Merge branch 'master' into ETC_Inc
commit
05ea039846
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@ -890,7 +890,7 @@ SET( assimp_src
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${PostProcessing_SRCS}
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${MaterialSystem_SRCS}
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${STEPParser_SRCS}
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${Step_SRCS}
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# ${Step_SRCS} check if we need a different approach
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# Model Support
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${ASSIMP_LOADER_SRCS}
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@ -870,10 +870,15 @@ namespace Assimp {
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for (const Geometry* geo : geos) {
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
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const LineGeometry* const line = dynamic_cast<const LineGeometry*>(geo);
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if (mesh) {
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const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
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}
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else if (line) {
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const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
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}
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else {
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FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
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}
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@ -922,7 +927,52 @@ namespace Assimp {
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return temp;
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}
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aiMesh* FBXConverter::SetupEmptyMesh(const MeshGeometry& mesh, aiNode& nd)
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std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
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const aiMatrix4x4& node_global_transform, aiNode& nd)
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{
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std::vector<unsigned int> temp;
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const std::vector<aiVector3D>& vertices = line.GetVertices();
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const std::vector<int>& indices = line.GetIndices();
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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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}
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aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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// copy vertices
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out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
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out_mesh->mVertices = new aiVector3D[out_mesh->mNumVertices];
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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"
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//N.B.: Endpoints in FbxLine are denoted by negative indices.
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//If such an Index is encountered, add 1 and multiply by -1 to get the real index.
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unsigned int epcount = 0;
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for (unsigned i = 0; i < indices.size(); i++)
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{
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if (indices[i] < 0) epcount++;
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}
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unsigned int pcount = indices.size();
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unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
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aiFace* fac = out_mesh->mFaces = new aiFace[scount]();
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for (unsigned int i = 0; i < pcount; ++i) {
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if (indices[i] < 0) continue;
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aiFace& f = *fac++;
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f.mNumIndices = 2; //2 == aiPrimitiveType_LINE
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f.mIndices = new unsigned int[2];
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f.mIndices[0] = indices[i];
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int segid = indices[(i + 1 == pcount ? 0 : i + 1)]; //If we have reached he last point, wrap around
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f.mIndices[1] = (segid < 0 ? (segid + 1)*-1 : segid); //Convert EndPoint Index to normal Index
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}
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temp.push_back(static_cast<unsigned int>(meshes.size() - 1));
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return temp;
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}
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aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
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{
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aiMesh* const out_mesh = new aiMesh();
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meshes.push_back(out_mesh);
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@ -957,6 +1007,7 @@ namespace Assimp {
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// copy vertices
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out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
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out_mesh->mVertices = new aiVector3D[vertices.size()];
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std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
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// generate dummy faces
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@ -1524,6 +1575,7 @@ namespace Assimp {
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// shading stuff and colors
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SetShadingPropertiesCommon(out_mat, props);
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SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh );
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// texture assignments
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SetTextureProperties(out_mat, material.Textures(), mesh);
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@ -2022,6 +2074,180 @@ namespace Assimp {
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const float DispFactor = PropertyGet<float>(props, "DisplacementFactor", ok);
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if (ok) {
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out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0);
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}
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}
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void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh)
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{
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// Add all the unparsed properties with a "$raw." prefix
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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>* interpreted = prop.second->As<TypedProperty<aiVector3D> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<aiColor3D>* interpreted = prop.second->As<TypedProperty<aiColor3D> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<aiColor4D>* interpreted = prop.second->As<TypedProperty<aiColor4D> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int> >())
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{
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out_mat->AddProperty(&interpreted->Value(), 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool> >())
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{
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int value = interpreted->Value() ? 1 : 0;
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out_mat->AddProperty(&value, 1, name.c_str(), 0, 0);
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}
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else if (const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >())
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{
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const aiString value = aiString(interpreted->Value());
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out_mat->AddProperty(&value, name.c_str(), 0, 0);
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}
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}
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// 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;
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if (tex != nullptr)
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{
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aiString path;
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path.Set(tex->RelativeFilename());
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const Video* media = tex->Media();
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if (media != nullptr && media->ContentLength() > 0) {
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unsigned int index;
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VideoMap::const_iterator it = textures_converted.find(media);
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if (it != textures_converted.end()) {
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index = (*it).second;
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}
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else {
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index = ConvertVideo(*media);
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textures_converted[media] = index;
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}
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// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
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path.data[0] = '*';
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path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
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}
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out_mat->AddProperty(&path, (name + "|file").c_str(), aiTextureType_UNKNOWN, 0);
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aiUVTransform uvTrafo;
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// XXX handle all kinds of UV transformations
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uvTrafo.mScaling = tex->UVScaling();
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uvTrafo.mTranslation = tex->UVTranslation();
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out_mat->AddProperty(&uvTrafo, 1, (name + "|uvtrafo").c_str(), aiTextureType_UNKNOWN, 0);
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int uvIndex = 0;
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bool uvFound = false;
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const std::string& uvSet = PropertyGet<std::string>(tex->Props(), "UVSet", uvFound);
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if (uvFound) {
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// "default" is the name which usually appears in the FbxFileTexture template
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if (uvSet != "default" && uvSet.length()) {
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// this is a bit awkward - we need to find a mesh that uses this
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// material and scan its UV channels for the given UV name because
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// assimp references UV channels by index, not by name.
