Merge branch 'master' into qt_viewer_new_imagelib

pull/2100/head
Kim Kulling 2018-08-18 12:01:05 +02:00 committed by GitHub
commit 7f227f8250
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 340 additions and 267 deletions

1
.gitignore vendored
View File

@ -21,6 +21,7 @@ revision.h
contrib/zlib/zconf.h contrib/zlib/zconf.h
contrib/zlib/zlib.pc contrib/zlib/zlib.pc
include/assimp/config.h include/assimp/config.h
unit.vcxproj.user
# CMake # CMake
CMakeCache.txt CMakeCache.txt

View File

@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/IOSystem.hpp> #include <assimp/IOSystem.hpp>
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/importerdesc.h> #include <assimp/importerdesc.h>
#include <map>
using namespace Assimp; using namespace Assimp;
using namespace Assimp::Formatter; using namespace Assimp::Formatter;
@ -461,6 +462,13 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
aiNodeAnim* nodeAnim = new aiNodeAnim; aiNodeAnim* nodeAnim = new aiNodeAnim;
anim->mChannels[a] = nodeAnim; anim->mChannels[a] = nodeAnim;
nodeAnim->mNodeName.Set( nodeName); nodeAnim->mNodeName.Set( nodeName);
std::map<BVHLoader::ChannelType, int> channelMap;
//Build map of channels
for (unsigned int channel = 0; channel < node.mChannels.size(); ++channel)
{
channelMap[node.mChannels[channel]] = channel;
}
// translational part, if given // translational part, if given
if( node.mChannels.size() == 6) if( node.mChannels.size() == 6)
@ -472,16 +480,32 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
{ {
poskey->mTime = double( fr); poskey->mTime = double( fr);
// Now compute all translations in the right order // Now compute all translations
for( unsigned int channel = 0; channel < 3; ++channel) for(BVHLoader::ChannelType channel = Channel_PositionX; channel <= Channel_PositionZ; channel = (BVHLoader::ChannelType)(channel +1))
{ {
switch( node.mChannels[channel]) //Find channel in node
{ std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break; if (mapIter == channelMap.end())
case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break; throw DeadlyImportError("Missing position channel in node " + nodeName);
default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName ); else {
} int channelIdx = mapIter->second;
switch (channel) {
case Channel_PositionX:
poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
break;
case Channel_PositionY:
poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
break;
case Channel_PositionZ:
poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channelIdx];
break;
default:
break;
}
}
} }
++poskey; ++poskey;
} }
@ -497,12 +521,6 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
// rotation part. Always present. First find value offsets // rotation part. Always present. First find value offsets
{ {
unsigned int rotOffset = 0;
if( node.mChannels.size() == 6)
{
// Offset all further calculations
rotOffset = 3;
}
// Then create the number of rotation keys // Then create the number of rotation keys
nodeAnim->mNumRotationKeys = mAnimNumFrames; nodeAnim->mNumRotationKeys = mAnimNumFrames;
@ -512,20 +530,33 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
{ {
aiMatrix4x4 temp; aiMatrix4x4 temp;
aiMatrix3x3 rotMatrix; aiMatrix3x3 rotMatrix;
for (BVHLoader::ChannelType channel = Channel_RotationX; channel <= Channel_RotationZ; channel = (BVHLoader::ChannelType)(channel + 1))
{
//Find channel in node
std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
for( unsigned int channel = 0; channel < 3; ++channel) if (mapIter == channelMap.end())
{ throw DeadlyImportError("Missing rotation channel in node " + nodeName);
// translate ZXY euler angels into a quaternion else {
const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f; int channelIdx = mapIter->second;
// translate ZXY euler angels into a quaternion
const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
// Compute rotation transformations in the right order // Compute rotation transformations in the right order
switch (node.mChannels[rotOffset+channel]) switch (channel)
{ {
case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break; case Channel_RotationX:
case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break; aiMatrix4x4::RotationX(angle, temp); rotMatrix *= aiMatrix3x3(temp);
case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break; break;
default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName ); case Channel_RotationY:
} aiMatrix4x4::RotationY(angle, temp); rotMatrix *= aiMatrix3x3(temp);
break;
case Channel_RotationZ: aiMatrix4x4::RotationZ(angle, temp); rotMatrix *= aiMatrix3x3(temp);
break;
default:
break;
}
}
} }
rotkey->mTime = double( fr); rotkey->mTime = double( fr);

View File

@ -73,7 +73,7 @@ using namespace Util;
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
Converter::Converter( aiScene* out, const Document& doc ) FBXConverter::FBXConverter( aiScene* out, const Document& doc )
: defaultMaterialIndex() : defaultMaterialIndex()
, out( out ) , out( out )
, doc( doc ) { , doc( doc ) {
@ -114,7 +114,7 @@ Converter::Converter( aiScene* out, const Document& doc )
} }
Converter::~Converter() { FBXConverter::~FBXConverter() {
std::for_each( meshes.begin(), meshes.end(), Util::delete_fun<aiMesh>() ); std::for_each( meshes.begin(), meshes.end(), Util::delete_fun<aiMesh>() );
std::for_each( materials.begin(), materials.end(), Util::delete_fun<aiMaterial>() ); std::for_each( materials.begin(), materials.end(), Util::delete_fun<aiMaterial>() );
std::for_each( animations.begin(), animations.end(), Util::delete_fun<aiAnimation>() ); std::for_each( animations.begin(), animations.end(), Util::delete_fun<aiAnimation>() );
@ -123,7 +123,7 @@ Converter::~Converter() {
std::for_each( textures.begin(), textures.end(), Util::delete_fun<aiTexture>() ); std::for_each( textures.begin(), textures.end(), Util::delete_fun<aiTexture>() );
} }
void Converter::ConvertRootNode() { void FBXConverter::ConvertRootNode() {
out->mRootNode = new aiNode(); out->mRootNode = new aiNode();
out->mRootNode->mName.Set( "RootNode" ); out->mRootNode->mName.Set( "RootNode" );
@ -131,7 +131,7 @@ void Converter::ConvertRootNode() {
ConvertNodes( 0L, *out->mRootNode ); ConvertNodes( 0L, *out->mRootNode );
} }
void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) { void FBXConverter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) {
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced( id, "Model" ); const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced( id, "Model" );
std::vector<aiNode*> nodes; std::vector<aiNode*> nodes;
@ -282,7 +282,7 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
} }
void Converter::ConvertLights( const Model& model, const std::string &orig_name ) { void FBXConverter::ConvertLights( const Model& model, const std::string &orig_name ) {
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes(); const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
for( const NodeAttribute* attr : node_attrs ) { for( const NodeAttribute* attr : node_attrs ) {
const Light* const light = dynamic_cast<const Light*>( attr ); const Light* const light = dynamic_cast<const Light*>( attr );
@ -292,7 +292,7 @@ void Converter::ConvertLights( const Model& model, const std::string &orig_name
} }
} }
void Converter::ConvertCameras( const Model& model, const std::string &orig_name ) { void FBXConverter::ConvertCameras( const Model& model, const std::string &orig_name ) {
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes(); const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
for( const NodeAttribute* attr : node_attrs ) { for( const NodeAttribute* attr : node_attrs ) {
const Camera* const cam = dynamic_cast<const Camera*>( attr ); const Camera* const cam = dynamic_cast<const Camera*>( attr );
@ -302,7 +302,7 @@ void Converter::ConvertCameras( const Model& model, const std::string &orig_name
} }
} }
void Converter::ConvertLight( const Light& light, const std::string &orig_name ) { void FBXConverter::ConvertLight( const Light& light, const std::string &orig_name ) {
lights.push_back( new aiLight() ); lights.push_back( new aiLight() );
aiLight* const out_light = lights.back(); aiLight* const out_light = lights.back();
@ -379,7 +379,7 @@ void Converter::ConvertLight( const Light& light, const std::string &orig_name )
} }
} }
void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name ) void FBXConverter::ConvertCamera( const Camera& cam, const std::string &orig_name )
{ {
cameras.push_back( new aiCamera() ); cameras.push_back( new aiCamera() );
aiCamera* const out_camera = cameras.back(); aiCamera* const out_camera = cameras.back();
@ -398,7 +398,7 @@ void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name )
out_camera->mClipPlaneFar = cam.FarPlane(); out_camera->mClipPlaneFar = cam.FarPlane();
} }
void Converter::GetUniqueName( const std::string &name, std::string &uniqueName ) void FBXConverter::GetUniqueName( const std::string &name, std::string &uniqueName )
{ {
int i = 0; int i = 0;
uniqueName = name; uniqueName = name;
@ -413,107 +413,105 @@ void Converter::GetUniqueName( const std::string &name, std::string &uniqueName
} }
const char* Converter::NameTransformationComp( TransformationComp comp ) const char* FBXConverter::NameTransformationComp( TransformationComp comp ) {
{ switch ( comp ) {
switch ( comp ) case TransformationComp_Translation:
{ return "Translation";
case TransformationComp_Translation: case TransformationComp_RotationOffset:
return "Translation"; return "RotationOffset";
case TransformationComp_RotationOffset: case TransformationComp_RotationPivot:
return "RotationOffset"; return "RotationPivot";
case TransformationComp_RotationPivot: case TransformationComp_PreRotation:
return "RotationPivot"; return "PreRotation";
case TransformationComp_PreRotation: case TransformationComp_Rotation:
return "PreRotation"; return "Rotation";
case TransformationComp_Rotation: case TransformationComp_PostRotation:
return "Rotation"; return "PostRotation";
case TransformationComp_PostRotation: case TransformationComp_RotationPivotInverse:
return "PostRotation"; return "RotationPivotInverse";
case TransformationComp_RotationPivotInverse: case TransformationComp_ScalingOffset:
return "RotationPivotInverse"; return "ScalingOffset";
case TransformationComp_ScalingOffset: case TransformationComp_ScalingPivot:
return "ScalingOffset"; return "ScalingPivot";
case TransformationComp_ScalingPivot: case TransformationComp_Scaling:
return "ScalingPivot"; return "Scaling";
case TransformationComp_Scaling: case TransformationComp_ScalingPivotInverse:
return "Scaling"; return "ScalingPivotInverse";
case TransformationComp_ScalingPivotInverse: case TransformationComp_GeometricScaling:
return "ScalingPivotInverse"; return "GeometricScaling";
case TransformationComp_GeometricScaling: case TransformationComp_GeometricRotation:
return "GeometricScaling"; return "GeometricRotation";
case TransformationComp_GeometricRotation: case TransformationComp_GeometricTranslation:
return "GeometricRotation"; return "GeometricTranslation";
case TransformationComp_GeometricTranslation: case TransformationComp_GeometricScalingInverse:
return "GeometricTranslation"; return "GeometricScalingInverse";
case TransformationComp_GeometricScalingInverse: case TransformationComp_GeometricRotationInverse:
return "GeometricScalingInverse"; return "GeometricRotationInverse";
case TransformationComp_GeometricRotationInverse: case TransformationComp_GeometricTranslationInverse:
return "GeometricRotationInverse"; return "GeometricTranslationInverse";
case TransformationComp_GeometricTranslationInverse: case TransformationComp_MAXIMUM: // this is to silence compiler warnings
return "GeometricTranslationInverse"; default:
case TransformationComp_MAXIMUM: // this is to silence compiler warnings break;
default:
break;
} }
ai_assert( false ); ai_assert( false );
return NULL;
return nullptr;
} }
const char* Converter::NameTransformationCompProperty( TransformationComp comp ) const char* FBXConverter::NameTransformationCompProperty( TransformationComp comp ) {
{ switch ( comp ) {
switch ( comp ) case TransformationComp_Translation:
{ return "Lcl Translation";
case TransformationComp_Translation: case TransformationComp_RotationOffset:
return "Lcl Translation"; return "RotationOffset";
case TransformationComp_RotationOffset: case TransformationComp_RotationPivot:
return "RotationOffset"; return "RotationPivot";
case TransformationComp_RotationPivot: case TransformationComp_PreRotation:
return "RotationPivot"; return "PreRotation";
case TransformationComp_PreRotation: case TransformationComp_Rotation:
return "PreRotation"; return "Lcl Rotation";
case TransformationComp_Rotation: case TransformationComp_PostRotation:
return "Lcl Rotation"; return "PostRotation";
case TransformationComp_PostRotation: case TransformationComp_RotationPivotInverse:
return "PostRotation"; return "RotationPivotInverse";
case TransformationComp_RotationPivotInverse: case TransformationComp_ScalingOffset:
return "RotationPivotInverse"; return "ScalingOffset";
case TransformationComp_ScalingOffset: case TransformationComp_ScalingPivot:
return "ScalingOffset"; return "ScalingPivot";
case TransformationComp_ScalingPivot: case TransformationComp_Scaling:
return "ScalingPivot"; return "Lcl Scaling";
case TransformationComp_Scaling: case TransformationComp_ScalingPivotInverse:
return "Lcl Scaling"; return "ScalingPivotInverse";
case TransformationComp_ScalingPivotInverse: case TransformationComp_GeometricScaling:
return "ScalingPivotInverse"; return "GeometricScaling";
case TransformationComp_GeometricScaling: case TransformationComp_GeometricRotation:
return "GeometricScaling"; return "GeometricRotation";
case TransformationComp_GeometricRotation: case TransformationComp_GeometricTranslation:
return "GeometricRotation"; return "GeometricTranslation";
case TransformationComp_GeometricTranslation: case TransformationComp_GeometricScalingInverse:
return "GeometricTranslation"; return "GeometricScalingInverse";
case TransformationComp_GeometricScalingInverse: case TransformationComp_GeometricRotationInverse:
return "GeometricScalingInverse"; return "GeometricRotationInverse";
case TransformationComp_GeometricRotationInverse: case TransformationComp_GeometricTranslationInverse:
return "GeometricRotationInverse"; return "GeometricTranslationInverse";
case TransformationComp_GeometricTranslationInverse: case TransformationComp_MAXIMUM: // this is to silence compiler warnings
return "GeometricTranslationInverse"; break;
case TransformationComp_MAXIMUM: // this is to silence compiler warnings
break;
} }
ai_assert( false ); ai_assert( false );
return NULL;
return nullptr;
} }
aiVector3D Converter::TransformationCompDefaultValue( TransformationComp comp ) aiVector3D FBXConverter::TransformationCompDefaultValue( TransformationComp comp )
{ {
// XXX a neat way to solve the never-ending special cases for scaling // XXX a neat way to solve the never-ending special cases for scaling
// would be to do everything in log space! // would be to do everything in log space!
return comp == TransformationComp_Scaling ? aiVector3D( 1.f, 1.f, 1.f ) : aiVector3D(); return comp == TransformationComp_Scaling ? aiVector3D( 1.f, 1.f, 1.f ) : aiVector3D();
} }
void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out ) void FBXConverter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out )
{ {
if ( mode == Model::RotOrder_SphericXYZ ) { if ( mode == Model::RotOrder_SphericXYZ ) {
FBXImporter::LogError( "Unsupported RotationMode: SphericXYZ" ); FBXImporter::LogError( "Unsupported RotationMode: SphericXYZ" );
@ -584,11 +582,15 @@ void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotat
default: default:
ai_assert( false ); ai_assert( false );
break;
} }
ai_assert( ( order[ 0 ] >= 0 ) && ( order[ 0 ] <= 2 ) ); ai_assert( order[ 0 ] >= 0 );
ai_assert( ( order[ 1 ] >= 0 ) && ( order[ 1 ] <= 2 ) ); ai_assert( order[ 0 ] <= 2 );
ai_assert( ( order[ 2 ] >= 0 ) && ( order[ 2 ] <= 2 ) ); ai_assert( order[ 1 ] >= 0 );
ai_assert( order[ 1 ] <= 2 );
ai_assert( order[ 2 ] >= 0 );
ai_assert( order[ 2 ] <= 2 );
if ( !is_id[ order[ 0 ] ] ) { if ( !is_id[ order[ 0 ] ] ) {
out = temp[ order[ 0 ] ]; out = temp[ order[ 0 ] ];
@ -603,7 +605,7 @@ void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotat
} }
} }
bool Converter::NeedsComplexTransformationChain( const Model& model ) bool FBXConverter::NeedsComplexTransformationChain( const Model& model )
{ {
const PropertyTable& props = model.Props(); const PropertyTable& props = model.Props();
bool ok; bool ok;
@ -634,13 +636,13 @@ bool Converter::NeedsComplexTransformationChain( const Model& model )
return false; return false;
} }
std::string Converter::NameTransformationChainNode( const std::string& name, TransformationComp comp ) std::string FBXConverter::NameTransformationChainNode( const std::string& name, TransformationComp comp )
{ {
return name + std::string( MAGIC_NODE_TAG ) + "_" + NameTransformationComp( comp ); return name + std::string( MAGIC_NODE_TAG ) + "_" + NameTransformationComp( comp );
} }
void Converter::GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_output_nodes ) void FBXConverter::GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes,
{ std::vector<aiNode*>& post_output_nodes ) {
const PropertyTable& props = model.Props(); const PropertyTable& props = model.Props();
const Model::RotOrder rot = model.RotationOrder(); const Model::RotOrder rot = model.RotationOrder();
@ -811,7 +813,7 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
} }
} }
void Converter::SetupNodeMetadata( const Model& model, aiNode& nd ) void FBXConverter::SetupNodeMetadata( const Model& model, aiNode& nd )
{ {
const PropertyTable& props = model.Props(); const PropertyTable& props = model.Props();
DirectPropertyMap unparsedProperties = props.GetUnparsedProperties(); DirectPropertyMap unparsedProperties = props.GetUnparsedProperties();
@ -848,7 +850,7 @@ void Converter::SetupNodeMetadata( const Model& model, aiNode& nd )
} }
} }
void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform ) void FBXConverter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform )
{ {
const std::vector<const Geometry*>& geos = model.GetGeometry(); const std::vector<const Geometry*>& geos = model.GetGeometry();
@ -875,7 +877,7 @@ void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4&
} }
} }
std::vector<unsigned int> Converter::ConvertMesh( const MeshGeometry& mesh, const Model& model, std::vector<unsigned int> FBXConverter::ConvertMesh( const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd) const aiMatrix4x4& node_global_transform, aiNode& nd)
{ {
std::vector<unsigned int> temp; std::vector<unsigned int> temp;
@ -910,7 +912,7 @@ std::vector<unsigned int> Converter::ConvertMesh( const MeshGeometry& mesh, cons
return temp; return temp;
} }
aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd) aiMesh* FBXConverter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd)
{ {
aiMesh* const out_mesh = new aiMesh(); aiMesh* const out_mesh = new aiMesh();
meshes.push_back( out_mesh ); meshes.push_back( out_mesh );
@ -933,7 +935,7 @@ aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd)
return out_mesh; return out_mesh;
} }
unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model, unsigned int FBXConverter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd) const aiMatrix4x4& node_global_transform, aiNode& nd)
{ {
const MatIndexArray& mindices = mesh.GetMaterialIndices(); const MatIndexArray& mindices = mesh.GetMaterialIndices();
@ -1060,7 +1062,7 @@ unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, con
return static_cast<unsigned int>( meshes.size() - 1 ); return static_cast<unsigned int>( meshes.size() - 1 );
} }
std::vector<unsigned int> Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, std::vector<unsigned int> FBXConverter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd) const aiMatrix4x4& node_global_transform, aiNode& nd)
{ {
const MatIndexArray& mindices = mesh.GetMaterialIndices(); const MatIndexArray& mindices = mesh.GetMaterialIndices();
@ -1080,7 +1082,7 @@ std::vector<unsigned int> Converter::ConvertMeshMultiMaterial( const MeshGeometr
return indices; return indices;
} }
unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, unsigned int FBXConverter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
MatIndexArray::value_type index, MatIndexArray::value_type index,
const aiMatrix4x4& node_global_transform, const aiMatrix4x4& node_global_transform,
aiNode& nd) aiNode& nd)
@ -1256,7 +1258,7 @@ unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, cons
return static_cast<unsigned int>( meshes.size() - 1 ); return static_cast<unsigned int>( meshes.size() - 1 );
} }
void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo, void FBXConverter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
const aiMatrix4x4& node_global_transform , const aiMatrix4x4& node_global_transform ,
unsigned int materialIndex, unsigned int materialIndex,
std::vector<unsigned int>* outputVertStartIndices ) std::vector<unsigned int>* outputVertStartIndices )
@ -1361,7 +1363,7 @@ void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeome
std::swap_ranges( bones.begin(), bones.end(), out->mBones ); std::swap_ranges( bones.begin(), bones.end(), out->mBones );
} }
void Converter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl, void FBXConverter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
std::vector<size_t>& out_indices, std::vector<size_t>& out_indices,
std::vector<size_t>& index_out_indices, std::vector<size_t>& index_out_indices,
std::vector<size_t>& count_out_indices, std::vector<size_t>& count_out_indices,
@ -1402,7 +1404,7 @@ void Converter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*mode
} }
} }
void Converter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo, void FBXConverter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo,
MatIndexArray::value_type materialIndex ) MatIndexArray::value_type materialIndex )
{ {
// locate source materials for this mesh // locate source materials for this mesh
@ -1424,7 +1426,7 @@ void Converter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const M
materials_converted[ mat ] = out->mMaterialIndex; materials_converted[ mat ] = out->mMaterialIndex;
} }
unsigned int Converter::GetDefaultMaterial() unsigned int FBXConverter::GetDefaultMaterial()
{ {
if ( defaultMaterialIndex ) { if ( defaultMaterialIndex ) {
return defaultMaterialIndex - 1; return defaultMaterialIndex - 1;
@ -1446,7 +1448,7 @@ unsigned int Converter::GetDefaultMaterial()
} }
unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeometry* const mesh ) unsigned int FBXConverter::ConvertMaterial( const Material& material, const MeshGeometry* const mesh )
{ {
const PropertyTable& props = material.Props(); const PropertyTable& props = material.Props();
@ -1481,7 +1483,7 @@ unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeo
return static_cast<unsigned int>( materials.size() - 1 ); return static_cast<unsigned int>( materials.size() - 1 );
} }
unsigned int Converter::ConvertVideo( const Video& video ) unsigned int FBXConverter::ConvertVideo( const Video& video )
{ {
// generate empty output texture // generate empty output texture
aiTexture* out_tex = new aiTexture(); aiTexture* out_tex = new aiTexture();
@ -1511,7 +1513,7 @@ unsigned int Converter::ConvertVideo( const Video& video )
return static_cast<unsigned int>( textures.size() - 1 ); return static_cast<unsigned int>( textures.size() - 1 );
} }
aiString Converter::GetTexturePath(const Texture* tex) aiString FBXConverter::GetTexturePath(const Texture* tex)
{ {
aiString path; aiString path;
path.Set(tex->RelativeFilename()); path.Set(tex->RelativeFilename());
@ -1551,7 +1553,7 @@ aiString Converter::GetTexturePath(const Texture* tex)
return path; return path;
} }
