- fbx: light & camera conversion was missing in assimp, somehow.

pull/14/head
Alexander Gessler 2012-08-11 01:51:04 +02:00
parent bc0e465f91
commit 1a5bf26e91
3 changed files with 199 additions and 2 deletions

View File

@ -136,6 +136,8 @@ public:
std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>());
std::for_each(materials.begin(),materials.end(),Util::delete_fun<aiMaterial>());
std::for_each(animations.begin(),animations.end(),Util::delete_fun<aiAnimation>());
std::for_each(lights.begin(),lights.end(),Util::delete_fun<aiLight>());
std::for_each(cameras.begin(),cameras.end(),Util::delete_fun<aiCamera>());
}
@ -234,6 +236,9 @@ private:
// attach sub-nodes
ConvertNodes(model->ID(), *nodes_chain.back(), new_abs_transform);
ConvertLights(*model);
ConvertCameras(*model);
nodes.push_back(nodes_chain.front());
nodes_chain.clear();
}
@ -254,6 +259,117 @@ private:
}
// ------------------------------------------------------------------------------------------------
void ConvertLights(const Model& model)
{
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
BOOST_FOREACH(const NodeAttribute* attr, node_attrs) {
const Light* const light = dynamic_cast<const Light*>(attr);
if(light) {
ConvertLight(model, *light);
}
}
}
// ------------------------------------------------------------------------------------------------
void ConvertCameras(const Model& model)
{
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
BOOST_FOREACH(const NodeAttribute* attr, node_attrs) {
const Camera* const cam = dynamic_cast<const Camera*>(attr);
if(cam) {
ConvertCamera(model, *cam);
}
}
}
// ------------------------------------------------------------------------------------------------
void ConvertLight(const Model& model, const Light& light)
{
lights.push_back(new aiLight());
aiLight* const out_light = lights.back();
out_light->mName.Set(FixNodeName(model.Name()));
const float intensity = light.Intensity();
const aiVector3D& col = light.Color();
out_light->mColorDiffuse = aiColor3D(col.x,col.y,col.z);
out_light->mColorDiffuse.r *= intensity;
out_light->mColorDiffuse.g *= intensity;
out_light->mColorDiffuse.b *= intensity;
out_light->mColorSpecular = out_light->mColorDiffuse;
switch(light.LightType())
{
case Light::Type_Point:
out_light->mType = aiLightSource_POINT;
break;
case Light::Type_Directional:
out_light->mType = aiLightSource_DIRECTIONAL;
break;
case Light::Type_Spot:
out_light->mType = aiLightSource_SPOT;
out_light->mAngleOuterCone = AI_DEG_TO_RAD(light.OuterAngle());
out_light->mAngleInnerCone = AI_DEG_TO_RAD(light.InnerAngle());
break;
case Light::Type_Area:
FBXImporter::LogWarn("cannot represent area light, set to UNDEFINED");
out_light->mType = aiLightSource_UNDEFINED;
break;
case Light::Type_Volume:
FBXImporter::LogWarn("cannot represent volume light, set to UNDEFINED");
out_light->mType = aiLightSource_UNDEFINED;
break;
default:
ai_assert(false);
}
// XXX: how to best convert the near and far decay ranges?
switch(light.DecayType())
{
case Light::Decay_None:
out_light->mAttenuationConstant = 1.0f;
break;
case Light::Decay_Linear:
out_light->mAttenuationLinear = 1.0f;
break;
case Light::Decay_Quadratic:
out_light->mAttenuationQuadratic = 1.0f;
break;
case Light::Decay_Cubic:
FBXImporter::LogWarn("cannot represent cubic attenuation, set to Quadratic");
out_light->mAttenuationQuadratic = 1.0f;
break;
default:
ai_assert(false);
}
}
// ------------------------------------------------------------------------------------------------
void ConvertCamera(const Model& model, const Camera& cam)
{
cameras.push_back(new aiCamera());
aiCamera* const out_camera = cameras.back();
out_camera->mName.Set(FixNodeName(model.Name()));
out_camera->mAspect = cam.AspectWidth();
out_camera->mPosition = cam.Position();
out_camera->mLookAt = cam.InterestPosition() - out_camera->mPosition;
out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
}
// ------------------------------------------------------------------------------------------------
// 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).
@ -2207,6 +2323,20 @@ private:
std::swap_ranges(animations.begin(),animations.end(),out->mAnimations);
}
if(lights.size()) {
out->mLights = new aiLight*[lights.size()]();
out->mNumLights = static_cast<unsigned int>(lights.size());
std::swap_ranges(lights.begin(),lights.end(),out->mLights);
}
if(cameras.size()) {
out->mCameras = new aiCamera*[cameras.size()]();
out->mNumCameras = static_cast<unsigned int>(cameras.size());
std::swap_ranges(cameras.begin(),cameras.end(),out->mCameras);
}
}
@ -2218,6 +2348,8 @@ private:
std::vector<aiMesh*> meshes;
std::vector<aiMaterial*> materials;
std::vector<aiAnimation*> animations;
std::vector<aiLight*> lights;
std::vector<aiCamera*> cameras;
typedef std::map<const Material*, unsigned int> MaterialMap;
MaterialMap materials_converted;

View File

@ -216,9 +216,21 @@ private:
#define fbx_simple_property(name, type, default_value) \
type name() const { \
return PropertyGet(Props(), fbx_stringize(name), (default_value)); \
return PropertyGet<type>(Props(), fbx_stringize(name), (default_value)); \
}
// XXX improve logging
#define fbx_simple_enum_property(name, type, default_value) \
type name() const { \
const int ival = PropertyGet<int>(Props(), fbx_stringize(name), static_cast<int>(default_value)); \
if (ival < 0 || ival >= AI_CONCAT(type, _MAX)) { \
ai_assert(static_cast<int>(default_value) >= 0 && static_cast<int>(default_value) < AI_CONCAT(type, _MAX)); \
return static_cast<type>(default_value); \
} \
return static_cast<type>(ival); \
}
/** DOM base class for FBX cameras attached to a node */
class Camera : public NodeAttribute
@ -257,10 +269,63 @@ public:
Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
~Light();
public:
enum Type
{
Type_Point,
Type_Directional,
Type_Spot,
Type_Area,
Type_Volume,
Type_MAX // end-of-enum sentinel
};
enum Decay
{
Decay_None,
Decay_Linear,
Decay_Quadratic,
Decay_Cubic,
Decay_MAX // end-of-enum sentinel
};
public:
fbx_simple_property(Color, aiVector3D, aiVector3D(1,1,1));
fbx_simple_enum_property(LightType, Type, 0);
fbx_simple_property(CastLightOnObject, bool, false);
fbx_simple_property(DrawVolumetricLight, bool, true);
fbx_simple_property(DrawGroundProjection, bool, true);
fbx_simple_property(DrawFrontFacingVolumetricLight, bool, false);
fbx_simple_property(Intensity, float, 1.0f);
fbx_simple_property(InnerAngle, float, 0.0f);
fbx_simple_property(OuterAngle, float, 45.0f);
fbx_simple_property(Fog, int, 50);
fbx_simple_enum_property(DecayType, Decay, 0);
fbx_simple_property(DecayStart, int, 0);
fbx_simple_property(FileName, std::string, "");
fbx_simple_property(EnableNearAttenuation, bool, false);
fbx_simple_property(NearAttenuationStart, float, 0.0f);
fbx_simple_property(NearAttenuationEnd, float, 0.0f);
fbx_simple_property(EnableFarAttenuation, bool, false);
fbx_simple_property(FarAttenuationStart, float, 0.0f);
fbx_simple_property(FarAttenuationEnd, float, 0.0f);
fbx_simple_property(CastShadows, bool, true);
fbx_simple_property(ShadowColor, aiVector3D, aiVector3D(0,0,0));
fbx_simple_property(AreaLightShape, int, 0);
fbx_simple_property(LeftBarnDoor, float, 20.0f);
fbx_simple_property(RightBarnDoor, float, 20.0f);
fbx_simple_property(TopBarnDoor, float, 20.0f);
fbx_simple_property(BottomBarnDoor, float, 20.0f);
fbx_simple_property(EnableBarnDoor, bool, true);
private:
};

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@ -92,7 +92,7 @@ void Model::ResolveLinks(const Element& element, const Document& doc)
const char* const arr[] = {"Geometry","Material","NodeAttribute"};
// resolve material
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),arr, 2);
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),arr, 3);
materials.reserve(conns.size());
geometry.reserve(conns.size());