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// XXX: the case that UV channels may appear in different orders
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// in meshes is unhandled. A possible solution would be to sort
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// the UV channels alphabetically, but this would have the side
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// effect that the primary (first) UV channel would sometimes
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// be moved, causing trouble when users read only the first
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// 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));
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uvIndex = -1;
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if (!mesh)
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{
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for (const MeshMap::value_type& v : meshes_converted) {
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(v.first);
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if (!mesh) {
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continue;
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}
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const MatIndexArray& mats = mesh->GetMaterialIndices();
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if (std::find(mats.begin(), mats.end(), matIndex) == mats.end()) {
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continue;
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}
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int index = -1;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if (mesh->GetTextureCoords(i).empty()) {
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break;
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}
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const std::string& name = mesh->GetTextureCoordChannelName(i);
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if (name == uvSet) {
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index = static_cast<int>(i);
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break;
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}
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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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}
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if (uvIndex == -1) {
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uvIndex = index;
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}
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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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}
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}
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else
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{
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int index = -1;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if (mesh->GetTextureCoords(i).empty()) {
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break;
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}
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const std::string& name = mesh->GetTextureCoordChannelName(i);
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if (name == uvSet) {
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index = static_cast<int>(i);
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break;
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}
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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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}
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if (uvIndex == -1) {
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uvIndex = index;
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}
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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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}
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}
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out_mat->AddProperty(&uvIndex, 1, (name + "|uvwsrc").c_str(), aiTextureType_UNKNOWN, 0);
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}
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}
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}
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@ -174,14 +174,18 @@ private:
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// ------------------------------------------------------------------------------------------------
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void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform);
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// ------------------------------------------------------------------------------------------------
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// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
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std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform, aiNode& nd);
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// ------------------------------------------------------------------------------------------------
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aiMesh* SetupEmptyMesh(const MeshGeometry& mesh, aiNode& nd);
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std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
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const aiMatrix4x4& node_global_transform, aiNode& nd);
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// ------------------------------------------------------------------------------------------------
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aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode& nd);
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
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@ -264,6 +268,7 @@ private:
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// ------------------------------------------------------------------------------------------------
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void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props);
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void SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh);
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// ------------------------------------------------------------------------------------------------
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// get the number of fps for a FrameRate enumerated value
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@ -424,6 +429,7 @@ private:
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std::vector<aiLight*> lights;
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std::vector<aiCamera*> cameras;
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std::vector<aiTexture*> textures;
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typedef std::map<const Material*, unsigned int> MaterialMap;
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MaterialMap materials_converted;
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@ -149,6 +149,9 @@ const Object* LazyObject::Get(bool dieOnError)
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if (!strcmp(classtag.c_str(), "Shape")) {
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object.reset(new ShapeGeometry(id, element, name, doc));
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}
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if (!strcmp(classtag.c_str(), "Line")) {
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object.reset(new LineGeometry(id, element, name, doc));
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}
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}
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else if (!strncmp(obtype,"NodeAttribute",length)) {
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if (!strcmp(classtag.c_str(),"Camera")) {
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@ -66,6 +66,7 @@ class PropertyTable;
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class Document;
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class Material;
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class ShapeGeometry;
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class LineGeometry;
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class Geometry;
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class Video;
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@ -679,6 +679,32 @@ const std::vector<aiVector3D>& ShapeGeometry::GetNormals() const {
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const std::vector<unsigned int>& ShapeGeometry::GetIndices() const {
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return m_indices;
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}
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// ------------------------------------------------------------------------------------------------
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LineGeometry::LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
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: Geometry(id, element, name, doc)
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{
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const Scope* sc = element.Compound();
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if (!sc) {
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DOMError("failed to read Geometry object (class: Line), no data scope found");
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}
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const Element& Points = GetRequiredElement(*sc, "Points", &element);
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const Element& PointsIndex = GetRequiredElement(*sc, "PointsIndex", &element);
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ParseVectorDataArray(m_vertices, Points);
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ParseVectorDataArray(m_indices, PointsIndex);
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}
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// ------------------------------------------------------------------------------------------------
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LineGeometry::~LineGeometry() {
|
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// empty
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}
|
||||
// ------------------------------------------------------------------------------------------------
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const std::vector<aiVector3D>& LineGeometry::GetVertices() const {
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return m_vertices;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
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||||
const std::vector<int>& LineGeometry::GetIndices() const {
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return m_indices;
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}
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} // !FBX
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} // !Assimp
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#endif
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|
|
|
@ -205,6 +205,28 @@ private:
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std::vector<aiVector3D> m_normals;
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||||
std::vector<unsigned int> m_indices;
|
||||
};
|
||||
/**
|
||||
* DOM class for FBX geometry of type "Line"
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||||
*/
|
||||
class LineGeometry : public Geometry
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||||
{
|
||||
public:
|
||||
/** The class constructor */
|
||||
LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
|
||||
|
||||
/** The class destructor */
|
||||
virtual ~LineGeometry();
|
||||
|
||||
/** Get a list of all vertex points, non-unique*/
|
||||
const std::vector<aiVector3D>& GetVertices() const;
|
||||
|
||||
/** Return list of vertex indices. */
|
||||
const std::vector<int>& GetIndices() const;
|
||||
|
||||
private:
|
||||
std::vector<aiVector3D> m_vertices;
|
||||
std::vector<int> m_indices;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue