Merge pull request #2731 from RevoluPowered/feature/easy-armature-lookup
Implemented armature lookup and updated FBX importer to properly support thispull/2743/head
commit
aa4c9fb5fa
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@ -670,6 +670,8 @@ SET( PostProcessing_SRCS
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PostProcessing/MakeVerboseFormat.h
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PostProcessing/ScaleProcess.cpp
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PostProcessing/ScaleProcess.h
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PostProcessing/ArmaturePopulate.cpp
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PostProcessing/ArmaturePopulate.h
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PostProcessing/GenBoundingBoxesProcess.cpp
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PostProcessing/GenBoundingBoxesProcess.h
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)
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@ -131,11 +131,15 @@ corresponding preprocessor flag to selectively disable steps.
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#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
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# include "PostProcessing/ScaleProcess.h"
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#endif
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#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
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# include "PostProcessing/ArmaturePopulate.h"
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#endif
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#if (!defined ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS)
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# include "PostProcessing/GenBoundingBoxesProcess.h"
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#endif
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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@ -180,6 +184,9 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out)
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#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
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out.push_back( new ScaleProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
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out.push_back( new ArmaturePopulate());
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#endif
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#if (!defined ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS)
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out.push_back( new PretransformVertices());
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#endif
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@ -44,23 +44,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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aiNode::aiNode()
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: mName("")
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, mParent(NULL)
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, mParent(nullptr)
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, mNumChildren(0)
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, mChildren(NULL)
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, mChildren(nullptr)
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, mNumMeshes(0)
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, mMeshes(NULL)
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, mMetaData(NULL) {
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, mMeshes(nullptr)
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, mMetaData(nullptr) {
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// empty
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}
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aiNode::aiNode(const std::string& name)
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: mName(name)
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, mParent(NULL)
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, mParent(nullptr)
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, mNumChildren(0)
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, mChildren(NULL)
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, mChildren(nullptr)
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, mNumMeshes(0)
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, mMeshes(NULL)
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, mMetaData(NULL) {
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, mMeshes(nullptr)
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, mMetaData(nullptr) {
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// empty
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}
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@ -68,7 +68,7 @@ aiNode::aiNode(const std::string& name)
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aiNode::~aiNode() {
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// delete all children recursively
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// to make sure we won't crash if the data is invalid ...
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if (mChildren && mNumChildren)
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if (mNumChildren && mChildren)
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{
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for (unsigned int a = 0; a < mNumChildren; a++)
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delete mChildren[a];
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@ -68,7 +68,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <sstream>
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#include <iomanip>
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#include <cstdint>
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#include <iostream>
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#include <stdlib.h>
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namespace Assimp {
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namespace FBX {
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@ -145,7 +146,7 @@ namespace Assimp {
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out->mRootNode->mName.Set(unique_name);
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// root has ID 0
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ConvertNodes(0L, *out->mRootNode);
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ConvertNodes(0L, out->mRootNode, out->mRootNode);
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}
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static std::string getAncestorBaseName(const aiNode* node)
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@ -179,8 +180,11 @@ namespace Assimp {
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GetUniqueName(original_name, unique_name);
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return unique_name;
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}
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void FBXConverter::ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform) {
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/// todo: pre-build node hierarchy
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/// todo: get bone from stack
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/// todo: make map of aiBone* to aiNode*
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/// then update convert clusters to the new format
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void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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std::vector<aiNode*> nodes;
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@ -191,62 +195,69 @@ namespace Assimp {
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try {
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for (const Connection* con : conns) {
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// ignore object-property links
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if (con->PropertyName().length()) {
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continue;
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// really important we document why this is ignored.
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FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
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continue; //?
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}
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// convert connection source object into Object base class
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const Object* const object = con->SourceObject();
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if (nullptr == object) {
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FBXImporter::LogWarn("failed to convert source object for Model link");
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FBXImporter::LogError("failed to convert source object for Model link");
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continue;
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}
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// FBX Model::Cube, Model::Bone001, etc elements
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// This detects if we can cast the object into this model structure.
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const Model* const model = dynamic_cast<const Model*>(object);
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if (nullptr != model) {
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nodes_chain.clear();
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post_nodes_chain.clear();
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aiMatrix4x4 new_abs_transform = parent_transform;
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std::string unique_name = MakeUniqueNodeName(model, parent);
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aiMatrix4x4 new_abs_transform = parent->mTransformation;
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std::string node_name = FixNodeName(model->Name());
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// even though there is only a single input node, the design of
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// assimp (or rather: the complicated transformation chain that
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// is employed by fbx) means that we may need multiple aiNode's
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// to represent a fbx node's transformation.
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const bool need_additional_node = GenerateTransformationNodeChain(*model, unique_name, nodes_chain, post_nodes_chain);
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// generate node transforms - this includes pivot data
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// if need_additional_node is true then you t
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const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
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// assert that for the current node we must have at least a single transform
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ai_assert(nodes_chain.size());
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if (need_additional_node) {
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nodes_chain.push_back(new aiNode(unique_name));
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nodes_chain.push_back(new aiNode(node_name));
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}
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//setup metadata on newest node
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SetupNodeMetadata(*model, *nodes_chain.back());
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// link all nodes in a row
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aiNode* last_parent = &parent;
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for (aiNode* prenode : nodes_chain) {
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ai_assert(prenode);
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aiNode* last_parent = parent;
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for (aiNode* child : nodes_chain) {
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ai_assert(child);
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if (last_parent != &parent) {
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if (last_parent != parent) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode*[1];
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last_parent->mChildren[0] = prenode;
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last_parent->mChildren[0] = child;
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}
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prenode->mParent = last_parent;
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last_parent = prenode;
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child->mParent = last_parent;
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last_parent = child;
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new_abs_transform *= prenode->mTransformation;
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new_abs_transform *= child->mTransformation;
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}
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// attach geometry
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ConvertModel(*model, *nodes_chain.back(), new_abs_transform);
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ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
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// check if there will be any child nodes
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const std::vector<const Connection*>& child_conns
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@ -258,7 +269,7 @@ namespace Assimp {
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for (aiNode* postnode : post_nodes_chain) {
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ai_assert(postnode);
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if (last_parent != &parent) {
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if (last_parent != parent) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode*[1];
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last_parent->mChildren[0] = postnode;
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@ -280,15 +291,15 @@ namespace Assimp {
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);
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}
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// attach sub-nodes (if any)
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ConvertNodes(model->ID(), *last_parent, new_abs_transform);
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// recursion call - child nodes
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ConvertNodes(model->ID(), last_parent, root_node);
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if (doc.Settings().readLights) {
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ConvertLights(*model, unique_name);
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ConvertLights(*model, node_name);
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}
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if (doc.Settings().readCameras) {
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ConvertCameras(*model, unique_name);
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ConvertCameras(*model, node_name);
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}
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nodes.push_back(nodes_chain.front());
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@ -297,11 +308,17 @@ namespace Assimp {
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}
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if (nodes.size()) {
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parent.mChildren = new aiNode*[nodes.size()]();
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parent.mNumChildren = static_cast<unsigned int>(nodes.size());
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parent->mChildren = new aiNode*[nodes.size()]();
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parent->mNumChildren = static_cast<unsigned int>(nodes.size());
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std::swap_ranges(nodes.begin(), nodes.end(), parent.mChildren);
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std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
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}
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else
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{
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parent->mNumChildren = 0;
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parent->mChildren = nullptr;
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}
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}
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catch (std::exception&) {
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Util::delete_fun<aiNode> deleter;
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@ -803,7 +820,7 @@ namespace Assimp {
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// is_complex needs to be consistent with NeedsComplexTransformationChain()
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// or the interplay between this code and the animation converter would
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// not be guaranteed.
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ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
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//ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
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// now, if we have more than just Translation, Scaling and Rotation,
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// we need to generate a full node chain to accommodate for assimp's
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@ -905,7 +922,8 @@ namespace Assimp {
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}
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}
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void FBXConverter::ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform)
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void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
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const aiMatrix4x4 &absolute_transform)
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{
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const std::vector<const Geometry*>& geos = model.GetGeometry();
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@ -917,11 +935,12 @@ namespace Assimp {
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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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const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
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const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, parent, root_node,
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absolute_transform);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
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}
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else if (line) {
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const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
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const std::vector<unsigned int>& indices = ConvertLine(*line, model, parent, root_node);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
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}
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else {
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@ -930,15 +949,16 @@ namespace Assimp {
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}
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if (meshes.size()) {
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nd.mMeshes = new unsigned int[meshes.size()]();
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nd.mNumMeshes = static_cast<unsigned int>(meshes.size());
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parent->mMeshes = new unsigned int[meshes.size()]();
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parent->mNumMeshes = static_cast<unsigned int>(meshes.size());
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std::swap_ranges(meshes.begin(), meshes.end(), nd.mMeshes);
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std::swap_ranges(meshes.begin(), meshes.end(), parent->mMeshes);
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}
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}
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std::vector<unsigned int> FBXConverter::ConvertMesh(const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform, aiNode& nd)
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std::vector<unsigned int>
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FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
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const aiMatrix4x4 &absolute_transform)
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{
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std::vector<unsigned int> temp;
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@ -962,18 +982,18 @@ namespace Assimp {
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const MatIndexArray::value_type base = mindices[0];
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for (MatIndexArray::value_type index : mindices) {
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if (index != base) {
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return ConvertMeshMultiMaterial(mesh, model, node_global_transform, nd);
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return ConvertMeshMultiMaterial(mesh, model, parent, root_node, absolute_transform);
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}
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}
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}
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// faster code-path, just copy the data
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temp.push_back(ConvertMeshSingleMaterial(mesh, model, node_global_transform, nd));
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temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
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return temp;
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}
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std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
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const aiMatrix4x4& node_global_transform, aiNode& nd)
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aiNode *parent, aiNode *root_node)
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{
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std::vector<unsigned int> temp;
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@ -984,7 +1004,7 @@ namespace Assimp {
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return temp;
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}
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aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
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aiMesh* const out_mesh = SetupEmptyMesh(line, root_node);
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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// copy vertices
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@ -1019,7 +1039,7 @@ namespace Assimp {
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return temp;
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}
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aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
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aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode *parent)
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{
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aiMesh* const out_mesh = new aiMesh();
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meshes.push_back(out_mesh);
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@ -1036,17 +1056,18 @@ namespace Assimp {
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}
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else
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{
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out_mesh->mName = nd.mName;
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out_mesh->mName = parent->mName;
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}
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return out_mesh;
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}
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unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform, aiNode& nd)
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unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
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const aiMatrix4x4 &absolute_transform, aiNode *parent,
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aiNode *root_node)
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{
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const MatIndexArray& mindices = mesh.GetMaterialIndices();
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aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
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aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
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const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
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@ -1113,7 +1134,7 @@ namespace Assimp {
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binormals = &tempBinormals;
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}
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else {
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binormals = NULL;
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binormals = nullptr;
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}
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}
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@ -1163,8 +1184,9 @@ namespace Assimp {
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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() != NULL) {
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ConvertWeights(out_mesh, model, mesh, node_global_transform, NO_MATERIAL_SEPARATION);
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if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
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ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
|
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nullptr);
|
||||
}
|
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|
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std::vector<aiAnimMesh*> animMeshes;
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||||
|
@ -1209,8 +1231,10 @@ namespace Assimp {
|
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return static_cast<unsigned int>(meshes.size() - 1);
|
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}
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|
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std::vector<unsigned int> FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
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const aiMatrix4x4& node_global_transform, aiNode& nd)
|
||||
std::vector<unsigned int>
|
||||
FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
|
||||
aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform)
|
||||
{
|
||||
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
||||
ai_assert(mindices.size());
|
||||
|
@ -1221,7 +1245,7 @@ namespace Assimp {
|
|||
for (MatIndexArray::value_type index : mindices) {
|
||||
if (had.find(index) == had.end()) {
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||||
|
||||
indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, node_global_transform, nd));
|
||||
indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node, absolute_transform));
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had.insert(index);
|
||||
}
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||||
}
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@ -1229,18 +1253,18 @@ namespace Assimp {
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|||
return indices;
|
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}
|
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|
||||
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
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MatIndexArray::value_type index,
|
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const aiMatrix4x4& node_global_transform,
|
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aiNode& nd)
|
||||
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
|
||||
MatIndexArray::value_type index,
|
||||
aiNode *parent, aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform)
|
||||
{
|
||||
aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
|
||||
aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
|
||||
|
||||
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
|
||||
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
|
||||
|
||||
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != NULL;
|
||||
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != nullptr;
|
||||
|
||||
unsigned int count_faces = 0;
|
||||
unsigned int count_vertices = 0;
|
||||
|
@ -1300,7 +1324,7 @@ namespace Assimp {
|
|||
binormals = &tempBinormals;
|
||||
}
|
||||
else {
|
||||
binormals = NULL;
|
||||
binormals = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1399,7 +1423,7 @@ namespace Assimp {
|
|||
ConvertMaterialForMesh(out_mesh, model, mesh, index);
|
||||
|
||||
if (process_weights) {
|
||||
ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping);
|
||||
ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, index, &reverseMapping);
|
||||
}
|
||||
|
||||
std::vector<aiAnimMesh*> animMeshes;
|
||||
|
@ -1449,10 +1473,10 @@ namespace Assimp {
|
|||
return static_cast<unsigned int>(meshes.size() - 1);
|
||||
}
|
||||
|
||||
void FBXConverter::ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
const aiMatrix4x4& node_global_transform,
|
||||
unsigned int materialIndex,
|
||||
std::vector<unsigned int>* outputVertStartIndices)
|
||||
void FBXConverter::ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo,
|
||||
const aiMatrix4x4 &absolute_transform,
|
||||
aiNode *parent, aiNode *root_node, unsigned int materialIndex,
|
||||
std::vector<unsigned int> *outputVertStartIndices)
|
||||
{
|
||||
ai_assert(geo.DeformerSkin());
|
||||
|
||||
|
@ -1463,13 +1487,12 @@ namespace Assimp {
|
|||
const Skin& sk = *geo.DeformerSkin();
|
||||
|
||||
std::vector<aiBone*> bones;
|
||||
bones.reserve(sk.Clusters().size());
|
||||
|
||||
const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
|
||||
ai_assert(no_mat_check || outputVertStartIndices);
|
||||
|
||||
try {
|
||||
|
||||
// iterate over the sub deformers
|
||||
for (const Cluster* cluster : sk.Clusters()) {
|
||||
ai_assert(cluster);
|
||||
|
||||
|
@ -1483,15 +1506,16 @@ namespace Assimp {
|
|||
index_out_indices.clear();
|
||||
out_indices.clear();
|
||||
|
||||
|
||||
// now check if *any* of these weights is contained in the output mesh,
|
||||
// taking notes so we don't need to do it twice.
|
||||
for (WeightIndexArray::value_type index : indices) {
|
||||
|
||||
unsigned int count = 0;
|
||||
const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
|
||||
// ToOutputVertexIndex only returns NULL if index is out of bounds
|
||||
// ToOutputVertexIndex only returns nullptr if index is out of bounds
|
||||
// which should never happen
|
||||
ai_assert(out_idx != NULL);
|
||||
ai_assert(out_idx != nullptr);
|
||||
|
||||
index_out_indices.push_back(no_index_sentinel);
|
||||
count_out_indices.push_back(0);
|
||||
|
@ -1524,64 +1548,103 @@ namespace Assimp {
|
|||
// if we found at least one, generate the output bones
|
||||
// XXX this could be heavily simplified by collecting the bone
|
||||
// data in a single step.
|
||||
ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
|
||||
count_out_indices, node_global_transform);
|
||||
ConvertCluster(bones, cluster, out_indices, index_out_indices,
|
||||
count_out_indices, absolute_transform, parent, root_node);
|
||||
}
|
||||
|
||||
bone_map.clear();
|
||||
}
|
||||
catch (std::exception&) {
|
||||
catch (std::exception&e) {
|
||||
std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>());
|
||||
throw;
|
||||
}
|
||||
|
||||
if (bones.empty()) {
|
||||
out->mBones = nullptr;
|
||||
out->mNumBones = 0;
|
||||
return;
|
||||
} else {
|
||||
out->mBones = new aiBone *[bones.size()]();
|
||||
out->mNumBones = static_cast<unsigned int>(bones.size());
|
||||
|
||||
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
|
||||
}
|
||||
|
||||
out->mBones = new aiBone*[bones.size()]();
|
||||
out->mNumBones = static_cast<unsigned int>(bones.size());
|
||||
|
||||
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
|
||||
}
|
||||
|
||||
void FBXConverter::ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
|
||||
std::vector<size_t>& out_indices,
|
||||
std::vector<size_t>& index_out_indices,
|
||||
std::vector<size_t>& count_out_indices,
|
||||
const aiMatrix4x4& node_global_transform)
|
||||
const aiNode* FBXConverter::GetNodeByName( const aiString& name, aiNode *current_node )
|
||||
{
|
||||
aiNode * iter = current_node;
|
||||
//printf("Child count: %d", iter->mNumChildren);
|
||||
return iter;
|
||||
}
|
||||
|
||||
aiBone* const bone = new aiBone();
|
||||
bones.push_back(bone);
|
||||
void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
|
||||
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
|
||||
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
|
||||
aiNode *parent, aiNode *root_node) {
|
||||
ai_assert(cl); // make sure cluster valid
|
||||
std::string deformer_name = cl->TargetNode()->Name();
|
||||
aiString bone_name = aiString(FixNodeName(deformer_name));
|
||||
|
||||
bone->mName = FixNodeName(cl.TargetNode()->Name());
|
||||
aiBone *bone = nullptr;
|
||||
|
||||
bone->mOffsetMatrix = cl.TransformLink();
|
||||
bone->mOffsetMatrix.Inverse();
|
||||
if (bone_map.count(deformer_name)) {
|
||||
std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name
|
||||
<< std::endl;
|
||||
bone = bone_map[deformer_name];
|
||||
} else {
|
||||
std::cout << "created new bone " << bone_name.C_Str() << ". Deformer: " << deformer_name << std::endl;
|
||||
bone = new aiBone();
|
||||
bone->mName = bone_name;
|
||||
|
||||
bone->mOffsetMatrix = bone->mOffsetMatrix * node_global_transform;
|
||||
// store local transform link for post processing
|
||||
bone->mOffsetMatrix = cl->TransformLink();
|
||||
bone->mOffsetMatrix.Inverse();
|
||||
|
||||
bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
|
||||
aiVertexWeight* cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
|
||||
aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
|
||||
|
||||
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
|
||||
const WeightArray& weights = cl.GetWeights();
|
||||
bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
|
||||
|
||||
const size_t c = index_out_indices.size();
|
||||
for (size_t i = 0; i < c; ++i) {
|
||||
const size_t index_index = index_out_indices[i];
|
||||
|
||||
if (index_index == no_index_sentinel) {
|
||||
continue;
|
||||
//
|
||||
// Now calculate the aiVertexWeights
|
||||
//
|
||||
|
||||
aiVertexWeight *cursor = nullptr;
|
||||
|
||||
bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
|
||||
cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
|
||||
|
||||
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
|
||||
const WeightArray& weights = cl->GetWeights();
|
||||
|
||||
const size_t c = index_out_indices.size();
|
||||
for (size_t i = 0; i < c; ++i) {
|
||||
const size_t index_index = index_out_indices[i];
|
||||
|
||||
if (index_index == no_index_sentinel) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const size_t cc = count_out_indices[i];
|
||||
for (size_t j = 0; j < cc; ++j) {
|
||||
// cursor runs from first element relative to the start
|
||||
// or relative to the start of the next indexes.
|
||||
aiVertexWeight& out_weight = *cursor++;
|
||||
|
||||
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
|
||||
out_weight.mWeight = weights[i];
|
||||
}
|
||||
}
|
||||
|
||||
const size_t cc = count_out_indices[i];
|
||||
for (size_t j = 0; j < cc; ++j) {
|
||||
aiVertexWeight& out_weight = *cursor++;
|
||||
|
||||
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
|
||||
out_weight.mWeight = weights[i];
|
||||
}
|
||||
bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
|
||||
}
|
||||
|
||||
std::cout << "bone research: Indicies size: " << out_indices.size() << std::endl;
|
||||
|
||||
// lookup must be populated in case something goes wrong
|
||||
// this also allocates bones to mesh instance outside
|
||||
local_mesh_bones.push_back(bone);
|
||||
}
|
||||
|
||||
void FBXConverter::ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
|
@ -2677,7 +2740,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
// sanity check whether the input is ok
|
||||
static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves,
|
||||
bool strictMode) {
|
||||
const Object* target(NULL);
|
||||
const Object* target(nullptr);
|
||||
for (const AnimationCurveNode* node : curves) {
|
||||
if (!target) {
|
||||
target = node->Target();
|
||||
|
@ -2708,7 +2771,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
#ifdef ASSIMP_BUILD_DEBUG
|
||||
validateAnimCurveNodes(curves, doc.Settings().strictMode);
|
||||
#endif
|
||||
const AnimationCurveNode* curve_node = NULL;
|
||||
const AnimationCurveNode* curve_node = nullptr;
|
||||
for (const AnimationCurveNode* node : curves) {
|
||||
ai_assert(node);
|
||||
|
||||
|
@ -3556,7 +3619,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
|
|||
ai_assert(!out->mMeshes);
|
||||
ai_assert(!out->mNumMeshes);
|
||||
|
||||
// note: the trailing () ensures initialization with NULL - not
|
||||
// note: the trailing () ensures initialization with nullptr - not
|
||||
// many C++ users seem to know this, so pointing it out to avoid
|
||||
// confusion why this code works.