void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, void FBXConverter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
const std::string& propName, const std::string& propName,
aiTextureType target, const MeshGeometry* const mesh ) aiTextureType target, const MeshGeometry* const mesh )
{ {
@ -1669,7 +1671,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
} }
} }
void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, void FBXConverter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
const std::string& propName, const std::string& propName,
aiTextureType target, const MeshGeometry* const mesh ) { aiTextureType target, const MeshGeometry* const mesh ) {
LayeredTextureMap::const_iterator it = layeredTextures.find( propName ); LayeredTextureMap::const_iterator it = layeredTextures.find( propName );
@ -1792,7 +1794,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu
} }
} }
void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh ) void FBXConverter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh )
{ {
TrySetTextureProperties( out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh ); TrySetTextureProperties( out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh );
TrySetTextureProperties( out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh ); TrySetTextureProperties( out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh );
@ -1807,7 +1809,7 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& tex
TrySetTextureProperties( out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh ); TrySetTextureProperties( out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh );
} }
void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh ) void FBXConverter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh )
{ {
TrySetTextureProperties( out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh ); TrySetTextureProperties( out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh );
TrySetTextureProperties( out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh ); TrySetTextureProperties( out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh );
@ -1822,7 +1824,7 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureM
TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh ); TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh );
} }
aiColor3D Converter::GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName, aiColor3D FBXConverter::GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
const std::string& factorName, bool& result, bool useTemplate ) const std::string& factorName, bool& result, bool useTemplate )
{ {
result = true; result = true;
@ -1847,13 +1849,13 @@ aiColor3D Converter::GetColorPropertyFactored( const PropertyTable& props, const
return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z ); return aiColor3D( BaseColor.x, BaseColor.y, BaseColor.z );
} }
aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName, aiColor3D FBXConverter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
bool& result ) bool& result )
{ {
return GetColorPropertyFactored( props, baseName + "Color", baseName + "Factor", result, true ); return GetColorPropertyFactored( props, baseName + "Color", baseName + "Factor", result, true );
} }
aiColor3D Converter::GetColorProperty( const PropertyTable& props, const std::string& colorName, aiColor3D FBXConverter::GetColorProperty( const PropertyTable& props, const std::string& colorName,
bool& result, bool useTemplate ) bool& result, bool useTemplate )
{ {
result = true; result = true;
@ -1866,7 +1868,7 @@ aiColor3D Converter::GetColorProperty( const PropertyTable& props, const std::st
return aiColor3D( ColorVec.x, ColorVec.y, ColorVec.z ); return aiColor3D( ColorVec.x, ColorVec.y, ColorVec.z );
} }
void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props ) void FBXConverter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props )
{ {
// Set shading properties. // Set shading properties.
// Modern FBX Files have two separate systems for defining these, // Modern FBX Files have two separate systems for defining these,
@ -1965,60 +1967,60 @@ void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyT
} }
double Converter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal ) double FBXConverter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal ) {
{
switch ( fp ) { switch ( fp ) {
case FileGlobalSettings::FrameRate_DEFAULT: case FileGlobalSettings::FrameRate_DEFAULT:
return 1.0; return 1.0;
case FileGlobalSettings::FrameRate_120: case FileGlobalSettings::FrameRate_120:
return 120.0; return 120.0;
case FileGlobalSettings::FrameRate_100: case FileGlobalSettings::FrameRate_100:
return 100.0; return 100.0;
case FileGlobalSettings::FrameRate_60: case FileGlobalSettings::FrameRate_60:
return 60.0; return 60.0;
case FileGlobalSettings::FrameRate_50: case FileGlobalSettings::FrameRate_50:
return 50.0; return 50.0;
case FileGlobalSettings::FrameRate_48: case FileGlobalSettings::FrameRate_48:
return 48.0; return 48.0;
case FileGlobalSettings::FrameRate_30: case FileGlobalSettings::FrameRate_30:
case FileGlobalSettings::FrameRate_30_DROP: case FileGlobalSettings::FrameRate_30_DROP:
return 30.0; return 30.0;
case FileGlobalSettings::FrameRate_NTSC_DROP_FRAME: case FileGlobalSettings::FrameRate_NTSC_DROP_FRAME:
case FileGlobalSettings::FrameRate_NTSC_FULL_FRAME: case FileGlobalSettings::FrameRate_NTSC_FULL_FRAME:
return 29.9700262; return 29.9700262;
case FileGlobalSettings::FrameRate_PAL: case FileGlobalSettings::FrameRate_PAL:
return 25.0; return 25.0;
case FileGlobalSettings::FrameRate_CINEMA: case FileGlobalSettings::FrameRate_CINEMA:
return 24.0; return 24.0;
case FileGlobalSettings::FrameRate_1000: case FileGlobalSettings::FrameRate_1000:
return 1000.0; return 1000.0;
case FileGlobalSettings::FrameRate_CINEMA_ND: case FileGlobalSettings::FrameRate_CINEMA_ND:
return 23.976; return 23.976;
case FileGlobalSettings::FrameRate_CUSTOM: case FileGlobalSettings::FrameRate_CUSTOM:
