Prepaation for conversion.
parent
e611ccc933
commit
4a9cd08451
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@ -90,7 +90,8 @@ namespace Assimp {
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, anim_fps()
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, anim_fps()
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, out(out)
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, out(out)
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, doc(doc)
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, doc(doc)
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, mRemoveEmptyBones( removeEmptyBones ) {
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, mRemoveEmptyBones( removeEmptyBones )
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, mCurrentUnit( FbxUnit::Undefined ) {
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// animations need to be converted first since this will
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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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// 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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// to determine which nodes need to be generated.
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@ -3474,6 +3475,10 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate());
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out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate());
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}
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}
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void FBXConverter::ConvertToUnitScale(FbxUnit unit) {
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}
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void FBXConverter::TransferDataToScene()
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void FBXConverter::TransferDataToScene()
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{
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{
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ai_assert(!out->mMeshes);
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ai_assert(!out->mMeshes);
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@ -415,6 +415,21 @@ 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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inch,
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foot,
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mile,
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yard,
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NumUnits,
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Undefined
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};
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void ConvertToUnitScale(FbxUnit unit);
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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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// copy generated meshes, animations, lights, cameras and textures to the output scene
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void TransferDataToScene();
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void TransferDataToScene();
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@ -456,6 +471,8 @@ private:
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const FBX::Document& doc;
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const FBX::Document& doc;
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bool mRemoveEmptyBones;
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bool mRemoveEmptyBones;
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FbxUnit mCurrentUnit;
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};
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};
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}
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}
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@ -568,8 +568,8 @@ void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, cons
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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static const std::string TangentIndexToken = "TangentIndex";
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static const char *TangentIndexToken = "TangentIndex";
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static const std::string TangentsIndexToken = "TangentsIndex";
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static const char *TangentsIndexToken = "TangentsIndex";
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void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
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void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& MappingInformationType,
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@ -117,7 +117,7 @@ namespace FBX {
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Element::Element(const Token& key_token, Parser& parser)
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Element::Element(const Token& key_token, Parser& parser)
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: key_token(key_token)
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: key_token(key_token)
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{
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{
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TokenPtr n = NULL;
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TokenPtr n = nullptr;
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do {
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do {
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n = parser.AdvanceToNextToken();
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n = parser.AdvanceToNextToken();
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if(!n) {
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if(!n) {
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