Removed depreciated FBX Unit and scaling code
parent
abdd853ca5
commit
43cb76653b
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@ -78,7 +78,7 @@ namespace Assimp {
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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, FbxUnit unit )
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FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones )
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: defaultMaterialIndex()
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, lights()
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, cameras()
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@ -90,8 +90,7 @@ namespace Assimp {
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, mNodeNames()
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, anim_fps()
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, out(out)
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, doc(doc)
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, mCurrentUnit(FbxUnit::cm) {
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, doc(doc) {
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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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@ -119,7 +118,6 @@ namespace Assimp {
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ConvertGlobalSettings();
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TransferDataToScene();
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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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// to make sure the scene passes assimp's validation. FBX files
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@ -3537,46 +3535,6 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate());
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}
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void FBXConverter::ConvertToUnitScale( FbxUnit unit ) {
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if (mCurrentUnit == unit) {
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return;
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}
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ai_real scale = 1.0;
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if (mCurrentUnit == FbxUnit::cm) {
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if (unit == FbxUnit::m) {
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scale = (ai_real)0.01;
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} else if (unit == FbxUnit::km) {
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scale = (ai_real)0.00001;
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}
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} else if (mCurrentUnit == FbxUnit::m) {
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if (unit == FbxUnit::cm) {
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scale = (ai_real)100.0;
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} else if (unit == FbxUnit::km) {
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scale = (ai_real)0.001;
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}
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} else if (mCurrentUnit == FbxUnit::km) {
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if (unit == FbxUnit::cm) {
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scale = (ai_real)100000.0;
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} else if (unit == FbxUnit::m) {
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scale = (ai_real)1000.0;
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}
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}
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for (auto mesh : meshes) {
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if (nullptr == mesh) {
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continue;
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}
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if (mesh->HasPositions()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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aiVector3D &pos = mesh->mVertices[i];
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pos *= scale;
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}
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}
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}
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}
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void FBXConverter::TransferDataToScene()
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{
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ai_assert(!out->mMeshes);
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@ -3630,9 +3588,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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}
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// ------------------------------------------------------------------------------------------------
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit)
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones)
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{
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FBXConverter converter(out, doc, removeEmptyBones, unit);
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FBXConverter converter(out, doc, removeEmptyBones);
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}
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} // !FBX
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@ -76,23 +76,13 @@ namespace Assimp {
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namespace FBX {
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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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* Convert a FBX #Document to #aiScene
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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 removeEmptyBones Will remove bones, which do not have any references to vertices.
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*/
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones);
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/** Dummy class to encapsulate the conversion process */
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class FBXConverter {
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@ -123,7 +113,7 @@ public:
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};
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public:
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FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
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FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones);
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~FBXConverter();
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private:
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@ -430,10 +420,6 @@ private:
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void ConvertGlobalSettings();
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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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@ -470,7 +456,6 @@ private:
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aiScene* const out;
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const FBX::Document& doc;
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FbxUnit mCurrentUnit;
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};
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}
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@ -185,13 +185,8 @@ 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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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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ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones, unit);
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ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
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// size relative to cm
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float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
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