859 lines
26 KiB
C++
859 lines
26 KiB
C++
/*
|
|
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;
|
|
|
|
// XXX vc9's debugger won't step into anonymous namespaces
|
|
//namespace {
|
|
|
|
/** Dummy class to encapsulate the conversion process */
|
|
class Converter
|
|
{
|
|
|
|
public:
|
|
|
|
Converter(aiScene* out, const Document& doc)
|
|
: out(out)
|
|
, doc(doc)
|
|
{
|
|
ConvertRootNode();
|
|
|
|
if(doc.Settings().readAllMaterials) {
|
|
// unfortunately this means we have to evaluate all objects
|
|
BOOST_FOREACH(const ObjectMap::value_type& v,doc.Objects()) {
|
|
|
|
const Object* ob = v.second->Get();
|
|
if(!ob) {
|
|
continue;
|
|
}
|
|
|
|
const Material* mat = dynamic_cast<const Material*>(ob);
|
|
if(mat) {
|
|
|
|
if (materials_converted.find(mat) == materials_converted.end()) {
|
|
ConvertMaterial(*mat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// dummy root node
|
|
out->mRootNode = new aiNode();
|
|
out->mRootNode->mNumMeshes = static_cast<unsigned int>(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<aiMesh>());
|
|
std::for_each(materials.begin(),materials.end(),Util::delete_fun<aiMaterial>());
|
|
}
|
|
|
|
|
|
private:
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// find scene root and trigger recursive scene conversion
|
|
void ConvertRootNode()
|
|
{
|
|
out->mRootNode = new aiNode();
|
|
out->mRootNode->mName.Set("Model::RootNode");
|
|
|
|
// root has ID 0
|
|
ConvertNodes(0L, *out->mRootNode);
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// collect and assign child nodes
|
|
void ConvertNodes(uint64_t id, aiNode& parent)
|
|
{
|
|
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id);
|
|
|
|
std::vector<aiNode*> nodes;
|
|
nodes.reserve(conns.size());
|
|
|
|
BOOST_FOREACH(const Connection* con, conns) {
|
|
|
|
// ignore object-property links
|
|
if(con->PropertyName().length()) {
|
|
continue;
|
|
}
|
|
|
|
const Object* const object = con->SourceObject();
|
|
if(!object) {
|
|
FBXImporter::LogWarn("failed to convert source object for node link");
|
|
continue;
|
|
}
|
|
|
|
const Model* const model = dynamic_cast<const Model*>(object);
|
|
|
|
|
|
if(model) {
|
|
aiNode* nd = new aiNode();
|
|
nd->mName.Set(model->Name());
|
|
nd->mParent = &parent;
|
|
|
|
// XXX handle transformation
|
|
|
|
ConvertModel(*model, *nd);
|
|
ConvertNodes(model->ID(), *nd);
|
|
}
|
|
}
|
|
|
|
if(nodes.size()) {
|
|
parent.mChildren = new aiNode*[nodes.size()]();
|
|
parent.mNumChildren = static_cast<unsigned int>(nodes.size());
|
|
|
|
std::swap_ranges(nodes.begin(),nodes.end(),parent.mChildren);
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ConvertModel(const Model& model, aiNode& nd)
|
|
{
|
|
const std::vector<const Geometry*>& geos = model.GetGeometry();
|
|
|
|
std::vector<unsigned int> meshes;
|
|
meshes.reserve(geos.size());
|
|
|
|
BOOST_FOREACH(const Geometry* geo, geos) {
|
|
|
|
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
|
|
if(mesh) {
|
|
std::vector<unsigned int>& indices = ConvertMesh(*mesh, model);
|
|
|
|
// mesh indices are shifted by 1 and 0 entries are failed conversions -
|
|
// XXX maybe log how many conversions went wrong?
|
|
std::remove(indices.begin(),indices.end(),0);
|
|
std::transform(indices.begin(),indices.end(),std::back_inserter(meshes), std::bind2nd(std::minus<unsigned int>(),1) );
|
|
}
|
|
else {
|
|
FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
|
|
}
|
|
}
|
|
|
|
if(meshes.size()) {
|
|
nd.mMeshes = new unsigned int[meshes.size()]();
|
|
nd.mNumMeshes = static_cast<unsigned int>(meshes.size());
|
|
|
|
std::swap_ranges(meshes.begin(),meshes.end(),nd.mMeshes);
|
|
}
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
|
|
std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model)
|
|
{
|
|
std::vector<unsigned int> temp;
|
|
|
|
MeshMap::const_iterator it = meshes_converted.find(&mesh);
|
|
if (it != meshes_converted.end()) {
|
|
temp.push_back((*it).second + 1);
|
|
return temp;
|
|
}
|
|
|
|
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
|
|
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
|
|
if(vertices.empty() || faces.empty()) {
|
|
FBXImporter::LogWarn("ignoring empty geometry: " + mesh.Name());
|
|
return temp;
|
|
}
|
|
|
|
aiMesh* out_mesh = new aiMesh();
|
|
meshes.push_back(out_mesh);
|
|
|
|
meshes_converted[&mesh] = static_cast<unsigned int>(meshes.size()-1);
|
|
|
|
// one material per mesh maps easily to aiMesh. Multiple material
|
|
// meshes need to be split.
|
|
const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
|
|
if (!mindices.empty()) {
|
|
const unsigned int base = mindices[0];
|
|
BOOST_FOREACH(unsigned int index, mindices) {
|
|
if(index != base) {
|
|
return ConvertMeshMultiMaterial(out_mesh, mesh, model);
|
|
}
|
|
}
|
|
}
|
|
|
|
// faster codepath, just copy the data
|
|
temp.push_back(ConvertMeshSingleMaterial(out_mesh, mesh, model));
|
|
return temp;
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int ConvertMeshSingleMaterial(aiMesh* out_mesh, const MeshGeometry& mesh, const Model& model)
|
|
{
|
|
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
|
|
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
|
|
|
|
// copy vertices
|
|
out_mesh->mNumVertices = static_cast<unsigned int>(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<unsigned int>(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<aiVector3D>& normals = mesh.GetNormals();
|
|
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<aiVector3D>& tangents = mesh.GetTangents();
|
|
const std::vector<aiVector3D>* binormals = &mesh.GetBinormals();
|
|
|
|
if(tangents.size()) {
|
|
std::vector<aiVector3D> 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<aiVector2D>& 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<aiColor4D>& 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]);
|
|
}
|
|
|
|
const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
|
|
if(mindices.empty()) {
|
|
FBXImporter::LogError("no material assigned to mesh, setting default material");
|
|
out_mesh->mMaterialIndex = GetDefaultMaterial();
|
|
}
|
|
else {
|
|
ConvertMaterialForMesh(out_mesh,model,mesh,mindices[0]);
|
|
}
|
|
|
|
return static_cast<unsigned int>(meshes.size());
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
std::vector<unsigned int> ConvertMeshMultiMaterial(aiMesh* out_mesh, const MeshGeometry& mesh, const Model& model)
|
|
{
|
|
const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
|
|
ai_assert(mindices.size());
|
|
|
|
std::set<unsigned int> had;
|
|
std::vector<unsigned int> indices;
|
|
|
|
BOOST_FOREACH(unsigned int index, mindices) {
|
|
if(had.find(index) != had.end()) {
|
|
|
|
indices.push_back(ConvertMeshMultiMaterial(out_mesh, mesh, model, index));
|
|
had.insert(index);
|
|
}
|
|
}
|
|
|
|
return indices;
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int ConvertMeshMultiMaterial(aiMesh* out_mesh, const MeshGeometry& mesh, const Model& model, unsigned int index)
|
|
{
|
|
const std::vector<unsigned int>& mindices = mesh.GetMaterialIndices();
|
|
ai_assert(mindices.size());
|
|
|
|
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
|
|
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
|
|
|
|
unsigned int count_faces = 0;
|
|
unsigned int count_vertices = 0;
|
|
|
|
// count faces
|
|
for(std::vector<unsigned int>::const_iterator it = mindices.begin(),
|
|
end = mindices.end(), itf = faces.begin(); it != end; ++it, ++itf)
|
|
{
|
|
if ((*it) != index) {
|
|
continue;
|
|
}
|
|
++count_faces;
|
|
count_vertices += *itf;
|
|
}
|
|
|
|
ai_assert(count_faces);
|
|
|
|
|
|
// allocate output data arrays, but don't fill them yet
|
|
out_mesh->mNumVertices = count_vertices;
|
|
out_mesh->mVertices = new aiVector3D[count_vertices];
|
|
|
|
out_mesh->mNumFaces = count_faces;
|
|
aiFace* fac = out_mesh->mFaces = new aiFace[count_faces]();
|
|
|
|
|
|
// allocate normals
|
|
const std::vector<aiVector3D>& normals = mesh.GetNormals();
|
|
if(normals.size()) {
|
|
ai_assert(normals.size() == vertices.size());
|
|
out_mesh->mNormals = new aiVector3D[vertices.size()];
|
|
}
|
|
|
|
// allocate tangents, binormals.
|
|
const std::vector<aiVector3D>& tangents = mesh.GetTangents();
|
|
const std::vector<aiVector3D>* binormals = &mesh.GetBinormals();
|
|
|
|
if(tangents.size()) {
|
|
std::vector<aiVector3D> tempBinormals;
|
|
if (!binormals->size()) {
|
|
if (normals.size()) {
|
|
// XXX this computes the binormals for the entire mesh, not only
|
|
// the part for which we need them.
|
|
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()];
|
|
out_mesh->mBitangents = new aiVector3D[vertices.size()];
|
|
}
|
|
}
|
|
|
|
// allocate texture coords
|
|
unsigned int num_uvs = 0;
|
|
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i, ++num_uvs) {
|
|
const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i);
|
|
if(uvs.empty()) {
|
|
break;
|
|
}
|
|
|
|
out_mesh->mTextureCoords[i] = new aiVector3D[vertices.size()];
|
|
out_mesh->mNumUVComponents[i] = 2;
|
|
}
|
|
|
|
// allocate vertex colors
|
|
unsigned int num_vcs = 0;
|
|
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i, ++num_vcs) {
|
|
const std::vector<aiColor4D>& colors = mesh.GetVertexColors(i);
|
|
if(colors.empty()) {
|
|
break;
|
|
}
|
|
|
|
out_mesh->mColors[i] = new aiColor4D[vertices.size()];
|
|
}
|
|
|
|
unsigned int cursor = 0, in_cursor = 0;
|
|
|
|
for(std::vector<unsigned int>::const_iterator it = mindices.begin(),
|
|
end = mindices.end(), itf = faces.begin(); it != end; ++it, ++itf)
|
|
{
|
|
const unsigned int pcount = *itf;
|
|
if ((*it) != index) {
|
|
in_cursor += pcount;
|
|
continue;
|
|
}
|
|
|
|
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, ++cursor, ++in_cursor) {
|
|
f.mIndices[i] = cursor;
|
|
|
|
out_mesh->mVertices[cursor] = vertices[in_cursor];
|
|
|
|
if(out_mesh->mNormals) {
|
|
out_mesh->mNormals[cursor] = normals[in_cursor];
|
|
}
|
|
|
|
if(out_mesh->mTangents) {
|
|
out_mesh->mTangents[cursor] = tangents[in_cursor];
|
|
out_mesh->mBitangents[cursor] = (*binormals)[in_cursor];
|
|
}
|
|
|
|
for (unsigned int i = 0; i < num_uvs; ++i) {
|
|
const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i);
|
|
out_mesh->mTextureCoords[i][cursor] = aiVector3D(uvs[in_cursor].x,uvs[in_cursor].y, 0.0f);
|
|
}
|
|
|
|
for (unsigned int i = 0; i < num_vcs; ++i) {
|
|
const std::vector<aiColor4D>& cols = mesh.GetVertexColors(i);
|
|
out_mesh->mColors[i][cursor] = cols[in_cursor];
|
|
}
|
|
}
|
|
}
|
|
|
|
ConvertMaterialForMesh(out_mesh,model,mesh,index);
|
|
return static_cast<unsigned int>(meshes.size());
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo, unsigned int materialIndex)
|
|
{
|
|
// locate source materials for this mesh
|
|
const std::vector<const Material*>& mats = model.GetMaterials();
|
|
if (materialIndex >= mats.size()) {
|
|
FBXImporter::LogError("material index out of bounds, setting default material");
|
|
out->mMaterialIndex = GetDefaultMaterial();
|
|
return;
|
|
}
|
|
|
|
const Material* const mat = mats[materialIndex];
|
|
MaterialMap::const_iterator it = materials_converted.find(mat);
|
|
if (it != materials_converted.end()) {
|
|
out->mMaterialIndex = (*it).second;
|
|
return;
|
|
}
|
|
|
|
out->mMaterialIndex = ConvertMaterial(*mat);
|
|
materials_converted[mat] = out->mMaterialIndex;
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned int GetDefaultMaterial()
|
|
{
|
|
if (defaultMaterialIndex) {
|
|
return defaultMaterialIndex - 1;
|
|
}
|
|
|
|
aiMaterial* out_mat = new aiMaterial();
|
|
materials.push_back(out_mat);
|
|
|
|
const aiColor3D diffuse = aiColor3D(0.8f,0.8f,0.8f);
|
|