return customFPSVal; return customFPSVal;
case FileGlobalSettings::FrameRate_MAX: // this is to silence compiler warnings case FileGlobalSettings::FrameRate_MAX: // this is to silence compiler warnings
break; break;
} }
ai_assert( false ); ai_assert( false );
return -1.0f; return -1.0f;
} }
void Converter::ConvertAnimations() void FBXConverter::ConvertAnimations()
{ {
// first of all determine framerate // first of all determine framerate
const FileGlobalSettings::FrameRate fps = doc.GlobalSettings().TimeMode(); const FileGlobalSettings::FrameRate fps = doc.GlobalSettings().TimeMode();
@ -2031,7 +2033,7 @@ void Converter::ConvertAnimations()
} }
} }
std::string Converter::FixNodeName( const std::string& name ) { std::string FBXConverter::FixNodeName( const std::string& name ) {
// strip Model:: prefix, avoiding ambiguities (i.e. don't strip if // strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
// this causes ambiguities, well possible between empty identifiers, // this causes ambiguities, well possible between empty identifiers,
// such as "Model::" and ""). Make sure the behaviour is consistent // such as "Model::" and ""). Make sure the behaviour is consistent
@ -2044,7 +2046,7 @@ std::string Converter::FixNodeName( const std::string& name ) {
return name; return name;
} }
void Converter::ConvertAnimationStack( const AnimationStack& st ) void FBXConverter::ConvertAnimationStack( const AnimationStack& st )
{ {
const AnimationLayerList& layers = st.Layers(); const AnimationLayerList& layers = st.Layers();
if ( layers.empty() ) { if ( layers.empty() ) {
@ -2186,7 +2188,7 @@ static void validateAnimCurveNodes( const std::vector<const AnimationCurveNode*>
#endif // ASSIMP_BUILD_DEBUG #endif // ASSIMP_BUILD_DEBUG
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void Converter::GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims, void FBXConverter::GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,
const std::string& fixed_name, const std::string& fixed_name,
const std::vector<const AnimationCurveNode*>& curves, const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map, const LayerMap& layer_map,
@ -2420,10 +2422,9 @@ void Converter::GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,
node_anim_chain_bits[ fixed_name ] = flags; node_anim_chain_bits[ fixed_name ] = flags;
} }
bool Converter::IsRedundantAnimationData( const Model& target, bool FBXConverter::IsRedundantAnimationData( const Model& target,
TransformationComp comp, TransformationComp comp,
const std::vector<const AnimationCurveNode*>& curves ) const std::vector<const AnimationCurveNode*>& curves ) {
{
ai_assert( curves.size() ); ai_assert( curves.size() );
// look for animation nodes with // look for animation nodes with
@ -2466,7 +2467,7 @@ bool Converter::IsRedundantAnimationData( const Model& target,
} }
aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name, aiNodeAnim* FBXConverter::GenerateRotationNodeAnim( const std::string& name,
const Model& target, const Model& target,
const std::vector<const AnimationCurveNode*>& curves, const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map, const LayerMap& layer_map,
@ -2496,7 +2497,7 @@ aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name,
return na.release(); return na.release();
} }
aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name, aiNodeAnim* FBXConverter::GenerateScalingNodeAnim( const std::string& name,
const Model& /*target*/, const Model& /*target*/,
const std::vector<const AnimationCurveNode*>& curves, const std::vector<const AnimationCurveNode*>& curves,
const LayerMap& layer_map, const LayerMap& layer_map,
@ -2526,16 +2527,14 @@ aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name,
return na.release(); return na.release();
} }
aiNodeAnim* FBXConverter::GenerateTranslationNodeAnim( const std::string& name,
aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name, const Model& /*target*/,
const Model& /*target*/, const std::vector<const AnimationCurveNode*>& curves,
const std::vector<const AnimationCurveNode*>& curves, const LayerMap& layer_map,
const LayerMap& layer_map, int64_t start, int64_t stop,
int64_t start, int64_t stop, double& max_time,
double& max_time, double& min_time,
double& min_time, bool inverse ) {
bool inverse )
{
std::unique_ptr<aiNodeAnim> na( new aiNodeAnim() ); std::unique_ptr<aiNodeAnim> na( new aiNodeAnim() );
na->mNodeName.Set( name ); na->mNodeName.Set( name );
@ -2564,7 +2563,7 @@ aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name,
return na.release(); return na.release();
} }
aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name, aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim( const std::string& name,
const Model& target, const Model& target,
NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ], NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ],
NodeMap::const_iterator iter_end, NodeMap::const_iterator iter_end,
@ -2700,7 +2699,7 @@ aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name,
return na.release(); return na.release();
} }
Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop ) FBXConverter::KeyFrameListList FBXConverter::GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop )
{ {
KeyFrameListList inputs; KeyFrameListList inputs;
inputs.reserve( nodes.size() * 3 ); inputs.reserve( nodes.size() * 3 );
@ -2756,12 +2755,11 @@ Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector<const
} }
KeyTimeList Converter::GetKeyTimeList( const KeyFrameListList& inputs ) KeyTimeList FBXConverter::GetKeyTimeList( const KeyFrameListList& inputs ) {
{ ai_assert( !inputs.empty() );
ai_assert( inputs.size() );
// reserve some space upfront - it is likely that the keyframe lists // reserve some space upfront - it is likely that the key-frame lists
// have matching time values, so max(of all keyframe lists) should // have matching time values, so max(of all key-frame lists) should
// be a good estimate. // be a good estimate.