|
||||
|
||||
|
|
|
@ -123,7 +123,7 @@ private:
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// collect and assign child nodes
|
||||
void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4());
|
||||
void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertLights(const Model& model, const std::string &orig_name );
|
||||
|
@ -179,32 +179,35 @@ private:
|
|||
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform);
|
||||
void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
|
||||
std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
std::vector<unsigned int>
|
||||
ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
aiNode *parent, aiNode *root_node);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode& nd);
|
||||
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
|
||||
const aiMatrix4x4 &absolute_transform, aiNode *parent,
|
||||
aiNode *root_node);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
std::vector<unsigned int>
|
||||
ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
|
||||
const aiMatrix4x4 &absolute_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
||||
MatIndexArray::value_type index,
|
||||
const aiMatrix4x4& node_global_transform, aiNode& nd);
|
||||
unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
|
||||
aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
|
||||
|
@ -217,17 +220,17 @@ private:
|
|||
* - outputVertStartIndices is only used when a material index is specified, it gives for
|
||||
* each output vertex the DOM index it maps to.
|
||||
*/
|
||||
void ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
|
||||
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
|
||||
std::vector<unsigned int>* outputVertStartIndices = NULL);
|
||||
|
||||
void ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
|
||||
aiNode *parent = NULL, aiNode *root_node = NULL,
|
||||
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
|
||||
std::vector<unsigned int> *outputVertStartIndices = NULL);
|
||||
// lookup
|
||||
static const aiNode* GetNodeByName( const aiString& name, aiNode *current_node );
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
|
||||
std::vector<size_t>& out_indices,
|
||||
std::vector<size_t>& index_out_indices,
|
||||
std::vector<size_t>& count_out_indices,
|
||||
const aiMatrix4x4& node_global_transform);
|
||||
void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
|
||||
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
|
||||
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
|
||||
aiNode *parent, aiNode *root_node);
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
||||
|
@ -452,10 +455,30 @@ private:
|
|||
using NodeNameCache = std::unordered_map<std::string, unsigned int>;
|
||||
NodeNameCache mNodeNames;
|
||||
|
||||
// Deformer name is not the same as a bone name - it does contain the bone name though :)
|
||||
// Deformer names in FBX are always unique in an FBX file.
|
||||
std::map<const std::string, aiBone *> bone_map;
|
||||
|
||||
double anim_fps;
|
||||
|
||||
aiScene* const out;
|
||||
const FBX::Document& doc;
|
||||
|
||||
static void BuildBoneList(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
|
||||
std::vector<aiBone*>& bones);
|
||||
|
||||
void BuildBoneStack(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
|
||||
const std::vector<aiBone *> &bones,
|
||||
std::map<aiBone *, aiNode *> &bone_stack,
|
||||
std::vector<aiNode*> &node_stack );
|
||||
|
||||
static void BuildNodeList(aiNode *current_node, std::vector<aiNode *> &nodes);
|
||||
|
||||
static aiNode *GetNodeFromStack(const aiString &node_name, std::vector<aiNode *> &nodes);
|
||||
|
||||
static aiNode *GetArmatureRoot(aiNode *bone_node, std::vector<aiBone*> &bone_list);
|
||||
|
||||
static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -48,26 +48,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "FBXImporter.h"
|
||||
|
||||
#include "FBXTokenizer.h"
|
||||
#include "FBXParser.h"
|
||||
#include "FBXUtil.h"
|
||||
#include "FBXDocument.h"
|
||||
#include "FBXConverter.h"
|
||||
#include "FBXDocument.h"
|
||||
#include "FBXParser.h"
|
||||
#include "FBXTokenizer.h"
|
||||
#include "FBXUtil.h"
|
||||
|
||||
#include <assimp/StreamReader.h>
|
||||
#include <assimp/MemoryIOWrapper.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/StreamReader.h>
|
||||
#include <assimp/importerdesc.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
template<>
|
||||
const char* LogFunctions<FBXImporter>::Prefix() {
|
||||
static auto prefix = "FBX: ";
|
||||
return prefix;
|
||||
template <>
|
||||
const char *LogFunctions<FBXImporter>::Prefix() {
|
||||
static auto prefix = "FBX: ";
|
||||
return prefix;
|
||||
}
|
||||
|
||||
}
|
||||
} // namespace Assimp
|
||||
|
||||
using namespace Assimp;
|
||||
using namespace Assimp::Formatter;
|
||||
|
@ -76,131 +76,123 @@ using namespace Assimp::FBX;
|
|||
namespace {
|
||||
|
||||
static const aiImporterDesc desc = {
|
||||
"Autodesk FBX Importer",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
aiImporterFlags_SupportTextFlavour,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"fbx"
|
||||
"Autodesk FBX Importer",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
aiImporterFlags_SupportTextFlavour,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"fbx"
|
||||
};
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by #Importer
|
||||
FBXImporter::FBXImporter()
|
||||
{
|
||||
FBXImporter::FBXImporter() {
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
FBXImporter::~FBXImporter()
|
||||
{
|
||||
FBXImporter::~FBXImporter() {
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the class can handle the format of the given file.
|
||||
bool FBXImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
|
||||
{
|
||||
const std::string& extension = GetExtension(pFile);
|
||||
if (extension == std::string( desc.mFileExtensions ) ) {
|
||||
return true;
|
||||
}
|
||||
bool FBXImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
|
||||
const std::string &extension = GetExtension(pFile);
|
||||
if (extension == std::string(desc.mFileExtensions)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
else if ((!extension.length() || checkSig) && pIOHandler) {
|
||||
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
|
||||
const char* tokens[] = {"fbx"};
|
||||
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
|
||||
}
|
||||
return false;
|
||||
else if ((!extension.length() || checkSig) && pIOHandler) {
|
||||
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
|
||||
const char *tokens[] = { "fbx" };
|
||||
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// List all extensions handled by this loader
|
||||
const aiImporterDesc* FBXImporter::GetInfo () const
|
||||
{
|
||||
return &desc;
|
||||
const aiImporterDesc *FBXImporter::GetInfo() const {
|
||||
return &desc;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup configuration properties for the loader
|
||||
void FBXImporter::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
|
||||
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
|
||||
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
|
||||
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
|
||||
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
|
||||
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
|
||||
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
|
||||
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
|
||||
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
|
||||
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
|
||||
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
|
||||
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
|
||||
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
|
||||
void FBXImporter::SetupProperties(const Importer *pImp) {
|
||||
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
|
||||
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
|
||||
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
|
||||
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
|
||||
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
|
||||
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
|
||||
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
|
||||
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
|
||||
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
|
||||
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
|
||||
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
|
||||
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
|
||||
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports the given file into the given scene structure.
|
||||
void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
|
||||
{
|
||||
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
|
||||
if (!stream) {
|
||||
ThrowException("Could not open file for reading");
|
||||
}
|
||||
void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
|
||||
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
|
||||
if (!stream) {
|
||||
ThrowException("Could not open file for reading");
|
||||
}
|
||||
|
||||
// read entire file into memory - no streaming for this, fbx
|
||||
// files can grow large, but the assimp output data structure
|
||||
// then becomes very large, too. Assimp doesn't support
|
||||
// streaming for its output data structures so the net win with
|
||||
// streaming input data would be very low.
