3319 lines
119 KiB
C++
3319 lines
119 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file FBXConverter.cpp
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* @brief Implementation of the FBX DOM -> aiScene converter
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*/
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXConverter.h"
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#include "FBXParser.h"
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#include "FBXMeshGeometry.h"
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#include "FBXDocument.h"
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#include "FBXUtil.h"
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#include "FBXProperties.h"
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#include "FBXImporter.h"
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#include "StringComparison.h"
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#include <assimp/scene.h>
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#include <tuple>
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#include <memory>
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#include <iterator>
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#include <sstream>
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#include <vector>
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namespace Assimp {
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namespace FBX {
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using namespace Util;
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#define MAGIC_NODE_TAG "_$AssimpFbx$"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
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// XXX vc9's debugger won't step into anonymous namespaces
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//namespace {
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/** Dummy class to encapsulate the conversion process */
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class Converter
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{
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public:
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/**
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* The different parts that make up the final local transformation of a fbx-node
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*/
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enum TransformationComp
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{
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TransformationComp_Translation = 0,
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TransformationComp_RotationOffset,
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TransformationComp_RotationPivot,
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TransformationComp_PreRotation,
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TransformationComp_Rotation,
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TransformationComp_PostRotation,
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TransformationComp_RotationPivotInverse,
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TransformationComp_ScalingOffset,
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TransformationComp_ScalingPivot,
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TransformationComp_Scaling,
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TransformationComp_ScalingPivotInverse,
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TransformationComp_GeometricTranslation,
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TransformationComp_GeometricRotation,
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TransformationComp_GeometricScaling,
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TransformationComp_MAXIMUM
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};
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public:
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Converter( aiScene* out, const Document& doc );
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~Converter();
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private:
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// ------------------------------------------------------------------------------------------------
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// find scene root and trigger recursive scene conversion
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void ConvertRootNode();
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// ------------------------------------------------------------------------------------------------
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// collect and assign child nodes
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void ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4() );
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// ------------------------------------------------------------------------------------------------
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void ConvertLights( const Model& model );
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// ------------------------------------------------------------------------------------------------
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void ConvertCameras( const Model& model );
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// ------------------------------------------------------------------------------------------------
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void ConvertLight( const Model& model, const Light& light );
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// ------------------------------------------------------------------------------------------------
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void ConvertCamera( const Model& model, const Camera& cam );
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// ------------------------------------------------------------------------------------------------
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// this returns unified names usable within assimp identifiers (i.e. no space characters -
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// while these would be allowed, they are a potential trouble spot so better not use them).
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const char* NameTransformationComp( TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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// note: this returns the REAL fbx property names
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const char* NameTransformationCompProperty( TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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aiVector3D TransformationCompDefaultValue( TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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void GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out );
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// ------------------------------------------------------------------------------------------------
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/**
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* checks if a node has more than just scaling, rotation and translation components
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*/
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bool NeedsComplexTransformationChain( const Model& model );
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// ------------------------------------------------------------------------------------------------
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// note: name must be a FixNodeName() result
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std::string NameTransformationChainNode( const std::string& name, TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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/**
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* note: memory for output_nodes will be managed by the caller
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*/
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void GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes );
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// ------------------------------------------------------------------------------------------------
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void SetupNodeMetadata( const Model& model, aiNode& nd );
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// ------------------------------------------------------------------------------------------------
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void ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
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std::vector<unsigned int> ConvertMesh( const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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aiMesh* SetupEmptyMesh( const MeshGeometry& mesh );
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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std::vector<unsigned int> ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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MatIndexArray::value_type index,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
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static_cast<unsigned int>(-1);
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// ------------------------------------------------------------------------------------------------
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/**
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* - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into
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* account when determining which weights to include.
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* - outputVertStartIndices is only used when a material index is specified, it gives for
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* each output vertex the DOM index it maps to.
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*/
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void ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
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const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
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unsigned int materialIndex = NO_MATERIAL_SEPARATION,
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std::vector<unsigned int>* outputVertStartIndices = NULL );
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// ------------------------------------------------------------------------------------------------
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void ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
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std::vector<size_t>& out_indices,
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std::vector<size_t>& index_out_indices,
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std::vector<size_t>& count_out_indices,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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void ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo,
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MatIndexArray::value_type materialIndex );
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// ------------------------------------------------------------------------------------------------
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unsigned int GetDefaultMaterial();
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// ------------------------------------------------------------------------------------------------
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// Material -> aiMaterial
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unsigned int ConvertMaterial( const Material& material, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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// Video -> aiTexture
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unsigned int ConvertVideo( const Video& video );
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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aiColor3D GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
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bool& result );
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// ------------------------------------------------------------------------------------------------
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void SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props );
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// ------------------------------------------------------------------------------------------------
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// get the number of fps for a FrameRate enumerated value
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static double FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0 );
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// ------------------------------------------------------------------------------------------------
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// convert animation data to aiAnimation et al
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void ConvertAnimations();
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// ------------------------------------------------------------------------------------------------
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// rename a node already partially converted. fixed_name is a string previously returned by
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// FixNodeName, new_name specifies the string FixNodeName should return on all further invocations
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// which would previously have returned the old value.
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//
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// this also updates names in node animations, cameras and light sources and is thus slow.
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//
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// NOTE: the caller is responsible for ensuring that the new name is unique and does
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// not collide with any other identifiers. The best way to ensure this is to only
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// append to the old name, which is guaranteed to match these requirements.
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void RenameNode( const std::string& fixed_name, const std::string& new_name );
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// ------------------------------------------------------------------------------------------------
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// takes a fbx node name and returns the identifier to be used in the assimp output scene.
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// the function is guaranteed to provide consistent results over multiple invocations
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// UNLESS RenameNode() is called for a particular node name.
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std::string FixNodeName( const std::string& name );
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typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap;
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// XXX: better use multi_map ..
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typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
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// ------------------------------------------------------------------------------------------------
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void ConvertAnimationStack( const AnimationStack& st );
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// ------------------------------------------------------------------------------------------------
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void GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,
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const std::string& fixed_name,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time );
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// ------------------------------------------------------------------------------------------------
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bool IsRedundantAnimationData( const Model& target,
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TransformationComp comp,
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const std::vector<const AnimationCurveNode*>& curves );
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// ------------------------------------------------------------------------------------------------
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aiNodeAnim* GenerateRotationNodeAnim( const std::string& name,
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const Model& target,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time );
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// ------------------------------------------------------------------------------------------------
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aiNodeAnim* GenerateScalingNodeAnim( const std::string& name,
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const Model& /*target*/,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time );
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// ------------------------------------------------------------------------------------------------
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aiNodeAnim* GenerateTranslationNodeAnim( const std::string& name,
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const Model& /*target*/,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time,
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bool inverse = false );
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// ------------------------------------------------------------------------------------------------
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// generate node anim, extracting only Rotation, Scaling and Translation from the given chain
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aiNodeAnim* GenerateSimpleNodeAnim( const std::string& name,
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const Model& target,
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NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ],
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NodeMap::const_iterator iter_end,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time,
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bool reverse_order = false );
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// key (time), value, mapto (component index)
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typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
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typedef std::vector<KeyFrameList> KeyFrameListList;
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// ------------------------------------------------------------------------------------------------
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KeyFrameListList GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop );
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// ------------------------------------------------------------------------------------------------
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KeyTimeList GetKeyTimeList( const KeyFrameListList& inputs );
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// ------------------------------------------------------------------------------------------------
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void InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
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const aiVector3D& def_value,
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double& max_time,
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double& min_time );
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// ------------------------------------------------------------------------------------------------
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void InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
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const aiVector3D& def_value,
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double& maxTime,
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double& minTime,
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Model::RotOrder order );
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// ------------------------------------------------------------------------------------------------
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void ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale,
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aiVectorKey* out_translation,
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const KeyFrameListList& scaling,
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const KeyFrameListList& translation,
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const KeyFrameListList& rotation,
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const KeyTimeList& times,
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double& maxTime,
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double& minTime,
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Model::RotOrder order,
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const aiVector3D& def_scale,
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const aiVector3D& def_translate,
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const aiVector3D& def_rotation );
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// ------------------------------------------------------------------------------------------------
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// euler xyz -> quat
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aiQuaternion EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order );
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// ------------------------------------------------------------------------------------------------
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void ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
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int64_t start, int64_t stop,
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double& maxTime,
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double& minTime );
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// ------------------------------------------------------------------------------------------------
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void ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
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const LayerMap& /*layers*/,
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int64_t start, int64_t stop,
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double& maxTime,
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double& minTime );
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// ------------------------------------------------------------------------------------------------
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void ConvertRotationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
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const LayerMap& /*layers*/,
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int64_t start, int64_t stop,
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double& maxTime,
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double& minTime,
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Model::RotOrder order );
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// ------------------------------------------------------------------------------------------------
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// copy generated meshes, animations, lights, cameras and textures to the output scene
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void TransferDataToScene();
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private:
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// 0: not assigned yet, others: index is value - 1
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unsigned int defaultMaterialIndex;
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std::vector<aiMesh*> meshes;
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std::vector<aiMaterial*> materials;
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std::vector<aiAnimation*> animations;
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std::vector<aiLight*> lights;
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std::vector<aiCamera*> cameras;
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std::vector<aiTexture*> textures;
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typedef std::map<const Material*, unsigned int> MaterialMap;
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MaterialMap materials_converted;
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typedef std::map<const Video*, unsigned int> VideoMap;
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VideoMap textures_converted;
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typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
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MeshMap meshes_converted;
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// fixed node name -> which trafo chain components have animations?
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typedef std::map<std::string, unsigned int> NodeAnimBitMap;
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NodeAnimBitMap node_anim_chain_bits;
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// name -> has had its prefix_stripped?
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typedef std::map<std::string, bool> NodeNameMap;
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NodeNameMap node_names;
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typedef std::map<std::string, std::string> NameNameMap;
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NameNameMap renamed_nodes;
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double anim_fps;
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aiScene* const out;
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const FBX::Document& doc;
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};
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Converter::Converter( aiScene* out, const Document& doc )
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: defaultMaterialIndex()
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, out( out )
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, doc( doc )
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{
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// animations need to be converted first since this will
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// populate the node_anim_chain_bits map, which is needed
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// to determine which nodes need to be generated.
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ConvertAnimations();
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ConvertRootNode();
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if ( doc.Settings().readAllMaterials ) {
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// unfortunately this means we have to evaluate all objects
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for( const ObjectMap::value_type& v : doc.Objects() ) {
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const Object* ob = v.second->Get();
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if ( !ob ) {
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continue;
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}
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const Material* mat = dynamic_cast<const Material*>( ob );
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if ( mat ) {
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if ( materials_converted.find( mat ) == materials_converted.end() ) {
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ConvertMaterial( *mat, 0 );
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}
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}
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}
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}
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TransferDataToScene();
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// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
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// to make sure the scene passes assimp's validation. FBX files
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// need not contain geometry (i.e. camera animations, raw armatures).
