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@ -73,7 +73,7 @@ using namespace Util;
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
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Converter::Converter( aiScene* out, const Document& doc )
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FBXConverter::FBXConverter( aiScene* out, const Document& doc )
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: defaultMaterialIndex()
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: defaultMaterialIndex()
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, out( out )
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, out( out )
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, doc( doc ) {
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, doc( doc ) {
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@ -114,7 +114,7 @@ Converter::Converter( aiScene* out, const Document& doc )
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}
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}
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Converter::~Converter() {
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FBXConverter::~FBXConverter() {
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std::for_each( meshes.begin(), meshes.end(), Util::delete_fun<aiMesh>() );
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std::for_each( meshes.begin(), meshes.end(), Util::delete_fun<aiMesh>() );
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std::for_each( materials.begin(), materials.end(), Util::delete_fun<aiMaterial>() );
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std::for_each( materials.begin(), materials.end(), Util::delete_fun<aiMaterial>() );
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std::for_each( animations.begin(), animations.end(), Util::delete_fun<aiAnimation>() );
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std::for_each( animations.begin(), animations.end(), Util::delete_fun<aiAnimation>() );
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@ -123,7 +123,7 @@ Converter::~Converter() {
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std::for_each( textures.begin(), textures.end(), Util::delete_fun<aiTexture>() );
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std::for_each( textures.begin(), textures.end(), Util::delete_fun<aiTexture>() );
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}
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}
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void Converter::ConvertRootNode() {
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void FBXConverter::ConvertRootNode() {
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out->mRootNode = new aiNode();
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out->mRootNode = new aiNode();
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out->mRootNode->mName.Set( "RootNode" );
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out->mRootNode->mName.Set( "RootNode" );
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@ -131,7 +131,7 @@ void Converter::ConvertRootNode() {
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ConvertNodes( 0L, *out->mRootNode );
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ConvertNodes( 0L, *out->mRootNode );
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}
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}
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void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) {
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void FBXConverter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) {
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced( id, "Model" );
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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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std::vector<aiNode*> nodes;
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@ -282,7 +282,7 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
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}
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}
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void Converter::ConvertLights( const Model& model, const std::string &orig_name ) {
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void FBXConverter::ConvertLights( const Model& model, const std::string &orig_name ) {
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const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
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const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
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for( const NodeAttribute* attr : node_attrs ) {
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for( const NodeAttribute* attr : node_attrs ) {
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const Light* const light = dynamic_cast<const Light*>( attr );
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const Light* const light = dynamic_cast<const Light*>( attr );
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@ -292,7 +292,7 @@ void Converter::ConvertLights( const Model& model, const std::string &orig_name
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}
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}
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}
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}
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void Converter::ConvertCameras( const Model& model, const std::string &orig_name ) {
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void FBXConverter::ConvertCameras( const Model& model, const std::string &orig_name ) {
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const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
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const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
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for( const NodeAttribute* attr : node_attrs ) {
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for( const NodeAttribute* attr : node_attrs ) {
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const Camera* const cam = dynamic_cast<const Camera*>( attr );
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const Camera* const cam = dynamic_cast<const Camera*>( attr );
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@ -302,7 +302,7 @@ void Converter::ConvertCameras( const Model& model, const std::string &orig_name
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}
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}
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}
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}
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void Converter::ConvertLight( const Light& light, const std::string &orig_name ) {
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void FBXConverter::ConvertLight( const Light& light, const std::string &orig_name ) {
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lights.push_back( new aiLight() );
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lights.push_back( new aiLight() );
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aiLight* const out_light = lights.back();
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aiLight* const out_light = lights.back();
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@ -379,7 +379,7 @@ void Converter::ConvertLight( const Light& light, const std::string &orig_name )
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}
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}
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}
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}
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void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name )
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void FBXConverter::ConvertCamera( const Camera& cam, const std::string &orig_name )
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{
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{
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cameras.push_back( new aiCamera() );
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cameras.push_back( new aiCamera() );
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aiCamera* const out_camera = cameras.back();
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aiCamera* const out_camera = cameras.back();
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@ -398,7 +398,7 @@ void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name )
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out_camera->mClipPlaneFar = cam.FarPlane();
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out_camera->mClipPlaneFar = cam.FarPlane();
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}
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}
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void Converter::GetUniqueName( const std::string &name, std::string &uniqueName )
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void FBXConverter::GetUniqueName( const std::string &name, std::string &uniqueName )
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{
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{
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int i = 0;
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int i = 0;
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uniqueName = name;
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uniqueName = name;
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@ -413,10 +413,8 @@ void Converter::GetUniqueName( const std::string &name, std::string &uniqueName
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}
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}
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const char* Converter::NameTransformationComp( TransformationComp comp )
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const char* FBXConverter::NameTransformationComp( TransformationComp comp ) {
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{
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switch ( comp ) {
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switch ( comp )
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{
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case TransformationComp_Translation:
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case TransformationComp_Translation:
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return "Translation";
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return "Translation";
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case TransformationComp_RotationOffset:
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case TransformationComp_RotationOffset:
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@ -457,13 +455,12 @@ const char* Converter::NameTransformationComp( TransformationComp comp )
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}
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}
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ai_assert( false );
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ai_assert( false );
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return NULL;
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return nullptr;
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}
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}
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const char* Converter::NameTransformationCompProperty( TransformationComp comp )
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const char* FBXConverter::NameTransformationCompProperty( TransformationComp comp ) {
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{
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switch ( comp ) {
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switch ( comp )
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{
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case TransformationComp_Translation:
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case TransformationComp_Translation:
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return "Lcl Translation";
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return "Lcl Translation";
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case TransformationComp_RotationOffset:
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case TransformationComp_RotationOffset:
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@ -503,17 +500,18 @@ const char* Converter::NameTransformationCompProperty( TransformationComp comp )
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}
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}
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ai_assert( false );
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ai_assert( false );
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return NULL;
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return nullptr;
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}
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}
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aiVector3D Converter::TransformationCompDefaultValue( TransformationComp comp )
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aiVector3D FBXConverter::TransformationCompDefaultValue( TransformationComp comp )
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{
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{
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// XXX a neat way to solve the never-ending special cases for scaling
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// XXX a neat way to solve the never-ending special cases for scaling
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// would be to do everything in log space!
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// would be to do everything in log space!
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return comp == TransformationComp_Scaling ? aiVector3D( 1.f, 1.f, 1.f ) : aiVector3D();
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return comp == TransformationComp_Scaling ? aiVector3D( 1.f, 1.f, 1.f ) : aiVector3D();
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}
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}
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void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out )
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void FBXConverter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out )
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{
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{
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if ( mode == Model::RotOrder_SphericXYZ ) {
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if ( mode == Model::RotOrder_SphericXYZ ) {
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FBXImporter::LogError( "Unsupported RotationMode: SphericXYZ" );
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FBXImporter::LogError( "Unsupported RotationMode: SphericXYZ" );
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@ -584,11 +582,15 @@ void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotat
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default:
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default:
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ai_assert( false );
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ai_assert( false );
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break;
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}
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}
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ai_assert( ( order[ 0 ] >= 0 ) && ( order[ 0 ] <= 2 ) );
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ai_assert( order[ 0 ] >= 0 );
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ai_assert( ( order[ 1 ] >= 0 ) && ( order[ 1 ] <= 2 ) );
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ai_assert( order[ 0 ] <= 2 );
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ai_assert( ( order[ 2 ] >= 0 ) && ( order[ 2 ] <= 2 ) );
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ai_assert( order[ 1 ] >= 0 );
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ai_assert( order[ 1 ] <= 2 );
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ai_assert( order[ 2 ] >= 0 );
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ai_assert( order[ 2 ] <= 2 );
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if ( !is_id[ order[ 0 ] ] ) {
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if ( !is_id[ order[ 0 ] ] ) {
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out = temp[ order[ 0 ] ];
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out = temp[ order[ 0 ] ];
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@ -603,7 +605,7 @@ void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotat
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}
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}
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}
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}
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bool Converter::NeedsComplexTransformationChain( const Model& model )
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bool FBXConverter::NeedsComplexTransformationChain( const Model& model )
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{
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{
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const PropertyTable& props = model.Props();
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const PropertyTable& props = model.Props();
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bool ok;
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bool ok;
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@ -634,13 +636,13 @@ bool Converter::NeedsComplexTransformationChain( const Model& model )
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return false;
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return false;
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}
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}
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std::string Converter::NameTransformationChainNode( const std::string& name, TransformationComp comp )
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std::string FBXConverter::NameTransformationChainNode( const std::string& name, TransformationComp comp )
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{
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{
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return name + std::string( MAGIC_NODE_TAG ) + "_" + NameTransformationComp( comp );
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return name + std::string( MAGIC_NODE_TAG ) + "_" + NameTransformationComp( comp );
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}
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}
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void Converter::GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_output_nodes )
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void FBXConverter::GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes,
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{
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std::vector<aiNode*>& post_output_nodes ) {
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const PropertyTable& props = model.Props();
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const PropertyTable& props = model.Props();
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const Model::RotOrder rot = model.RotationOrder();
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const Model::RotOrder rot = model.RotationOrder();
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@ -811,7 +813,7 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
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}
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}
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}
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}
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void Converter::SetupNodeMetadata( const Model& model, aiNode& nd )
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void FBXConverter::SetupNodeMetadata( const Model& model, aiNode& nd )
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{
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{
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const PropertyTable& props = model.Props();
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const PropertyTable& props = model.Props();
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DirectPropertyMap unparsedProperties = props.GetUnparsedProperties();
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DirectPropertyMap unparsedProperties = props.GetUnparsedProperties();
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@ -848,7 +850,7 @@ void Converter::SetupNodeMetadata( const Model& model, aiNode& nd )
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}
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}
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}
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}
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void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform )
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void FBXConverter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform )
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{
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{
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const std::vector<const Geometry*>& geos = model.GetGeometry();
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const std::vector<const Geometry*>& geos = model.GetGeometry();
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@ -875,7 +877,7 @@ void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4&
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}
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}
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}
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}
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std::vector<unsigned int> Converter::ConvertMesh( const MeshGeometry& mesh, const Model& model,
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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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const aiMatrix4x4& node_global_transform, aiNode& nd)
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{
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{
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std::vector<unsigned int> temp;
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std::vector<unsigned int> temp;
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@ -910,7 +912,7 @@ std::vector<unsigned int> Converter::ConvertMesh( const MeshGeometry& mesh, cons
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return temp;
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return temp;
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}
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}
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aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd)
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aiMesh* FBXConverter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd)
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{
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{
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aiMesh* const out_mesh = new aiMesh();
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aiMesh* const out_mesh = new aiMesh();
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meshes.push_back( out_mesh );
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meshes.push_back( out_mesh );
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@ -933,7 +935,7 @@ aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh, aiNode& nd)
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return out_mesh;
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return out_mesh;
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}
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}
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unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model,
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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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const aiMatrix4x4& node_global_transform, aiNode& nd)
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{
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{
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const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
|
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
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|
|
@ -1060,7 +1062,7 @@ unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, con
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|
return static_cast<unsigned int>( meshes.size() - 1 );
|
|
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|
return static_cast<unsigned int>( meshes.size() - 1 );
|
|
|
|
}
|
|
|
|
}
|
|
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|
std::vector<unsigned int> Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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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)
|
|
|
|
const aiMatrix4x4& node_global_transform, aiNode& nd)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
|
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
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|
@ -1080,7 +1082,7 @@ std::vector<unsigned int> Converter::ConvertMeshMultiMaterial( const MeshGeometr
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|
|
return indices;
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|
|
|
return indices;
|
|
|
|
}
|
|
|
|
}
|
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|
|
unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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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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|
MatIndexArray::value_type index,
|
|
|
|
const aiMatrix4x4& node_global_transform,
|
|
|
|
const aiMatrix4x4& node_global_transform,
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|
|
aiNode& nd)
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|
|
aiNode& nd)
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|
|
@ -1256,7 +1258,7 @@ unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, cons
|
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|
return static_cast<unsigned int>( meshes.size() - 1 );
|
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|
return static_cast<unsigned int>( meshes.size() - 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
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|
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|
|
void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
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|
|
void FBXConverter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
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|
|
const aiMatrix4x4& node_global_transform ,
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|
|
|
const aiMatrix4x4& node_global_transform ,
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|
|
|
unsigned int materialIndex,
|
|
|
|
unsigned int materialIndex,
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|
|
std::vector<unsigned int>* outputVertStartIndices )
|
|
|
|
std::vector<unsigned int>* outputVertStartIndices )
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|
|
@ -1361,7 +1363,7 @@ void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeome
|
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|
|
std::swap_ranges( bones.begin(), bones.end(), out->mBones );
|
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|
|
std::swap_ranges( bones.begin(), bones.end(), out->mBones );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Converter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
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|
|
void FBXConverter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
|
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|
|
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
|
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|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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,
|
|
|
@ -1965,8 +1967,7 @@ 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;
|
|
|
@ -2014,11 +2015,12 @@ double Converter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double cu
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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,
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TransformationComp comp,
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TransformationComp comp,
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const std::vector<const AnimationCurveNode*>& curves )
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const std::vector<const AnimationCurveNode*>& curves ) {
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{
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ai_assert( curves.size() );
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ai_assert( curves.size() );
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// look for animation nodes with
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// look for animation nodes with
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@ -2466,7 +2467,7 @@ bool Converter::IsRedundantAnimationData( const Model& target,
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}
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}
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aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name,
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aiNodeAnim* FBXConverter::GenerateRotationNodeAnim( const std::string& name,
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const Model& target,
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const Model& target,
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const std::vector<const AnimationCurveNode*>& curves,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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const LayerMap& layer_map,
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@ -2496,7 +2497,7 @@ aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name,
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return na.release();
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return na.release();
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}
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}
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aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name,
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aiNodeAnim* FBXConverter::GenerateScalingNodeAnim( const std::string& name,
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const Model& /*target*/,
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const Model& /*target*/,
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const std::vector<const AnimationCurveNode*>& curves,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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const LayerMap& layer_map,
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@ -2526,16 +2527,14 @@ aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name,
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return na.release();
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return na.release();
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}
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}
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aiNodeAnim* FBXConverter::GenerateTranslationNodeAnim( const std::string& name,
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aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name,
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const Model& /*target*/,
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const Model& /*target*/,
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const std::vector<const AnimationCurveNode*>& curves,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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int64_t start, int64_t stop,
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double& max_time,
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double& max_time,
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double& min_time,
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double& min_time,
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|
bool inverse )
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bool inverse ) {
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{
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std::unique_ptr<aiNodeAnim> na( new aiNodeAnim() );
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std::unique_ptr<aiNodeAnim> na( new aiNodeAnim() );
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na->mNodeName.Set( name );
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na->mNodeName.Set( name );
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@ -2564,7 +2563,7 @@ aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name,
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|
return na.release();
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|
return na.release();
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|
}
|
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|
}
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|
aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name,
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|
aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim( const std::string& name,
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|
|
const Model& target,
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|
|
const Model& target,
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|
|
NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ],
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|
|
NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ],
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|
|
NodeMap::const_iterator iter_end,
|
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|
|
NodeMap::const_iterator iter_end,
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|
@ -2700,7 +2699,7 @@ aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name,
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|
|
return na.release();
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|
|
|
return na.release();
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|
|
|
}
|
|
|
|
}
|
|
|
|
|
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|
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|
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|
|
Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop )
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|
|
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 );
|
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|
|
inputs.reserve( nodes.size() * 3 );
|
|
|
@ -2756,12 +2755,11 @@ Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector<const
|
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|
|
}
|
|
|
|
}
|
|
|
|
|
|
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|
|
KeyTimeList Converter::GetKeyTimeList( const KeyFrameListList& inputs )
|
|
|
|
KeyTimeList FBXConverter::GetKeyTimeList( const KeyFrameListList& inputs ) {
|
|
|
|
{
|
|
|
|
ai_assert( !inputs.empty() );
|
|
|
|
ai_assert( inputs.size() );
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
// 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
|
|
|
|