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Diffstat (limited to 'src/3rdparty/assimp/code/FBXConverter.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/FBXConverter.cpp | 2982 |
1 files changed, 0 insertions, 2982 deletions
diff --git a/src/3rdparty/assimp/code/FBXConverter.cpp b/src/3rdparty/assimp/code/FBXConverter.cpp deleted file mode 100644 index 89854fc8e..000000000 --- a/src/3rdparty/assimp/code/FBXConverter.cpp +++ /dev/null @@ -1,2982 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2012, assimp team -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - ----------------------------------------------------------------------- -*/ - -/** @file FBXConverter.cpp - * @brief Implementation of the FBX DOM -> aiScene converter - */ -#include "AssimpPCH.h" - -#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER - -#include <iterator> -#include <sstream> -#include <boost/tuple/tuple.hpp> - -#include "FBXParser.h" -#include "FBXConverter.h" -#include "FBXDocument.h" -#include "FBXUtil.h" -#include "FBXProperties.h" -#include "FBXImporter.h" - -namespace Assimp { -namespace FBX { - - using namespace Util; - - -#define MAGIC_NODE_TAG "_$AssimpFbx$" - -#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L - - // XXX vc9's debugger won't step into anonymous namespaces -//namespace { - -/** Dummy class to encapsulate the conversion process */ -class Converter -{ -public: - - /** the different parts that make up the final local transformation of a fbx node */ - enum TransformationComp - { - TransformationComp_Translation = 0, - TransformationComp_RotationOffset, - TransformationComp_RotationPivot, - TransformationComp_PreRotation, - TransformationComp_Rotation, - TransformationComp_PostRotation, - TransformationComp_RotationPivotInverse, - TransformationComp_ScalingOffset, - TransformationComp_ScalingPivot, - TransformationComp_Scaling, - TransformationComp_ScalingPivotInverse, - TransformationComp_GeometricTranslation, - TransformationComp_GeometricRotation, - TransformationComp_GeometricScaling, - - TransformationComp_MAXIMUM - }; - -public: - - Converter(aiScene* out, const Document& doc) - : defaultMaterialIndex() - , out(out) - , doc(doc) - { - // animations need to be converted first since this will - // populate the node_anim_chain_bits map, which is needed - // to determine which nodes need to be generated. - ConvertAnimations(); - ConvertRootNode(); - - if(doc.Settings().readAllMaterials) { - // unfortunately this means we have to evaluate all objects - BOOST_FOREACH(const ObjectMap::value_type& v,doc.Objects()) { - - const Object* ob = v.second->Get(); - if(!ob) { - continue; - } - - const Material* mat = dynamic_cast<const Material*>(ob); - if(mat) { - - if (materials_converted.find(mat) == materials_converted.end()) { - ConvertMaterial(*mat, 0); - } - } - } - } - - TransferDataToScene(); - - // if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE - // to make sure the scene passes assimp's validation. FBX files - // need not contain geometry (i.e. camera animations, raw armatures). - if (out->mNumMeshes == 0) { - out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; - } - } - - - ~Converter() - { - std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>()); - std::for_each(materials.begin(),materials.end(),Util::delete_fun<aiMaterial>()); - std::for_each(animations.begin(),animations.end(),Util::delete_fun<aiAnimation>()); - std::for_each(lights.begin(),lights.end(),Util::delete_fun<aiLight>()); - std::for_each(cameras.begin(),cameras.end(),Util::delete_fun<aiCamera>()); - } - - -private: - - // ------------------------------------------------------------------------------------------------ - // find scene root and trigger recursive scene conversion - void ConvertRootNode() - { - out->mRootNode = new aiNode(); - out->mRootNode->mName.Set("RootNode"); - - // root has ID 0 - ConvertNodes(0L, *out->mRootNode); - } - - - // ------------------------------------------------------------------------------------------------ - // collect and assign child nodes - void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4()) - { - const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model"); - - std::vector<aiNode*> nodes; - nodes.reserve(conns.size()); - - std::vector<aiNode*> nodes_chain; - - try { - BOOST_FOREACH(const Connection* con, conns) { - - // ignore object-property links - if(con->PropertyName().length()) { - continue; - } - - const Object* const object = con->SourceObject(); - if(!object) { - FBXImporter::LogWarn("failed to convert source object for Model link"); - continue; - } - - 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; - BOOST_FOREACH(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; - BOOST_FOREACH(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 ConvertLights(const Model& model) - { - const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes(); - BOOST_FOREACH(const NodeAttribute* attr, node_attrs) { - const Light* const light = dynamic_cast<const Light*>(attr); - if(light) { - ConvertLight(model, *light); - } - } - } - - - // ------------------------------------------------------------------------------------------------ - void ConvertCameras(const Model& model) - { - const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes(); - BOOST_FOREACH(const NodeAttribute* attr, node_attrs) { - const Camera* const cam = dynamic_cast<const Camera*>(attr); - if(cam) { - ConvertCamera(model, *cam); - } - } - } - - - // ------------------------------------------------------------------------------------------------ - void 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 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->mLookAt = cam.InterestPosition() - out_camera->mPosition; - - // BUG HERE cam.FieldOfView() returns 1.0f every time. 1.0f is default value. - out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView()); - } - - - // ------------------------------------------------------------------------------------------------ - // this returns unified names usable within assimp identifiers (i.e. no space characters - - // while these would be allowed, they are a potential trouble spot so better not use them). - const char* 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 - break; - } - - ai_assert(false); - return NULL; - } - - - // ------------------------------------------------------------------------------------------------ - // note: this returns the REAL fbx property names - const char* 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 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 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(fabs(rotation.z) > angle_epsilon) { - aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(rotation.z),temp[2]); - is_id[2] = false; - } - if(fabs(rotation.y) > angle_epsilon) { - aiMatrix4x4::RotationY(AI_DEG_TO_RAD(rotation.y),temp[1]); - is_id[1] = false; - } - if(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]]; - } - } - - - // ------------------------------------------------------------------------------------------------ - /** checks if a node has more than just scaling, rotation and translation components */ - bool 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; - } - - - // ------------------------------------------------------------------------------------------------ - // note: name must be a FixNodeName() result - std::string NameTransformationChainNode(const std::string& name, TransformationComp comp) - { - return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp); - } - - - // ------------------------------------------------------------------------------------------------ - /** note: memory for output_nodes will be managed by the caller */ - void 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 && 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 && 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 (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) { - nd->mTransformation = nd->mTransformation * chain[i]; - } - } - - // ------------------------------------------------------------------------------------------------ - - void 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 = new aiMetadata(); - data->mNumProperties = unparsedProperties.size() + numStaticMetaData; - data->mKeys = new aiString[data->mNumProperties](); - data->mValues = new aiMetadataEntry[data->mNumProperties](); - nd.mMetaData = data; - int index = 0; - - // find user defined properties (3ds Max) - data->Set(index++, "UserProperties", aiString(PropertyGet<std::string>(props, "UDP3DSMAX", ""))); - unparsedProperties.erase("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 - BOOST_FOREACH(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 - assert(false); - } - } - - // ------------------------------------------------------------------------------------------------ - void 