Generate container for skeleton during FBX-Import
parent
37be87b0bd
commit
6cdd1d3cc6
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -87,11 +86,6 @@ AnimationCurve::AnimationCurve(uint64_t id, const Element &element, const std::s
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}
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurve::~AnimationCurve() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element &element, const std::string &name,
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const Document &doc, const char *const *target_prop_whitelist /*= nullptr*/,
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@ -147,11 +141,6 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element &element, cons
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props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurveNode::~AnimationCurveNode() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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const AnimationCurveMap &AnimationCurveNode::Curves() const {
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if (curves.empty()) {
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@ -193,11 +182,6 @@ AnimationLayer::AnimationLayer(uint64_t id, const Element &element, const std::s
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props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
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}
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// ------------------------------------------------------------------------------------------------
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AnimationLayer::~AnimationLayer() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist /*= nullptr*/,
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size_t whitelist_size /*= 0*/) const {
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@ -279,11 +263,6 @@ AnimationStack::AnimationStack(uint64_t id, const Element &element, const std::s
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}
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}
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// ------------------------------------------------------------------------------------------------
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AnimationStack::~AnimationStack() {
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// empty
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}
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} // namespace FBX
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} // namespace Assimp
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@ -907,7 +907,6 @@ void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root
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meshes.reserve(geos.size());
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for (const Geometry *geo : geos) {
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const MeshGeometry *const mesh = dynamic_cast<const MeshGeometry *>(geo);
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const LineGeometry *const line = dynamic_cast<const LineGeometry *>(geo);
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if (mesh) {
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@ -1151,8 +1150,10 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
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ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
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}
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if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
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if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr && !doc.Settings().useSkeleton) {
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ConvertWeights(out_mesh, mesh, absolute_transform, parent, NO_MATERIAL_SEPARATION, nullptr);
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} else if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr && doc.Settings().useSkeleton) {
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ConvertWeightsToSkeleton(out_mesh, mesh, absolute_transform, parent, NO_MATERIAL_SEPARATION, nullptr);
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}
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std::vector<aiAnimMesh *> animMeshes;
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@ -1435,25 +1436,35 @@ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, co
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return static_cast<unsigned int>(mMeshes.size() - 1);
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}
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void ConvertWeightsToSkeleton(const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent, unsigned int materialIndex,
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std::vector<unsigned int> *outputVertStartIndices) {
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ai_assert(geo.DeformerSkin() != nullptr);
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static void copyBoneToSkeletonBone(aiMesh *mesh, aiBone *bone, aiSkeletonBone *skeletonBone ) {
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skeletonBone->mNumnWeights = bone->mNumWeights;
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skeletonBone->mWeights = bone->mWeights;
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skeletonBone->mOffsetMatrix = bone->mOffsetMatrix;
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skeletonBone->mMeshId = mesh;
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skeletonBone->mNode = bone->mNode;
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skeletonBone->mParent = -1;
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}
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aiSkeleton *skeleton = new aiSkeleton;
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const Skin &sk = *geo.DeformerSkin();
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try {
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for (auto &cluster : sk.Clusters()) {
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const WeightIndexArray &indices = cluster->GetIndices();
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const MatIndexArray &mats = geo.GetMaterialIndices();
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void FBXConverter::ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent, unsigned int materialIndex,
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std::vector<unsigned int> *outputVertStartIndices, SkeletonBoneContainer &skeletonContainer) {
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aiMatrix4x4 transform = cluster->Transform();
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for (WeightIndexArray::value_type index : indices) {
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unsigned int count = 0;
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const unsigned int *out_idx = geo.ToOutputVertexIndex(index, count);
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}
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}
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} catch (...) {
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if (skeletonContainer.SkeletonBoneToMeshLookup.find(out) != skeletonContainer.SkeletonBoneToMeshLookup.end()) {
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return;
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}
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ConvertWeights(out, geo, absolute_transform, parent, materialIndex, outputVertStartIndices);
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skeletonContainer.MeshArray.emplace_back(out);
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SkeletonBoneArray *ba = new SkeletonBoneArray;
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for (size_t i = 0; i < out->mNumBones; ++i) {
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aiBone *bone = out->mBones[i];
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if (bone == nullptr) {
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continue;
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}
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aiSkeletonBone *skeletonBone = new aiSkeletonBone;
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copyBoneToSkeletonBone(out, bone, skeletonBone);
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ba->emplace_back(skeletonBone);
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}
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skeletonContainer.SkeletonBoneToMeshLookup[out] = ba;
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}
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void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
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@ -1539,12 +1550,11 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
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out->mBones = nullptr;
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out->mNumBones = 0;
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return;