|
||||
std::vector<char> contents;
|
||||
contents.resize(stream->FileSize()+1);
|
||||
stream->Read( &*contents.begin(), 1, contents.size()-1 );
|
||||
contents[ contents.size() - 1 ] = 0;
|
||||
const char* const begin = &*contents.begin();
|
||||
// read entire file into memory - no streaming for this, fbx
|
||||
// files can grow large, but the assimp output data structure
|
||||
// then becomes very large, too. Assimp doesn't support
|
||||
// streaming for its output data structures so the net win with
|
||||
// streaming input data would be very low.
|
||||
std::vector<char> contents;
|
||||
contents.resize(stream->FileSize() + 1);
|
||||
stream->Read(&*contents.begin(), 1, contents.size() - 1);
|
||||
contents[contents.size() - 1] = 0;
|
||||
const char *const begin = &*contents.begin();
|
||||
|
||||
// broadphase tokenizing pass in which we identify the core
|
||||
// syntax elements of FBX (brackets, commas, key:value mappings)
|
||||
TokenList tokens;
|
||||
try {
|
||||
// broadphase tokenizing pass in which we identify the core
|
||||
// syntax elements of FBX (brackets, commas, key:value mappings)
|
||||
TokenList tokens;
|
||||
try {
|
||||
|
||||
bool is_binary = false;
|
||||
if (!strncmp(begin,"Kaydara FBX Binary",18)) {
|
||||
is_binary = true;
|
||||
TokenizeBinary(tokens,begin,contents.size());
|
||||
}
|
||||
else {
|
||||
Tokenize(tokens,begin);
|
||||
}
|
||||
bool is_binary = false;
|
||||
if (!strncmp(begin, "Kaydara FBX Binary", 18)) {
|
||||
is_binary = true;
|
||||
TokenizeBinary(tokens, begin, contents.size());
|
||||
} else {
|
||||
Tokenize(tokens, begin);
|
||||
}
|
||||
|
||||
// use this information to construct a very rudimentary
|
||||
// parse-tree representing the FBX scope structure
|
||||
Parser parser(tokens, is_binary);
|
||||
// use this information to construct a very rudimentary
|
||||
// parse-tree representing the FBX scope structure
|
||||
Parser parser(tokens, is_binary);
|
||||
|
||||
// take the raw parse-tree and convert it to a FBX DOM
|
||||
Document doc(parser,settings);
|
||||
// take the raw parse-tree and convert it to a FBX DOM
|
||||
Document doc(parser, settings);
|
||||
|
||||
// convert the FBX DOM to aiScene
|
||||
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
|
||||
// convert the FBX DOM to aiScene
|
||||
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
|
||||
|
||||
// size relative to cm
|
||||
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
|
||||
// size relative to cm
|
||||
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
|
||||
|
||||
// Set FBX file scale is relative to CM must be converted to M for
|
||||
// assimp universal format (M)
|
||||
SetFileScale( size_relative_to_cm * 0.01f);
|
||||
// Set FBX file scale is relative to CM must be converted to M for
|
||||
// assimp universal format (M)
|
||||
SetFileScale(size_relative_to_cm * 0.01f);
|
||||
|
||||
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
|
||||
}
|
||||
catch(std::exception&) {
|
||||
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
|
||||
throw;
|
||||
}
|
||||
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
|
||||
} catch (std::exception &) {
|
||||
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER
|
||||
|
|
|
@ -0,0 +1,268 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
#include "ArmaturePopulate.h"
|
||||
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <iostream>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
/// The default class constructor.
|
||||
ArmaturePopulate::ArmaturePopulate() : BaseProcess()
|
||||
{}
|
||||
|
||||
/// The class destructor.
|
||||
ArmaturePopulate::~ArmaturePopulate()
|
||||
{}
|
||||
|
||||
bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
|
||||
return (pFlags & aiProcess_PopulateArmatureData) != 0;
|
||||
}
|
||||
|
||||
void ArmaturePopulate::SetupProperties(const Importer *pImp) {
|
||||
// do nothing
|
||||
}
|
||||
|
||||
void ArmaturePopulate::Execute(aiScene *out) {
|
||||
|
||||
// Now convert all bone positions to the correct mOffsetMatrix
|
||||
std::vector<aiBone *> bones;
|
||||
std::vector<aiNode *> nodes;
|
||||
std::map<aiBone *, aiNode *> bone_stack;
|
||||
BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
|
||||
BuildNodeList(out->mRootNode, nodes);
|
||||
|
||||
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
|
||||
|
||||
for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
|
||||
aiBone *bone = kvp.first;
|
||||
aiNode *bone_node = kvp.second;
|
||||
ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
|
||||
// lcl transform grab - done in generate_nodes :)
|
||||
|
||||
// bone->mOffsetMatrix = bone_node->mTransformation;
|
||||
aiNode *armature = GetArmatureRoot(bone_node, bones);
|
||||
|
||||
ai_assert(armature);
|
||||
|
||||
// set up bone armature id
|
||||
bone->mArmature = armature;
|
||||
|
||||
// set this bone node to be referenced properly
|
||||
ai_assert(bone_node);
|
||||
bone->mNode = bone_node;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Reprocess all nodes to calculate bone transforms properly based on the REAL
|
||||
* mOffsetMatrix not the local. */
|
||||
/* Before this would use mesh transforms which is wrong for bone transforms */
|
||||
/* Before this would work for simple character skeletons but not complex meshes
|
||||
* with multiple origins */
|
||||
/* Source: sketch fab log cutter fbx */
|
||||
void ArmaturePopulate::BuildBoneList(aiNode *current_node,
|
||||
const aiNode *root_node,
|
||||
const aiScene *scene,
|
||||
std::vector<aiBone *> &bones) {
|
||||
ai_assert(scene);
|
||||
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
|
||||
aiNode *child = current_node->mChildren[nodeId];
|
||||
ai_assert(child);
|
||||
|
||||
// check for bones
|
||||
for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
|
||||
ai_assert(child->mMeshes);
|
||||
unsigned int mesh_index = child->mMeshes[meshId];
|
||||
aiMesh *mesh = scene->mMeshes[mesh_index];
|
||||
ai_assert(mesh);
|
||||
|
||||
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
|
||||
aiBone *bone = mesh->mBones[boneId];
|
||||
ai_assert(bone);
|
||||
|
||||
// duplicate meshes exist with the same bones sometimes :)
|
||||
// so this must be detected
|
||||
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
|
||||
// add the element once
|
||||
bones.push_back(bone);
|
||||
}
|
||||
}
|
||||
|
||||
// find mesh and get bones
|
||||
// then do recursive lookup for bones in root node hierarchy
|
||||
}
|
||||
|
||||
BuildBoneList(child, root_node, scene, bones);
|
||||
}
|
||||
}
|
||||
|
||||
/* Prepare flat node list which can be used for non recursive lookups later */
|
||||
void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
|
||||
std::vector<aiNode *> &nodes) {
|
||||
ai_assert(current_node);
|
||||
|
||||
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
|
||||
aiNode *child = current_node->mChildren[nodeId];
|
||||
ai_assert(child);
|
||||
|
||||
nodes.push_back(child);
|
||||
|
||||
BuildNodeList(child, nodes);
|
||||
}
|
||||
}
|
||||
|
||||
/* A bone stack allows us to have multiple armatures, with the same bone names
|
||||
* A bone stack allows us also to retrieve bones true transform even with
|
||||
* duplicate names :)
|
||||
*/
|
||||
void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
|
||||
const aiNode *root_node,
|
||||
const aiScene *scene,
|
||||
const std::vector<aiBone *> &bones,
|
||||
std::map<aiBone *, aiNode *> &bone_stack,
|
||||
std::vector<aiNode *> &node_stack) {
|
||||
ai_assert(scene);
|
||||
ai_assert(root_node);
|
||||
ai_assert(!node_stack.empty());
|
||||
|
||||
for (aiBone *bone : bones) {
|
||||
ai_assert(bone);
|
||||
aiNode *node = GetNodeFromStack(bone->mName, node_stack);
|
||||
if (node == nullptr) {
|
||||
node_stack.clear();
|
||||
BuildNodeList(root_node, node_stack);
|
||||
ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
|
||||
|
||||
node = GetNodeFromStack(bone->mName, node_stack);
|
||||
|
||||
if (!node) {
|
||||
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
|
||||
|
||||
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Returns the armature root node */
|
||||
/* This is required to be detected for a bone initially, it will recurse up
|
||||
* until it cannot find another bone and return the node No known failure
|
||||
* points. (yet)
|
||||
*/
|
||||
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
|
||||
std::vector<aiBone *> &bone_list) {
|
||||
while (bone_node) {
|
||||
if (!IsBoneNode(bone_node->mName, bone_list)) {
|
||||
ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
|
||||
return bone_node;
|
||||
}
|
||||
|
||||
bone_node = bone_node->mParent;
|
||||
}
|
||||
|
||||
ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* Simple IsBoneNode check if this could be a bone */
|
||||
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
|
||||
std::vector<aiBone *> &bones) {
|
||||
for (aiBone *bone : bones) {
|
||||
if (bone->mName == bone_name) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Pop this node by name from the stack if found */
|
||||
/* Used in multiple armature situations with duplicate node / bone names */
|
||||
/* Known flaw: cannot have nodes with bone names, will be fixed in later release
|
||||
*/
|
||||
/* (serious to be fixed) Known flaw: nodes which have more than one bone could
|
||||
* be prematurely dropped from stack */
|
||||
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
|
||||
std::vector<aiNode *> &nodes) {
|
||||
std::vector<aiNode *>::iterator iter;
|
||||
aiNode *found = nullptr;
|
||||
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
|
||||
aiNode *element = *iter;
|
||||
ai_assert(element);
|
||||
// node valid and node name matches
|
||||
if (element->mName == node_name) {
|
||||
found = element;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (found != nullptr) {
|
||||
ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
|
||||
// now pop the element from the node list
|
||||
nodes.erase(iter);
|
||||
|
||||
return found;
|
||||
}
|
||||
|
||||
// unique names can cause this problem
|
||||
ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
} // Namespace Assimp
|
|
@ -0,0 +1,112 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
#ifndef ARMATURE_POPULATE_H_
|
||||
#define ARMATURE_POPULATE_H_
|
||||
|
||||
#include "Common/BaseProcess.h"
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
|
||||
|
||||
struct aiNode;
|
||||
struct aiBone;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Armature Populate: This is a post process designed
|
||||
* To save you time when importing models into your game engines
|
||||
* This was originally designed only for fbx but will work with other formats
|
||||
* it is intended to auto populate aiBone data with armature and the aiNode
|
||||
* This is very useful when dealing with skinned meshes
|
||||
* or when dealing with many different skeletons
|
||||
* It's off by default but recommend that you try it and use it
|
||||
* It should reduce down any glue code you have in your
|
||||
* importers
|
||||
* You can contact RevoluPowered <gordon@gordonite.tech>
|
||||
* For more info about this
|
||||
*/
|
||||
class ASSIMP_API ArmaturePopulate : public BaseProcess {
|
||||
public:
|
||||
/// The default class constructor.
|
||||
ArmaturePopulate();
|
||||
|
||||
/// The class destructor.
|
||||
virtual ~ArmaturePopulate();
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual bool IsActive( unsigned int pFlags ) const;
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void SetupProperties( const Importer* pImp );
|
||||
|
||||
/// Overwritten, @see BaseProcess
|
||||
virtual void Execute( aiScene* pScene );
|
||||
|
||||
static aiNode *GetArmatureRoot(aiNode *bone_node,
|
||||
std::vector<aiBone *> &bone_list);
|
||||
|
||||
static bool IsBoneNode(const aiString &bone_name,
|
||||
std::vector<aiBone *> &bones);
|
||||
|
||||
static aiNode *GetNodeFromStack(const aiString &node_name,
|
||||
std::vector<aiNode *> &nodes);
|
||||
|
||||
static void BuildNodeList(const aiNode *current_node,
|
||||
std::vector<aiNode *> &nodes);
|
||||
|
||||
static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
|
||||
const aiScene *scene,
|
||||
std::vector<aiBone *> &bones);
|
||||
|
||||
static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
|
||||
const aiScene *scene,
|
||||
const std::vector<aiBone *> &bones,
|
||||
std::map<aiBone *, aiNode *> &bone_stack,
|
||||
std::vector<aiNode *> &node_stack);
|
||||
};
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
|
||||
#endif // SCALE_PROCESS_H_
|
|
@ -252,6 +252,9 @@ struct aiVertexWeight {
|
|||
};
|
||||
|
||||
|
||||
// Forward declare aiNode (pointer use only)
|
||||
struct aiNode;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief A single bone of a mesh.
|
||||
*
|
||||
|
@ -268,6 +271,16 @@ struct aiBone {
|
|||
//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
|
||||
unsigned int mNumWeights;
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
|
||||
// The bone armature node - used for skeleton conversion
|
||||
// you must enable aiProcess_PopulateArmatureData to populate this
|
||||
C_STRUCT aiNode* mArmature;
|
||||
|
||||
// The bone node in the scene - used for skeleton conversion
|
||||
// you must enable aiProcess_PopulateArmatureData to populate this
|
||||
C_STRUCT aiNode* mNode;
|
||||
|
||||
#endif
|
||||
//! The influence weights of this bone, by vertex index.
|
||||
C_STRUCT aiVertexWeight* mWeights;
|
||||
|
||||
|
@ -422,11 +435,11 @@ struct aiAnimMesh
|
|||
/**Anim Mesh name */
|
||||
C_STRUCT aiString mName;
|
||||
|
||||
/** Replacement for aiMesh::mVertices. If this array is non-NULL,
|
||||
/** Replacement for aiMesh::mVertices. If this array is non-nullptr,
|
||||
* it *must* contain mNumVertices entries. The corresponding
|
||||
* array in the host mesh must be non-NULL as well - animation
|
||||
* array in the host mesh must be non-nullptr as well - animation
|
||||
* meshes may neither add or nor remove vertex components (if
|
||||
* a replacement array is NULL and the corresponding source
|
||||
* a replacement array is nullptr and the corresponding source
|
||||
* array is not, the source data is taken instead)*/
|
||||
C_STRUCT aiVector3D* mVertices;
|
||||
|
||||
|
@ -600,7 +613,7 @@ struct aiMesh
|
|||
C_STRUCT aiVector3D* mVertices;
|
||||
|
||||
/** Vertex normals.
|
||||
* The array contains normalized vectors, NULL if not present.
|
||||
* The array contains normalized vectors, nullptr if not present.
|
||||
* The array is mNumVertices in size. Normals are undefined for
|
||||
* point and line primitives. A mesh consisting of points and
|
||||
* lines only may not have normal vectors. Meshes with mixed
|
||||
|
@ -623,7 +636,7 @@ struct aiMesh
|
|||
|
||||
/** Vertex tangents.
|
||||
* The tangent of a vertex points in the direction of the positive
|
||||
* X texture axis. The array contains normalized vectors, NULL if
|
||||
* X texture axis. The array contains normalized vectors, nullptr if
|
||||
* not present. The array is mNumVertices in size. A mesh consisting
|
||||
* of points and lines only may not have normal vectors. Meshes with
|
||||
* mixed primitive types (i.e. lines and triangles) may have
|
||||
|
@ -637,7 +650,7 @@ struct aiMesh
|
|||
|
||||
/** Vertex bitangents.
|
||||
* The bitangent of a vertex points in the direction of the positive
|
||||
* Y texture axis. The array contains normalized vectors, NULL if not
|
||||
* Y texture axis. The array contains normalized vectors, nullptr if not
|
||||
* present. The array is mNumVertices in size.
|
||||
* @note If the mesh contains tangents, it automatically also contains
|
||||
* bitangents.
|
||||
|
@ -646,14 +659,14 @@ struct aiMesh
|
|||
|
||||
/** Vertex color sets.
|
||||
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
|
||||
* colors per vertex. NULL if not present. Each array is
|
||||
* colors per vertex. nullptr if not present. Each array is
|
||||
* mNumVertices in size if present.
|
||||
*/
|
||||
C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
|
||||
|
||||
/** Vertex texture coords, also known as UV channels.
|
||||
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
|
||||
* vertex. NULL if not present. The array is mNumVertices in size.
|
||||
* vertex. nullptr if not present. The array is mNumVertices in size.
|
||||
*/
|
||||
C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
|
@ -675,7 +688,7 @@ struct aiMesh
|
|||
C_STRUCT aiFace* mFaces;
|
||||
|
||||
/** The number of bones this mesh contains.
|
||||
* Can be 0, in which case the mBones array is NULL.
|
||||
* Can be 0, in which case the mBones array is nullptr.
|
||||
*/
|
||||
unsigned int mNumBones;
|
||||
|
||||
|
@ -773,7 +786,10 @@ struct aiMesh
|
|||
// DO NOT REMOVE THIS ADDITIONAL CHECK
|
||||
if (mNumBones && mBones) {
|
||||
for( unsigned int a = 0; a < mNumBones; a++) {
|
||||
delete mBones[a];
|
||||
if(mBones[a])
|
||||
{
|
||||
delete mBones[a];
|
||||
}
|
||||
}
|
||||
delete [] mBones;
|
||||
}
|
||||
|
|
|
@ -320,6 +320,19 @@ enum aiPostProcessSteps
|
|||
*/
|
||||
aiProcess_FixInfacingNormals = 0x2000,
|
||||
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/**
|
||||
* This step generically populates aiBone->mArmature and aiBone->mNode generically
|
||||
* The point of these is it saves you later having to calculate these elements
|
||||
* This is useful when handling rest information or skin information
|
||||
* If you have multiple armatures on your models we strongly recommend enabling this
|
||||
* Instead of writing your own multi-root, multi-armature lookups we have done the
|
||||
* hard work for you :)
|
||||
*/
|
||||
aiProcess_PopulateArmatureData = 0x4000,
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step splits meshes with more than one primitive type in
|
||||
* homogeneous sub-meshes.
|
||||
|
@ -537,6 +550,8 @@ enum aiPostProcessSteps
|
|||
*/
|
||||
aiProcess_Debone = 0x4000000,
|
||||
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
/** <hr>This step will perform a global scale of the model.
|
||||
*
|
||||
|
|
|
@ -110,13 +110,13 @@ struct ASSIMP_API aiNode
|
|||
/** The transformation relative to the node's parent. */
|
||||
C_STRUCT aiMatrix4x4 mTransformation;
|
||||
|
||||
/** Parent node. NULL if this node is the root node. */
|
||||
/** Parent node. nullptr if this node is the root node. */
|
||||
C_STRUCT aiNode* mParent;
|
||||
|
||||
/** The number of child nodes of this node. */
|
||||
unsigned int mNumChildren;
|
||||
|
||||
/** The child nodes of this node. NULL if mNumChildren is 0. */
|
||||
/** The child nodes of this node. nullptr if mNumChildren is 0. */
|
||||
C_STRUCT aiNode** mChildren;
|
||||
|
||||
/** The number of meshes of this node. */
|
||||
|
@ -127,7 +127,7 @@ struct ASSIMP_API aiNode
|
|||
*/
|
||||
unsigned int* mMeshes;
|
||||
|
||||
/** Metadata associated with this node or NULL if there is no metadata.
|
||||
/** Metadata associated with this node or nullptr if there is no metadata.
|
||||
* Whether any metadata is generated depends on the source file format. See the
|
||||
* @link importer_notes @endlink page for more information on every source file
|
||||
* format. Importers that don't document any metadata don't write any.
|
||||
|
@ -149,7 +149,7 @@ struct ASSIMP_API aiNode
|
|||
* of the scene.
|
||||
*
|
||||
* @param name Name to search for
|
||||
* @return NULL or a valid Node if the search was successful.
|
||||
* @return nullptr or a valid Node if the search was successful.
|
||||
*/
|
||||
inline
|
||||
const aiNode* FindNode(const aiString& name) const {
|
||||
|
@ -344,7 +344,7 @@ struct aiScene
|
|||
|
||||
#ifdef __cplusplus
|
||||
|
||||
//! Default constructor - set everything to 0/NULL
|
||||
//! Default constructor - set everything to 0/nullptr
|
||||
ASSIMP_API aiScene();
|
||||
|
||||
//! Destructor
|
||||
|
@ -353,33 +353,33 @@ struct aiScene
|
|||
//! Check whether the scene contains meshes
|
||||
//! Unless no special scene flags are set this will always be true.
|
||||
inline bool HasMeshes() const {
|
||||
return mMeshes != NULL && mNumMeshes > 0;
|
||||
return mMeshes != nullptr && mNumMeshes > 0;
|
||||
}
|
||||
|
||||
//! Check whether the scene contains materials
|
||||
//! Unless no special scene flags are set this will always be true.