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()); - - BOOST_FOREACH(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); - } - } - - - // ------------------------------------------------------------------------------------------------ - // MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed - std::vector<unsigned int> 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]; - BOOST_FOREACH(MatIndexArray::value_type index, mindices) { - if(index != base) { - return ConvertMeshMultiMaterial(mesh, model, node_global_transform); - } - } - } - - // faster codepath, just copy the data - temp.push_back(ConvertMeshSingleMaterial(mesh, model, node_global_transform)); - return temp; - } - - - // ------------------------------------------------------------------------------------------------ - aiMesh* 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 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; - BOOST_FOREACH(unsigned int pcount, faces) { - aiFace& f = *fac++; - f.mNumIndices = pcount; - f.mIndices = new unsigned int[pcount]; - switch(pcount) - { - case 1: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT; - break; - case 2: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE; - break; - case 3: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; - break; - default: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; - break; - } - for (unsigned int i = 0; i < pcount; ++i) { - f.mIndices[i] = cursor++; - } - } - - // copy normals - const std::vector<aiVector3D>& normals = mesh.GetNormals(); - if(normals.size()) { - ai_assert(normals.size() == vertices.size()); - - out_mesh->mNormals = new aiVector3D[vertices.size()]; - std::copy(normals.begin(),normals.end(),out_mesh->mNormals); - } - - // copy tangents - assimp requires both tangents and bitangents (binormals) - // to be present, or neither of them. Compute binormals from normals - // and tangents if needed. - const std::vector<aiVector3D>& tangents = mesh.GetTangents(); - const std::vector<aiVector3D>* binormals = &mesh.GetBinormals(); - - if(tangents.size()) { - std::vector<aiVector3D> tempBinormals; - if (!binormals->size()) { - if (normals.size()) { - tempBinormals.resize(normals.size()); - for (unsigned int i = 0; i < tangents.size(); ++i) { - tempBinormals[i] = normals[i] ^ tangents[i]; - } - - binormals = &tempBinormals; - } - else { - binormals = NULL; - } - } - - if(binormals) { - ai_assert(tangents.size() == vertices.size() && binormals->size() == vertices.size()); - - out_mesh->mTangents = new aiVector3D[vertices.size()]; - std::copy(tangents.begin(),tangents.end(),out_mesh->mTangents); - - out_mesh->mBitangents = new aiVector3D[vertices.size()]; - std::copy(binormals->begin(),binormals->end(),out_mesh->mBitangents); - } - } - - // copy texture coords - for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) { - const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i); - if(uvs.empty()) { - break; - } - - aiVector3D* out_uv = out_mesh->mTextureCoords[i] = new aiVector3D[vertices.size()]; - BOOST_FOREACH(const aiVector2D& v, uvs) { - *out_uv++ = aiVector3D(v.x,v.y,0.0f); - } - - out_mesh->mNumUVComponents[i] = 2; - } - - // copy vertex colors - for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) { - const std::vector<aiColor4D>& colors = mesh.GetVertexColors(i); - if(colors.empty()) { - break; - } - - out_mesh->mColors[i] = new aiColor4D[vertices.size()]; - std::copy(colors.begin(),colors.end(),out_mesh->mColors[i]); - } - - 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> 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; - - BOOST_FOREACH(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 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(); - - if(tangents.size()) { - std::vector<aiVector3D> tempBinormals; - if (!binormals->size()) { - if (normals.size()) { - // XXX this computes the binormals for the entire mesh, not only - // the part for which we need them. - tempBinormals.resize(normals.size()); - for (unsigned int i = 0; i < tangents.size(); ++i) { - tempBinormals[i] = normals[i] ^ tangents[i]; - } - - binormals = &tempBinormals; - } - else { - binormals = NULL; - } - } - - if(binormals) { - ai_assert(tangents.size() == vertices.size() && binormals->size() == vertices.size()); - - out_mesh->mTangents = new aiVector3D[vertices.size()]; - out_mesh->mBitangents = new aiVector3D[vertices.size()]; - } - } - - // allocate texture coords - unsigned