KeyTimeList keys; KeyTimeList keys;
@ -2805,17 +2803,15 @@ KeyTimeList Converter::GetKeyTimeList( const KeyFrameListList& inputs )
return keys; return keys;
} }
void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs, void FBXConverter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
const aiVector3D& def_value, const aiVector3D& def_value,
double& max_time, double& max_time,
double& min_time ) double& min_time ) {
ai_assert( !keys.empty() );
{ ai_assert( nullptr != valOut );
ai_assert( keys.size() );
ai_assert( valOut );
std::vector<unsigned int> next_pos; std::vector<unsigned int> next_pos;
const size_t count = inputs.size(); const size_t count( inputs.size() );
next_pos.resize( inputs.size(), 0 ); next_pos.resize( inputs.size(), 0 );
@ -2826,6 +2822,9 @@ void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, c
const KeyFrameList& kfl = inputs[ i ]; const KeyFrameList& kfl = inputs[ i ];
const size_t ksize = std::get<0>(kfl)->size(); const size_t ksize = std::get<0>(kfl)->size();
if (ksize == 0) {
continue;
}
if ( ksize > next_pos[ i ] && std::get<0>(kfl)->at( next_pos[ i ] ) == time ) { if ( ksize > next_pos[ i ] && std::get<0>(kfl)->at( next_pos[ i ] ) == time ) {
++next_pos[ i ]; ++next_pos[ i ];
} }
@ -2860,14 +2859,14 @@ void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, c
} }
} }
void Converter::InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs, void FBXConverter::InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
const aiVector3D& def_value, const aiVector3D& def_value,
double& maxTime, double& maxTime,
double& minTime, double& minTime,
Model::RotOrder order ) Model::RotOrder order )
{ {
ai_assert( keys.size() ); ai_assert( !keys.empty() );
ai_assert( valOut ); ai_assert( nullptr != valOut );
std::unique_ptr<aiVectorKey[]> temp( new aiVectorKey[ keys.size() ] ); std::unique_ptr<aiVectorKey[]> temp( new aiVectorKey[ keys.size() ] );
InterpolateKeys( temp.get(), keys, inputs, def_value, maxTime, minTime ); InterpolateKeys( temp.get(), keys, inputs, def_value, maxTime, minTime );
@ -2898,7 +2897,7 @@ void Converter::InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, con
} }
} }
void Converter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale, void FBXConverter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale,
aiVectorKey* out_translation, aiVectorKey* out_translation,
const KeyFrameListList& scaling, const KeyFrameListList& scaling,
const KeyFrameListList& translation, const KeyFrameListList& translation,
@ -2956,7 +2955,7 @@ void Converter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey
} }
} }
aiQuaternion Converter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order ) aiQuaternion FBXConverter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order )
{ {
aiMatrix4x4 m; aiMatrix4x4 m;
GetRotationMatrix( order, rot, m ); GetRotationMatrix( order, rot, m );
@ -2964,7 +2963,7 @@ aiQuaternion Converter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrde
return aiQuaternion( aiMatrix3x3( m ) ); return aiQuaternion( aiMatrix3x3( m ) );
} }
void Converter::ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/, void FBXConverter::ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
int64_t start, int64_t stop, int64_t start, int64_t stop,
double& maxTime, double& maxTime,
double& minTime ) double& minTime )
@ -2984,7 +2983,7 @@ void Converter::ConvertScaleKeys( aiNodeAnim* na, const std::vector<const Animat
InterpolateKeys( na->mScalingKeys, keys, inputs, aiVector3D( 1.0f, 1.0f, 1.0f ), maxTime, minTime ); InterpolateKeys( na->mScalingKeys, keys, inputs, aiVector3D( 1.0f, 1.0f, 1.0f ), maxTime, minTime );
} }
void Converter::ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, void FBXConverter::ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
const LayerMap& /*layers*/, const LayerMap& /*layers*/,
int64_t start, int64_t stop, int64_t start, int64_t stop,
double& maxTime, double& maxTime,
@ -3002,7 +3001,7 @@ void Converter::ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const
InterpolateKeys( na->mPositionKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime ); InterpolateKeys( na->mPositionKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime );
} }
void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, void FBXConverter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
const LayerMap& /*layers*/, const LayerMap& /*layers*/,
int64_t start, int64_t stop, int64_t start, int64_t stop,
double& maxTime, double& maxTime,
@ -3022,7 +3021,7 @@ void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const Ani
} }
} }
void Converter::ConvertGlobalSettings() { void FBXConverter::ConvertGlobalSettings() {
if (nullptr == out) { if (nullptr == out) {
return; return;
} }
@ -3033,7 +3032,7 @@ void Converter::ConvertGlobalSettings() {
out->mMetaData->Set(index, "UnitScaleFactor", unitScalFactor); out->mMetaData->Set(index, "UnitScaleFactor", unitScalFactor);
} }
void Converter::TransferDataToScene() void FBXConverter::TransferDataToScene()
{ {
ai_assert( !out->mMeshes ); ai_assert( !out->mMeshes );
ai_assert( !out->mNumMeshes ); ai_assert( !out->mNumMeshes );
@ -3088,7 +3087,7 @@ void Converter::TransferDataToScene()
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void ConvertToAssimpScene(aiScene* out, const Document& doc) void ConvertToAssimpScene(aiScene* out, const Document& doc)
{ {
Converter converter(out,doc); FBXConverter converter(out,doc);
} }
} // !FBX } // !FBX

View File

@ -78,7 +78,7 @@ using NodeNameCache = std::set<std::string>;
void ConvertToAssimpScene(aiScene* out, const Document& doc); void ConvertToAssimpScene(aiScene* out, const Document& doc);
/** Dummy class to encapsulate the conversion process */ /** Dummy class to encapsulate the conversion process */
