491 lines
23 KiB
C++
491 lines
23 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, 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 FBXDConverter.h
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* @brief FBX DOM to aiScene conversion
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*/
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#ifndef INCLUDED_AI_FBX_CONVERTER_H
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#define INCLUDED_AI_FBX_CONVERTER_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 <assimp/anim.h>
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#include <assimp/material.h>
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#include <assimp/light.h>
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#include <assimp/texture.h>
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#include <assimp/camera.h>
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#include <assimp/StringComparison.h>
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#include <unordered_map>
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#include <unordered_set>
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struct aiScene;
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struct aiNode;
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struct aiMaterial;
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struct morphKeyData {
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std::vector<unsigned int> values;
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std::vector<float> weights;
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};
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typedef std::map<int64_t, morphKeyData*> morphAnimData;
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namespace Assimp {
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namespace FBX {
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class Document;
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/**
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* Convert a FBX #Document to #aiScene
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* @param out Empty scene to be populated
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* @param doc Parsed FBX document
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* @param removeEmptyBones Will remove bones, which do not have any references to vertices.
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*/
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones);
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/** Dummy class to encapsulate the conversion process */
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class FBXConverter {
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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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TransformationComp_GeometricScalingInverse = 0,
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TransformationComp_GeometricRotationInverse,
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TransformationComp_GeometricTranslationInverse,
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TransformationComp_Translation,
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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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FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones);
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~FBXConverter();
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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, aiNode *root_node);
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// ------------------------------------------------------------------------------------------------
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void ConvertLights(const Model& model, const std::string &orig_name );
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// ------------------------------------------------------------------------------------------------
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void ConvertCameras(const Model& model, const std::string &orig_name );
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// ------------------------------------------------------------------------------------------------
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void ConvertLight( const Light& light, const std::string &orig_name );
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// ------------------------------------------------------------------------------------------------
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void ConvertCamera( const Camera& cam, const std::string &orig_name );
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// ------------------------------------------------------------------------------------------------
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void GetUniqueName( const std::string &name, std::string& uniqueName );
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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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// Returns an unique name for a node or traverses up a hierarchy until a non-empty name is found and
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// then makes this name unique
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std::string MakeUniqueNodeName(const Model* const model, const aiNode& parent);
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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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bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_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 *parent, aiNode *root_node,
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const aiMatrix4x4 &absolute_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>
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ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
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const aiMatrix4x4 &absolute_transform);
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// ------------------------------------------------------------------------------------------------
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std::vector<unsigned int> ConvertLine(const LineGeometry& line, aiNode *root_node);
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// ------------------------------------------------------------------------------------------------
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aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
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const aiMatrix4x4 &absolute_transform, aiNode *parent,
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aiNode *root_node);
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// ------------------------------------------------------------------------------------------------
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std::vector<unsigned int>
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ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
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const aiMatrix4x4 &absolute_transform);
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
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aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_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 MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
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aiNode *parent = NULL, 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 *> &local_mesh_bones, const Cluster *cl,
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std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
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std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
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aiNode *parent );
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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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// convert embedded texture if necessary and return actual texture path
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aiString GetTexturePath(const Texture* tex);
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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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aiColor3D GetColorPropertyFactored(const PropertyTable& props, const std::string& colorName,
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const std::string& factorName, bool& result, bool useTemplate = true);
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aiColor3D GetColorProperty(const PropertyTable& props, const std::string& colorName,
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bool& result, bool useTemplate = true);
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// ------------------------------------------------------------------------------------------------
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void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props);
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void SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh);
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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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// 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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std::string FixAnimMeshName(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 ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas, const BlendShapeChannel* bsc, const AnimationCurveNode* node);
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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 global geometric data and some information about the source asset into scene metadata.
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void ConvertGlobalSettings();
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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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// ------------------------------------------------------------------------------------------------
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// FBX file could have embedded textures not connected to anything
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void ConvertOrphantEmbeddedTextures();
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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*> mMeshes;
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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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using MaterialMap = std::fbx_unordered_map<const Material*, unsigned int>;
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MaterialMap materials_converted;
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using VideoMap = std::fbx_unordered_map<const Video, unsigned int>;
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VideoMap textures_converted;
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using MeshMap = std::fbx_unordered_map<const Geometry*, std::vector<unsigned int> >;
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MeshMap meshes_converted;
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// fixed node name -> which trafo chain components have animations?
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using NodeAnimBitMap = std::fbx_unordered_map<std::string, unsigned int> ;
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NodeAnimBitMap node_anim_chain_bits;
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// number of nodes with the same name
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using NodeNameCache = std::fbx_unordered_map<std::string, unsigned int>;
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NodeNameCache mNodeNames;
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// Deformer name is not the same as a bone name - it does contain the bone name though :)
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// Deformer names in FBX are always unique in an FBX file.
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std::map<const std::string, aiBone *> bone_map;
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double anim_fps;
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aiScene* const mSceneOut;
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const FBX::Document& doc;
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bool mRemoveEmptyBones;
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static void BuildBoneList(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
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std::vector<aiBone*>& bones);
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void BuildBoneStack(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
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const std::vector<aiBone *> &bones,
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std::map<aiBone *, aiNode *> &bone_stack,
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std::vector<aiNode*> &node_stack );
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static void BuildNodeList(aiNode *current_node, std::vector<aiNode *> &nodes);
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static aiNode *GetNodeFromStack(const aiString &node_name, std::vector<aiNode *> &nodes);
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static aiNode *GetArmatureRoot(aiNode *bone_node, std::vector<aiBone*> &bone_list);
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static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones);
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};
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}
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}
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#endif // INCLUDED_AI_FBX_CONVERTER_H
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