/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2012, 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. ---------------------------------------------------------------------- */ /** @file FBXConverter.cpp * @brief Implementation of the FBX DOM -> aiScene converter */ #include "AssimpPCH.h" #ifndef ASSIMP_BUILD_NO_FBX_IMPORTER #include "FBXParser.h" #include "FBXConverter.h" #include "FBXDocument.h" #include "FBXUtil.h" #include "FBXProperties.h" #include "FBXImporter.h" namespace Assimp { namespace FBX { using namespace Util; namespace { /** Dummy class to encapsulate the conversion process */ class Converter { public: Converter(aiScene* out, const Document& doc) : out(out) , doc(doc) { //ConvertRootNode(); // hack to process all meshes BOOST_FOREACH(const ObjectMap::value_type& v,doc.Objects()) { const Object* ob = v.second->Get(); if(!ob) { continue; } const MeshGeometry* geo = dynamic_cast(ob); if(geo) { ConvertMesh(*geo); } } // dummy root node out->mRootNode = new aiNode(); out->mRootNode->mNumMeshes = static_cast(meshes.size()); out->mRootNode->mMeshes = new unsigned int[meshes.size()]; for(unsigned int i = 0; i < out->mRootNode->mNumMeshes; ++i) { out->mRootNode->mMeshes[i] = i; } TransferDataToScene(); } ~Converter() { std::for_each(meshes.begin(),meshes.end(),Util::delete_fun()); std::for_each(materials.begin(),materials.end(),Util::delete_fun()); } private: // ------------------------------------------------------------------------------------------------ // find scene root and trigger recursive scene conversion void ConvertRootNode() { } // ------------------------------------------------------------------------------------------------ // MeshGeometry -> aiMesh void ConvertMesh(const MeshGeometry& mesh) { const std::vector& vertices = mesh.GetVertices(); const std::vector& faces = mesh.GetFaceIndexCounts(); if(vertices.empty() || faces.empty()) { return; } aiMesh* out_mesh = new aiMesh(); meshes.push_back(out_mesh); sourceMeshes.push_back(&mesh); // copy vertices out_mesh->mNumVertices = static_cast(vertices.size()); out_mesh->mVertices = new aiVector3D[vertices.size()]; std::copy(vertices.begin(),vertices.end(),out_mesh->mVertices); // generate dummy faces out_mesh->mNumFaces = static_cast(faces.size()); aiFace* fac = out_mesh->mFaces = new aiFace[faces.size()](); unsigned int cursor = 0; BOOST_FOREACH(unsigned int pcount, faces) { aiFace& f = *fac++; f.mNumIndices = pcount; f.mIndices = new unsigned int[pcount]; switch(pcount) { case 1: out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT; break; case 2: out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE; break; case 3: out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; break; default: out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; break; } for (unsigned int i = 0; i < pcount; ++i) { f.mIndices[i] = cursor++; } } // copy normals const std::vector& normals = mesh.GetVertices(); if(normals.size()) { ai_assert(normals.size() == vertices.size()); out_mesh->mNormals = new aiVector3D[vertices.size()]; std::copy(normals.begin(),normals.end(),out_mesh->mNormals); } // copy tangents - assimp requires both tangents and bitangents (binormals) // to be present, or neither of them. Compute binormals from normals // and tangents if needed. const std::vector& tangents = mesh.GetTangents(); const std::vector* binormals = &mesh.GetBinormals(); if(tangents.size()) { std::vector tempBinormals; if (!binormals->size()) { if (normals.size()) { tempBinormals.resize(normals.size()); for (unsigned int i = 0; i < tangents.size(); ++i) { tempBinormals[i] = normals[i] ^ tangents[i]; } binormals = &tempBinormals; } else { binormals = NULL; } } if(binormals) { ai_assert(tangents.size() == vertices.size() && binormals->size() == vertices.size()); out_mesh->mTangents = new aiVector3D[vertices.size()]; std::copy(tangents.begin(),tangents.end(),out_mesh->mTangents); out_mesh->mBitangents = new aiVector3D[vertices.size()]; std::copy(binormals->begin(),binormals->end(),out_mesh->mBitangents); } } // copy texture coords for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { const std::vector& uvs = mesh.GetTextureCoords(i); if(uvs.empty()) { break; } aiVector3D* out_uv = out_mesh->mTextureCoords[i] = new aiVector3D[vertices.size()]; BOOST_FOREACH(const aiVector2D& v, uvs) { *out_uv++ = aiVector3D(v.x,v.y,0.0f); } out_mesh->mNumUVComponents[i] = 2; } // copy vertex colors for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) { const std::vector& colors = mesh.GetVertexColors(i); if(colors.empty()) { break; } out_mesh->mColors[i] = new aiColor4D[vertices.size()]; std::copy(colors.begin(),colors.end(),out_mesh->mColors[i]); } } // ------------------------------------------------------------------------------------------------ // Material -> aiMaterial void ConvertMaterial(const Material& material) { const PropertyTable& props = material.Props(); // generate empty output material aiMaterial* out_mat = new aiMaterial(); materials.push_back(out_mat); aiString str; // set material name str.Set(material.Name()); out_mat->AddProperty(&str,AI_MATKEY_NAME); // shading stuff and colors SetShadingPropertiesCommon(out_mat,props); // texture assignments SetTextureProperties(out_mat,material.Textures()); } // ------------------------------------------------------------------------------------------------ void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const std::string& propName, aiTextureType target) { TextureMap::const_iterator it = textures.find(propName); if(it == textures.end()) { return; } const Texture* const tex = (*it).second; aiString path; path.Set(tex->RelativeFilename()); out_mat->AddProperty(&path,_AI_MATKEY_TEXTURE_BASE,target,0); aiUVTransform uvTrafo; // XXX handle all kinds of UV transformations uvTrafo.mScaling = tex->UVScaling(); uvTrafo.mTranslation = tex->UVTranslation(); out_mat->AddProperty(&uvTrafo,1,_AI_MATKEY_UVTRANSFORM_BASE,target,0); const PropertyTable& props = tex->Props(); int uvIndex = 0; bool ok; const std::string& uvSet = PropertyGet(props,"UVSet",ok); if(ok) { // "default" is the name which usually appears in the FbxFileTexture template if(uvSet != "default" && uvSet.length()) { // this is a bit awkward - we need to find a mesh that uses this // material and scan its UV channels for the given UV name because // assimp references UV channels by index, not by name. // XXX: the case that UV channels may appear in different orders // in meshes is unhandled. A possible solution would be to sort // the UV channels alphabetically, but this would have the side // effect that the primary (first) UV channel would sometimes // be moved, causing trouble when users read only the first // UV channel and ignore UV channel assignments altogether. const unsigned int matIndex = std::distance(materials.begin(), std::find(materials.begin(),materials.end(),out_mat) ); uvIndex = -1; BOOST_FOREACH(const MeshGeometry* mesh,sourceMeshes) { ai_assert(mesh); const std::vector& mats = mesh->GetMaterialIndices(); if(std::find(mats.begin(),mats.end(),matIndex) == mats.end()) { continue; } int index = -1; for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { if(mesh->GetTextureCoords(i).empty()) { break; } const std::string& name = mesh->GetTextureCoordChannelName(i); if(name == uvSet) { index = static_cast(i); break; } } if(index == -1) { FBXImporter::LogWarn("did not found UV channel named " + uvSet + " in a mesh using this material"); continue; } if(uvIndex == -1) { uvIndex = index; } else { FBXImporter::LogWarn("the UV channel named " + uvSet + " appears at different positions in meshes, results will be