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} else {
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out->mBones = new aiBone *[bones.size()]();
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out->mNumBones = static_cast<unsigned int>(bones.size());
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}
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std::swap_ranges(bones.begin(), bones.end(), out->mBones);
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}
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out->mBones = new aiBone *[bones.size()]();
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out->mNumBones = static_cast<unsigned int>(bones.size());
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std::swap_ranges(bones.begin(), bones.end(), out->mBones);
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}
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void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const Cluster *cluster,
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@ -75,7 +75,18 @@ typedef std::map<int64_t, morphKeyData*> morphAnimData;
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namespace Assimp {
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namespace FBX {
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class MeshGeometry;
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using SkeletonBoneArray = std::vector<aiSkeletonBone *>;
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using SkeletonBoneToMesh = std::map<aiMesh*, SkeletonBoneArray*>;
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struct SkeletonBoneContainer {
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std::vector<aiMesh *> MeshArray;
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SkeletonBoneToMesh SkeletonBoneToMeshLookup;
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};
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class Document;
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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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@ -224,6 +235,11 @@ private:
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aiNode *parent = nullptr, unsigned int materialIndex = NO_MATERIAL_SEPARATION,
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std::vector<unsigned int> *outputVertStartIndices = nullptr);
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// ------------------------------------------------------------------------------------------------
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void ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
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aiNode *parent, unsigned int materialIndex, std::vector<unsigned int> *outputVertStartIndices,
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SkeletonBoneContainer &skeletonContainer);
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// ------------------------------------------------------------------------------------------------
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void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
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std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
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@ -301,7 +317,8 @@ private:
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void ConvertAnimationStack(const AnimationStack& st);
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// ------------------------------------------------------------------------------------------------
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void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas, const BlendShapeChannel* bsc, const AnimationCurveNode* node);
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void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas,
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const BlendShapeChannel* bsc, const AnimationCurveNode* node);
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// ------------------------------------------------------------------------------------------------
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void GenerateNodeAnimations(std::vector<aiNodeAnim*>& node_anims,
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -68,23 +67,13 @@ namespace FBX {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc)
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: doc(doc)
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, element(element)
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, id(id)
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, flags() {
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LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc) :
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doc(doc), element(element), id(id), flags() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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LazyObject::~LazyObject()
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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const Object* LazyObject::Get(bool dieOnError)
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{
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const Object* LazyObject::Get(bool dieOnError) {
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if(IsBeingConstructed() || FailedToConstruct()) {
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return nullptr;
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}
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@ -234,17 +223,8 @@ const Object* LazyObject::Get(bool dieOnError)
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}
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// ------------------------------------------------------------------------------------------------
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Object::Object(uint64_t id, const Element& element, const std::string& name)
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: element(element)
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, name(name)
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, id(id)
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Object::~Object()
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{
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Object::Object(uint64_t id, const Element& element, const std::string& name) :
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element(element), name(name), id(id) {
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// empty
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}
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@ -254,12 +234,6 @@ FileGlobalSettings::FileGlobalSettings(const Document &doc, std::shared_ptr<cons
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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FileGlobalSettings::~FileGlobalSettings()
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{
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Document::Document(const Parser& parser, const ImportSettings& settings)
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: settings(settings)
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@ -573,16 +547,14 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, co
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// ------------------------------------------------------------------------------------------------
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std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bool is_src,
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const ConnectionMap& conns,
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const char* const* classnames,
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size_t count) const
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{
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const ConnectionMap& conns,
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const char* const* classnames,
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size_t count) const {
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ai_assert(classnames);
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ai_assert( count != 0 );
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ai_assert( count <= MAX_CLASSNAMES);
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size_t lengths[MAX_CLASSNAMES];
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size_t lengths[MAX_CLASSNAMES] = {};
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const size_t c = count;
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for (size_t i = 0; i < c; ++i) {
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// ------------------------------------------------------------------------------------------------
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std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
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const char* const* classnames, size_t count) const