int num_uvs = 0; - for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i, ++num_uvs) { - const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i); - if(uvs.empty()) { - break; - } - - out_mesh->mTextureCoords[i] = new aiVector3D[vertices.size()]; - out_mesh->mNumUVComponents[i] = 2; - } - - // allocate vertex colors - unsigned int num_vcs = 0; - for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i, ++num_vcs) { - const std::vector<aiColor4D>& colors = mesh.GetVertexColors(i); - if(colors.empty()) { - break; - } - - out_mesh->mColors[i] = new aiColor4D[vertices.size()]; - } - - unsigned int cursor = 0, in_cursor = 0; - - 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); - } - - static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */ - static_cast<unsigned int>(-1); - - - // ------------------------------------------------------------------------------------------------ - /** - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into - * account when determining which weights to include. - * - outputVertStartIndices is only used when a material index is specified, it gives for - * each output vertex the DOM index it maps to. */ - void ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo, - const aiMatrix4x4& node_global_transform = aiMatrix4x4(), - unsigned int materialIndex = NO_MATERIAL_SEPARATION, - std::vector<unsigned int>* outputVertStartIndices = NULL) - { - 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 { - - BOOST_FOREACH(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. - BOOST_FOREACH(WeightIndexArray::value_type index, indices) { - - unsigned int count; - const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count); - - 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 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 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 GetDefaultMaterial() - { - if (defaultMaterialIndex) { - return defaultMaterialIndex - 1; - } - - aiMaterial* out_mat = new aiMaterial(); - materials.push_back(out_mat); - - const aiColor3D diffuse = aiColor3D(0.8f,0.8f,0.8f); - out_mat->AddProperty(&diffuse,1,AI_MATKEY_COLOR_DIFFUSE); - - aiString s; - s.Set(AI_DEFAULT_MATERIAL_NAME); - - out_mat->AddProperty(&s,AI_MATKEY_NAME); - - defaultMaterialIndex = static_cast<unsigned int>(materials.size()); - return defaultMaterialIndex - 1; - } - - - // ------------------------------------------------------------------------------------------------ - // Material -> aiMaterial - unsigned int ConvertMaterial(const Material& material, const 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); - } - - - // ------------------------------------------------------------------------------------------------ - void 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()); - - 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) - { - BOOST_FOREACH(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 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; - } - - const Texture* const tex = (*it).second->getTexture(); - - aiString path; - path.Set(tex->RelativeFilename()); - - out_mat->AddProperty(&path,_AI_MATKEY_TEXTURE_BASE,target,0); - - aiUVTransform uvTrafo; - // XXX handle all kinds of UV transformations - uvTrafo.mScaling = tex->UVScaling(); - uvTrafo.mTranslation = tex->UVTranslation(); - out_mat->AddProperty(&uvTrafo,1,_AI_MATKEY_UVTRANSFORM_BASE,target,0); - - const PropertyTable& props = tex->Props(); - - int uvIndex = 0; - - bool ok; - const std::string& uvSet = PropertyGet<std::string>(props,"UVSet",ok); - if(ok) { - // "default" is the name which usually appears in the FbxFileTexture template - if(uvSet != "default" && uvSet.length()) { - // this is a bit awkward - we need to find a mesh that uses this - // material and scan its UV channels for the given UV name because - // assimp references UV channels by index, not by name. - - // XXX: the case that UV channels may appear in different orders - // in meshes is unhandled. A possible solution would be to sort - // the UV channels alphabetically, but this would have the side - // effect that the primary (first) UV channel would sometimes - // be moved, causing trouble when users read only the first - // UV channel and ignore UV channel assignments altogether. - - const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(), - std::find(materials.begin(),materials.end(),out_mat) - )); - - uvIndex = -1; - if (!mesh) - { - BOOST_FOREACH(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 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, "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 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, "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 GetColorPropertyFromMaterial(const PropertyTable& props, const std::string& baseName, - bool& result) - { - result = true; - - bool ok; - const aiVector3D& Diffuse = PropertyGet<aiVector3D>(props,baseName,ok); - if(ok) { - return aiColor3D(Diffuse.x,Diffuse.y,Diffuse.z); - } - else { - aiVector3D DiffuseColor = PropertyGet<aiVector3D>(props,baseName + "Color",ok); - if(ok) { - float DiffuseFactor = PropertyGet<float>(props,baseName + "Factor",ok); - if(ok) { - DiffuseColor *= DiffuseFactor; - } - - return aiColor3D(DiffuseColor.x,DiffuseColor.y,DiffuseColor.z); - } - } - result = false; - return aiColor3D(0.0f,0.0f,0.0f); - } - - - // ------------------------------------------------------------------------------------------------ - void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props) - { - // set shading properties. There are various, redundant ways in which FBX materials - // specify their shading settings (depending on shading models, prop - // template etc.). No idea which one is right in a particular context. - // Just try to make sense of it - there's no spec to verify this against, - // so why should we. - bool ok; - const aiColor3D& Diffuse = GetColorPropertyFromMaterial(props,"Diffuse",ok); - if(ok) { - out_mat->AddProperty(&Diffuse,1,AI_MATKEY_COLOR_DIFFUSE); - } - - const aiColor3D& Emissive = GetColorPropertyFromMaterial(props,"Emissive",ok); - if(ok) { - out_mat->AddProperty(&Emissive,1,AI_MATKEY_COLOR_EMISSIVE); - } - - const aiColor3D& Ambient = GetColorPropertyFromMaterial(props,"Ambient",ok); - if(ok) { - out_mat->AddProperty(&Ambient,1,AI_MATKEY_COLOR_AMBIENT); - } - - const aiColor3D& Specular = GetColorPropertyFromMaterial(props,"Specular",ok); - if(ok) { - out_mat->AddProperty(&Specular,1,AI_MATKEY_COLOR_SPECULAR); - } - - const float Opacity = PropertyGet<float>(props,"Opacity",ok); - if(ok) { - out_mat->AddProperty(&Opacity,1,AI_MATKEY_OPACITY); - } - - const float Reflectivity = PropertyGet<float>(props,"Reflectivity",ok); - if(ok) { - out_mat->AddProperty(&Reflectivity,1,AI_MATKEY_REFLECTIVITY); - } - - const float Shininess = PropertyGet<float>(props,"Shininess",ok); - if(ok) { - out_mat->AddProperty(&Shininess,1,AI_MATKEY_SHININESS_STRENGTH); - } - - const float ShininessExponent = PropertyGet<float>(props,"ShininessExponent",ok); - if(ok) { - out_mat->AddProperty(&ShininessExponent,1,AI_MATKEY_SHININESS); - } - } - - - // ------------------------------------------------------------------------------------------------ - // get the number of fps for a FrameRate enumerated value - static double FrameRateToDouble(FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0) - { - 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; - } - - - // ------------------------------------------------------------------------------------------------ - // convert animation data to aiAnimation et al - void 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(); - BOOST_FOREACH(const AnimationStack* stack, animations) { - ConvertAnimationStack(*stack); - } - } - - - // ------------------------------------------------------------------------------------------------ - // rename a node already partially converted. fixed_name is a string previously returned by - // FixNodeName, new_name specifies the string FixNodeName should return on all further invocations - // which would previously have returned the old value. - // - // this also updates names in node animations, cameras and light sources and is thus slow. - // - // NOTE: the caller is responsible for ensuring that the new name is unique and does - // not collide with any other identifiers. The best way to ensure this is to only - // append to the old name, which is guaranteed to match these requirements. - void 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); - - BOOST_FOREACH(aiCamera* cam, cameras) { - if (cam->mName == fn) { - cam->mName.Set(new_name); - break; - } - } - - BOOST_FOREACH(aiLight* light, lights) { - if (light->mName == fn) { - light->mName.Set(new_name); - break; - } - } - - BOOST_FOREACH(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; - } - } - } - } - - - // ------------------------------------------------------------------------------------------------ - // takes