Merge branch 'master' into fix_magic
commit
1c5dc86afb
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@ -93,6 +93,8 @@ FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBo
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mSceneOut(out),
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doc(doc),
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mRemoveEmptyBones(removeEmptyBones) {
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// animations need to be converted first since this will
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// populate the node_anim_chain_bits map, which is needed
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// to determine which nodes need to be generated.
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@ -427,12 +429,26 @@ void FBXConverter::ConvertCamera(const Camera &cam, const std::string &orig_name
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out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
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out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
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out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
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// NOTE: Some software (maya) does not put FieldOfView in FBX, so we compute
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// mHorizontalFOV from FocalLength and FilmWidth with unit conversion.
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out_camera->mClipPlaneNear = cam.NearPlane();
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out_camera->mClipPlaneFar = cam.FarPlane();
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// TODO: This is not a complete solution for how FBX cameras can be stored.
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// TODO: Incorporate non-square pixel aspect ratio.
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// TODO: FBX aperture mode might be storing vertical FOV in need of conversion with aspect ratio.
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float fov_deg = cam.FieldOfView();
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// If FOV not specified in file, compute using FilmWidth and FocalLength.
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if (fov_deg == kFovUnknown) {
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float film_width_inches = cam.FilmWidth();
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float focal_length_mm = cam.FocalLength();
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ASSIMP_LOG_VERBOSE_DEBUG("FBX FOV unspecified. Computing from FilmWidth (", film_width_inches, "inches) and FocalLength (", focal_length_mm, "mm).");
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double half_fov_rad = std::atan2(film_width_inches * 25.4 * 0.5, focal_length_mm);
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out_camera->mHorizontalFOV = half_fov_rad;
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} else {
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// FBX fov is full-view degrees. We want half-view radians.
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out_camera->mHorizontalFOV = AI_DEG_TO_RAD(fov_deg) * 0.5;
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}
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out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
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out_camera->mClipPlaneNear = cam.NearPlane();
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out_camera->mClipPlaneFar = cam.FarPlane();
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}
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@ -55,9 +55,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define _AI_CONCAT(a,b) a ## b
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#define AI_CONCAT(a,b) _AI_CONCAT(a,b)
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namespace Assimp {
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namespace FBX {
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// Use an 'illegal' default FOV value to detect if the FBX camera has set the FOV.
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static const float kFovUnknown = -1.0f;
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class Parser;
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class Object;
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struct ImportSettings;
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@ -247,7 +252,7 @@ public:
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fbx_simple_property(FilmAspectRatio, float, 1.0f)
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fbx_simple_property(ApertureMode, int, 0)
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fbx_simple_property(FieldOfView, float, 1.0f)
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fbx_simple_property(FieldOfView, float, kFovUnknown)
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fbx_simple_property(FocalLength, float, 1.0f)
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};
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@ -271,10 +271,16 @@ void MDLImporter::InternReadFile(const std::string &pFile,
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether we're still inside the valid file range
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bool MDLImporter::IsPosValid(const void *szPos) const {
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return szPos && (const unsigned char *)szPos <= this->mBuffer + this->iFileSize && szPos >= this->mBuffer;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether we're still inside the valid file range
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void MDLImporter::SizeCheck(const void *szPos) {
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if (!szPos || (const unsigned char *)szPos > this->mBuffer + this->iFileSize || szPos < this->mBuffer) {
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if (!IsPosValid(szPos)) {
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throw DeadlyImportError("Invalid MDL file. The file is too small "
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"or contains invalid data.");
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}
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@ -284,7 +290,7 @@ void MDLImporter::SizeCheck(const void *szPos) {
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// Just for debugging purposes
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void MDLImporter::SizeCheck(const void *szPos, const char *szFile, unsigned int iLine) {
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ai_assert(nullptr != szFile);
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if (!szPos || (const unsigned char *)szPos > mBuffer + iFileSize) {
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if (!IsPosValid(szPos)) {
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// remove a directory if there is one
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const char *szFilePtr = ::strrchr(szFile, '\\');
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if (!szFilePtr) {
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@ -150,6 +150,7 @@ protected:
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*/
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void SizeCheck(const void* szPos);
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void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
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bool IsPosValid(const void* szPos) const;
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// -------------------------------------------------------------------
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/** Validate the header data structure of a game studio MDL7 file
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@ -94,6 +94,7 @@ enum aiPostProcessSteps
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* indexed geometry, this step is compulsory or you'll just waste rendering
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* time. <b>If this flag is not specified</b>, no vertices are referenced by
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* more than one face and <b>no index buffer is required</b> for rendering.
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* Unless the importer (like ply) had to split vertices. Then you need one regardless.
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*/
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aiProcess_JoinIdenticalVertices = 0x2,
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