Fix the build.
parent
e917b288a1
commit
390452bd06
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@ -76,7 +76,7 @@ namespace Assimp {
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
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FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones)
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FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit )
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: defaultMaterialIndex()
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: defaultMaterialIndex()
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, lights()
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, lights()
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, cameras()
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, cameras()
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@ -119,7 +119,7 @@ namespace Assimp {
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ConvertGlobalSettings();
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ConvertGlobalSettings();
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TransferDataToScene();
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TransferDataToScene();
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ConvertToUnitScale(doc.GlobalSettings().UnitScaleFactor());
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ConvertToUnitScale(unit);
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// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
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// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
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// to make sure the scene passes assimp's validation. FBX files
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// to make sure the scene passes assimp's validation. FBX files
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@ -3570,9 +3570,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones)
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit)
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{
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{
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FBXConverter converter(out, doc, removeEmptyBones);
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FBXConverter converter(out, doc, removeEmptyBones, unit);
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}
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}
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} // !FBX
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} // !FBX
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@ -76,13 +76,22 @@ namespace FBX {
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class Document;
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class Document;
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enum class FbxUnit {
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cm = 0,
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m,
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km,
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NumUnits,
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Undefined
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};
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/**
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/**
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* Convert a FBX #Document to #aiScene
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* Convert a FBX #Document to #aiScene
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* @param out Empty scene to be populated
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* @param out Empty scene to be populated
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* @param doc Parsed FBX document
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* @param doc Parsed FBX document
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* @param removeEmptyBones Will remove bones, which do not have any references to vertices.
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* @param removeEmptyBones Will remove bones, which do not have any references to vertices.
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*/
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*/
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones );
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
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/** Dummy class to encapsulate the conversion process */
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/** Dummy class to encapsulate the conversion process */
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class FBXConverter {
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class FBXConverter {
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@ -113,7 +122,7 @@ public:
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};
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};
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public:
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public:
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FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones );
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FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
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~FBXConverter();
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~FBXConverter();
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private:
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private:
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@ -415,15 +424,6 @@ private:
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void ConvertGlobalSettings();
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void ConvertGlobalSettings();
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enum class FbxUnit {
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cm = 0,
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m,
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km,
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NumUnits,
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Undefined
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};
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Will perform the conversion from a given unit to the requested unit.
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// Will perform the conversion from a given unit to the requested unit.
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void ConvertToUnitScale(FbxUnit unit);
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void ConvertToUnitScale(FbxUnit unit);
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@ -185,8 +185,12 @@ void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
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// take the raw parse-tree and convert it to a FBX DOM
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// take the raw parse-tree and convert it to a FBX DOM
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Document doc(parser,settings);
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Document doc(parser,settings);
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FbxUnit unit(FbxUnit::cm);
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if (settings.convertToMeters) {
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unit = FbxUnit::m;
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}
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// convert the FBX DOM to aiScene
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// convert the FBX DOM to aiScene
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ConvertToAssimpScene(pScene,doc, settings.removeEmptyBones);
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ConvertToAssimpScene(pScene,doc, settings.removeEmptyBones, unit);
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std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
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std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
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}
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}
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