class Converter { class FBXConverter {
public: public:
/** /**
* The different parts that make up the final local transformation of a fbx-node * The different parts that make up the final local transformation of a fbx-node
@ -106,8 +106,8 @@ public:
}; };
public: public:
Converter(aiScene* out, const Document& doc); FBXConverter(aiScene* out, const Document& doc);
~Converter(); ~FBXConverter();
private: private:
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------

View File

@ -210,22 +210,63 @@ void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene
ai_assert(false); ai_assert(false);
} }
// Create nodes for the whole scene if (pModel->m_Objects.size() > 0) {
std::vector<aiMesh*> MeshArray; // Create nodes for the whole scene
for (size_t index = 0; index < pModel->m_Objects.size(); ++index ) { std::vector<aiMesh*> MeshArray;
createNodes(pModel, pModel->m_Objects[ index ], pScene->mRootNode, pScene, MeshArray); for (size_t index = 0; index < pModel->m_Objects.size(); ++index) {
} createNodes(pModel, pModel->m_Objects[index], pScene->mRootNode, pScene, MeshArray);
// Create mesh pointer buffer for this scene
if (pScene->mNumMeshes > 0) {
pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
for (size_t index =0; index < MeshArray.size(); ++index ) {
pScene->mMeshes[ index ] = MeshArray[ index ];
} }
}
// Create all materials // Create mesh pointer buffer for this scene
createMaterials( pModel, pScene ); if (pScene->mNumMeshes > 0) {
pScene->mMeshes = new aiMesh*[MeshArray.size()];
for (size_t index = 0; index < MeshArray.size(); ++index) {
pScene->mMeshes[index] = MeshArray[index];
}
}
// Create all materials
createMaterials(pModel, pScene);
}else {
if (pModel->m_Vertices.empty()){
return;
}
std::unique_ptr<aiMesh> mesh( new aiMesh );
mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
unsigned int n = pModel->m_Vertices.size();
mesh->mNumVertices = n;
mesh->mVertices = new aiVector3D[n];
memcpy(mesh->mVertices, pModel->m_Vertices.data(), n*sizeof(aiVector3D) );
if ( !pModel->m_Normals.empty() ) {
mesh->mNormals = new aiVector3D[n];
if (pModel->m_Normals.size() < n) {
throw DeadlyImportError("OBJ: vertex normal index out of range");
}
memcpy(mesh->mNormals, pModel->m_Normals.data(), n*sizeof(aiVector3D));
}
if ( !pModel->m_VertexColors.empty() ){
mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
for (unsigned int i = 0; i < n; ++i) {
if (i < pModel->m_VertexColors.size() ) {
const aiVector3D& color = pModel->m_VertexColors[i];
mesh->mColors[0][i] = aiColor4D(color.x, color.y, color.z, 1.0);
}else {
throw DeadlyImportError("OBJ: vertex color index out of range");
}
}
}
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
pScene->mMeshes = new aiMesh*[1];
pScene->mNumMeshes = 1;
pScene->mMeshes[0] = mesh.release();
}
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -452,7 +493,7 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
// Copy all vertex colors // Copy all vertex colors
if ( !pModel->m_VertexColors.empty()) if ( !pModel->m_VertexColors.empty())
{ {
const aiVector3D color = pModel->m_VertexColors[ vertex ]; const aiVector3D& color = pModel->m_VertexColors[ vertex ];
pMesh->mColors[0][ newIndex ] = aiColor4D(color.x, color.y, color.z, 1.0); pMesh->mColors[0][ newIndex ] = aiColor4D(color.x, color.y, color.z, 1.0);
} }

View File

@ -79,26 +79,27 @@ struct aiVectorKey
/// @brief Construction from a given time and key value. /// @brief Construction from a given time and key value.
aiVectorKey(double time, const aiVector3D& value) aiVectorKey(double time, const aiVector3D& value)
: mTime (time) : mTime( time )
, mValue (value) , mValue( value ) {
{} // empty
}
typedef aiVector3D elem_type; typedef aiVector3D elem_type;
// Comparison operators. For use with std::find(); // Comparison operators. For use with std::find();
bool operator == (const aiVectorKey& o) const { bool operator == (const aiVectorKey& rhs) const {
return o.mValue == this->mValue; return rhs.mValue == this->mValue;
} }
bool operator != (const aiVectorKey& o) const { bool operator != (const aiVectorKey& rhs ) const {
return o.mValue != this->mValue; return rhs.mValue != this->mValue;
} }
// Relational operators. For use with std::sort(); // Relational operators. For use with std::sort();
bool operator < (const aiVectorKey& o) const { bool operator < (const aiVectorKey& rhs ) const {
return mTime < o.mTime; return mTime < rhs.mTime;
} }
bool operator > (const aiVectorKey& o) const { bool operator > (const aiVectorKey& rhs ) const {
return mTime > o.mTime; return mTime > rhs.mTime;
} }
#endif // __cplusplus #endif // __cplusplus
}; };
@ -130,25 +131,25 @@ struct aiQuatKey
typedef aiQuaternion elem_type; typedef aiQuaternion elem_type;
// Comparison operators. For use with std::find(); // Comparison operators. For use with std::find();
bool operator == (const aiQuatKey& o) const { bool operator == (const aiQuatKey& rhs ) const {
return o.mValue == this->mValue; return rhs.mValue == this->mValue;
} }
bool operator != (const aiQuatKey& o) const { bool operator != (const aiQuatKey& rhs ) const {
return o.mValue != this->mValue; return rhs.mValue != this->mValue;
} }
// Relational operators. For use with std::sort(); // Relational operators. For use with std::sort();
bool operator < (const aiQuatKey& o) const { bool operator < (const aiQuatKey& rhs ) const {
return mTime < o.mTime; return mTime < rhs.mTime;
} }
bool operator > (const aiQuatKey& o) const { bool operator > (const aiQuatKey& rhs ) const {
return mTime > o.mTime; return mTime > rhs.mTime;
} }
#endif #endif
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Binds a anim mesh to a specific point in time. */ /** Binds a anim-mesh to a specific point in time. */
struct aiMeshKey struct aiMeshKey
{ {
/** The time of this key */ /** The time of this key */