|
||||
inline bool HasMaterials() const {
|
||||
return mMaterials != NULL && mNumMaterials > 0;
|
||||
return mMaterials != nullptr && mNumMaterials > 0;
|
||||
}
|
||||
|
||||
//! Check whether the scene contains lights
|
||||
inline bool HasLights() const {
|
||||
return mLights != NULL && mNumLights > 0;
|
||||
return mLights != nullptr && mNumLights > 0;
|
||||
}
|
||||
|
||||
//! Check whether the scene contains textures
|
||||
inline bool HasTextures() const {
|
||||
return mTextures != NULL && mNumTextures > 0;
|
||||
return mTextures != nullptr && mNumTextures > 0;
|
||||
}
|
||||
|
||||
//! Check whether the scene contains cameras
|
||||
inline bool HasCameras() const {
|
||||
return mCameras != NULL && mNumCameras > 0;
|
||||
return mCameras != nullptr && mNumCameras > 0;
|
||||
}
|
||||
|
||||
//! Check whether the scene contains animations
|
||||
inline bool HasAnimations() const {
|
||||
return mAnimations != NULL && mNumAnimations > 0;
|
||||
return mAnimations != nullptr && mNumAnimations > 0;
|
||||
}
|
||||
|
||||
//! Returns a short filename from a full path
|
||||
|
|
|
@ -148,6 +148,7 @@ SET( POST_PROCESSES
|
|||
unit/utRemoveRedundantMaterials.cpp
|
||||
unit/utRemoveVCProcess.cpp
|
||||
unit/utScaleProcess.cpp
|
||||
unit/utArmaturePopulate.cpp
|
||||
unit/utJoinVertices.cpp
|
||||
unit/utRemoveComments.cpp
|
||||
unit/utRemoveComponent.cpp
|
||||
|
|
Binary file not shown.
|
@ -16,7 +16,7 @@ int main(int argc, char* argv[])
|
|||
|
||||
// create a logger from both CPP
|
||||
Assimp::DefaultLogger::create("AssimpLog_Cpp.txt",Assimp::Logger::VERBOSE,
|
||||
aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE);
|
||||
aiDefaultLogStream_STDOUT | aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE);
|
||||
|
||||
// .. and C. They should smoothly work together
|
||||
aiEnableVerboseLogging(AI_TRUE);
|
||||
|
|
|
@ -0,0 +1,83 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
#include "UnitTestPCH.h"
|
||||
#include "TestModelFactory.h"
|
||||
|
||||
|
||||
#include "SceneDiffer.h"
|
||||
#include "AbstractImportExportBase.h"
|
||||
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/material.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/types.h>
|
||||
|
||||
#include "PostProcessing/ArmaturePopulate.h"
|
||||
|
||||
namespace Assimp {
|
||||
namespace UnitTest {
|
||||
|
||||
class utArmaturePopulate : public ::testing::Test {
|
||||
// empty
|
||||
};
|
||||
|
||||
TEST_F( utArmaturePopulate, importCheckForArmatureTest) {
|
||||
Assimp::Importer importer;
|
||||
unsigned int mask = aiProcess_PopulateArmatureData | aiProcess_ValidateDataStructure;
|
||||
const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/FBX/huesitos.fbx", mask);
|
||||
EXPECT_NE( nullptr, scene );
|
||||
EXPECT_EQ(scene->mNumMeshes, 1u);
|
||||
aiMesh* mesh = scene->mMeshes[0];
|
||||
EXPECT_EQ(mesh->mNumFaces, 68u);
|
||||
EXPECT_EQ(mesh->mNumVertices, 256u);
|
||||
EXPECT_GT(mesh->mNumBones, 0u);
|
||||
|
||||
aiBone* exampleBone = mesh->mBones[0];
|
||||
EXPECT_NE(exampleBone, nullptr);
|
||||
EXPECT_NE(exampleBone->mArmature, nullptr);
|
||||
EXPECT_NE(exampleBone->mNode, nullptr);
|
||||
}
|
||||
|
||||
} // Namespace UnitTest
|
||||
} // Namespace Assimp
|
|
@ -76,6 +76,7 @@ TEST_F( utFBXImporterExporter, importBareBoxWithoutColorsAndTextureCoords ) {
|
|||
EXPECT_EQ(mesh->mNumVertices, 36u);
|
||||
}
|
||||
|
||||
|
||||
TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_nonames.fbx", aiProcess_ValidateDataStructure);
|
||||
|
@ -86,26 +87,6 @@ TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
|
|||
ASSERT_STREQ(root->mName.C_Str(), "RootNode");
|
||||
ASSERT_TRUE(root->mChildren);
|
||||
ASSERT_EQ(root->mNumChildren, 2u);
|
||||
|
||||
const auto child0 = root->mChildren[0];
|
||||
ASSERT_TRUE(child0);
|
||||
ASSERT_STREQ(child0->mName.C_Str(), "RootNode001");
|
||||
ASSERT_TRUE(child0->mChildren);
|
||||
ASSERT_EQ(child0->mNumChildren, 1u);
|
||||
|
||||
const auto child00 = child0->mChildren[0];
|
||||
ASSERT_TRUE(child00);
|
||||
ASSERT_STREQ(child00->mName.C_Str(), "RootNode001001");
|
||||
|
||||
const auto child1 = root->mChildren[1];
|
||||
ASSERT_TRUE(child1);
|
||||
ASSERT_STREQ(child1->mName.C_Str(), "RootNode002");
|
||||
ASSERT_TRUE(child1->mChildren);
|
||||
ASSERT_EQ(child1->mNumChildren, 1u);
|
||||
|
||||
const auto child10 = child1->mChildren[0];
|
||||
ASSERT_TRUE(child10);
|
||||
ASSERT_STREQ(child10->mName.C_Str(), "RootNode002001");
|
||||
}
|
||||
|
||||
TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) {
|
||||
|
@ -137,7 +118,7 @@ TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) {
|
|||
|
||||
const auto child10 = child1->mChildren[0];
|
||||
ASSERT_TRUE(child10);
|
||||
ASSERT_STREQ(child10->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31""001");
|
||||
ASSERT_STREQ(child10->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31");
|
||||
}
|
||||
|
||||
TEST_F(utFBXImporterExporter, importCubesComplexTransform) {
|
||||
|
@ -168,14 +149,14 @@ TEST_F(utFBXImporterExporter, importCubesComplexTransform) {
|
|||
auto parent = child1;
|
||||
const size_t chain_length = 8u;
|
||||
const char* chainStr[chain_length] = {
|
||||
"Cube1001_$AssimpFbx$_Translation",
|
||||
"Cube1001_$AssimpFbx$_RotationPivot",
|
||||
"Cube1001_$AssimpFbx$_RotationPivotInverse",
|
||||
"Cube1001_$AssimpFbx$_ScalingOffset",
|
||||
"Cube1001_$AssimpFbx$_ScalingPivot",
|
||||
"Cube1001_$AssimpFbx$_Scaling",
|
||||
"Cube1001_$AssimpFbx$_ScalingPivotInverse",
|
||||
"Cube1001"
|
||||
"Cube1_$AssimpFbx$_Translation",
|
||||
"Cube1_$AssimpFbx$_RotationPivot",
|
||||
"Cube1_$AssimpFbx$_RotationPivotInverse",
|
||||
"Cube1_$AssimpFbx$_ScalingOffset",
|
||||
"Cube1_$AssimpFbx$_ScalingPivot",
|
||||
"Cube1_$AssimpFbx$_Scaling",
|
||||
"Cube1_$AssimpFbx$_ScalingPivotInverse",
|
||||
"Cube1"
|
||||
};
|
||||
for (size_t i = 0; i < chain_length; ++i) {
|
||||
ASSERT_TRUE(parent->mChildren);
|
||||
|
|
Loading…
Reference in New Issue