wrong"); } } } } out_mat->AddProperty(&uvIndex,1,_AI_MATKEY_UVWSRC_BASE,target,0); } // ------------------------------------------------------------------------------------------------ void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures) { TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE); TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT); TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE); TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR); TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY); TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION); TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT); TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS); TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT); } // ------------------------------------------------------------------------------------------------ aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props,const std::string& baseName, bool& result) { result = true; bool ok; const aiVector3D& Diffuse = PropertyGet(props,baseName,ok); if(ok) { return aiColor3D(Diffuse.x,Diffuse.y,Diffuse.z); } else { aiVector3D DiffuseColor = PropertyGet(props,baseName + "Color",ok); if(ok) { float DiffuseFactor = PropertyGet(props,baseName + "Factor",ok); if(ok) { DiffuseColor *= DiffuseFactor; } return aiColor3D(DiffuseColor.x,DiffuseColor.y,DiffuseColor.z); } } result = false; return aiColor3D(0.0f,0.0f,0.0f); } // ------------------------------------------------------------------------------------------------ void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props) { // set shading properties. There are various, redundant ways in which FBX materials // specify their shading settings (depending on shading models, prop // template etc.). No idea which one is right in a particular context. // Just try to make sense of it - there's no spec to verify this against, // so why should we. bool ok; const aiColor3D& Diffuse = GetColorPropertyFromMaterial(props,"Diffuse",ok); if(ok) { out_mat->AddProperty(&Diffuse,1,AI_MATKEY_COLOR_EMISSIVE); } const aiColor3D& Emissive = GetColorPropertyFromMaterial(props,"Emissive",ok); if(ok) { out_mat->AddProperty(&Emissive,1,AI_MATKEY_COLOR_EMISSIVE); } const aiColor3D& Ambient = GetColorPropertyFromMaterial(props,"Ambient",ok); if(ok) { out_mat->AddProperty(&Ambient,1,AI_MATKEY_COLOR_AMBIENT); } const aiColor3D& Specular = GetColorPropertyFromMaterial(props,"Specular",ok); if(ok) { out_mat->AddProperty(&Specular,1,AI_MATKEY_COLOR_SPECULAR); } const float Opacity = PropertyGet(props,"Opacity",ok); if(ok) { out_mat->AddProperty(&Opacity,1,AI_MATKEY_OPACITY); } const float Reflectivity = PropertyGet(props,"Reflectivity",ok); if(ok) { out_mat->AddProperty(&Reflectivity,1,AI_MATKEY_REFLECTIVITY); } const float Shininess = PropertyGet(props,"Shininess",ok); if(ok) { out_mat->AddProperty(&Shininess,1,AI_MATKEY_SHININESS_STRENGTH); } const float ShininessExponent = PropertyGet(props,"ShininessExponent",ok); if(ok) { out_mat->AddProperty(&ShininessExponent,1,AI_MATKEY_SHININESS); } } // ------------------------------------------------------------------------------------------------ // copy generated meshes, animations, lights, cameras and textures to the output scene void TransferDataToScene() { ai_assert(!out->mMeshes && !out->mNumMeshes); // note: the trailing () ensures initialization with NULL - not // many C++ users seem to know this, so pointing it out to avoid // confusion why this code works. out->mMeshes = new aiMesh*[meshes.size()](); out->mNumMeshes = static_cast(meshes.size()); std::swap_ranges(meshes.begin(),meshes.end(),out->mMeshes); if(materials.size()) { out->mMaterials = new aiMaterial*[materials.size()](); out->mNumMaterials = static_cast(materials.size()); std::swap_ranges(materials.begin(),materials.end(),out->mMaterials); } } private: std::vector meshes; std::vector materials; std::vector sourceMeshes; aiScene* const out; const FBX::Document& doc; }; } // !anon // ------------------------------------------------------------------------------------------------ void ConvertToAssimpScene(aiScene* out, const Document& doc) { Converter converter(out,doc); } } // !FBX } // !Assimp #endif