a fbx node name and returns the identifier to be used in the assimp output scene. - // the function is guaranteed to provide consistent results over multiple invocations - // UNLESS RenameNode() is called for a particular node name. - std::string 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; - } - - - typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap; - - // XXX: better use multi_map .. - typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap; - - - // ------------------------------------------------------------------------------------------------ - void 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); - } - - 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" - }; - - BOOST_FOREACH(const AnimationLayer* layer, layers) { - ai_assert(layer); - - const AnimationCurveNodeList& nodes = layer->Nodes(prop_whitelist, 3); - BOOST_FOREACH(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; - - try { - BOOST_FOREACH(const NodeMap::value_type& kv, node_map) { - GenerateNodeAnimations(node_anims, - kv.first, - kv.second, - layer_map, - 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; - } - - // for some mysterious reason, mDuration is simply the maximum key -- the - // validator always assumes animations to start at zero. - anim->mDuration = max_time /*- min_time */; - anim->mTicksPerSecond = anim_fps; - } - - - // ------------------------------------------------------------------------------------------------ - void GenerateNodeAnimations(std::vector<aiNodeAnim*>& node_anims, - const std::string& fixed_name, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - double& max_time, - double& min_time) - { - - NodeMap node_property_map; - ai_assert(curves.size()); - - // sanity check whether the input is ok -#ifdef ASSIMP_BUILD_DEBUG - { const Object* target = NULL; - BOOST_FOREACH(const AnimationCurveNode* node, curves) { - if(!target) { - target = node->Target(); - } - ai_assert(node->Target() == target); - }} -#endif - - const AnimationCurveNode* curve_node = NULL; - BOOST_FOREACH(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, - max_time, - min_time, - true // input is TRS order, assimp is SRT - ); - - ai_assert(nd); - 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; - switch(comp) - { - case TransformationComp_Rotation: - case TransformationComp_PreRotation: - case TransformationComp_PostRotation: - case TransformationComp_GeometricRotation: - na = GenerateRotationNodeAnim(chain_name, - target, - (*chain[i]).second, - layer_map, - 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, - 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, - max_time, - min_time, - true); - - ai_assert(inv); - 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, - max_time, - min_time, - true); - - ai_assert(inv); - 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, - max_time, - min_time); - - break; - - default: - ai_assert(false); - } - - ai_assert(na); - node_anims.push_back(na); - continue; - } - } - - node_anim_chain_bits[fixed_name] = flags; - } - - - // ------------------------------------------------------------------------------------------------ - bool 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* GenerateRotationNodeAnim(const std::string& name, - const Model& target, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - double& max_time, - double& min_time) - { - ScopeGuard<aiNodeAnim> na(new aiNodeAnim()); - na->mNodeName.Set(name); - - ConvertRotationKeys(na, curves, layer_map, 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* GenerateScalingNodeAnim(const std::string& name, - const Model& target, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - double& max_time, - double& min_time) - { - ScopeGuard<aiNodeAnim> na(new aiNodeAnim()); - na->mNodeName.Set(name); - - ConvertScaleKeys(na, curves, layer_map, 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* GenerateTranslationNodeAnim(const std::string& name, - const Model& target, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - double& max_time, - double& min_time, - bool inverse = false) - { - ScopeGuard<aiNodeAnim> na(new aiNodeAnim()); - na->mNodeName.Set(name); - - ConvertTranslationKeys(na, curves, layer_map, 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(); - } - - - // ------------------------------------------------------------------------------------------------ - // generate