Merge branch 'master' into issue_1721
commit
1037ac5b93
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@ -127,9 +127,8 @@ void Discreet3DSImporter::ReplaceDefaultMaterial()
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if (cnt && idx == mScene->mMaterials.size())
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{
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// We need to create our own default material
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D3DS::Material sMat;
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D3DS::Material sMat("%%%DEFAULT");
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sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
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sMat.mName = "%%%DEFAULT";
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mScene->mMaterials.push_back(sMat);
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DefaultLogger::get()->info("3DS: Generating default material");
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@ -370,9 +370,14 @@ struct Texture
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/** Helper structure representing a 3ds material */
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struct Material
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{
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//! Default constructor. Builds a default name for the material
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Material()
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: mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
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//! Default constructor has been deleted
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Material() = delete;
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//! Constructor with explicit name
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explicit Material(const std::string &name)
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: mName(name)
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, mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
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, mSpecularExponent ( ai_real( 0.0 ) )
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, mShininessStrength ( ai_real( 1.0 ) )
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, mShading(Discreet3DS::Gouraud)
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@ -380,13 +385,70 @@ struct Material
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, mBumpHeight ( ai_real( 1.0 ) )
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, mTwoSided (false)
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{
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static int iCnt = 0;
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char szTemp[128];
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ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
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mName = szTemp;
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}
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Material(const Material &other) = default;
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Material &operator=(const Material &other) = default;
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//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
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Material(Material &&other)
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: mName(std::move(other.mName))
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, mDiffuse(std::move(other.mDiffuse))
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, mSpecularExponent(std::move(other.mSpecularExponent))
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, mShininessStrength(std::move(other.mShininessStrength))
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, mSpecular(std::move(other.mSpecular))
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, mAmbient(std::move(other.mAmbient))
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, mShading(std::move(other.mShading))
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, mTransparency(std::move(other.mTransparency))
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, sTexDiffuse(std::move(other.sTexDiffuse))
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, sTexOpacity(std::move(other.sTexOpacity))
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, sTexSpecular(std::move(other.sTexSpecular))
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, sTexReflective(std::move(other.sTexReflective))
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, sTexBump(std::move(other.sTexBump))
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, sTexEmissive(std::move(other.sTexEmissive))
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, sTexShininess(std::move(other.sTexShininess))
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, mBumpHeight(std::move(other.mBumpHeight))
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, mEmissive(std::move(other.mEmissive))
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, sTexAmbient(std::move(other.sTexAmbient))
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, mTwoSided(std::move(other.mTwoSided))
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{
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}
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Material &operator=(Material &&other) {
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if (this == &other) {
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return *this;
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}
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mName = std::move(other.mName);
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mDiffuse = std::move(other.mDiffuse);
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mSpecularExponent = std::move(other.mSpecularExponent);
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mShininessStrength = std::move(other.mShininessStrength),
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mSpecular = std::move(other.mSpecular);
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mAmbient = std::move(other.mAmbient);
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mShading = std::move(other.mShading);
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mTransparency = std::move(other.mTransparency);
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sTexDiffuse = std::move(other.sTexDiffuse);
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sTexOpacity = std::move(other.sTexOpacity);
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sTexSpecular = std::move(other.sTexSpecular);
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sTexReflective = std::move(other.sTexReflective);
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sTexBump = std::move(other.sTexBump);
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sTexEmissive = std::move(other.sTexEmissive);
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sTexShininess = std::move(other.sTexShininess);
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mBumpHeight = std::move(other.mBumpHeight);
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mEmissive = std::move(other.mEmissive);
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sTexAmbient = std::move(other.sTexAmbient);
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mTwoSided = std::move(other.mTwoSided);
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return *this;
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}
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~Material() {}
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//! Name of the material
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std::string mName;
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//! Diffuse color of the material
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@ -105,14 +105,14 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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Discreet3DSImporter::Discreet3DSImporter()
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: stream(),
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mLastNodeIndex(),
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mCurrentNode(),
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mRootNode(),
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mScene(),
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mMasterScale(),
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bHasBG(),
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bIsPrj()
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: stream()
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, mLastNodeIndex()
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, mCurrentNode()
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, mRootNode()
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, mScene()
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, mMasterScale()
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, bHasBG()
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, bIsPrj()
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{}
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// ------------------------------------------------------------------------------------------------
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@ -346,7 +346,7 @@ void Discreet3DSImporter::ParseObjectChunk()
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case Discreet3DS::CHUNK_MAT_MATERIAL:
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// Add a new material to the list
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mScene->mMaterials.push_back(D3DS::Material());
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mScene->mMaterials.push_back(D3DS::Material(std::string("UNNAMED_" + std::to_string(mScene->mMaterials.size()))));
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ParseMaterialChunk();
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break;
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@ -83,11 +83,11 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ASEImporter::ASEImporter()
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: mParser(),
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mBuffer(),
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pcScene(),
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configRecomputeNormals(),
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noSkeletonMesh()
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: mParser()
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, mBuffer()
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, pcScene()
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, configRecomputeNormals()
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, noSkeletonMesh()
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{}
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// ------------------------------------------------------------------------------------------------
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@ -276,14 +276,13 @@ void ASEImporter::GenerateDefaultMaterial()
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}
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if (bHas || mParser->m_vMaterials.empty()) {
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// add a simple material without submaterials to the parser's list
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mParser->m_vMaterials.push_back ( ASE::Material() );
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mParser->m_vMaterials.push_back ( ASE::Material(AI_DEFAULT_MATERIAL_NAME) );
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ASE::Material& mat = mParser->m_vMaterials.back();
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mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
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mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
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mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
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mat.mShading = Discreet3DS::Gouraud;
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mat.mName = AI_DEFAULT_MATERIAL_NAME;
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}
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}
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@ -528,7 +528,7 @@ void Parser::ParseLV1MaterialListBlock()
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ParseLV4MeshLong(iMaterialCount);
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// now allocate enough storage to hold all materials
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m_vMaterials.resize(iOldMaterialCount+iMaterialCount);
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m_vMaterials.resize(iOldMaterialCount+iMaterialCount, Material("INVALID"));
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continue;
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}
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if (TokenMatch(filePtr,"MATERIAL",8))
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@ -706,7 +706,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
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ParseLV4MeshLong(iNumSubMaterials);
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// allocate enough storage
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mat.avSubMaterials.resize(iNumSubMaterials);
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mat.avSubMaterials.resize(iNumSubMaterials, Material("INVALID SUBMATERIAL"));
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}
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// submaterial chunks
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if (TokenMatch(filePtr,"SUBMATERIAL",11))
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@ -67,10 +67,53 @@ using namespace D3DS;
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/** Helper structure representing an ASE material */
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struct Material : public D3DS::Material
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{
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//! Default constructor
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Material() : pcInstance(NULL), bNeed (false)
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//! Default constructor has been deleted
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Material() = delete;
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//! Constructor with explicit name
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explicit Material(const std::string &name)
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: D3DS::Material(name)
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, pcInstance(NULL)
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, bNeed (false)
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{}
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Material(const Material &other) = default;
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Material &operator=(const Material &other) = default;
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//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
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Material(Material &&other)
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: D3DS::Material(std::move(other))
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, avSubMaterials(std::move(other.avSubMaterials))
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, pcInstance(std::move(other.pcInstance))
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, bNeed(std::move(other.bNeed))
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{
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other.pcInstance = nullptr;
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}
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Material &operator=(Material &&other) {
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if (this == &other) {
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return *this;
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}
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D3DS::Material::operator=(std::move(other));
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avSubMaterials = std::move(other.avSubMaterials);
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pcInstance = std::move(other.pcInstance);
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bNeed = std::move(other.bNeed);
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other.pcInstance = nullptr;
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return *this;
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}
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~Material() {}
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//! Contains all sub materials of this material
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std::vector<Material> avSubMaterials;
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@ -66,7 +66,6 @@ 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) / 46186158000L
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@ -74,373 +73,6 @@ using namespace Util;
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// XXX vc9's debugger won't step into anonymous namespaces
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//namespace {
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/** Dummy class to encapsulate the conversion process */
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class Converter
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{
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public:
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/**
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* The different parts that make up the final local transformation of a fbx-node
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*/
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enum TransformationComp
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{
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TransformationComp_Translation = 0,
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TransformationComp_RotationOffset,
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TransformationComp_RotationPivot,
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TransformationComp_PreRotation,
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TransformationComp_Rotation,
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TransformationComp_PostRotation,
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TransformationComp_RotationPivotInverse,
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TransformationComp_ScalingOffset,
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TransformationComp_ScalingPivot,
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TransformationComp_Scaling,
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TransformationComp_ScalingPivotInverse,
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TransformationComp_GeometricTranslation,
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TransformationComp_GeometricRotation,
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TransformationComp_GeometricScaling,
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TransformationComp_MAXIMUM
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};
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public:
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Converter( aiScene* out, const Document& doc );
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~Converter();
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private:
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// ------------------------------------------------------------------------------------------------
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// find scene root and trigger recursive scene conversion
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void ConvertRootNode();
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// ------------------------------------------------------------------------------------------------
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// collect and assign child nodes
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void ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4() );
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// ------------------------------------------------------------------------------------------------
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void ConvertLights( const Model& model );
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// ------------------------------------------------------------------------------------------------
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void ConvertCameras( const Model& model );
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// ------------------------------------------------------------------------------------------------
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void ConvertLight( const Model& model, const Light& light );
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// ------------------------------------------------------------------------------------------------
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void ConvertCamera( const Model& model, const Camera& cam );
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// ------------------------------------------------------------------------------------------------
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// this returns unified names usable within assimp identifiers (i.e. no space characters -
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// while these would be allowed, they are a potential trouble spot so better not use them).
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const char* NameTransformationComp( TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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// note: this returns the REAL fbx property names
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const char* NameTransformationCompProperty( TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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aiVector3D TransformationCompDefaultValue( TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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void GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out );
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// ------------------------------------------------------------------------------------------------
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/**
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* checks if a node has more than just scaling, rotation and translation components
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*/
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bool NeedsComplexTransformationChain( const Model& model );
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// ------------------------------------------------------------------------------------------------
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// note: name must be a FixNodeName() result
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std::string NameTransformationChainNode( const std::string& name, TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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/**
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* note: memory for output_nodes will be managed by the caller
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*/
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void GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes );
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// ------------------------------------------------------------------------------------------------
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void SetupNodeMetadata( const Model& model, aiNode& nd );
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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 );
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// ------------------------------------------------------------------------------------------------
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aiMesh* SetupEmptyMesh( const MeshGeometry& mesh );
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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std::vector<unsigned int> ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform );
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|
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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MatIndexArray::value_type index,
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const aiMatrix4x4& node_global_transform );
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|
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// ------------------------------------------------------------------------------------------------
|
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static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
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static_cast<unsigned int>(-1);
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|
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// ------------------------------------------------------------------------------------------------
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/**
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* - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into
|
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* account when determining which weights to include.
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* - outputVertStartIndices is only used when a material index is specified, it gives for
|
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* each output vertex the DOM index it maps to.
|
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*/
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void ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
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const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
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unsigned int materialIndex = NO_MATERIAL_SEPARATION,
|
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std::vector<unsigned int>* outputVertStartIndices = NULL );
|
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|
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// ------------------------------------------------------------------------------------------------
|
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void ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
|
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std::vector<size_t>& out_indices,
|
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std::vector<size_t>& index_out_indices,
|
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std::vector<size_t>& count_out_indices,
|
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const aiMatrix4x4& node_global_transform );
|
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|
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// ------------------------------------------------------------------------------------------------
|
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void ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo,
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MatIndexArray::value_type materialIndex );
|
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|
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// ------------------------------------------------------------------------------------------------
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unsigned int GetDefaultMaterial();
|
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|
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|
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// ------------------------------------------------------------------------------------------------
|
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// Material -> aiMaterial
|
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unsigned int ConvertMaterial( const Material& material, const MeshGeometry* const mesh );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Video -> aiTexture
|
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unsigned int ConvertVideo( const Video& video );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
|
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const std::string& propName,
|
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aiTextureType target, const MeshGeometry* const mesh );
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|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
|
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const std::string& propName,
|
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aiTextureType target, const MeshGeometry* const mesh );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiColor3D GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
|
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bool& result );
|
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aiColor3D GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
|
||||
const std::string& factorName, bool& result, bool useTemplate=true );
|
||||
aiColor3D GetColorProperty( const PropertyTable& props, const std::string& colorName,
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bool& result, bool useTemplate=true );
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||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// get the number of fps for a FrameRate enumerated value
|
||||
static double FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0 );
|
||||
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// ------------------------------------------------------------------------------------------------
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// convert animation data to aiAnimation et al
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void ConvertAnimations();
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||||
|
||||
// ------------------------------------------------------------------------------------------------
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// rename a node already partially converted. fixed_name is a string previously returned by
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// FixNodeName, new_name specifies the string FixNodeName should return on all further invocations
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||||
// which would previously have returned the old value.
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||||
//
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||||
// this also updates names in node animations, cameras and light sources and is thus slow.
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//
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// NOTE: the caller is responsible for ensuring that the new name is unique and does
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||||
// not collide with any other identifiers. The best way to ensure this is to only
|
||||
// append to the old name, which is guaranteed to match these requirements.
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void RenameNode( const std::string& fixed_name, const std::string& new_name );
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||||
|
||||
// ------------------------------------------------------------------------------------------------
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||||
// takes a fbx node name and returns the identifier to be used in the assimp output scene.
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// the function is guaranteed to provide consistent results over multiple invocations
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// UNLESS RenameNode() is called for a particular node name.
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||||
std::string FixNodeName( const std::string& name );
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||||
|
||||
typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap;
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||||
|
||||
// XXX: better use multi_map ..
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||||
typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertAnimationStack( const AnimationStack& st );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void 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 );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
bool IsRedundantAnimationData( const Model& target,
|
||||
TransformationComp comp,
|
||||
const std::vector<const AnimationCurveNode*>& curves );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiNodeAnim* 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 );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiNodeAnim* 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 );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiNodeAnim* 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 = false );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// generate node anim, extracting only Rotation, Scaling and Translation from the given chain
|
||||
aiNodeAnim* GenerateSimpleNodeAnim( const std::string& name,
|
||||
const Model& target,
|
||||
NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ],
|
||||
NodeMap::const_iterator iter_end,
|
||||
const LayerMap& layer_map,
|
||||
int64_t start, int64_t stop,
|
||||
double& max_time,
|
||||
double& min_time,
|
||||
bool reverse_order = false );
|
||||
|
||||
// key (time), value, mapto (component index)
|
||||
typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
|
||||
typedef std::vector<KeyFrameList> KeyFrameListList;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
KeyFrameListList GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
KeyTimeList GetKeyTimeList( const KeyFrameListList& inputs );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
|
||||
const aiVector3D& def_value,
|
||||
double& max_time,
|
||||
double& min_time );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
|
||||
const aiVector3D& def_value,
|
||||
double& maxTime,
|
||||
double& minTime,
|
||||
Model::RotOrder order );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale,
|
||||
aiVectorKey* out_translation,
|
||||
const KeyFrameListList& scaling,
|
||||
const KeyFrameListList& translation,
|
||||
const KeyFrameListList& rotation,
|
||||
const KeyTimeList& times,
|
||||
double& maxTime,
|
||||
double& minTime,
|
||||
Model::RotOrder order,
|
||||
const aiVector3D& def_scale,
|
||||
const aiVector3D& def_translate,
|
||||
const aiVector3D& def_rotation );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// euler xyz -> quat
|
||||
aiQuaternion EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
|
||||
int64_t start, int64_t stop,
|
||||
double& maxTime,
|
||||
double& minTime );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
|
||||
const LayerMap& /*layers*/,
|
||||
int64_t start, int64_t stop,
|
||||
double& maxTime,
|
||||
double& minTime );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void 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 );
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// copy generated meshes, animations, lights, cameras and textures to the output scene
|
||||
void TransferDataToScene();
|
||||
|
||||
private:
|
||||
|
||||
// 0: not assigned yet, others: index is value - 1
|
||||
unsigned int defaultMaterialIndex;
|
||||
|
||||
std::vector<aiMesh*> meshes;
|
||||
std::vector<aiMaterial*> materials;
|
||||
std::vector<aiAnimation*> animations;
|
||||
std::vector<aiLight*> lights;
|
||||
std::vector<aiCamera*> cameras;
|
||||
std::vector<aiTexture*> textures;
|
||||
|
||||
typedef std::map<const Material*, unsigned int> MaterialMap;
|
||||
MaterialMap materials_converted;
|
||||
|
||||
typedef std::map<const Video*, unsigned int> VideoMap;
|
||||
VideoMap textures_converted;
|
||||
|
||||
typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
|
||||
MeshMap meshes_converted;
|
||||
|
||||
// fixed node name -> which trafo chain components have animations?
|
||||
typedef std::map<std::string, unsigned int> NodeAnimBitMap;
|
||||
NodeAnimBitMap node_anim_chain_bits;
|
||||
|
||||
// name -> has had its prefix_stripped?
|
||||
typedef std::map<std::string, bool> NodeNameMap;
|
||||
NodeNameMap node_names;
|
||||
|
||||
typedef std::map<std::string, std::string> NameNameMap;
|
||||
NameNameMap renamed_nodes;
|
||||
|
||||
double anim_fps;
|
||||
|
||||
aiScene* const out;
|
||||
const FBX::Document& doc;
|
||||
};
|
||||
|
||||
Converter::Converter( aiScene* out, const Document& doc )
|
||||
: defaultMaterialIndex()
|
||||
|
@ -471,6 +103,7 @@ Converter::Converter( aiScene* out, const Document& doc )
|
|||
}
|
||||
}
|
||||
|
||||
ConvertGlobalSettings();
|
||||
TransferDataToScene();
|
||||
|
||||
// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
|
||||
|
@ -3340,8 +2973,20 @@ void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const Ani
|
|||
|
||||
na->mNumRotationKeys = static_cast<unsigned int>( keys.size() );
|
||||
na->mRotationKeys = new aiQuatKey[ keys.size() ];
|
||||
if ( keys.size() > 0 )
|
||||
InterpolateKeys( na->mRotationKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime, order );
|
||||
if (!keys.empty()) {
|
||||
InterpolateKeys(na->mRotationKeys, keys, inputs, aiVector3D(0.0f, 0.0f, 0.0f), maxTime, minTime, order);
|
||||
}
|
||||
}
|
||||
|
||||
void Converter::ConvertGlobalSettings() {
|
||||
if (nullptr == out) {
|
||||
return;
|
||||
}
|
||||
|
||||
out->mMetaData = aiMetadata::Alloc(1);
|
||||
unsigned int index(0);
|
||||
const double unitScalFactor(doc.GlobalSettings().UnitScaleFactor());
|
||||
out->mMetaData->Set(index, "UnitScaleFactor", unitScalFactor);
|
||||
}
|
||||
|
||||
void Converter::TransferDataToScene()
|
||||
|
|
|
@ -45,7 +45,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef INCLUDED_AI_FBX_CONVERTER_H
|
||||
#define INCLUDED_AI_FBX_CONVERTER_H
|
||||
|
||||
#include "FBXParser.h"
|
||||
#include "FBXMeshGeometry.h"
|
||||
#include "FBXDocument.h"
|
||||
#include "FBXUtil.h"
|
||||
#include "FBXProperties.h"
|
||||
#include "FBXImporter.h"
|
||||
#include <assimp/anim.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/light.h>
|
||||
#include <assimp/texture.h>
|
||||
#include <assimp/camera.h>
|
||||
#include <assimp/StringComparison.h>
|
||||
|
||||
struct aiScene;
|
||||
struct aiNode;
|
||||
struct aiMaterial;
|
||||
|
||||
namespace Assimp {
|
||||
namespace FBX {
|
||||
|
@ -59,6 +74,373 @@ class Document;
|
|||
*/
|
||||
void ConvertToAssimpScene(aiScene* out, const Document& doc);
|
||||
|
||||
/** Dummy class to encapsulate the conversion process */
|
||||
class Converter {
|
||||
public:
|
||||
/**
|
||||
* The different parts that make up the final local transformation of a fbx-node
|
||||
*/
|
||||
enum TransformationComp {
|
||||
TransformationComp_Translation = 0,
|
||||
TransformationComp_RotationOffset,
|
||||
TransformationComp_RotationPivot,
|
||||
TransformationComp_PreRotation,
|
||||
TransformationComp_Rotation,
|
||||
TransformationComp_PostRotation,
|
||||
TransformationComp_RotationPivotInverse,
|
||||
TransformationComp_ScalingOffset,
|
||||
TransformationComp_ScalingPivot,
|
||||
TransformationComp_Scaling,
|
||||
TransformationComp_ScalingPivotInverse,
|
||||
TransformationComp_GeometricTranslation,
|
||||
TransformationComp_GeometricRotation,
|
||||
TransformationComp_GeometricScaling,
|
||||
|
||||
TransformationComp_MAXIMUM
|
||||
};
|
||||
|
||||
public:
|
||||
Converter(aiScene* out, const Document& doc);
|
||||
~Converter();
|
||||
|
||||
private:
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// find scene root and trigger recursive scene conversion
|
||||
void ConvertRootNode();
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// collect and assign child nodes
|
||||
void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4());
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertLights(const Model& model);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertCameras(const Model& model);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertLight(const Model& model, const Light& light);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertCamera(const Model& model, const Camera& cam);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// this returns unified names usable within assimp identifiers (i.e. no space characters -
|
||||
// while these would be allowed, they are a potential trouble spot so better not use them).
|
||||
const char* NameTransformationComp(TransformationComp comp);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// note: this returns the REAL fbx property names
|
||||
const char* NameTransformationCompProperty(TransformationComp comp);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiVector3D TransformationCompDefaultValue(TransformationComp comp);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void GetRotationMatrix(Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out);
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/**
|
||||
* checks if a node has more than just scaling, rotation and translation components
|
||||
*/
|
||||
bool NeedsComplexTransformationChain(const Model& model);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// note: name must be a FixNodeName() result
|
||||
std::string NameTransformationChainNode(const std::string& name, TransformationComp comp);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/**
|
||||
* note: memory for output_nodes will be managed by the caller
|
||||
*/
|
||||
void GenerateTransformationNodeChain(const Model& model, std::vector<aiNode*>& output_nodes);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
|
||||
std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiMesh* SetupEmptyMesh(const MeshGeometry& mesh);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
MatIndexArray::value_type index,
|
||||
const aiMatrix4x4& node_global_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
|
||||
static_cast<unsigned int>(-1);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/**
|
||||
* - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into
|
||||
* account when determining which weights to include.
|
||||
* - outputVertStartIndices is only used when a material index is specified, it gives for
|
||||
* each output vertex the DOM index it maps to.
|
||||
*/
|
||||
void ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
|
||||
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
|
||||
std::vector<unsigned int>* outputVertStartIndices = NULL);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
|
||||
std::vector<size_t>& out_indices,
|
||||
std::vector<size_t>& index_out_indices,
|
||||
std::vector<size_t>& count_out_indices,
|
||||
const aiMatrix4x4& node_global_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
MatIndexArray::value_type materialIndex);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
unsigned int GetDefaultMaterial();
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Material -> aiMaterial
|
||||
unsigned int ConvertMaterial(const Material& material, const MeshGeometry* const mesh);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Video -> aiTexture
|
||||
unsigned int ConvertVideo(const Video& video);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
|
||||
const std::string& propName,
|
||||
aiTextureType target, const MeshGeometry* const mesh);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void TrySetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
|
||||
const std::string& propName,
|
||||
aiTextureType target, const MeshGeometry* const mesh);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props, const std::string& baseName,
|
||||
bool& result);
|
||||
aiColor3D GetColorPropertyFactored(const PropertyTable& props, const std::string& colorName,
|
||||
const std::string& factorName, bool& result, bool useTemplate = true);
|
||||
aiColor3D GetColorProperty(const PropertyTable& props, const std::string& colorName,
|
||||
bool& result, bool useTemplate = true);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// get the number of fps for a FrameRate enumerated value
|
||||
static double FrameRateToDouble(FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// convert animation data to aiAnimation et al
|
||||
void ConvertAnimations();
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// rename a node already partially converted. fixed_name is a string previously returned by
|
||||
// FixNodeName, new_name specifies the string FixNodeName should return on all further invocations
|
||||
// which would previously have returned the old value.
|
||||
//
|
||||
// this also updates names in node animations, cameras and light sources and is thus slow.
|
||||
//
|
||||
// NOTE: the caller is responsible for ensuring that the new name is unique and does
|
||||
// not collide with any other identifiers. The best way to ensure this is to only
|
||||
// append to the old name, which is guaranteed to match these requirements.
|
||||
void RenameNode(const std::string& fixed_name, const std::string& new_name);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// takes a fbx node name and returns the identifier to be used in the assimp output scene.
|
||||
// the function is guaranteed to provide consistent results over multiple invocations
|
||||
// UNLESS RenameNode() is called for a particular node name.
|
||||
std::string FixNodeName(const std::string& name);
|
||||
|
||||
typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap;
|
||||
|
||||
// XXX: better use multi_map ..
|
||||
typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertAnimationStack(const AnimationStack& st);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void 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);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
bool IsRedundantAnimationData(const Model& target,
|
||||
TransformationComp comp,
|
||||
const std::vector<const AnimationCurveNode*>& curves);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiNodeAnim* 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);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiNodeAnim* 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);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiNodeAnim* 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 = false);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// generate node anim, extracting only Rotation, Scaling and Translation from the given chain
|
||||
aiNodeAnim* GenerateSimpleNodeAnim(const std::string& name,
|
||||
const Model& target,
|
||||
NodeMap::const_iterator chain[TransformationComp_MAXIMUM],
|
||||
NodeMap::const_iterator iter_end,
|
||||
const LayerMap& layer_map,
|
||||
int64_t start, int64_t stop,
|
||||
double& max_time,
|
||||
double& min_time,
|
||||
bool reverse_order = false);
|
||||
|
||||
// key (time), value, mapto (component index)
|
||||
typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
|
||||
typedef std::vector<KeyFrameList> KeyFrameListList;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
KeyFrameListList GetKeyframeList(const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
KeyTimeList GetKeyTimeList(const KeyFrameListList& inputs);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void InterpolateKeys(aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
|
||||
const aiVector3D& def_value,
|
||||
double& max_time,
|
||||
double& min_time);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void InterpolateKeys(aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
|
||||
const aiVector3D& def_value,
|
||||
double& maxTime,
|
||||
double& minTime,
|
||||
Model::RotOrder order);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertTransformOrder_TRStoSRT(aiQuatKey* out_quat, aiVectorKey* out_scale,
|
||||
aiVectorKey* out_translation,
|
||||
const KeyFrameListList& scaling,
|
||||
const KeyFrameListList& translation,
|
||||
const KeyFrameListList& rotation,
|
||||
const KeyTimeList& times,
|
||||
double& maxTime,
|
||||
double& minTime,
|
||||
Model::RotOrder order,
|
||||
const aiVector3D& def_scale,
|
||||
const aiVector3D& def_translate,
|
||||
const aiVector3D& def_rotation);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// euler xyz -> quat
|
||||
aiQuaternion EulerToQuaternion(const aiVector3D& rot, Model::RotOrder order);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertScaleKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
|
||||
int64_t start, int64_t stop,
|
||||
double& maxTime,
|
||||
double& minTime);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertTranslationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
|
||||
const LayerMap& /*layers*/,
|
||||
int64_t start, int64_t stop,
|
||||
double& maxTime,
|
||||
double& minTime);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void 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);
|
||||
|
||||
void ConvertGlobalSettings();
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// copy generated meshes, animations, lights, cameras and textures to the output scene
|
||||
void TransferDataToScene();
|
||||
|
||||
private:
|
||||
|
||||
// 0: not assigned yet, others: index is value - 1
|
||||
unsigned int defaultMaterialIndex;
|
||||
|
||||
std::vector<aiMesh*> meshes;
|
||||
std::vector<aiMaterial*> materials;
|
||||
std::vector<aiAnimation*> animations;
|
||||
std::vector<aiLight*> lights;
|
||||
std::vector<aiCamera*> cameras;
|
||||
std::vector<aiTexture*> textures;
|
||||
|
||||
typedef std::map<const Material*, unsigned int> MaterialMap;
|
||||
MaterialMap materials_converted;
|
||||
|
||||
typedef std::map<const Video*, unsigned int> VideoMap;
|
||||
VideoMap textures_converted;
|
||||
|
||||
typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
|
||||
MeshMap meshes_converted;
|
||||
|
||||
// fixed node name -> which trafo chain components have animations?
|
||||
typedef std::map<std::string, unsigned int> NodeAnimBitMap;
|
||||
NodeAnimBitMap node_anim_chain_bits;
|
||||
|
||||
// name -> has had its prefix_stripped?
|
||||
typedef std::map<std::string, bool> NodeNameMap;
|
||||
NodeNameMap node_names;
|
||||
|
||||
typedef std::map<std::string, std::string> NameNameMap;
|
||||
NameNameMap renamed_nodes;
|
||||
|
||||
double anim_fps;
|
||||
|
||||
aiScene* const out;
|
||||
const FBX::Document& doc;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -344,9 +344,8 @@ void Document::ReadGlobalSettings()
|
|||
{
|
||||
const Scope& sc = parser.GetRootScope();
|
||||
const Element* const ehead = sc["GlobalSettings"];
|
||||
if(!ehead || !ehead->Compound()) {
|
||||
DOMWarning("no GlobalSettings dictionary found");
|
||||
|
||||
if ( nullptr == ehead || !ehead->Compound() ) {
|
||||
DOMWarning( "no GlobalSettings dictionary found" );
|
||||
globals.reset(new FileGlobalSettings(*this, std::make_shared<const PropertyTable>()));
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -999,8 +999,7 @@ typedef std::multimap<uint64_t, const Connection*> ConnectionMap;
|
|||
|
||||
/** DOM class for global document settings, a single instance per document can
|
||||
* be accessed via Document.Globals(). */
|
||||
class FileGlobalSettings
|
||||
{
|
||||
class FileGlobalSettings {
|
||||
public:
|
||||
FileGlobalSettings(const Document& doc, std::shared_ptr<const PropertyTable> props);
|
||||
~FileGlobalSettings();
|
||||
|
|
|
@ -140,8 +140,7 @@ void FBXImporter::SetupProperties(const Importer* pImp)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports the given file into the given scene structure.