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{
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const char* const* classnames, size_t count) const {
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return GetConnectionsSequenced(dest, false, ConnectionsByDestination(),classnames, count);
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}
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@ -89,7 +89,7 @@ class LazyObject {
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public:
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LazyObject(uint64_t id, const Element& element, const Document& doc);
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~LazyObject();
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~LazyObject() = default;
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const Object* Get(bool dieOnError = false);
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@ -139,7 +139,7 @@ class Object {
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public:
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Object(uint64_t id, const Element& element, const std::string& name);
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virtual ~Object();
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virtual ~Object() = default;
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const Element& SourceElement() const {
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return element;
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@ -165,7 +165,7 @@ class NodeAttribute : public Object {
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public:
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NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~NodeAttribute();
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virtual ~NodeAttribute() = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -181,7 +181,7 @@ class CameraSwitcher : public NodeAttribute {
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public:
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CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~CameraSwitcher();
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virtual ~CameraSwitcher() = default;
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int CameraID() const {
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return cameraId;
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public:
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Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Camera();
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virtual ~Camera() = default;
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fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0))
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fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0))
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class Null : public NodeAttribute {
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public:
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Null(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Null();
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virtual ~Null() = default;
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};
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/** DOM base class for FBX limb node markers attached to a node */
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class LimbNode : public NodeAttribute {
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public:
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LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~LimbNode();
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virtual ~LimbNode() = default;
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};
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/** DOM base class for FBX lights attached to a node */
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class Light : public NodeAttribute {
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public:
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Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Light();
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virtual ~Light() = default;
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enum Type
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{
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class AnimationCurve : public Object {
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public:
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AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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virtual ~AnimationCurve();
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virtual ~AnimationCurve() = default;
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/** get list of keyframe positions (time).
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* Invariant: |GetKeys()| > 0 */
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AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc,
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const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
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virtual ~AnimationCurveNode();
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virtual ~AnimationCurveNode() = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -783,7 +783,7 @@ typedef std::vector<const AnimationCurveNode*> AnimationCurveNodeList;
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class AnimationLayer : public Object {
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public:
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AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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virtual ~AnimationLayer();
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virtual ~AnimationLayer() = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -806,7 +806,7 @@ typedef std::vector<const AnimationLayer*> AnimationLayerList;
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class AnimationStack : public Object {
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public:
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AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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virtual ~AnimationStack();
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virtual ~AnimationStack() = default;
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fbx_simple_property(LocalStart, int64_t, 0L)
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fbx_simple_property(LocalStop, int64_t, 0L)
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@ -1022,7 +1022,7 @@ class FileGlobalSettings {
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public:
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FileGlobalSettings(const Document& doc, std::shared_ptr<const PropertyTable> props);
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~FileGlobalSettings();
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~FileGlobalSettings() = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -132,6 +132,7 @@ public:
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/** Determine the face to which a particular output vertex index belongs.
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* This mapping is always unique. */
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unsigned int FaceForVertexIndex( unsigned int in_index ) const;
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private:
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void ReadLayer( const Scope& layer );
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void ReadLayerElement( const Scope& layerElement );
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@ -57,114 +57,65 @@ namespace FBX {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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NodeAttribute::NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: Object(id,element,name)
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, props()
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{
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const Scope& sc = GetRequiredScope(element);
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NodeAttribute::NodeAttribute(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
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Object(id, element, name), props() {
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const Scope &sc = GetRequiredScope(element);
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const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
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const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
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// hack on the deriving type but Null/LimbNode attributes are the only case in which
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// the property table is by design absent and no warning should be generated
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// for it.