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if ( out->mNumMeshes == 0 ) {
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out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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}
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Converter::~Converter()
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{
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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( animations.begin(), animations.end(), Util::delete_fun<aiAnimation>() );
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std::for_each( lights.begin(), lights.end(), Util::delete_fun<aiLight>() );
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std::for_each( cameras.begin(), cameras.end(), Util::delete_fun<aiCamera>() );
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std::for_each( textures.begin(), textures.end(), Util::delete_fun<aiTexture>() );
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}
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void Converter::ConvertRootNode()
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{
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out->mRootNode = new aiNode();
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out->mRootNode->mName.Set( "RootNode" );
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// root has ID 0
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ConvertNodes( 0L, *out->mRootNode );
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}
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void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform )
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{
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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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nodes.reserve( conns.size() );
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std::vector<aiNode*> nodes_chain;
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try {
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for( const Connection* con : conns ) {
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// ignore object-property links
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if ( con->PropertyName().length() ) {
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continue;
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}
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const Object* const object = con->SourceObject();
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if ( !object ) {
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FBXImporter::LogWarn( "failed to convert source object for Model link" );
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continue;
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}
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const Model* const model = dynamic_cast<const Model*>( object );
|
|
|
|
if ( model ) {
|
|
nodes_chain.clear();
|
|
|
|
aiMatrix4x4 new_abs_transform = parent_transform;
|
|
|
|
// even though there is only a single input node, the design of
|
|
// assimp (or rather: the complicated transformation chain that
|
|
// is employed by fbx) means that we may need multiple aiNode's
|
|
// to represent a fbx node's transformation.
|
|
GenerateTransformationNodeChain( *model, nodes_chain );
|
|
|
|
ai_assert( nodes_chain.size() );
|
|
|
|
const std::string& original_name = FixNodeName( model->Name() );
|
|
|
|
// check if any of the nodes in the chain has the name the fbx node
|
|
// is supposed to have. If there is none, add another node to
|
|
// preserve the name - people might have scripts etc. that rely
|
|
// on specific node names.
|
|
aiNode* name_carrier = NULL;
|
|
for( aiNode* prenode : nodes_chain ) {
|
|
if ( !strcmp( prenode->mName.C_Str(), original_name.c_str() ) ) {
|
|
name_carrier = prenode;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !name_carrier ) {
|
|
nodes_chain.push_back( new aiNode( original_name ) );
|
|
name_carrier = nodes_chain.back();
|
|
}
|
|
|
|
//setup metadata on newest node
|
|
SetupNodeMetadata( *model, *nodes_chain.back() );
|
|
|
|
// link all nodes in a row
|
|
aiNode* last_parent = &parent;
|
|
for( aiNode* prenode : nodes_chain ) {
|
|
ai_assert( prenode );
|
|
|
|
if ( last_parent != &parent ) {
|
|
last_parent->mNumChildren = 1;
|
|
last_parent->mChildren = new aiNode*[ 1 ];
|
|
last_parent->mChildren[ 0 ] = prenode;
|
|
}
|
|
|
|
prenode->mParent = last_parent;
|
|
last_parent = prenode;
|
|
|
|
new_abs_transform *= prenode->mTransformation;
|
|
}
|
|
|
|
// attach geometry
|
|
ConvertModel( *model, *nodes_chain.back(), new_abs_transform );
|
|
|
|
// attach sub-nodes
|
|
ConvertNodes( model->ID(), *nodes_chain.back(), new_abs_transform );
|
|
|
|
if ( doc.Settings().readLights ) {
|
|
ConvertLights( *model );
|
|
}
|
|
|
|
if ( doc.Settings().readCameras ) {
|
|
ConvertCameras( *model );
|
|
}
|
|
|
|
nodes.push_back( nodes_chain.front() );
|
|
nodes_chain.clear();
|
|
}
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|
|
catch ( std::exception& ) {
|
|
Util::delete_fun<aiNode> deleter;
|
|
std::for_each( nodes.begin(), nodes.end(), deleter );
|
|
std::for_each( nodes_chain.begin(), nodes_chain.end(), deleter );
|
|
}
|
|
}
|
|
|
|
|
|
void Converter::ConvertLights( const Model& model )
|
|
{
|
|
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
|
|
for( const NodeAttribute* attr : node_attrs ) {
|
|
const Light* const light = dynamic_cast<const Light*>( attr );
|
|
if ( light ) {
|
|
ConvertLight( model, *light );
|
|
}
|
|
}
|
|
}
|
|
|
|
void Converter::ConvertCameras( const Model& model )
|
|
{
|
|
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
|
|
for( const NodeAttribute* attr : node_attrs ) {
|
|
const Camera* const cam = dynamic_cast<const Camera*>( attr );
|
|
if ( cam ) {
|
|
ConvertCamera( model, *cam );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Converter::ConvertLight( const Model& model, const Light& light )
|
|
{
|
|
lights.push_back( new aiLight() );
|
|
aiLight* const out_light = lights.back();
|
|
|
|
out_light->mName.Set( FixNodeName( model.Name() ) );
|
|
|
|
const float intensity = light.Intensity();
|
|
const aiVector3D& col = light.Color();
|
|
|
|
out_light->mColorDiffuse = aiColor3D( col.x, col.y, col.z );
|
|
out_light->mColorDiffuse.r *= intensity;
|
|
out_light->mColorDiffuse.g *= intensity;
|
|
out_light->mColorDiffuse.b *= intensity;
|
|
|
|
out_light->mColorSpecular = out_light->mColorDiffuse;
|
|
|
|
switch ( light.LightType() )
|
|
{
|
|
case Light::Type_Point:
|
|
out_light->mType = aiLightSource_POINT;
|
|
break;
|
|
|
|
case Light::Type_Directional:
|
|
out_light->mType = aiLightSource_DIRECTIONAL;
|
|
break;
|
|
|
|
case Light::Type_Spot:
|
|
out_light->mType = aiLightSource_SPOT;
|
|
out_light->mAngleOuterCone = AI_DEG_TO_RAD( light.OuterAngle() );
|
|
out_light->mAngleInnerCone = AI_DEG_TO_RAD( light.InnerAngle() );
|
|
break;
|
|
|
|
case Light::Type_Area:
|
|
FBXImporter::LogWarn( "cannot represent area light, set to UNDEFINED" );
|
|
out_light->mType = aiLightSource_UNDEFINED;
|
|
break;
|
|
|
|
case Light::Type_Volume:
|
|
FBXImporter::LogWarn( "cannot represent volume light, set to UNDEFINED" );
|
|
out_light->mType = aiLightSource_UNDEFINED;
|
|
break;
|
|
default:
|
|
ai_assert( false );
|
|
}
|
|
|
|
// XXX: how to best convert the near and far decay ranges?
|
|
switch ( light.DecayType() )
|
|
{
|
|
case Light::Decay_None:
|
|
out_light->mAttenuationConstant = 1.0f;
|
|
break;
|
|
case Light::Decay_Linear:
|
|
out_light->mAttenuationLinear = 1.0f;
|
|
break;
|
|
case Light::Decay_Quadratic:
|
|
out_light->mAttenuationQuadratic = 1.0f;
|
|
break;
|
|
case Light::Decay_Cubic:
|
|
FBXImporter::LogWarn( "cannot represent cubic attenuation, set to Quadratic" );
|
|
out_light->mAttenuationQuadratic = 1.0f;
|
|
break;
|
|
default:
|
|
ai_assert( false );
|
|
}
|
|
}
|
|
|
|
void Converter::ConvertCamera( const Model& model, const Camera& cam )
|
|
{
|
|
cameras.push_back( new aiCamera() );
|
|
aiCamera* const out_camera = cameras.back();
|
|
|
|
out_camera->mName.Set( FixNodeName( model.Name() ) );
|
|
|
|
out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
|
|
out_camera->mPosition = cam.Position();
|
|
out_camera->mUp = cam.UpVector();
|
|
out_camera->mLookAt = cam.InterestPosition() - out_camera->mPosition;
|
|
out_camera->mHorizontalFOV = AI_DEG_TO_RAD( cam.FieldOfView() );
|
|
}
|
|
|
|
|
|
const char* Converter::NameTransformationComp( TransformationComp comp )
|
|
{
|
|
switch ( comp )
|
|
{
|
|
case TransformationComp_Translation:
|
|
return "Translation";
|
|
case TransformationComp_RotationOffset:
|
|
return "RotationOffset";
|
|
case TransformationComp_RotationPivot:
|
|
return "RotationPivot";
|
|
case TransformationComp_PreRotation:
|
|
return "PreRotation";
|
|
case TransformationComp_Rotation:
|
|
return "Rotation";
|
|
case TransformationComp_PostRotation:
|
|
return "PostRotation";
|
|
case TransformationComp_RotationPivotInverse:
|
|
return "RotationPivotInverse";
|
|
case TransformationComp_ScalingOffset:
|
|
return "ScalingOffset";
|
|
case TransformationComp_ScalingPivot:
|
|
return "ScalingPivot";
|
|
case TransformationComp_Scaling:
|
|
return "Scaling";
|
|
case TransformationComp_ScalingPivotInverse:
|
|
return "ScalingPivotInverse";
|
|
case TransformationComp_GeometricScaling:
|
|
return "GeometricScaling";
|
|
case TransformationComp_GeometricRotation:
|
|
return "GeometricRotation";
|
|
case TransformationComp_GeometricTranslation:
|
|
return "GeometricTranslation";
|
|
case TransformationComp_MAXIMUM: // this is to silence compiler warnings
|
|
default:
|
|
break;
|
|
}
|
|
|
|
ai_assert( false );
|
|
return NULL;
|
|
}
|
|
|
|
|
|
const char* Converter::NameTransformationCompProperty( TransformationComp comp )
|
|
{
|
|
switch ( comp )
|
|
{
|
|
case TransformationComp_Translation:
|
|
return "Lcl Translation";
|
|
case TransformationComp_RotationOffset:
|
|
return "RotationOffset";
|
|
case TransformationComp_RotationPivot:
|
|
return "RotationPivot";
|
|
case TransformationComp_PreRotation:
|
|
return "PreRotation";
|
|
case TransformationComp_Rotation:
|
|
return "Lcl Rotation";
|
|
case TransformationComp_PostRotation:
|
|
return "PostRotation";
|
|
case TransformationComp_RotationPivotInverse:
|
|
return "RotationPivotInverse";
|
|
case TransformationComp_ScalingOffset:
|
|
return "ScalingOffset";
|
|
case TransformationComp_ScalingPivot:
|
|
return "ScalingPivot";
|
|
case TransformationComp_Scaling:
|
|
return "Lcl Scaling";
|
|
case TransformationComp_ScalingPivotInverse:
|
|
return "ScalingPivotInverse";
|
|
case TransformationComp_GeometricScaling:
|
|
return "GeometricScaling";
|
|
case TransformationComp_GeometricRotation:
|
|
return "GeometricRotation";
|
|
case TransformationComp_GeometricTranslation:
|
|
return "GeometricTranslation";
|
|
case TransformationComp_MAXIMUM: // this is to silence compiler warnings
|
|
break;
|
|
}
|
|
|
|
ai_assert( false );
|
|
return NULL;
|
|
}
|
|
|
|
aiVector3D Converter::TransformationCompDefaultValue( TransformationComp comp )
|
|
{
|
|
// XXX a neat way to solve the never-ending special cases for scaling
|
|
// would be to do everything in log space!
|
|
return comp == TransformationComp_Scaling ? aiVector3D( 1.f, 1.f, 1.f ) : aiVector3D();
|
|
}
|
|
|
|
void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out )
|
|
{
|
|
if ( mode == Model::RotOrder_SphericXYZ ) {
|
|
FBXImporter::LogError( "Unsupported RotationMode: SphericXYZ" );
|
|
out = aiMatrix4x4();
|
|
return;
|
|
}
|
|
|
|
const float angle_epsilon = 1e-6f;
|
|
|
|
out = aiMatrix4x4();
|
|
|
|
bool is_id[ 3 ] = { true, true, true };
|
|
|
|
aiMatrix4x4 temp[ 3 ];
|
|
if ( std::fabs( rotation.z ) > angle_epsilon ) {
|
|
aiMatrix4x4::RotationZ( AI_DEG_TO_RAD( rotation.z ), temp[ 2 ] );
|
|
is_id[ 2 ] = false;
|
|
}
|
|
if ( std::fabs( rotation.y ) > angle_epsilon ) {
|
|
aiMatrix4x4::RotationY( AI_DEG_TO_RAD( rotation.y ), temp[ 1 ] );
|
|
is_id[ 1 ] = false;
|
|
}
|
|
if ( std::fabs( rotation.x ) > angle_epsilon ) {
|
|
aiMatrix4x4::RotationX( AI_DEG_TO_RAD( rotation.x ), temp[ 0 ] );
|
|
is_id[ 0 ] = false;
|
|
}
|
|
|
|
int order[ 3 ] = { -1, -1, -1 };
|
|
|
|
// note: rotation order is inverted since we're left multiplying as is usual in assimp
|
|
switch ( mode )
|
|
{
|
|
case Model::RotOrder_EulerXYZ:
|
|
order[ 0 ] = 2;
|
|
order[ 1 ] = 1;
|
|
order[ 2 ] = 0;
|
|
break;
|
|
|
|
case Model::RotOrder_EulerXZY:
|
|
order[ 0 ] = 1;
|
|
order[ 1 ] = 2;
|
|
order[ 2 ] = 0;
|
|
break;
|
|
|
|
case Model::RotOrder_EulerYZX:
|
|
order[ 0 ] = 0;
|
|
order[ 1 ] = 2;
|
|
order[ 2 ] = 1;
|
|
break;
|
|
|
|
case Model::RotOrder_EulerYXZ:
|
|
order[ 0 ] = 2;
|
|
order[ 1 ] = 0;
|
|
order[ 2 ] = 1;
|
|
break;
|
|
|
|
case Model::RotOrder_EulerZXY:
|
|
order[ 0 ] = 1;
|
|
order[ 1 ] = 0;
|
|
order[ 2 ] = 2;
|
|
break;
|
|
|
|
case Model::RotOrder_EulerZYX:
|
|
order[ 0 ] = 0;
|
|
order[ 1 ] = 1;
|
|
order[ 2 ] = 2;
|
|
break;
|
|
|
|
default:
|
|
ai_assert( false );
|
|
}
|
|
|
|
ai_assert( ( order[ 0 ] >= 0 ) && ( order[ 0 ] <= 2 ) );
|
|
ai_assert( ( order[ 1 ] >= 0 ) && ( order[ 1 ] <= 2 ) );
|
|
ai_assert( ( order[ 2 ] >= 0 ) && ( order[ 2 ] <= 2 ) );
|
|
|
|
if ( !is_id[ order[ 0 ] ] ) {
|
|
out = temp[ order[ 0 ] ];
|
|
}
|
|
|
|
if ( !is_id[ order[ 1 ] ] ) {
|
|
out = out * temp[ order[ 1 ] ];
|
|
}
|
|
|
|
if ( !is_id[ order[ 2 ] ] ) {
|
|
out = out * temp[ order[ 2 ] ];
|
|
}
|
|
}
|
|
|
|
|
|
bool Converter::NeedsComplexTransformationChain( const Model& model )
|
|
{
|
|
const PropertyTable& props = model.Props();
|
|
bool ok;
|
|
|
|
const float zero_epsilon = 1e-6f;
|
|
for ( size_t i = 0; i < TransformationComp_MAXIMUM; ++i ) {
|
|
const TransformationComp comp = static_cast< TransformationComp >( i );
|
|
|
|
if ( comp == TransformationComp_Rotation || comp == TransformationComp_Scaling || comp == TransformationComp_Translation ||
|
|
comp == TransformationComp_GeometricScaling || comp == TransformationComp_GeometricRotation || comp == TransformationComp_GeometricTranslation ) {
|
|
continue;
|
|
}
|
|
|
|
const aiVector3D& v = PropertyGet<aiVector3D>( props, NameTransformationCompProperty( comp ), ok );
|
|
if ( ok && v.SquareLength() > zero_epsilon ) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
std::string Converter::NameTransformationChainNode( const std::string& name, TransformationComp comp )
|
|
{
|
|
return name + std::string( MAGIC_NODE_TAG ) + "_" + NameTransformationComp( comp );
|
|
}
|
|
|
|
void Converter::GenerateTransformationNodeChain( const Model& model,
|
|
std::vector<aiNode*>& output_nodes )
|
|
{
|
|
const PropertyTable& props = model.Props();
|
|
const Model::RotOrder rot = model.RotationOrder();
|
|
|
|
bool ok;
|
|
|
|
aiMatrix4x4 chain[ TransformationComp_MAXIMUM ];
|
|
std::fill_n( chain, static_cast<unsigned int>( TransformationComp_MAXIMUM ), aiMatrix4x4() );
|
|
|
|
// generate transformation matrices for all the different transformation components
|
|
const float zero_epsilon = 1e-6f;
|
|
bool is_complex = false;
|
|
|
|
const aiVector3D& PreRotation = PropertyGet<aiVector3D>( props, "PreRotation", ok );
|
|
if ( ok && PreRotation.SquareLength() > zero_epsilon ) {
|
|
is_complex = true;
|
|
|
|
GetRotationMatrix( rot, PreRotation, chain[ TransformationComp_PreRotation ] );
|
|
}
|
|
|
|
const aiVector3D& PostRotation = PropertyGet<aiVector3D>( props, "PostRotation", ok );
|
|
if ( ok && PostRotation.SquareLength() > zero_epsilon ) {
|
|
is_complex = true;
|
|
|
|
GetRotationMatrix( rot, PostRotation, chain[ TransformationComp_PostRotation ] );
|
|
}
|
|
|
|
const aiVector3D& RotationPivot = PropertyGet<aiVector3D>( props, "RotationPivot", ok );
|
|
if ( ok && RotationPivot.SquareLength() > zero_epsilon ) {
|
|
is_complex = true;
|
|
|
|
aiMatrix4x4::Translation( RotationPivot, chain[ TransformationComp_RotationPivot ] );
|
|
aiMatrix4x4::Translation( -RotationPivot, chain[ TransformationComp_RotationPivotInverse ] );
|
|
}
|
|
|
|
const aiVector3D& RotationOffset = PropertyGet<aiVector3D>( props, "RotationOffset", ok );
|
|
if ( ok && RotationOffset.SquareLength() > zero_epsilon ) {
|
|
is_complex = true;
|
|
|
|
aiMatrix4x4::Translation( RotationOffset, chain[ TransformationComp_RotationOffset ] );
|
|
}
|
|
|
|
const aiVector3D& ScalingOffset = PropertyGet<aiVector3D>( props, "ScalingOffset", ok );
|
|
if ( ok && ScalingOffset.SquareLength() > zero_epsilon ) {
|
|
is_complex = true;
|
|
|
|
aiMatrix4x4::Translation( ScalingOffset, chain[ TransformationComp_ScalingOffset ] );
|
|
}
|
|
|
|
const aiVector3D& ScalingPivot = PropertyGet<aiVector3D>( props, "ScalingPivot", ok );
|
|
if ( ok && ScalingPivot.SquareLength() > zero_epsilon ) {
|
|
is_complex = true;
|
|
|
|
aiMatrix4x4::Translation( ScalingPivot, chain[ TransformationComp_ScalingPivot ] );
|
|
aiMatrix4x4::Translation( -ScalingPivot, chain[ TransformationComp_ScalingPivotInverse ] );
|
|
}
|
|
|
|
const aiVector3D& Translation = PropertyGet<aiVector3D>( props, "Lcl Translation", ok );
|
|
if ( ok && Translation.SquareLength() > zero_epsilon ) {
|
|
aiMatrix4x4::Translation( Translation, chain[ TransformationComp_Translation ] );
|
|
}
|
|
|
|
const aiVector3D& Scaling = PropertyGet<aiVector3D>( props, "Lcl Scaling", ok );
|
|
if ( ok && std::fabs( Scaling.SquareLength() - 1.0f ) > zero_epsilon ) {
|
|
aiMatrix4x4::Scaling( Scaling, chain[ TransformationComp_Scaling ] );
|
|
}
|
|
|
|
const aiVector3D& Rotation = PropertyGet<aiVector3D>( props, "Lcl Rotation", ok );
|
|
if ( ok && Rotation.SquareLength() > zero_epsilon ) {
|
|
GetRotationMatrix( rot, Rotation, chain[ TransformationComp_Rotation ] );
|
|
}
|
|
|
|
const aiVector3D& GeometricScaling = PropertyGet<aiVector3D>( props, "GeometricScaling", ok );
|
|
if ( ok && std::fabs( GeometricScaling.SquareLength() - 1.0f ) > zero_epsilon ) {
|
|
aiMatrix4x4::Scaling( GeometricScaling, chain[ TransformationComp_GeometricScaling ] );
|
|
}
|
|
|
|
const aiVector3D& GeometricRotation = PropertyGet<aiVector3D>( props, "GeometricRotation", ok );
|
|
if ( ok && GeometricRotation.SquareLength() > zero_epsilon ) {
|
|
GetRotationMatrix( rot, GeometricRotation, chain[ TransformationComp_GeometricRotation ] );
|
|
}
|
|
|
|
const aiVector3D& GeometricTranslation = PropertyGet<aiVector3D>( props, "GeometricTranslation", ok );
|
|
if ( ok && GeometricTranslation.SquareLength() > zero_epsilon ) {
|
|
aiMatrix4x4::Translation( GeometricTranslation, chain[ TransformationComp_GeometricTranslation ] );
|
|
}
|
|
|
|
// is_complex needs to be consistent with NeedsComplexTransformationChain()
|
|
// or the interplay between this code and the animation converter would
|
|
// not be guaranteed.
|
|
ai_assert( NeedsComplexTransformationChain( model ) == is_complex );
|
|
|
|
const std::string& name = FixNodeName( model.Name() );
|
|
|
|
// now, if we have more than just Translation, Scaling and Rotation,
|
|
// we need to generate a full node chain to accommodate for assimp's
|
|
// lack to express pivots and offsets.
|
|
if ( is_complex && doc.Settings().preservePivots ) {
|
|
FBXImporter::LogInfo( "generating full transformation chain for node: " + name );
|
|
|
|
// query the anim_chain_bits dictionary to find out which chain elements
|
|
// have associated node animation channels. These can not be dropped
|
|
// even if they have identity transform in bind pose.
|
|
NodeAnimBitMap::const_iterator it = node_anim_chain_bits.find( name );
|
|
const unsigned int anim_chain_bitmask = ( it == node_anim_chain_bits.end() ? 0 : ( *it ).second );
|
|
|
|
unsigned int bit = 0x1;
|
|
for ( size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1 ) {
|
|
const TransformationComp comp = static_cast<TransformationComp>( i );
|
|
|
|
if ( chain[ i ].IsIdentity() && ( anim_chain_bitmask & bit ) == 0 ) {
|
|
continue;
|
|
}
|
|
|
|
aiNode* nd = new aiNode();
|
|
output_nodes.push_back( nd );
|
|
|
|
nd->mName.Set( NameTransformationChainNode( name, comp ) );
|
|
nd->mTransformation = chain[ i ];
|
|
}
|
|
|
|
ai_assert( output_nodes.size() );
|
|
return;
|
|
}
|
|
|
|
// else, we can just multiply the matrices together
|
|
aiNode* nd = new aiNode();
|
|
output_nodes.push_back( nd );
|
|
|
|
nd->mName.Set( name );
|
|
|
|
for (const auto &transform : chain) {
|
|
nd->mTransformation = nd->mTransformation * transform;
|
|
}
|
|
}
|
|
|
|
|
|
void Converter::SetupNodeMetadata( const Model& model, aiNode& nd )
|
|
{
|
|
const PropertyTable& props = model.Props();
|
|
DirectPropertyMap unparsedProperties = props.GetUnparsedProperties();
|
|
|
|
// create metadata on node
|
|
std::size_t numStaticMetaData = 2;
|
|
aiMetadata* data = aiMetadata::Alloc( unparsedProperties.size() + numStaticMetaData );
|
|
nd.mMetaData = data;
|
|
int index = 0;
|
|
|
|
// find user defined properties (3ds Max)
|
|
data->Set( index++, "UserProperties", aiString( PropertyGet<std::string>( props, "UDP3DSMAX", "" ) ) );
|
|
// preserve the info that a node was marked as Null node in the original file.
|
|
data->Set( index++, "IsNull", model.IsNull() ? true : false );
|
|
|
|
// add unparsed properties to the node's metadata
|
|
for( const DirectPropertyMap::value_type& prop : unparsedProperties ) {
|
|
// Interpret the property as a concrete type
|
|
if ( const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool> >() ) {
|
|
data->Set( index++, prop.first, interpreted->Value() );
|
|
} else if ( const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int> >() ) {
|
|
data->Set( index++, prop.first, interpreted->Value() );
|
|
} else if ( const TypedProperty<uint64_t>* interpreted = prop.second->As<TypedProperty<uint64_t> >() ) {
|
|
data->Set( index++, prop.first, interpreted->Value() );
|
|
} else if ( const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >() ) {
|
|
data->Set( index++, prop.first, interpreted->Value() );
|
|
} else if ( const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >() ) {
|
|
data->Set( index++, prop.first, aiString( interpreted->Value() ) );
|
|
} else if ( const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D> >() ) {
|
|
data->Set( index++, prop.first, interpreted->Value() );
|
|
} else {
|
|
ai_assert( false );
|
|
}
|
|
}
|
|
}
|
|
|
|
void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform )
|
|
{
|
|
const std::vector<const Geometry*>& geos = model.GetGeometry();
|
|
|
|
std::vector<unsigned int> meshes;
|
|
meshes.reserve( geos.size() );
|
|
|
|
for( const Geometry* geo : geos ) {
|
|
|
|
const MeshGeometry* const mesh = dynamic_cast< const MeshGeometry* >( geo );
|
|
if ( mesh ) {
|
|
const std::vector<unsigned int>& indices = ConvertMesh( *mesh, model, node_global_transform );
|
|
std::copy( indices.begin(), indices.end(), std::back_inserter( meshes ) );
|
|
}
|
|
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 );
|
|
}
|
|
}
|
|
|
|
|
|
std::vector<unsigned int> Converter::ConvertMesh( const MeshGeometry& mesh, const Model& model,
|
|
const aiMatrix4x4& node_global_transform )
|
|
{
|
|
std::vector<unsigned int> temp;
|
|
|
|
MeshMap::const_iterator it = meshes_converted.find( &mesh );
|
|
if ( it != meshes_converted.end() ) {
|
|
std::copy( ( *it ).second.begin(), ( *it ).second.end(), std::back_inserter( temp ) );
|
|
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;
|
|
}
|
|
|
|
// one material per mesh maps easily to aiMesh. Multiple material
|
|
// meshes need to be split.
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
|
if ( doc.Settings().readMaterials && !mindices.empty() ) {
|
|
const MatIndexArray::value_type base = mindices[ 0 ];
|
|
for( MatIndexArray::value_type index : mindices ) {
|
|
if ( index != base ) {
|
|
return ConvertMeshMultiMaterial( mesh, model, node_global_transform );
|
|
}
|
|
}
|
|
}
|
|
|
|
// faster code-path, just copy the data
|
|
temp.push_back( ConvertMeshSingleMaterial( mesh, model, node_global_transform ) );
|
|
return temp;
|
|
}
|
|
|
|
|
|
aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh )
|
|
{
|
|
aiMesh* const out_mesh = new aiMesh();
|
|
meshes.push_back( out_mesh );
|
|
meshes_converted[ &mesh ].push_back( static_cast<unsigned int>( meshes.size() - 1 ) );
|
|
|
|
// set name
|
|
std::string name = mesh.Name();
|
|
if ( name.substr( 0, 10 ) == "Geometry::" ) {
|
|
name = name.substr( 10 );
|
|
}
|
|
|
|
if ( name.length() ) {
|
|
out_mesh->mName.Set( name );
|
|
}
|
|
|
|
return out_mesh;
|
|
}
|
|
|
|
|
|
unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model,
|
|
const aiMatrix4x4& node_global_transform )
|
|
{
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
|
aiMesh* const out_mesh = SetupEmptyMesh( mesh );
|
|
|
|
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;
|
|
for( 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() );
|
|
ai_assert( 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() ];
|
|
for( 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 ] );
|
|
}
|
|
|
|
if ( !doc.Settings().readMaterials || mindices.empty() ) {
|
|
FBXImporter::LogError( "no material assigned to mesh, setting default material" );
|
|
out_mesh->mMaterialIndex = GetDefaultMaterial();
|
|
}
|
|
else {
|
|
ConvertMaterialForMesh( out_mesh, model, mesh, mindices[ 0 ] );
|
|
}
|
|
|
|
if ( doc.Settings().readWeights && mesh.DeformerSkin() != NULL ) {
|
|
ConvertWeights( out_mesh, model, mesh, node_global_transform, NO_MATERIAL_SEPARATION );
|
|
}
|
|
|
|
return static_cast<unsigned int>( meshes.size() - 1 );
|
|
}
|
|
|
|
std::vector<unsigned int> Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
|
|
const aiMatrix4x4& node_global_transform )
|
|
{
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
|
ai_assert( mindices.size() );
|
|
|
|
std::set<MatIndexArray::value_type> had;
|
|
std::vector<unsigned int> indices;
|
|
|
|
for( MatIndexArray::value_type index : mindices ) {
|
|
if ( had.find( index ) == had.end() ) {
|
|
|
|
indices.push_back( ConvertMeshMultiMaterial( mesh, model, index, node_global_transform ) );
|
|
had.insert( index );
|
|
}
|
|
}
|
|
|
|
return indices;
|
|
}
|
|
|
|
unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
|
|
MatIndexArray::value_type index,
|
|
const aiMatrix4x4& node_global_transform )
|
|
{
|
|
aiMesh* const out_mesh = SetupEmptyMesh( mesh );
|
|
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
|
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
|
|
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
|
|
|
|
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != NULL;
|
|
|
|
unsigned int count_faces = 0;
|
|
unsigned int count_vertices = 0;
|
|
|
|
// count faces
|
|
std::vector<unsigned int>::const_iterator itf = faces.begin();
|
|
for ( MatIndexArray::const_iterator it = mindices.begin(),
|
|
end = mindices.end(); it != end; ++it, ++itf )
|
|
{
|
|
if ( ( *it ) != index ) {
|
|
continue;
|
|
}
|
|
++count_faces;
|
|
count_vertices += *itf;
|
|
}
|
|
|
|
ai_assert( count_faces );
|
|
ai_assert( count_vertices );
|
|
|
|
// mapping from output indices to DOM indexing, needed to resolve weights
|
|
std::vector<unsigned int> reverseMapping;
|
|
|
|
if ( process_weights ) {
|
|
reverseMapping.resize( count_vertices );
|
|
}
|
|
|
|
// 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();
|
|
std::vector<aiVector3D> tempBinormals;
|
|
|
|
if ( tangents.size() ) {
|
|
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;
|
|
|
|
itf = faces.begin();
|
|
for ( MatIndexArray::const_iterator it = mindices.begin(),
|
|
end = mindices.end(); 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;
|
|
|
|
if ( reverseMapping.size() ) {
|
|
reverseMapping[ cursor ] = in_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 );
|
|
|
|
if ( process_weights ) {
|
|
ConvertWeights( out_mesh, model, mesh, node_global_transform, index, &reverseMapping );
|
|
}
|
|
|
|
return static_cast<unsigned int>( meshes.size() - 1 );
|
|
}
|
|
|
|
|
|
void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
|
|
const aiMatrix4x4& node_global_transform ,
|
|
unsigned int materialIndex,
|
|
std::vector<unsigned int>* outputVertStartIndices )
|
|
{
|
|
ai_assert( geo.DeformerSkin() );
|
|
|
|
std::vector<size_t> out_indices;
|
|
std::vector<size_t> index_out_indices;
|
|
std::vector<size_t> count_out_indices;
|
|
|
|
const Skin& sk = *geo.DeformerSkin();
|
|
|
|
std::vector<aiBone*> bones;
|
|
bones.reserve( sk.Clusters().size() );
|
|
|
|
const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
|
|
ai_assert( no_mat_check || outputVertStartIndices );
|
|
|
|
try {
|
|
|
|
for( const Cluster* cluster : sk.Clusters() ) {
|
|
ai_assert( cluster );
|
|
|
|
const WeightIndexArray& indices = cluster->GetIndices();
|
|
|
|
if ( indices.empty() ) {
|
|
continue;
|
|
}
|
|
|
|
const MatIndexArray& mats = geo.GetMaterialIndices();
|
|
|
|
bool ok = false;
|
|
|
|
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
|
|
|
|
count_out_indices.clear();
|
|
index_out_indices.clear();
|
|
out_indices.clear();
|
|
|
|
// now check if *any* of these weights is contained in the output mesh,
|
|
// taking notes so we don't need to do it twice.
|
|
for( WeightIndexArray::value_type index : indices ) {
|
|
|
|
unsigned int count = 0;
|
|
const unsigned int* const out_idx = geo.ToOutputVertexIndex( index, count );
|
|
// ToOutputVertexIndex only returns NULL if index is out of bounds
|
|
// which should never happen
|
|
ai_assert( out_idx != NULL );
|
|
|
|
index_out_indices.push_back( no_index_sentinel );
|
|
count_out_indices.push_back( 0 );
|
|
|
|
for ( unsigned int i = 0; i < count; ++i ) {
|
|
if ( no_mat_check || static_cast<size_t>( mats[ geo.FaceForVertexIndex( out_idx[ i ] ) ] ) == materialIndex ) {
|
|
|
|
if ( index_out_indices.back() == no_index_sentinel ) {
|
|
index_out_indices.back() = out_indices.size();
|
|
|
|
}
|
|
|
|
if ( no_mat_check ) {
|
|
out_indices.push_back( out_idx[ i ] );
|
|
}
|
|
else {
|
|
// this extra lookup is in O(logn), so the entire algorithm becomes O(nlogn)
|
|
const std::vector<unsigned int>::iterator it = std::lower_bound(
|
|
outputVertStartIndices->begin(),
|
|
outputVertStartIndices->end(),
|
|
out_idx[ i ]
|
|
);
|
|
|
|
out_indices.push_back( std::distance( outputVertStartIndices->begin(), it ) );
|
|
}
|
|
|
|
++count_out_indices.back();
|
|
ok = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we found at least one, generate the output bones
|
|
// XXX this could be heavily simplified by collecting the bone
|
|
// data in a single step.
|
|
if ( ok ) {
|
|
ConvertCluster( bones, model, *cluster, out_indices, index_out_indices,
|
|
count_out_indices, node_global_transform );
|
|
}
|
|
}
|
|
}
|
|
catch ( std::exception& ) {
|
|
std::for_each( bones.begin(), bones.end(), Util::delete_fun<aiBone>() );
|
|
throw;
|
|
}
|
|
|
|
if ( bones.empty() ) {
|
|
return;
|
|
}
|
|
|
|
out->mBones = new aiBone*[ bones.size() ]();
|
|
out->mNumBones = static_cast<unsigned int>( bones.size() );
|
|
|
|
std::swap_ranges( bones.begin(), bones.end(), out->mBones );
|
|
}
|
|
|
|
void Converter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
|
|
std::vector<size_t>& out_indices,
|
|
std::vector<size_t>& index_out_indices,
|
|
std::vector<size_t>& count_out_indices,
|
|
const aiMatrix4x4& node_global_transform )
|
|
{
|
|
|
|
aiBone* const bone = new aiBone();
|
|
bones.push_back( bone );
|
|
|
|
bone->mName = FixNodeName( cl.TargetNode()->Name() );
|
|
|
|
bone->mOffsetMatrix = cl.TransformLink();
|
|
bone->mOffsetMatrix.Inverse();
|
|
|
|
bone->mOffsetMatrix = bone->mOffsetMatrix * node_global_transform;
|
|
|
|
bone->mNumWeights = static_cast<unsigned int>( out_indices.size() );
|
|
aiVertexWeight* cursor = bone->mWeights = new aiVertexWeight[ out_indices.size() ];
|
|
|
|
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
|
|
const WeightArray& weights = cl.GetWeights();
|
|
|
|
const size_t c = index_out_indices.size();
|
|
for ( size_t i = 0; i < c; ++i ) {
|
|
const size_t index_index = index_out_indices[ i ];
|
|
|
|
if ( index_index == no_index_sentinel ) {
|
|
continue;
|
|
}
|
|
|
|
const size_t cc = count_out_indices[ i ];
|
|
for ( size_t j = 0; j < cc; ++j ) {
|
|
aiVertexWeight& out_weight = *cursor++;
|
|
|
|
out_weight.mVertexId = static_cast<unsigned int>( out_indices[ index_index + j ] );
|
|
out_weight.mWeight = weights[ i ];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Converter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo,
|
|
MatIndexArray::value_type materialIndex )
|
|
{
|
|
// locate source materials for this mesh
|
|
const std::vector<const Material*>& mats = model.GetMaterials();
|
|
if ( static_cast<unsigned int>( materialIndex ) >= mats.size() || materialIndex < 0 ) {
|
|
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, &geo );
|
|
materials_converted[ mat ] = out->mMaterialIndex;
|
|
}
|
|
|
|
unsigned int Converter::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;
|
|
}
|
|
|
|
|
|
unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeometry* const mesh )
|
|
{
|
|
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;
|
|
|
|
// stip Material:: prefix
|
|
std::string name = material.Name();
|
|
if ( name.substr( 0, 10 ) == "Material::" ) {
|
|
name = name.substr( 10 );
|
|
}
|
|
|
|
// set material name if not empty - this could happen
|
|
// and there should be no key for it in this case.
|
|
if ( name.length() ) {
|
|
str.Set( name );
|
|
out_mat->AddProperty( &str, AI_MATKEY_NAME );
|
|
}
|
|
|
|
// shading stuff and colors
|
|
SetShadingPropertiesCommon( out_mat, props );
|
|
|
|
// texture assignments
|
|
SetTextureProperties( out_mat, material.Textures(), mesh );
|
|
SetTextureProperties( out_mat, material.LayeredTextures(), mesh );
|
|
|
|
return static_cast<unsigned int>( materials.size() - 1 );
|
|
}
|
|
|
|
unsigned int Converter::ConvertVideo( const Video& video )
|
|
{
|
|
// generate empty output texture
|
|
aiTexture* out_tex = new aiTexture();
|
|
textures.push_back( out_tex );
|
|
|
|
// assuming the texture is compressed
|
|
out_tex->mWidth = static_cast<unsigned int>( video.ContentLength() ); // total data size
|
|
out_tex->mHeight = 0; // fixed to 0
|
|
|
|
// steal the data from the Video to avoid an additional copy
|
|
out_tex->pcData = reinterpret_cast<aiTexel*>( const_cast<Video&>( video ).RelinquishContent() );
|
|
|
|
// try to extract a hint from the file extension
|
|
const std::string& filename = video.FileName().empty() ? video.RelativeFilename() : video.FileName();
|
|
std::string ext = BaseImporter::GetExtension( filename );
|
|
|
|
if ( ext == "jpeg" ) {
|
|
ext = "jpg";
|
|
}
|
|
|
|
if ( ext.size() <= 3 ) {
|
|
memcpy( out_tex->achFormatHint, ext.c_str(), ext.size() );
|
|
}
|
|
|
|
return static_cast<unsigned int>( textures.size() - 1 );
|
|
}
|
|
|
|
void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
|
|
const std::string& propName,
|
|
aiTextureType target, const MeshGeometry* const mesh )
|
|
{
|
|
TextureMap::const_iterator it = textures.find( propName );
|
|
if ( it == textures.end() ) {
|
|
return;
|
|
}
|
|
|
|
const Texture* const tex = ( *it ).second;
|
|
if ( tex != 0 )
|
|
{
|
|
aiString path;
|
|
path.Set( tex->RelativeFilename() );
|
|
|
|
const Video* media = tex->Media();
|
|
if ( media != 0 && media->ContentLength() > 0 ) {
|
|
unsigned int index;
|
|
|
|
VideoMap::const_iterator it = textures_converted.find( media );
|
|
if ( it != textures_converted.end() ) {
|
|
index = ( *it ).second;
|
|
}
|
|
else {
|
|
index = ConvertVideo( *media );
|
|
textures_converted[ media ] = index;
|
|
}
|
|
|
|
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
|
|
path.data[ 0 ] = '*';
|
|
path.length = 1 + ASSIMP_itoa10( path.data + 1, MAXLEN - 1, index );
|
|
}
|
|
|
|
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 = static_cast<unsigned int>( std::distance( materials.begin(),
|
|
std::find( materials.begin(), materials.end(), out_mat )
|
|
) );
|
|
|
|
|
|
uvIndex = -1;
|
|
if ( !mesh )
|
|
{
|
|
for( const MeshMap::value_type& v : meshes_converted ) {
|
|
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> ( v.first );
|
|
if ( !mesh ) {
|
|
continue;
|
|
}
|
|
|
|
const MatIndexArray& 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" );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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" );
|
|
}
|
|
|
|
if ( uvIndex == -1 ) {
|
|
uvIndex = index;
|
|
}
|
|
}
|
|
|
|
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 Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
|
|
const std::string& propName,
|
|
aiTextureType target, const MeshGeometry* const mesh )
|
|
{
|
|
LayeredTextureMap::const_iterator it = layeredTextures.find( propName );
|
|
if ( it == layeredTextures.end() ) {
|
|
return;
|
|
}
|
|
|
|
int texCount = (*it).second->textureCount();
|
|
|
|
// Set the blend mode for layered textures
|
|
int blendmode= (*it).second->GetBlendMode();
|
|
out_mat->AddProperty(&blendmode,1,_AI_MATKEY_TEXOP_BASE,target,0);
|
|
|
|
for(int texIndex = 0; texIndex < texCount; texIndex++){
|
|
|
|
const Texture* const tex = ( *it ).second->getTexture(texIndex);
|
|
|
|
aiString path;
|
|
path.Set( tex->RelativeFilename() );
|
|
|
|
out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, texIndex );
|
|
|
|
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, texIndex );
|
|
|
|
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 = static_cast<unsigned int>( std::distance( materials.begin(),
|
|
std::find( materials.begin(), materials.end(), out_mat )
|
|
) );
|
|
|
|
uvIndex = -1;
|
|
if ( !mesh )
|
|
{
|
|
for( const MeshMap::value_type& v : meshes_converted ) {
|
|
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> ( v.first );
|
|
if ( !mesh ) {
|
|
continue;
|
|
}
|
|
|
|
const MatIndexArray& 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" );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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" );
|
|
}
|
|
|
|
if ( uvIndex == -1 ) {
|
|
uvIndex = index;
|
|
}
|
|
}
|
|
|
|
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, texIndex );
|
|
}
|
|
}
|
|
|
|
void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh )
|
|
{
|
|
TrySetTextureProperties( out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh );
|
|
TrySetTextureProperties( out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh );
|
|
TrySetTextureProperties( out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE, mesh );
|
|
TrySetTextureProperties( out_mat, textures, "SpecularColor", aiTextureType_SPECULAR, mesh );
|
|
TrySetTextureProperties( out_mat, textures, "SpecularFactor", aiTextureType_SPECULAR, mesh);
|
|
TrySetTextureProperties( out_mat, textures, "TransparentColor", aiTextureType_OPACITY, mesh );
|
|
TrySetTextureProperties( out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION, mesh );
|
|
TrySetTextureProperties( out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh );
|
|
TrySetTextureProperties( out_mat, textures, "NormalMap", aiTextureType_NORMALS, mesh );
|
|
TrySetTextureProperties( out_mat, textures, "Bump", aiTextureType_HEIGHT, mesh );
|
|
TrySetTextureProperties( out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh );
|
|
}
|
|
|
|
void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh )
|
|
{
|
|
TrySetTextureProperties( out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh );
|
|
TrySetTextureProperties( out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh );
|
|
TrySetTextureProperties( out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE, mesh );
|
|
TrySetTextureProperties( out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR, mesh );
|
|
TrySetTextureProperties( out_mat, layeredTextures, "SpecularFactor", aiTextureType_SPECULAR, mesh);
|
|
TrySetTextureProperties( out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY, mesh );
|
|
TrySetTextureProperties( out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION, mesh );
|
|
TrySetTextureProperties( out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh );
|
|
TrySetTextureProperties( out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS, mesh );
|
|
TrySetTextureProperties( out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT, mesh );
|
|
TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh );
|
|
}
|
|
|
|
aiColor3D Converter::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 Converter::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 );
|
|
}
|
|
}
|
|
|
|
|
|
double Converter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal )
|
|
{
|
|
switch ( fp ) {
|
|
case FileGlobalSettings::FrameRate_DEFAULT:
|
|
return 1.0;
|
|
|
|
case FileGlobalSettings::FrameRate_120:
|
|
return 120.0;
|
|
|
|
case FileGlobalSettings::FrameRate_100:
|
|
return 100.0;
|
|
|
|
case FileGlobalSettings::FrameRate_60:
|
|
return 60.0;
|
|
|
|
case FileGlobalSettings::FrameRate_50:
|
|
return 50.0;
|
|
|
|
case FileGlobalSettings::FrameRate_48:
|
|
return 48.0;
|
|
|
|
case FileGlobalSettings::FrameRate_30:
|
|
case FileGlobalSettings::FrameRate_30_DROP:
|
|
return 30.0;
|
|
|
|
case FileGlobalSettings::FrameRate_NTSC_DROP_FRAME:
|
|
case FileGlobalSettings::FrameRate_NTSC_FULL_FRAME:
|
|
return 29.9700262;
|
|
|
|
case FileGlobalSettings::FrameRate_PAL:
|
|
return 25.0;
|
|
|
|
case FileGlobalSettings::FrameRate_CINEMA:
|
|
return 24.0;
|
|
|
|
case FileGlobalSettings::FrameRate_1000:
|
|
return 1000.0;
|
|
|
|
case FileGlobalSettings::FrameRate_CINEMA_ND:
|
|
return 23.976;
|
|
|
|
case FileGlobalSettings::FrameRate_CUSTOM:
|
|
return customFPSVal;
|
|
|
|
case FileGlobalSettings::FrameRate_MAX: // this is to silence compiler warnings
|
|
break;
|
|
}
|
|
|
|
ai_assert( false );
|
|
return -1.0f;
|
|
}
|
|
|
|
|
|
void Converter::ConvertAnimations()
|
|
{
|
|
// first of all determine framerate
|
|
const FileGlobalSettings::FrameRate fps = doc.GlobalSettings().TimeMode();
|
|
const float custom = doc.GlobalSettings().CustomFrameRate();
|
|
anim_fps = FrameRateToDouble( fps, custom );
|
|
|
|
const std::vector<const AnimationStack*>& animations = doc.AnimationStacks();
|
|
for( const AnimationStack* stack : animations ) {
|
|
ConvertAnimationStack( *stack );
|
|
}
|
|
}
|
|
|
|
|
|
void Converter::RenameNode( const std::string& fixed_name, const std::string& new_name )
|
|
{
|
|
ai_assert( node_names.find( fixed_name ) != node_names.end() );
|
|
ai_assert( node_names.find( new_name ) == node_names.end() );
|
|
|
|
renamed_nodes[ fixed_name ] = new_name;
|
|
|
|
const aiString fn( fixed_name );
|
|
|
|
for( aiCamera* cam : cameras ) {
|
|
if ( cam->mName == fn ) {
|
|
cam->mName.Set( new_name );
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( aiLight* light : lights ) {
|
|
if ( light->mName == fn ) {
|
|
light->mName.Set( new_name );
|
|
break;
|
|
}
|
|
}
|
|
|
|
for( aiAnimation* anim : animations ) {
|
|
for ( unsigned int i = 0; i < anim->mNumChannels; ++i ) {
|
|
aiNodeAnim* const na = anim->mChannels[ i ];
|
|
if ( na->mNodeName == fn ) {
|
|
na->mNodeName.Set( new_name );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
std::string Converter::FixNodeName( const std::string& name )
|
|
{
|
|
// strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
|
|
// this causes ambiguities, well possible between empty identifiers,
|
|
// such as "Model::" and ""). Make sure the behaviour is consistent
|
|
// across multiple calls to FixNodeName().
|
|
if ( name.substr( 0, 7 ) == "Model::" ) {
|
|
std::string temp = name.substr( 7 );
|
|
|
|
const NodeNameMap::const_iterator it = node_names.find( temp );
|
|
if ( it != node_names.end() ) {
|
|
if ( !( *it ).second ) {
|
|
return FixNodeName( name + "_" );
|
|
}
|
|
}
|
|
node_names[ temp ] = true;
|
|
|
|
const NameNameMap::const_iterator rit = renamed_nodes.find( temp );
|
|
return rit == renamed_nodes.end() ? temp : ( *rit ).second;
|
|
}
|
|
|
|
const NodeNameMap::const_iterator it = node_names.find( name );
|
|
if ( it != node_names.end() ) {
|
|
if ( ( *it ).second ) {
|
|
return FixNodeName( name + "_" );
|
|
}
|
|
}
|
|
node_names[ name ] = false;
|
|
|
|
const NameNameMap::const_iterator rit = renamed_nodes.find( name );
|
|
return rit == renamed_nodes.end() ? name : ( *rit ).second;
|
|
}
|
|
|
|
void Converter::ConvertAnimationStack( const AnimationStack& st )
|
|
{
|
|
const AnimationLayerList& layers = st.Layers();
|
|
if ( layers.empty() ) {
|
|
return;
|
|
}
|
|
|
|
aiAnimation* const anim = new aiAnimation();
|
|
animations.push_back( anim );
|
|
|
|
// strip AnimationStack:: prefix
|
|
std::string name = st.Name();
|
|
if ( name.substr( 0, 16 ) == "AnimationStack::" ) {
|
|
name = name.substr( 16 );
|
|
}
|
|
else if ( name.substr( 0, 11 ) == "AnimStack::" ) {
|
|
name = name.substr( 11 );
|
|
}
|
|
|
|
anim->mName.Set( name );
|
|
|
|
// need to find all nodes for which we need to generate node animations -
|
|
// it may happen that we need to merge multiple layers, though.
|
|
NodeMap node_map;
|
|
|
|
// reverse mapping from curves to layers, much faster than querying
|
|
// the FBX DOM for it.
|
|
LayerMap layer_map;
|
|
|
|
const char* prop_whitelist[] = {
|
|
"Lcl Scaling",
|
|
"Lcl Rotation",
|
|
"Lcl Translation"
|
|
};
|
|
|
|
for( const AnimationLayer* layer : layers ) {
|
|
ai_assert( layer );
|
|
|
|
const AnimationCurveNodeList& nodes = layer->Nodes( prop_whitelist, 3 );
|
|
for( const AnimationCurveNode* node : nodes ) {
|
|
ai_assert( node );
|
|
|
|
const Model* const model = dynamic_cast<const Model*>( node->Target() );
|
|
// this can happen - it could also be a NodeAttribute (i.e. for camera animations)
|
|
if ( !model ) {
|
|
continue;
|
|
}
|
|
|
|
const std::string& name = FixNodeName( model->Name() );
|
|
node_map[ name ].push_back( node );
|
|
|
|
layer_map[ node ] = layer;
|
|
}
|
|
}
|
|
|
|
// generate node animations
|
|
std::vector<aiNodeAnim*> node_anims;
|
|
|
|
double min_time = 1e10;
|
|
double max_time = -1e10;
|
|
|
|
int64_t start_time = st.LocalStart();
|
|
int64_t stop_time = st.LocalStop();
|
|
double start_timeF = CONVERT_FBX_TIME( start_time );
|
|
double stop_timeF = CONVERT_FBX_TIME( stop_time );
|
|
|
|
try {
|
|
for( const NodeMap::value_type& kv : node_map ) {
|
|
GenerateNodeAnimations( node_anims,
|
|
kv.first,
|
|
kv.second,
|
|
layer_map,
|
|
start_time, stop_time,
|
|
max_time,
|
|
min_time );
|
|
}
|
|
}
|
|
catch ( std::exception& ) {
|
|
std::for_each( node_anims.begin(), node_anims.end(), Util::delete_fun<aiNodeAnim>() );
|
|
throw;
|
|
}
|
|
|
|
if ( node_anims.size() ) {
|
|
anim->mChannels = new aiNodeAnim*[ node_anims.size() ]();
|
|
anim->mNumChannels = static_cast<unsigned int>( node_anims.size() );
|
|
|
|
std::swap_ranges( node_anims.begin(), node_anims.end(), anim->mChannels );
|
|
}
|
|
else {
|
|
// empty animations would fail validation, so drop them
|
|
delete anim;
|
|
animations.pop_back();
|
|
FBXImporter::LogInfo( "ignoring empty AnimationStack (using IK?): " + name );
|
|
return;
|
|
}
|
|
|
|
//adjust relative timing for animation
|
|
{
|
|
double start_fps = start_timeF * anim_fps;
|
|
|
|
for ( unsigned int c = 0; c < anim->mNumChannels; c++ )
|
|
{
|
|
aiNodeAnim* channel = anim->mChannels[ c ];
|
|
for ( uint32_t i = 0; i < channel->mNumPositionKeys; i++ )
|
|
channel->mPositionKeys[ i ].mTime -= start_fps;
|
|
for ( uint32_t i = 0; i < channel->mNumRotationKeys; i++ )
|
|
channel->mRotationKeys[ i ].mTime -= start_fps;
|
|
for ( uint32_t i = 0; i < channel->mNumScalingKeys; i++ )
|
|
channel->mScalingKeys[ i ].mTime -= start_fps;
|
|
}
|
|
|
|
max_time -= min_time;
|
|
}
|
|
|
|
// for some mysterious reason, mDuration is simply the maximum key -- the
|
|
// validator always assumes animations to start at zero.
|
|
anim->mDuration = ( stop_timeF - start_timeF ) * anim_fps;
|
|
anim->mTicksPerSecond = anim_fps;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// sanity check whether the input is ok
|
|
static void validateAnimCurveNodes( const std::vector<const AnimationCurveNode*>& curves,
|
|
bool strictMode ) {
|
|
const Object* target( NULL );
|
|
for( const AnimationCurveNode* node : curves ) {
|
|
if ( !target ) {
|
|
target = node->Target();
|
|
}
|
|
if ( node->Target() != target ) {
|
|
FBXImporter::LogWarn( "Node target is nullptr type." );
|
|
}
|
|
if ( strictMode ) {
|
|
ai_assert( node->Target() == target );
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Converter::GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,
|
|
const std::string& fixed_name,
|
|
const std::vector<const AnimationCurveNode*>& curves,
|
|
const LayerMap& layer_map,
|
|
int64_t start, int64_t stop,
|
|
double& max_time,
|
|
double& min_time )
|
|
{
|
|
|
|
NodeMap node_property_map;
|
|
ai_assert( curves.size() );
|
|
|
|
#ifdef ASSIMP_BUILD_DEBUG
|
|
validateAnimCurveNodes( curves, doc.Settings().strictMode );
|
|
#endif
|
|
const AnimationCurveNode* curve_node = NULL;
|
|
for( const AnimationCurveNode* node : curves ) {
|
|
ai_assert( node );
|
|
|
|
if ( node->TargetProperty().empty() ) {
|
|
FBXImporter::LogWarn( "target property for animation curve not set: " + node->Name() );
|
|
continue;
|
|
}
|
|
|
|
curve_node = node;
|
|
if ( node->Curves().empty() ) {
|
|
FBXImporter::LogWarn( "no animation curves assigned to AnimationCurveNode: " + node->Name() );
|
|
continue;
|
|
}
|
|
|
|
node_property_map[ node->TargetProperty() ].push_back( node );
|
|
}
|
|
|
|
ai_assert( curve_node );
|
|
ai_assert( curve_node->TargetAsModel() );
|
|
|
|
const Model& target = *curve_node->TargetAsModel();
|
|
|
|
// check for all possible transformation components
|
|
NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ];
|
|
|
|
bool has_any = false;
|
|
bool has_complex = false;
|
|
|
|
for ( size_t i = 0; i < TransformationComp_MAXIMUM; ++i ) {
|
|
const TransformationComp comp = static_cast<TransformationComp>( i );
|
|
|
|
// inverse pivots don't exist in the input, we just generate them
|
|
if ( comp == TransformationComp_RotationPivotInverse || comp == TransformationComp_ScalingPivotInverse ) {
|
|
chain[ i ] = node_property_map.end();
|
|
continue;
|
|
}
|
|
|
|
chain[ i ] = node_property_map.find( NameTransformationCompProperty( comp ) );
|
|
if ( chain[ i ] != node_property_map.end() ) {
|
|
|
|
// check if this curves contains redundant information by looking
|
|
// up the corresponding node's transformation chain.
|
|
if ( doc.Settings().optimizeEmptyAnimationCurves &&
|
|
IsRedundantAnimationData( target, comp, ( *chain[ i ] ).second ) ) {
|
|
|
|
FBXImporter::LogDebug( "dropping redundant animation channel for node " + target.Name() );
|
|
continue;
|
|
}
|
|
|
|
has_any = true;
|
|
|
|
if ( comp != TransformationComp_Rotation && comp != TransformationComp_Scaling && comp != TransformationComp_Translation &&
|
|
comp != TransformationComp_GeometricScaling && comp != TransformationComp_GeometricRotation && comp != TransformationComp_GeometricTranslation )
|
|
{
|
|
has_complex = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !has_any ) {
|
|
FBXImporter::LogWarn( "ignoring node animation, did not find any transformation key frames" );
|
|
return;
|
|
}
|
|
|
|
// this needs to play nicely with GenerateTransformationNodeChain() which will
|
|
// be invoked _later_ (animations come first). If this node has only rotation,
|
|
// scaling and translation _and_ there are no animated other components either,
|
|
// we can use a single node and also a single node animation channel.
|
|
if ( !has_complex && !NeedsComplexTransformationChain( target ) ) {
|
|
|
|
aiNodeAnim* const nd = GenerateSimpleNodeAnim( fixed_name, target, chain,
|
|
node_property_map.end(),
|
|
layer_map,
|
|
start, stop,
|
|
max_time,
|
|
min_time,
|
|
true // input is TRS order, assimp is SRT
|
|
);
|
|
|
|
ai_assert( nd );
|
|
if ( nd->mNumPositionKeys == 0 && nd->mNumRotationKeys == 0 && nd->mNumScalingKeys == 0 ) {
|
|
delete nd;
|
|
}
|
|
else {
|
|
node_anims.push_back( nd );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// otherwise, things get gruesome and we need separate animation channels
|
|
// for each part of the transformation chain. Remember which channels
|
|
// we generated and pass this information to the node conversion
|
|
// code to avoid nodes that have identity transform, but non-identity
|
|
// animations, being dropped.
|
|
unsigned int flags = 0, bit = 0x1;
|
|
for ( size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1 ) {
|
|
const TransformationComp comp = static_cast<TransformationComp>( i );
|
|
|
|
if ( chain[ i ] != node_property_map.end() ) {
|
|
flags |= bit;
|
|
|
|
ai_assert( comp != TransformationComp_RotationPivotInverse );
|
|
ai_assert( comp != TransformationComp_ScalingPivotInverse );
|
|
|
|
const std::string& chain_name = NameTransformationChainNode( fixed_name, comp );
|
|
|
|
aiNodeAnim* na = nullptr;
|
|
switch ( comp )
|
|
{
|
|
case TransformationComp_Rotation:
|
|
case TransformationComp_PreRotation:
|
|
case TransformationComp_PostRotation:
|
|
case TransformationComp_GeometricRotation:
|
|
na = GenerateRotationNodeAnim( chain_name,
|
|
target,
|
|
( *chain[ i ] ).second,
|
|
layer_map,
|
|
start, stop,
|
|
max_time,
|
|
min_time );
|
|
|
|
break;
|
|
|
|
case TransformationComp_RotationOffset:
|
|
case TransformationComp_RotationPivot:
|
|
case TransformationComp_ScalingOffset:
|
|
case TransformationComp_ScalingPivot:
|
|
case TransformationComp_Translation:
|
|
case TransformationComp_GeometricTranslation:
|
|
na = GenerateTranslationNodeAnim( chain_name,
|
|
target,
|
|
( *chain[ i ] ).second,
|
|
layer_map,
|
|
start, stop,
|
|
max_time,
|
|
min_time );
|
|
|
|
// pivoting requires us to generate an implicit inverse channel to undo the pivot translation
|
|
if ( comp == TransformationComp_RotationPivot ) {
|
|
const std::string& invName = NameTransformationChainNode( fixed_name,
|
|
TransformationComp_RotationPivotInverse );
|
|
|
|
aiNodeAnim* const inv = GenerateTranslationNodeAnim( invName,
|
|
target,
|
|
( *chain[ i ] ).second,
|
|
layer_map,
|
|
start, stop,
|
|
max_time,
|
|
min_time,
|
|
true );
|
|
|
|
ai_assert( inv );
|
|
if ( inv->mNumPositionKeys == 0 && inv->mNumRotationKeys == 0 && inv->mNumScalingKeys == 0 ) {
|
|
delete inv;
|
|
}
|
|
else {
|
|
node_anims.push_back( inv );
|
|
}
|
|
|
|
ai_assert( TransformationComp_RotationPivotInverse > i );
|
|
flags |= bit << ( TransformationComp_RotationPivotInverse - i );
|
|
}
|
|
else if ( comp == TransformationComp_ScalingPivot ) {
|
|
const std::string& invName = NameTransformationChainNode( fixed_name,
|
|
TransformationComp_ScalingPivotInverse );
|
|
|
|
aiNodeAnim* const inv = GenerateTranslationNodeAnim( invName,
|
|
target,
|
|
( *chain[ i ] ).second,
|
|
layer_map,
|
|
start, stop,
|
|
max_time,
|
|
min_time,
|
|
true );
|
|
|
|
ai_assert( inv );
|
|
if ( inv->mNumPositionKeys == 0 && inv->mNumRotationKeys == 0 && inv->mNumScalingKeys == 0 ) {
|
|
delete inv;
|
|
}
|
|
else {
|
|
node_anims.push_back( inv );
|
|
}
|
|
|
|
ai_assert( TransformationComp_RotationPivotInverse > i );
|
|
flags |= bit << ( TransformationComp_RotationPivotInverse - i );
|
|
}
|
|
|
|
break;
|
|
|
|
case TransformationComp_Scaling:
|
|
case TransformationComp_GeometricScaling:
|
|
na = GenerateScalingNodeAnim( chain_name,
|
|
target,
|
|
( *chain[ i ] ).second,
|
|
layer_map,
|
|
start, stop,
|
|
max_time,
|
|
min_time );
|
|
|
|
break;
|
|
|
|
default:
|
|
ai_assert( false );
|
|
}
|
|
|
|
ai_assert( na );
|
|
if ( na->mNumPositionKeys == 0 && na->mNumRotationKeys == 0 && na->mNumScalingKeys == 0 ) {
|
|
delete na;
|
|
}
|
|
else {
|
|
node_anims.push_back( na );
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
|
|
node_anim_chain_bits[ fixed_name ] = flags;
|
|
}
|
|
|
|
bool Converter::IsRedundantAnimationData( const Model& target,
|
|
TransformationComp comp,
|
|
const std::vector<const AnimationCurveNode*>& curves )
|
|
{
|
|
ai_assert( curves.size() );
|
|
|
|
// look for animation nodes with
|
|
// * sub channels for all relevant components set
|
|
// * one key/value pair per component
|
|
// * combined values match up the corresponding value in the bind pose node transformation
|
|
// only such nodes are 'redundant' for this function.