|
||||
void FBXImporter::InternReadFile( const std::string& pFile,
|
||||
aiScene* pScene, IOSystem* pIOHandler)
|
||||
void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
|
||||
{
|
||||
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
|
||||
if (!stream) {
|
||||
|
|
|
@ -174,11 +174,9 @@ private:
|
|||
friend class Element;
|
||||
|
||||
TokenPtr AdvanceToNextToken();
|
||||
|
||||
TokenPtr LastToken() const;
|
||||
TokenPtr CurrentToken() const;
|
||||
|
||||
|
||||
private:
|
||||
const TokenList& tokens;
|
||||
|
||||
|
@ -199,7 +197,6 @@ int ParseTokenAsInt(const Token& t, const char*& err_out);
|
|||
int64_t ParseTokenAsInt64(const Token& t, const char*& err_out);
|
||||
std::string ParseTokenAsString(const Token& t, const char*& err_out);
|
||||
|
||||
|
||||
/* wrapper around ParseTokenAsXXX() with DOMError handling */
|
||||
uint64_t ParseTokenAsID(const Token& t);
|
||||
size_t ParseTokenAsDim(const Token& t);
|
||||
|
|
|
@ -118,19 +118,20 @@ ASSIMP_API const char *aiGetBranchName() {
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API aiScene::aiScene()
|
||||
: mFlags(0)
|
||||
, mRootNode(NULL)
|
||||
, mRootNode(nullptr)
|
||||
, mNumMeshes(0)
|
||||
, mMeshes(NULL)
|
||||
, mMeshes(nullptr)
|
||||
, mNumMaterials(0)
|
||||
, mMaterials(NULL)
|
||||
, mMaterials(nullptr)
|
||||
, mNumAnimations(0)
|
||||
, mAnimations(NULL)
|
||||
, mAnimations(nullptr)
|
||||
, mNumTextures(0)
|
||||
, mTextures(NULL)
|
||||
, mTextures(nullptr)
|
||||
, mNumLights(0)
|
||||
, mLights(NULL)
|
||||
, mLights(nullptr)
|
||||
, mNumCameras(0)
|
||||
, mCameras(NULL)
|
||||
, mCameras(nullptr)
|
||||
, mMetaData(nullptr)
|
||||
, mPrivate(new Assimp::ScenePrivateData()) {
|
||||
// empty
|
||||
}
|
||||
|
@ -173,6 +174,9 @@ ASSIMP_API aiScene::~aiScene() {
|
|||
delete mCameras[a];
|
||||
delete [] mCameras;
|
||||
|
||||
aiMetadata::Dealloc(mMetaData);
|
||||
mMetaData = nullptr;
|
||||
|
||||
delete static_cast<Assimp::ScenePrivateData*>( mPrivate );
|
||||
}
|
||||
|
||||
|
|
|
@ -326,6 +326,16 @@ struct aiScene
|
|||
*/
|
||||
C_STRUCT aiCamera** mCameras;
|
||||
|
||||
/**
|
||||
* @brief The global metadata assigned to the scene itself.
|
||||
*
|
||||
* This data contains global metadata which belongs to the scene like
|
||||
* unit-conversions, versions, vendors or other model-specific data. This
|
||||
* can be used to store format-specific metadata as well.
|
||||
*/
|
||||
C_STRUCT aiMetadata* mMetaData;
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
//! Default constructor - set everything to 0/NULL
|
||||
|
@ -377,7 +387,7 @@ struct aiScene
|
|||
}
|
||||
|
||||
//! Returns an embedded texture
|
||||
const aiTexture* GetEmbeddedTexture(const char* filename) {
|
||||
const aiTexture* GetEmbeddedTexture(const char* filename) const {
|
||||
const char* shortFilename = GetShortFilename(filename);
|
||||
for (unsigned int i = 0; i < mNumTextures; i++) {
|
||||
const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,24 +0,0 @@
|
|||
ply
|
||||
format ascii 1.0
|
||||
comment Created by Open Asset Import Library - http://assimp.sf.net (v4.1.1712791017)
|
||||
element vertex 8
|
||||
property float x
|
||||
property float y
|
||||
property float z
|
||||
element face 6
|
||||
property list uchar int vertex_index
|
||||
end_header
|
||||
0 0 0
|
||||
0 0 1
|
||||
0 1 1
|
||||
0 1 0
|
||||
1 0 0
|
||||
1 0 1
|
||||
1 1 1
|
||||
1 1 0
|
||||
4 0 1 2 3
|
||||
4 7 6 5 4
|
||||
4 0 4 5 1
|
||||
4 1 5 6 2
|
||||
4 2 6 7 3
|
||||
4 3 7 4 0
|
|
@ -97,3 +97,15 @@ TEST_F( utFBXImporterExporter, importPhongMaterial ) {
|
|||
EXPECT_EQ( mat->Get(AI_MATKEY_OPACITY, f), aiReturn_SUCCESS );
|
||||
EXPECT_EQ( f, 0.5 );
|
||||
}
|
||||
|
||||
TEST_F(utFBXImporterExporter, importUnitScaleFactor) {
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/spider.fbx", aiProcess_ValidateDataStructure);
|
||||
|
||||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_NE(nullptr, scene->mMetaData);
|
||||
|
||||
double factor(0.0);
|
||||
scene->mMetaData->Get("UnitScaleFactor", factor);
|
||||
EXPECT_DOUBLE_EQ(1.0, factor);
|
||||
}
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 42 KiB After Width: | Height: | Size: 40 KiB |
Binary file not shown.
Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 6.3 KiB |
|
@ -118,7 +118,7 @@ void MakeFileAssociations()
|
|||
D3DCOLOR_ARGB(0xFF,0,0xFF,0));
|
||||
|
||||
CLogDisplay::Instance().AddEntry(tmp.data,D3DCOLOR_ARGB(0xFF,0,0xFF,0));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
|
@ -128,17 +128,16 @@ void MakeFileAssociations()
|
|||
// Other command line parameters are not handled
|
||||
//-------------------------------------------------------------------------------
|
||||
void HandleCommandLine(char* p_szCommand)
|
||||
{
|
||||
{
|
||||
char* sz = p_szCommand;
|
||||
//bool bQuak = false;
|
||||
|
||||
if (strlen(sz) < 2)return;
|
||||
|
||||
if (*sz == '\"')
|
||||
{
|
||||
if (*sz == '\"') {
|
||||
char* sz2 = strrchr(sz,'\"');
|
||||
if (sz2)*sz2 = 0;
|
||||
sz++; // skip the starting quote
|
||||
sz++; // skip the starting quote
|
||||
}
|
||||
|
||||
strcpy( g_szFileName, sz );
|
||||
|
@ -149,8 +148,7 @@ void HandleCommandLine(char* p_szCommand)
|
|||
|
||||
// Save the list of previous files to the registry
|
||||
SaveHistory();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Load the light colors from the registry
|
||||
|
@ -158,16 +156,11 @@ void HandleCommandLine(char* p_szCommand)
|
|||
void LoadLightColors()
|
||||
{
|
||||
DWORD dwTemp = 4;
|
||||
RegQueryValueEx(g_hRegistry,"LightColor0",NULL,NULL,
|
||||
(BYTE*)&g_avLightColors[0],&dwTemp);
|
||||
RegQueryValueEx(g_hRegistry,"LightColor1",NULL,NULL,
|
||||
(BYTE*)&g_avLightColors[1],&dwTemp);
|
||||
RegQueryValueEx(g_hRegistry,"LightColor2",NULL,NULL,
|
||||
(BYTE*)&g_avLightColors[2],&dwTemp);
|
||||
return;
|
||||
RegQueryValueEx(g_hRegistry,"LightColor0",NULL,NULL, (BYTE*)&g_avLightColors[0],&dwTemp);
|
||||
RegQueryValueEx(g_hRegistry,"LightColor1",NULL,NULL, (BYTE*)&g_avLightColors[1],&dwTemp);
|
||||
RegQueryValueEx(g_hRegistry,"LightColor2",NULL,NULL, (BYTE*)&g_avLightColors[2],&dwTemp);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Save the light colors to the registry
|
||||
//-------------------------------------------------------------------------------
|
||||
|
@ -178,7 +171,6 @@ void SaveLightColors()
|
|||
RegSetValueExA(g_hRegistry,"LightColor2",0,REG_DWORD,(const BYTE*)&g_avLightColors[2],4);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Save the checker pattern colors to the registry
|
||||
//-------------------------------------------------------------------------------
|
||||
|
|
|
@ -787,9 +787,17 @@ int ShutdownD3D(void)
|
|||
return 1;
|
||||
}
|
||||
|
||||
template<class TComPtr>
|
||||
inline
|
||||
void SafeRelease(TComPtr *ptr) {
|
||||
if (nullptr != g_piPassThroughEffect) {
|
||||
g_piPassThroughEffect->Release();
|
||||
g_piPassThroughEffect = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Shutdown the D3D devie object and all resources associated with it
|
||||
// Shutdown the D3D device object and all resources associated with it
|
||||
// NOTE: Assumes that the asset has already been deleted
|
||||
//-------------------------------------------------------------------------------
|
||||
int ShutdownDevice(void)
|
||||
|
@ -798,49 +806,20 @@ int ShutdownDevice(void)
|
|||
CBackgroundPainter::Instance().ReleaseNativeResource();
|
||||
CLogDisplay::Instance().ReleaseNativeResource();
|
||||
|
||||
// release global shaders that have been allocazed
|
||||
if (NULL != g_piDefaultEffect)
|
||||
{
|
||||
g_piDefaultEffect->Release();
|
||||
g_piDefaultEffect = NULL;
|
||||
}
|
||||
if (NULL != g_piNormalsEffect)
|
||||
{
|
||||
g_piNormalsEffect->Release();
|
||||
g_piNormalsEffect = NULL;
|
||||
}
|
||||
if (NULL != g_piPassThroughEffect)
|
||||
{
|
||||
g_piPassThroughEffect->Release();
|
||||
g_piPassThroughEffect = NULL;
|
||||
}
|
||||
if (NULL != g_piPatternEffect)
|
||||
{
|
||||
g_piPatternEffect->Release();
|
||||
g_piPatternEffect = NULL;
|
||||
}
|
||||
if (NULL != g_pcTexture)
|
||||
{
|
||||
g_pcTexture->Release();
|
||||
g_pcTexture = NULL;
|
||||
}
|
||||
|
||||
if( NULL != gDefaultVertexDecl)
|
||||
{
|
||||
gDefaultVertexDecl->Release();
|
||||
gDefaultVertexDecl = NULL;
|
||||
}
|
||||
// release global shaders that have been allocated
|
||||
SafeRelease(g_piDefaultEffect);
|
||||
SafeRelease(g_piNormalsEffect);
|
||||
SafeRelease(g_piPassThroughEffect);
|
||||
SafeRelease(g_piPatternEffect);
|
||||
SafeRelease(g_pcTexture);
|
||||
SafeRelease(gDefaultVertexDecl);
|
||||
|
||||
// delete the main D3D device object
|
||||
if (NULL != g_piDevice)
|
||||
{
|
||||
g_piDevice->Release();
|
||||
g_piDevice = NULL;
|
||||
}
|
||||
SafeRelease(g_piDevice);
|
||||
|
||||
// deleted the one channel image allocated to hold the HUD mask
|
||||
delete[] g_szImageMask;
|
||||
g_szImageMask = NULL;
|
||||
g_szImageMask = nullptr;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue