
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return aiQuaternion(
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quatIn[3], quatIn[0], quatIn[1], quatIn[2]);
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}
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#endif // !! ASSIMP_BUILD_NO_USD_IMPORTER
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