Merge branch 'master' into cleanup/no-explicit-contrib-headers
commit
2b477734ff
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@ -55,9 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/MathFunctions.h>
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#include <assimp/StringComparison.h>
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#include <assimp/scene.h>
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#include <assimp/CreateAnimMesh.h>
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#include <assimp/StringUtils.h>
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#include <assimp/commonMetaData.h>
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@ -1604,7 +1602,7 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo, const ai
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void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const Cluster *cluster,
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std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
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std::vector<size_t> &count_out_indices, const aiMatrix4x4 & /* absolute_transform*/,
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std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
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aiNode *) {
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ai_assert(cluster != nullptr); // make sure cluster valid
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@ -1621,16 +1619,16 @@ void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const
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bone = new aiBone();
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bone->mName = bone_name;
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bone->mOffsetMatrix = cluster->Transform();
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//bone->mOffsetMatrix = cluster->Transform();
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// store local transform link for post processing
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/*
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bone->mOffsetMatrix = cluster->TransformLink();
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bone->mOffsetMatrix.Inverse();
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aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
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const aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
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bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
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*/
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//
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// Now calculate the aiVertexWeights
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//
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@ -1061,14 +1061,14 @@ aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene)
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return transform;
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}
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int64_t to_ktime(double ticks, const aiAnimation* anim) {
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inline int64_t to_ktime(double ticks, const aiAnimation* anim) {
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if (anim->mTicksPerSecond <= 0) {
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return static_cast<int64_t>(ticks) * FBX::SECOND;
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}
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return (static_cast<int64_t>(ticks) / static_cast<int64_t>(anim->mTicksPerSecond)) * FBX::SECOND;
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return (static_cast<int64_t>(ticks / anim->mTicksPerSecond)) * FBX::SECOND;
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}
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int64_t to_ktime(double time) {
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inline int64_t to_ktime(double time) {
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return (static_cast<int64_t>(time * FBX::SECOND));
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}
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@ -2413,7 +2413,7 @@ void FBXExporter::WriteObjects ()
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// position/translation
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for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) {
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const aiVectorKey& k = na->mPositionKeys[ki];
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times.push_back(to_ktime(k.mTime));
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times.push_back(to_ktime(k.mTime, anim));
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xval.push_back(k.mValue.x);
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yval.push_back(k.mValue.y);
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zval.push_back(k.mValue.z);
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@ -2427,7 +2427,7 @@ void FBXExporter::WriteObjects ()
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times.clear(); xval.clear(); yval.clear(); zval.clear();
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for (size_t ki = 0; ki < na->mNumRotationKeys; ++ki) {
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const aiQuatKey& k = na->mRotationKeys[ki];
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times.push_back(to_ktime(k.mTime));
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times.push_back(to_ktime(k.mTime, anim));
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// TODO: aiQuaternion method to convert to Euler...
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aiMatrix4x4 m(k.mValue.GetMatrix());
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aiVector3D qs, qr, qt;
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@ -2445,7 +2445,7 @@ void FBXExporter::WriteObjects ()
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times.clear(); xval.clear(); yval.clear(); zval.clear();
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for (size_t ki = 0; ki < na->mNumScalingKeys; ++ki) {
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const aiVectorKey& k = na->mScalingKeys[ki];
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times.push_back(to_ktime(k.mTime));
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times.push_back(to_ktime(k.mTime, anim));
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xval.push_back(k.mValue.x);
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yval.push_back(k.mValue.y);
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zval.push_back(k.mValue.z);
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