- fbx: DOM Material -> aiMaterial converter (WIP!).
parent
131008cea1
commit
3f811f4a62
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@ -49,9 +49,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "FBXConverter.h"
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#include "FBXDocument.h"
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#include "FBXUtil.h"
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#include "FBXProperties.h"
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namespace Assimp {
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namespace FBX {
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using namespace Util;
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namespace {
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/** Dummy class to encapsulate the conversion process */
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@ -94,6 +98,7 @@ public:
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~Converter()
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{
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std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>());
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std::for_each(materials.begin(),materials.end(),Util::delete_fun<aiMaterial>());
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}
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@ -224,6 +229,87 @@ private:
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}
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// ------------------------------------------------------------------------------------------------
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// Material -> aiMaterial
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void ConvertMaterial(const Material& material)
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{
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const PropertyTable& props = material.Props();
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// generate empty output material
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aiMaterial* out_mat = new aiMaterial();
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materials.push_back(out_mat);
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aiString str;
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// set material name
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str.Set(material.Name());
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out_mat->AddProperty(&str,AI_MATKEY_NAME);
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SetShadingPropertiesCommon(out_mat,props);
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}
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// ------------------------------------------------------------------------------------------------
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void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props)
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{
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// set shading properties. There are various, redundant ways in which FBX materials
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// specify their shading settings (depending on shading models, prop
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// template etc.). No idea which one is right in a particular context.
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// Just try to make sense of it - there's no spec to verify this against,
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// so why should we.
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bool ok;
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const aiVector3D& Diffuse = PropertyGet<aiVector3D>(props,"Diffuse",ok);
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if(ok) {
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out_mat->AddProperty(&Diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
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}
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else {
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aiVector3D DiffuseColor = PropertyGet<aiVector3D>(props,"DiffuseColor",ok);
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if(ok) {
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float DiffuseFactor = PropertyGet<float>(props,"DiffuseFactor",ok);
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if(ok) {
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DiffuseColor *= DiffuseFactor;
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}
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out_mat->AddProperty(&DiffuseColor,1,AI_MATKEY_COLOR_DIFFUSE);
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}
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}
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const aiVector3D& Emissive = PropertyGet<aiVector3D>(props,"Emissive",ok);
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if(ok) {
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out_mat->AddProperty(&Emissive,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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const aiVector3D& Ambient = PropertyGet<aiVector3D>(props,"Ambient",ok);
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if(ok) {
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out_mat->AddProperty(&Ambient,1,AI_MATKEY_COLOR_AMBIENT);
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}
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const aiVector3D& Specular = PropertyGet<aiVector3D>(props,"Specular",ok);
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if(ok) {
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out_mat->AddProperty(&Specular,1,AI_MATKEY_COLOR_SPECULAR);
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}
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const float Opacity = PropertyGet<float>(props,"Opacity",ok);
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if(ok) {
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out_mat->AddProperty(&Opacity,1,AI_MATKEY_OPACITY);
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}
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const float Reflectivity = PropertyGet<float>(props,"Reflectivity",ok);
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if(ok) {
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out_mat->AddProperty(&Reflectivity,1,AI_MATKEY_REFLECTIVITY);
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}
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const float Shininess = PropertyGet<float>(props,"Shininess",ok);
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if(ok) {
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out_mat->AddProperty(&Shininess,1,AI_MATKEY_SHININESS_STRENGTH);
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}
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const float ShininessExponent = PropertyGet<float>(props,"ShininessExponent",ok);
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if(ok) {
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out_mat->AddProperty(&ShininessExponent,1,AI_MATKEY_SHININESS);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// copy generated meshes, animations, lights, cameras and textures to the output scene
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void TransferDataToScene()
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@ -237,12 +323,19 @@ private:
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out->mNumMeshes = static_cast<unsigned int>(meshes.size());
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std::swap_ranges(meshes.begin(),meshes.end(),out->mMeshes);
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out->mMaterials = new aiMaterial*[meshes.size()]();
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out->mNumMaterials = static_cast<unsigned int>(materials.size());
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std::swap_ranges(materials.begin(),materials.end(),out->mMaterials);
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}
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private:
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std::vector<aiMesh*> meshes;
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std::vector<aiMaterial*> materials;
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aiScene* const out;
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const FBX::Document& doc;
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@ -98,6 +98,14 @@ public:
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public:
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const Element& SourceElement() const {
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return element;
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}
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const std::string& Name() const {
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return name;
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}
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protected:
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const Element& element;
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const std::string name;
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@ -122,8 +130,9 @@ public:
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return multilayer;
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}
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const PropertyTable* Props() const {
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return props;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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return *props.get();
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}
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private:
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@ -75,7 +75,7 @@ public:
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template <typename T>
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const T* As() const {
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return dynamic_cast<const T*>(t);
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return dynamic_cast<const T*>(this);
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}
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};
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@ -141,7 +141,7 @@ private:
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template <typename T>
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inline T PropertyGet(const PropertyTable& in, const std::string& name,
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const T& defaultValue,
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bool ignoreTemplate /*= false*/)
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bool ignoreTemplate = false)
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{
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const Property* const prop = PropertyGet(in,name);
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if(!prop) {
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@ -151,14 +151,37 @@ inline T PropertyGet(const PropertyTable& in, const std::string& name,
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// strong typing, no need to be lenient
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const TypedProperty<T>* const tprop = prop->As< TypedProperty<T> >();
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if(!tprop) {
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// XXX print type name
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DOMError("unexpected data type: property " + name,in.GetElement());
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return defaultValue;
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}
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return tprop->Value();
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline T PropertyGet(const PropertyTable& in, const std::string& name,
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bool& result,
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bool ignoreTemplate = false)
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{
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const Property* const prop = in.Get(name);
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if(!prop) {
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result = false;
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return T();
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}
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// strong typing, no need to be lenient
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const TypedProperty<T>* const tprop = prop->As< TypedProperty<T> >();
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if(!tprop) {
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result = false;
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return T();
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}
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result = true;
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return tprop->Value();
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}
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} //! FBX
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} //! Assimp
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