|
|
|
|
if ( curves.size() > 1 ) {
|
|
return false;
|
|
}
|
|
|
|
const AnimationCurveNode& nd = *curves.front();
|
|
const AnimationCurveMap& sub_curves = nd.Curves();
|
|
|
|
const AnimationCurveMap::const_iterator dx = sub_curves.find( "d|X" );
|
|
const AnimationCurveMap::const_iterator dy = sub_curves.find( "d|Y" );
|
|
const AnimationCurveMap::const_iterator dz = sub_curves.find( "d|Z" );
|
|
|
|
if ( dx == sub_curves.end() || dy == sub_curves.end() || dz == sub_curves.end() ) {
|
|
return false;
|
|
}
|
|
|
|
const KeyValueList& vx = ( *dx ).second->GetValues();
|
|
const KeyValueList& vy = ( *dy ).second->GetValues();
|
|
const KeyValueList& vz = ( *dz ).second->GetValues();
|
|
|
|
if ( vx.size() != 1 || vy.size() != 1 || vz.size() != 1 ) {
|
|
return false;
|
|
}
|
|
|
|
const aiVector3D dyn_val = aiVector3D( vx[ 0 ], vy[ 0 ], vz[ 0 ] );
|
|
const aiVector3D& static_val = PropertyGet<aiVector3D>( target.Props(),
|
|
NameTransformationCompProperty( comp ),
|
|
TransformationCompDefaultValue( comp )
|
|
);
|
|
|
|
const float epsilon = 1e-6f;
|
|
return ( dyn_val - static_val ).SquareLength() < epsilon;
|
|
}
|
|
|
|
|
|
aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name,
|
|
const Model& target,
|
|
const std::vector<const AnimationCurveNode*>& curves,
|
|
const LayerMap& layer_map,
|
|
int64_t start, int64_t stop,
|
|
double& max_time,
|
|
double& min_time )
|
|
{
|
|
ScopeGuard<aiNodeAnim> na( new aiNodeAnim() );
|
|
na->mNodeName.Set( name );
|
|
|
|
ConvertRotationKeys( na, curves, layer_map, start, stop, max_time, min_time, target.RotationOrder() );
|
|
|
|
// dummy scaling key
|
|
na->mScalingKeys = new aiVectorKey[ 1 ];
|
|
na->mNumScalingKeys = 1;
|
|
|
|
na->mScalingKeys[ 0 ].mTime = 0.;
|
|
na->mScalingKeys[ 0 ].mValue = aiVector3D( 1.0f, 1.0f, 1.0f );
|
|
|
|
// dummy position key
|
|
na->mPositionKeys = new aiVectorKey[ 1 ];
|
|
na->mNumPositionKeys = 1;
|
|
|
|
na->mPositionKeys[ 0 ].mTime = 0.;
|
|
na->mPositionKeys[ 0 ].mValue = aiVector3D();
|
|
|
|
return na.dismiss();
|
|
}
|
|
|
|
aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name,
|
|
const Model& /*target*/,
|
|
const std::vector<const AnimationCurveNode*>& curves,
|
|
const LayerMap& layer_map,
|
|
int64_t start, int64_t stop,
|
|
double& max_time,
|
|
double& min_time )
|
|
{
|
|
ScopeGuard<aiNodeAnim> na( new aiNodeAnim() );
|
|
na->mNodeName.Set( name );
|
|
|
|
ConvertScaleKeys( na, curves, layer_map, start, stop, max_time, min_time );
|
|
|
|
// dummy rotation key
|
|
na->mRotationKeys = new aiQuatKey[ 1 ];
|
|
na->mNumRotationKeys = 1;
|
|
|
|
na->mRotationKeys[ 0 ].mTime = 0.;
|
|
na->mRotationKeys[ 0 ].mValue = aiQuaternion();
|
|
|
|
// dummy position key
|
|
na->mPositionKeys = new aiVectorKey[ 1 ];
|
|
na->mNumPositionKeys = 1;
|
|
|
|
na->mPositionKeys[ 0 ].mTime = 0.;
|
|
na->mPositionKeys[ 0 ].mValue = aiVector3D();
|
|
|
|
return na.dismiss();
|
|
}
|
|
|
|
|
|
aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name,
|
|
const Model& /*target*/,
|
|
const std::vector<const AnimationCurveNode*>& curves,
|
|
const LayerMap& layer_map,
|
|
int64_t start, int64_t stop,
|
|
double& max_time,
|
|
double& min_time,
|
|
bool inverse )
|
|
{
|
|
ScopeGuard<aiNodeAnim> na( new aiNodeAnim() );
|
|
na->mNodeName.Set( name );
|
|
|
|
ConvertTranslationKeys( na, curves, layer_map, start, stop, max_time, min_time );
|
|
|
|
if ( inverse ) {
|
|
for ( unsigned int i = 0; i < na->mNumPositionKeys; ++i ) {
|
|
na->mPositionKeys[ i ].mValue *= -1.0f;
|
|
}
|
|
}
|
|
|
|
// dummy scaling key
|
|
na->mScalingKeys = new aiVectorKey[ 1 ];
|
|
na->mNumScalingKeys = 1;
|
|
|
|
na->mScalingKeys[ 0 ].mTime = 0.;
|
|
na->mScalingKeys[ 0 ].mValue = aiVector3D( 1.0f, 1.0f, 1.0f );
|
|
|
|
// dummy rotation key
|
|
na->mRotationKeys = new aiQuatKey[ 1 ];
|
|
na->mNumRotationKeys = 1;
|
|
|
|
na->mRotationKeys[ 0 ].mTime = 0.;
|
|
na->mRotationKeys[ 0 ].mValue = aiQuaternion();
|
|
|
|
return na.dismiss();
|
|
}
|
|
|
|
aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name,
|
|
const Model& target,
|
|
NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ],
|
|
NodeMap::const_iterator iter_end,
|
|
const LayerMap& layer_map,
|
|
int64_t start, int64_t stop,
|
|
double& max_time,
|
|
double& min_time,
|
|
bool reverse_order )
|
|
|
|
{
|
|
ScopeGuard<aiNodeAnim> na( new aiNodeAnim() );
|
|
na->mNodeName.Set( name );
|
|
|
|
const PropertyTable& props = target.Props();
|
|
|
|
// need to convert from TRS order to SRT?
|
|
if ( reverse_order ) {
|
|
|
|
aiVector3D def_scale = PropertyGet( props, "Lcl Scaling", aiVector3D( 1.f, 1.f, 1.f ) );
|
|
aiVector3D def_translate = PropertyGet( props, "Lcl Translation", aiVector3D( 0.f, 0.f, 0.f ) );
|
|
aiVector3D def_rot = PropertyGet( props, "Lcl Rotation", aiVector3D( 0.f, 0.f, 0.f ) );
|
|
|
|
KeyFrameListList scaling;
|
|
KeyFrameListList translation;
|
|
KeyFrameListList rotation;
|
|
|
|
if ( chain[ TransformationComp_Scaling ] != iter_end ) {
|
|
scaling = GetKeyframeList( ( *chain[ TransformationComp_Scaling ] ).second, start, stop );
|
|
}
|
|
|
|
if ( chain[ TransformationComp_Translation ] != iter_end ) {
|
|
translation = GetKeyframeList( ( *chain[ TransformationComp_Translation ] ).second, start, stop );
|
|
}
|
|
|
|
if ( chain[ TransformationComp_Rotation ] != iter_end ) {
|
|
rotation = GetKeyframeList( ( *chain[ TransformationComp_Rotation ] ).second, start, stop );
|
|
}
|
|
|
|
KeyFrameListList joined;
|
|
joined.insert( joined.end(), scaling.begin(), scaling.end() );
|
|
joined.insert( joined.end(), translation.begin(), translation.end() );
|
|
joined.insert( joined.end(), rotation.begin(), rotation.end() );
|
|
|
|
const KeyTimeList& times = GetKeyTimeList( joined );
|
|
|
|
aiQuatKey* out_quat = new aiQuatKey[ times.size() ];
|
|
aiVectorKey* out_scale = new aiVectorKey[ times.size() ];
|
|
aiVectorKey* out_translation = new aiVectorKey[ times.size() ];
|
|
|
|
if ( times.size() )
|
|
{
|
|
ConvertTransformOrder_TRStoSRT( out_quat, out_scale, out_translation,
|
|
scaling,
|
|
translation,
|
|
rotation,
|
|
times,
|
|
max_time,
|
|
min_time,
|
|
target.RotationOrder(),
|
|
def_scale,
|
|
def_translate,
|
|
def_rot );
|
|
}
|
|
|
|
// XXX remove duplicates / redundant keys which this operation did
|
|
// likely produce if not all three channels were equally dense.
|
|
|
|
na->mNumScalingKeys = static_cast<unsigned int>( times.size() );
|
|
na->mNumRotationKeys = na->mNumScalingKeys;
|
|
na->mNumPositionKeys = na->mNumScalingKeys;
|
|
|
|
na->mScalingKeys = out_scale;
|
|
na->mRotationKeys = out_quat;
|
|
na->mPositionKeys = out_translation;
|
|
}
|
|
else {
|
|
|
|
// if a particular transformation is not given, grab it from
|
|
// the corresponding node to meet the semantics of aiNodeAnim,
|
|
// which requires all of rotation, scaling and translation
|
|
// to be set.
|
|
if ( chain[ TransformationComp_Scaling ] != iter_end ) {
|
|
ConvertScaleKeys( na, ( *chain[ TransformationComp_Scaling ] ).second,
|
|
layer_map,
|
|
start, stop,
|
|
max_time,
|
|
min_time );
|
|
}
|
|
else {
|
|
na->mScalingKeys = new aiVectorKey[ 1 ];
|
|
na->mNumScalingKeys = 1;
|
|
|
|
na->mScalingKeys[ 0 ].mTime = 0.;
|
|
na->mScalingKeys[ 0 ].mValue = PropertyGet( props, "Lcl Scaling",
|
|
aiVector3D( 1.f, 1.f, 1.f ) );
|
|
}
|
|
|
|
if ( chain[ TransformationComp_Rotation ] != iter_end ) {
|
|
ConvertRotationKeys( na, ( *chain[ TransformationComp_Rotation ] ).second,
|
|
layer_map,
|
|
start, stop,
|
|
max_time,
|
|
min_time,
|
|
target.RotationOrder() );
|
|
}
|
|
else {
|
|
na->mRotationKeys = new aiQuatKey[ 1 ];
|
|
na->mNumRotationKeys = 1;
|
|
|
|
na->mRotationKeys[ 0 ].mTime = 0.;
|
|
na->mRotationKeys[ 0 ].mValue = EulerToQuaternion(
|
|
PropertyGet( props, "Lcl Rotation", aiVector3D( 0.f, 0.f, 0.f ) ),
|
|
target.RotationOrder() );
|
|
}
|
|
|
|
if ( chain[ TransformationComp_Translation ] != iter_end ) {
|
|
ConvertTranslationKeys( na, ( *chain[ TransformationComp_Translation ] ).second,
|
|
layer_map,
|
|
start, stop,
|
|
max_time,
|
|
min_time );
|
|
}
|
|
else {
|
|
na->mPositionKeys = new aiVectorKey[ 1 ];
|
|
na->mNumPositionKeys = 1;
|
|
|
|
na->mPositionKeys[ 0 ].mTime = 0.;
|
|
na->mPositionKeys[ 0 ].mValue = PropertyGet( props, "Lcl Translation",
|
|
aiVector3D( 0.f, 0.f, 0.f ) );
|
|
}
|
|
|
|
}
|
|
return na.dismiss();
|
|
}
|
|
|
|
Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop )
|
|
{
|
|
KeyFrameListList inputs;
|
|
inputs.reserve( nodes.size() * 3 );
|
|
|
|
//give some breathing room for rounding errors
|
|
int64_t adj_start = start - 10000;
|
|
int64_t adj_stop = stop + 10000;
|
|
|
|
for( const AnimationCurveNode* node : nodes ) {
|
|
ai_assert( node );
|
|
|
|
const AnimationCurveMap& curves = node->Curves();
|
|
for( const AnimationCurveMap::value_type& kv : curves ) {
|
|
|
|
unsigned int mapto;
|
|
if ( kv.first == "d|X" ) {
|
|
mapto = 0;
|
|
}
|
|
else if ( kv.first == "d|Y" ) {
|
|
mapto = 1;
|
|
}
|
|
else if ( kv.first == "d|Z" ) {
|
|
mapto = 2;
|
|
}
|
|
else {
|
|
FBXImporter::LogWarn( "ignoring scale animation curve, did not recognize target component" );
|
|
continue;
|
|
}
|
|
|
|
const AnimationCurve* const curve = kv.second;
|
|
ai_assert( curve->GetKeys().size() == curve->GetValues().size() && curve->GetKeys().size() );
|
|
|
|
//get values within the start/stop time window
|
|
std::shared_ptr<KeyTimeList> Keys( new KeyTimeList() );
|
|
std::shared_ptr<KeyValueList> Values( new KeyValueList() );
|
|
const int count = curve->GetKeys().size();
|
|
Keys->reserve( count );
|
|
Values->reserve( count );
|
|
for ( int n = 0; n < count; n++ )
|
|
{
|
|
int64_t k = curve->GetKeys().at( n );
|
|
if ( k >= adj_start && k <= adj_stop )
|
|
{
|
|
Keys->push_back( k );
|
|
Values->push_back( curve->GetValues().at( n ) );
|
|
}
|
|
}
|
|
|
|
inputs.push_back( std::make_tuple( Keys, Values, mapto ) );
|
|
}
|
|
}
|
|
return inputs; // pray for NRVO :-)
|
|
}
|
|
|
|
|
|
KeyTimeList Converter::GetKeyTimeList( const KeyFrameListList& inputs )
|
|
{
|
|
ai_assert( inputs.size() );
|
|
|
|
// reserve some space upfront - it is likely that the keyframe lists
|
|
// have matching time values, so max(of all keyframe lists) should
|
|
// be a good estimate.
|
|
KeyTimeList keys;
|
|
|
|
size_t estimate = 0;
|
|
for( const KeyFrameList& kfl : inputs ) {
|
|
estimate = std::max( estimate, std::get<0>(kfl)->size() );
|
|
}
|
|
|
|
keys.reserve( estimate );
|
|
|
|
std::vector<unsigned int> next_pos;
|
|
next_pos.resize( inputs.size(), 0 );
|
|
|
|
const size_t count = inputs.size();
|
|
while ( true ) {
|
|
|
|
int64_t min_tick = std::numeric_limits<int64_t>::max();
|
|
for ( size_t i = 0; i < count; ++i ) {
|
|
const KeyFrameList& kfl = inputs[ i ];
|
|
|
|
if ( std::get<0>(kfl)->size() > next_pos[ i ] && std::get<0>(kfl)->at( next_pos[ i ] ) < min_tick ) {
|
|
min_tick = std::get<0>(kfl)->at( next_pos[ i ] );
|
|
}
|
|
}
|
|
|
|
if ( min_tick == std::numeric_limits<int64_t>::max() ) {
|
|
break;
|
|
}
|
|
keys.push_back( min_tick );
|
|
|
|
for ( size_t i = 0; i < count; ++i ) {
|
|
const KeyFrameList& kfl = inputs[ i ];
|
|
|
|
|
|
while ( std::get<0>(kfl)->size() > next_pos[ i ] && std::get<0>(kfl)->at( next_pos[ i ] ) == min_tick ) {
|
|
++next_pos[ i ];
|
|
}
|
|
}
|
|
}
|
|
|
|
return keys;
|
|
}
|
|
|
|
void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
|
|
const aiVector3D& def_value,
|
|
double& max_time,
|
|
double& min_time )
|
|
|
|
{
|
|
ai_assert( keys.size() );
|
|
ai_assert( valOut );
|
|
|
|
std::vector<unsigned int> next_pos;
|
|
const size_t count = inputs.size();
|
|
|
|
next_pos.resize( inputs.size(), 0 );
|
|
|
|
for( KeyTimeList::value_type time : keys ) {
|
|
ai_real result[ 3 ] = { def_value.x, def_value.y, def_value.z };
|
|
|
|
for ( size_t i = 0; i < count; ++i ) {
|
|
const KeyFrameList& kfl = inputs[ i ];
|
|
|
|
const size_t ksize = std::get<0>(kfl)->size();
|
|
if ( ksize > next_pos[ i ] && std::get<0>(kfl)->at( next_pos[ i ] ) == time ) {
|
|
++next_pos[ i ];
|
|
}
|
|
|
|
const size_t id0 = next_pos[ i ]>0 ? next_pos[ i ] - 1 : 0;
|
|
const size_t id1 = next_pos[ i ] == ksize ? ksize - 1 : next_pos[ i ];
|
|
|
|
// use lerp for interpolation
|
|
const KeyValueList::value_type valueA = std::get<1>(kfl)->at( id0 );
|
|
const KeyValueList::value_type valueB = std::get<1>(kfl)->at( id1 );
|
|
|
|
const KeyTimeList::value_type timeA = std::get<0>(kfl)->at( id0 );
|
|
const KeyTimeList::value_type timeB = std::get<0>(kfl)->at( id1 );
|
|
|
|
const ai_real factor = timeB == timeA ? 0. : static_cast<ai_real>( ( time - timeA ) ) / ( timeB - timeA );
|
|
const ai_real interpValue = static_cast<ai_real>( valueA + ( valueB - valueA ) * factor );
|
|
|
|
result[ std::get<2>(kfl) ] = interpValue;
|
|
}
|
|
|
|
// magic value to convert fbx times to seconds
|
|
valOut->mTime = CONVERT_FBX_TIME( time ) * anim_fps;
|
|
|
|
min_time = std::min( min_time, valOut->mTime );
|
|
max_time = std::max( max_time, valOut->mTime );
|
|
|
|
valOut->mValue.x = result[ 0 ];
|
|
valOut->mValue.y = result[ 1 ];
|
|
valOut->mValue.z = result[ 2 ];
|
|
|
|
++valOut;
|
|
}
|
|
}
|
|
|
|
|
|
void Converter::InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
|
|
const aiVector3D& def_value,
|
|
double& maxTime,
|
|
double& minTime,
|
|
Model::RotOrder order )
|
|
{
|
|
ai_assert( keys.size() );
|
|
ai_assert( valOut );
|
|
|
|
std::unique_ptr<aiVectorKey[]> temp( new aiVectorKey[ keys.size() ] );
|
|
InterpolateKeys( temp.get(), keys, inputs, def_value, maxTime, minTime );
|
|
|
|
aiMatrix4x4 m;
|
|
|
|
aiQuaternion lastq;
|
|
|
|
for ( size_t i = 0, c = keys.size(); i < c; ++i ) {
|
|
|
|
valOut[ i ].mTime = temp[ i ].mTime;
|
|
|
|
|
|
GetRotationMatrix( order, temp[ i ].mValue, m );
|
|
aiQuaternion quat = aiQuaternion( aiMatrix3x3( m ) );
|
|
|
|
// take shortest path by checking the inner product
|
|
// http://www.3dkingdoms.com/weekly/weekly.php?a=36
|
|
if ( quat.x * lastq.x + quat.y * lastq.y + quat.z * lastq.z + quat.w * lastq.w < 0 )
|
|
{
|
|
quat.x = -quat.x;
|
|
quat.y = -quat.y;
|
|
quat.z = -quat.z;
|
|
quat.w = -quat.w;
|
|
}
|
|
lastq = quat;
|
|
|
|
valOut[ i ].mValue = quat;
|
|
}
|
|
}
|
|
|
|
|
|
void Converter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale,
|
|
aiVectorKey* out_translation,
|
|
const KeyFrameListList& scaling,
|
|
const KeyFrameListList& translation,
|
|
const KeyFrameListList& rotation,
|
|
const KeyTimeList& times,
|
|
double& maxTime,
|
|
double& minTime,
|
|
Model::RotOrder order,
|
|
const aiVector3D& def_scale,
|
|
const aiVector3D& def_translate,
|
|
const aiVector3D& def_rotation )
|
|
{
|
|
if ( rotation.size() ) {
|
|
InterpolateKeys( out_quat, times, rotation, def_rotation, maxTime, minTime, order );
|
|
}
|
|
else {
|
|
for ( size_t i = 0; i < times.size(); ++i ) {
|
|
out_quat[ i ].mTime = CONVERT_FBX_TIME( times[ i ] ) * anim_fps;
|
|
out_quat[ i ].mValue = EulerToQuaternion( def_rotation, order );
|
|
}
|
|
}
|
|
|
|
if ( scaling.size() ) {
|
|
InterpolateKeys( out_scale, times, scaling, def_scale, maxTime, minTime );
|
|
}
|
|
else {
|
|
for ( size_t i = 0; i < times.size(); ++i ) {
|
|
out_scale[ i ].mTime = CONVERT_FBX_TIME( times[ i ] ) * anim_fps;
|
|
out_scale[ i ].mValue = def_scale;
|
|
}
|
|
}
|
|
|
|
if ( translation.size() ) {
|
|
InterpolateKeys( out_translation, times, translation, def_translate, maxTime, minTime );
|
|
}
|
|
else {
|
|
for ( size_t i = 0; i < times.size(); ++i ) {
|
|
out_translation[ i ].mTime = CONVERT_FBX_TIME( times[ i ] ) * anim_fps;
|
|
out_translation[ i ].mValue = def_translate;
|
|
}
|
|
}
|
|
|
|
const size_t count = times.size();
|
|
for ( size_t i = 0; i < count; ++i ) {
|
|
aiQuaternion& r = out_quat[ i ].mValue;
|
|
aiVector3D& s = out_scale[ i ].mValue;
|
|
aiVector3D& t = out_translation[ i ].mValue;
|
|
|
|
aiMatrix4x4 mat, temp;
|
|
aiMatrix4x4::Translation( t, mat );
|
|
mat *= aiMatrix4x4( r.GetMatrix() );
|
|
mat *= aiMatrix4x4::Scaling( s, temp );
|
|
|
|
mat.Decompose( s, r, t );
|
|
}
|
|
}
|
|
|
|
|
|
aiQuaternion Converter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order )
|
|
{
|
|
aiMatrix4x4 m;
|
|
GetRotationMatrix( order, rot, m );
|
|
|
|
return aiQuaternion( aiMatrix3x3( m ) );
|
|
}
|
|
|
|
|
|
void Converter::ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
|
|
int64_t start, int64_t stop,
|
|
double& maxTime,
|
|
double& minTime )
|
|
{
|
|
ai_assert( nodes.size() );
|
|
|
|
// XXX for now, assume scale should be blended geometrically (i.e. two
|
|
// layers should be multiplied with each other). There is a FBX
|
|
// property in the layer to specify the behaviour, though.
|
|
|
|
const KeyFrameListList& inputs = GetKeyframeList( nodes, start, stop );
|
|
const KeyTimeList& keys = GetKeyTimeList( inputs );
|
|
|
|
na->mNumScalingKeys = static_cast<unsigned int>( keys.size() );
|
|
na->mScalingKeys = new aiVectorKey[ keys.size() ];
|
|
if ( keys.size() > 0 )
|
|
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,
|
|
const LayerMap& /*layers*/,
|
|
int64_t start, int64_t stop,
|
|
double& maxTime,
|
|
double& minTime )
|
|
{
|
|
ai_assert( nodes.size() );
|
|
|
|
// XXX see notes in ConvertScaleKeys()
|
|
const KeyFrameListList& inputs = GetKeyframeList( nodes, start, stop );
|
|
const KeyTimeList& keys = GetKeyTimeList( inputs );
|
|
|
|
na->mNumPositionKeys = static_cast<unsigned int>( keys.size() );
|
|
na->mPositionKeys = new aiVectorKey[ keys.size() ];
|
|
if ( keys.size() > 0 )
|
|
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,
|
|
const LayerMap& /*layers*/,
|
|
int64_t start, int64_t stop,
|
|
double& maxTime,
|
|
double& minTime,
|
|
Model::RotOrder order )
|
|
{
|
|
ai_assert( nodes.size() );
|
|
|
|
// XXX see notes in ConvertScaleKeys()
|
|
const std::vector< KeyFrameList >& inputs = GetKeyframeList( nodes, start, stop );
|
|
const KeyTimeList& keys = GetKeyTimeList( inputs );
|
|
|
|
na->mNumRotationKeys = static_cast<unsigned int>( keys.size() );
|
|
na->mRotationKeys = new aiQuatKey[ keys.size() ];
|
|
if ( keys.size() > 0 )
|
|
InterpolateKeys( na->mRotationKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime, order );
|
|
}
|
|
|
|
void Converter::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.
|
|
|
|
if ( meshes.size() ) {
|
|
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 );
|
|
}
|
|
|
|
if ( animations.size() ) {
|
|
out->mAnimations = new aiAnimation*[ animations.size() ]();
|
|
out->mNumAnimations = static_cast<unsigned int>( animations.size() );
|
|
|
|
std::swap_ranges( animations.begin(), animations.end(), out->mAnimations );
|
|
}
|
|
|
|
if ( lights.size() ) {
|
|
out->mLights = new aiLight*[ lights.size() ]();
|
|
out->mNumLights = static_cast<unsigned int>( lights.size() );
|
|
|
|
std::swap_ranges( lights.begin(), lights.end(), out->mLights );
|
|
}
|
|
|
|
if ( cameras.size() ) {
|
|
out->mCameras = new aiCamera*[ cameras.size() ]();
|
|
out->mNumCameras = static_cast<unsigned int>( cameras.size() );
|
|
|
|
std::swap_ranges( cameras.begin(), cameras.end(), out->mCameras );
|
|
}
|
|
|
|
if ( textures.size() ) {
|
|
out->mTextures = new aiTexture*[ textures.size() ]();
|
|
out->mNumTextures = static_cast<unsigned int>( textures.size() );
|
|
|
|
std::swap_ranges( textures.begin(), textures.end(), out->mTextures );
|
|
}
|
|
}
|
|
|
|
//} // !anon
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ConvertToAssimpScene(aiScene* out, const Document& doc)
|
|
{
|
|
Converter converter(out,doc);
|
|
}
|
|
|
|
} // !FBX
|
|
} // !Assimp
|
|
|
|
#endif
|