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const bool is_null_or_limb = !strcmp(classname.c_str(), "Null") || !strcmp(classname.c_str(), "LimbNode");
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props = GetPropertyTable(doc,"NodeAttribute.Fbx" + classname,element,sc, is_null_or_limb);
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props = GetPropertyTable(doc, "NodeAttribute.Fbx" + classname, element, sc, is_null_or_limb);
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}
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// ------------------------------------------------------------------------------------------------
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NodeAttribute::~NodeAttribute()
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{
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// empty
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}
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CameraSwitcher::CameraSwitcher(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
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NodeAttribute(id, element, doc, name) {
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const Scope &sc = GetRequiredScope(element);
|
||||
const Element *const CameraId = sc["CameraId"];
|
||||
const Element *const CameraName = sc["CameraName"];
|
||||
const Element *const CameraIndexName = sc["CameraIndexName"];
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
CameraSwitcher::CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name)
|
||||
: NodeAttribute(id,element,doc,name)
|
||||
{
|
||||
const Scope& sc = GetRequiredScope(element);
|
||||
const Element* const CameraId = sc["CameraId"];
|
||||
const Element* const CameraName = sc["CameraName"];
|
||||
const Element* const CameraIndexName = sc["CameraIndexName"];
|
||||
|
||||
if(CameraId) {
|
||||
cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId,0));
|
||||
if (CameraId) {
|
||||
cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId, 0));
|
||||
}
|
||||
|
||||
if(CameraName) {
|
||||
cameraName = GetRequiredToken(*CameraName,0).StringContents();
|
||||
if (CameraName) {
|
||||
cameraName = GetRequiredToken(*CameraName, 0).StringContents();
|
||||
}
|
||||
|
||||
if(CameraIndexName && CameraIndexName->Tokens().size()) {
|
||||
cameraIndexName = GetRequiredToken(*CameraIndexName,0).StringContents();
|
||||
if (CameraIndexName && CameraIndexName->Tokens().size()) {
|
||||
cameraIndexName = GetRequiredToken(*CameraIndexName, 0).StringContents();
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
CameraSwitcher::~CameraSwitcher()
|
||||
{
|
||||
Camera::Camera(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
|
||||
NodeAttribute(id, element, doc, name) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
Camera::Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name)
|
||||
: NodeAttribute(id,element,doc,name)
|
||||
{
|
||||
Light::Light(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
|
||||
NodeAttribute(id, element, doc, name) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
Camera::~Camera()
|
||||
{
|
||||
Null::Null(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
|
||||
NodeAttribute(id, element, doc, name) {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
Light::Light(uint64_t id, const Element& element, const Document& doc, const std::string& name)
|
||||
: NodeAttribute(id,element,doc,name)
|
||||
{
|
||||
LimbNode::LimbNode(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
|
||||
NodeAttribute(id, element, doc, name) {
|
||||
// empty
|
||||
}
|
||||
|
||||
} // namespace FBX
|
||||
} // namespace Assimp
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
Light::~Light()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
Null::Null(uint64_t id, const Element& element, const Document& doc, const std::string& name)
|
||||
: NodeAttribute(id,element,doc,name)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
Null::~Null()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
LimbNode::LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name)
|
||||
: NodeAttribute(id,element,doc,name)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
LimbNode::~LimbNode()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif // ASSIMP_BUILD_NO_FBX_IMPORTER
|
||||
|
|
|
@ -949,8 +949,7 @@ void ParseVectorDataArray(std::vector<float>& out, const Element& el)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// read an array of uints
|
||||
void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el)
|
||||
{
|
||||
void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el) {
|
||||
out.resize( 0 );
|
||||
const TokenList& tok = el.Tokens();
|
||||
if(tok.empty()) {
|
||||
|
@ -1174,7 +1173,6 @@ aiMatrix4x4 ReadMatrix(const Element& element)
|
|||
return result;
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// wrapper around ParseTokenAsString() with ParseError handling
|
||||
std::string ParseTokenAsString(const Token& t)
|
||||
|
|
|
@ -946,6 +946,7 @@ struct aiSkeletonBone {
|
|||
/// The parent bone index, is -1 one if this bone represents the root bone.
|
||||
int mParent;
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
|
||||
/// The bone armature node - used for skeleton conversion
|
||||
/// you must enable aiProcess_PopulateArmatureData to populate this
|
||||
|
@ -959,6 +960,9 @@ struct aiSkeletonBone {
|
|||
/// @brief The number of weights
|
||||
unsigned int mNumnWeights;
|
||||
|
||||
/// The mesh index, which will get influenced by the weight.
|
||||
C_STRUCT aiMesh *mMeshId;
|
||||
|
||||
/// The influence weights of this bone, by vertex index.
|
||||
C_STRUCT aiVertexWeight *mWeights;
|
||||
|
||||
|
@ -984,6 +988,7 @@ struct aiSkeletonBone {
|
|||
mArmature(nullptr),
|
||||
mNode(nullptr),
|
||||
mNumnWeights(0),
|
||||
mMeshId(nullptr),
|
||||
mWeights(nullptr),
|
||||
mOffsetMatrix(),
|
||||
mLocalMatrix() {
|
||||
|
|
Loading…
Reference in New Issue