out_mat->AddProperty(&diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
|
|
aiString s;
|
|
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
|
|
|
out_mat->AddProperty(&s,AI_MATKEY_NAME);
|
|
|
|
defaultMaterialIndex = static_cast<unsigned int>(materials.size());
|
|
return defaultMaterialIndex - 1;
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Material -> aiMaterial
|
|
unsigned int ConvertMaterial(const Material& material)
|
|
{
|
|
const PropertyTable& props = material.Props();
|
|
|
|
// generate empty output material
|
|
aiMaterial* out_mat = new aiMaterial();
|
|
materials_converted[&material] = static_cast<unsigned int>(materials.size());
|
|
|
|
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());
|
|
|
|
return static_cast<unsigned int>(materials.size() - 1);
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
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<std::string>(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 MeshMap::value_type& v,meshes_converted) {
|
|
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
|
|
if(!mesh) {
|
|
continue;
|
|
}
|
|
|
|
const std::vector<unsigned int>& 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<int>(i);
|
|
break;
|
|
}
|
|
}
|
|
if(index == -1) {
|
|
FBXImporter::LogWarn("did not find 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");
|
|
}
|
|
}
|
|
|
|
if(uvIndex == -1) {
|
|
FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
|
|
uvIndex = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
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<aiVector3D>(props,baseName,ok);
|
|
if(ok) {
|
|
return aiColor3D(Diffuse.x,Diffuse.y,Diffuse.z);
|
|
}
|
|
else {
|
|
aiVector3D DiffuseColor = PropertyGet<aiVector3D>(props,baseName + "Color",ok);
|
|
if(ok) {
|
|
float DiffuseFactor = PropertyGet<float>(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_DIFFUSE);
|
|
}
|
|
|
|
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<float>(props,"Opacity",ok);
|
|
if(ok) {
|
|
out_mat->AddProperty(&Opacity,1,AI_MATKEY_OPACITY);
|
|
}
|
|
|
|
const float Reflectivity = PropertyGet<float>(props,"Reflectivity",ok);
|
|
if(ok) {
|
|
out_mat->AddProperty(&Reflectivity,1,AI_MATKEY_REFLECTIVITY);
|
|
}
|
|
|
|
const float Shininess = PropertyGet<float>(props,"Shininess",ok);
|
|
if(ok) {
|
|
out_mat->AddProperty(&Shininess,1,AI_MATKEY_SHININESS_STRENGTH);
|
|
}
|
|
|
|
const float ShininessExponent = PropertyGet<float>(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<unsigned int>(meshes.size());
|
|
|
|
std::swap_ranges(meshes.begin(),meshes.end(),out->mMeshes);
|
|
|
|
|
|
if(materials.size()) {
|
|
out->mMaterials = new aiMaterial*[materials.size()]();
|
|
out->mNumMaterials = static_cast<unsigned int>(materials.size());
|
|
|
|
std::swap_ranges(materials.begin(),materials.end(),out->mMaterials);
|
|
}
|
|
}
|
|
|
|
|
|
private:
|
|
|
|
// 0: not assigned yet, others: index is value - 1
|
|
unsigned int defaultMaterialIndex;
|
|
|
|
std::vector<aiMesh*> meshes;
|
|
std::vector<aiMaterial*> materials;
|
|
|
|
typedef std::map<const Material*, unsigned int> MaterialMap;
|
|
MaterialMap materials_converted;
|
|
|
|
typedef std::map<const Geometry*, unsigned int> MeshMap;
|
|
MeshMap meshes_converted;
|
|
|
|
aiScene* const out;
|
|
const FBX::Document& doc;
|
|
};
|
|
|
|
//} // !anon
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ConvertToAssimpScene(aiScene* out, const Document& doc)
|
|
{
|
|
Converter converter(out,doc);
|
|
}
|
|
|
|
} // !FBX
|
|
} // !Assimp
|
|
|
|
#endif
|