node anim, extracting only Rotation, Scaling and Translation from the given chain - aiNodeAnim* GenerateSimpleNodeAnim(const std::string& name, - const Model& target, - NodeMap::const_iterator chain[TransformationComp_MAXIMUM], - NodeMap::const_iterator iter_end, - const LayerMap& layer_map, - double& max_time, - double& min_time, - bool reverse_order = false) - - { - 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, def_translate; - aiQuaternion def_rot; - - KeyFrameListList scaling; - KeyFrameListList translation; - KeyFrameListList rotation; - - if(chain[TransformationComp_Scaling] != iter_end) { - scaling = GetKeyframeList((*chain[TransformationComp_Scaling]).second); - } - else { - def_scale = PropertyGet(props,"Lcl Scaling",aiVector3D(1.f,1.f,1.f)); - } - - if(chain[TransformationComp_Translation] != iter_end) { - translation = GetKeyframeList((*chain[TransformationComp_Translation]).second); - } - else { - def_translate = PropertyGet(props,"Lcl Translation",aiVector3D(0.f,0.f,0.f)); - } - - if(chain[TransformationComp_Rotation] != iter_end) { - rotation = GetKeyframeList((*chain[TransformationComp_Rotation]).second); - } - else { - def_rot = EulerToQuaternion(PropertyGet(props,"Lcl Rotation",aiVector3D(0.f,0.f,0.f)), - target.RotationOrder()); - } - - 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()]; - - 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, - 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, - 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, - 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(); - } - - - - // key (time), value, mapto (component index) - typedef boost::tuple< const KeyTimeList*, const KeyValueList*, unsigned int > KeyFrameList; - typedef std::vector<KeyFrameList> KeyFrameListList; - - - - // ------------------------------------------------------------------------------------------------ - KeyFrameListList GetKeyframeList(const std::vector<const AnimationCurveNode*>& nodes) - { - KeyFrameListList inputs; - inputs.reserve(nodes.size()*3); - - BOOST_FOREACH(const AnimationCurveNode* node, nodes) { - ai_assert(node); - - const AnimationCurveMap& curves = node->Curves(); - BOOST_FOREACH(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()); - - inputs.push_back(boost::make_tuple(&curve->GetKeys(), &curve->GetValues(), mapto)); - } - } - return inputs; // pray for NRVO :-) - } - - - // ------------------------------------------------------------------------------------------------ - KeyTimeList 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; - BOOST_FOREACH(const KeyFrameList& kfl, inputs) { - estimate = std::max(estimate, kfl.get<0>()->size()); - } - - keys.reserve(estimate); - - std::vector<unsigned int> next_pos; - next_pos.resize(inputs.size(),0); - - const size_t count = inputs.size(); - while(true) { - - uint64_t min_tick = std::numeric_limits<uint64_t>::max(); - for (size_t i = 0; i < count; ++i) { - const KeyFrameList& kfl = inputs[i]; - - if (kfl.get<0>()->size() > next_pos[i] && kfl.get<0>()->at(next_pos[i]) < min_tick) { - min_tick = kfl.get<0>()->at(next_pos[i]); - } - } - - if (min_tick == std::numeric_limits<uint64_t>::max()) { - break; - } - keys.push_back(min_tick); - - for (size_t i = 0; i < count; ++i) { - const KeyFrameList& kfl = inputs[i]; - - - while(kfl.get<0>()->size() > next_pos[i] && kfl.get<0>()->at(next_pos[i]) == min_tick) { - ++next_pos[i]; - } - } - } - - return keys; - } - - - // ------------------------------------------------------------------------------------------------ - void InterpolateKeys(aiVectorKey* valOut,const KeyTimeList& keys, const KeyFrameListList& inputs, - const bool geom, - 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); - - BOOST_FOREACH(KeyTimeList::value_type time, keys) { - float result[3] = {0.0f, 0.0f, 0.0f}; - if(geom) { - result[0] = result[1] = result[2] = 1.0f; - } - - for (size_t i = 0; i < count; ++i) { - const KeyFrameList& kfl = inputs[i]; - - const size_t ksize = kfl.get<0>()->size(); - if (ksize > next_pos[i] && kfl.get<0>()->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 = kfl.get<1>()->at(id0); - const KeyValueList::value_type valueB = kfl.get<1>()->at(id1); - - const KeyTimeList::value_type timeA = kfl.get<0>()->at(id0); - const KeyTimeList::value_type timeB = kfl.get<0>()->at(id1); - - // do the actual interpolation in double-precision arithmetics - // because it is a bit sensitive to rounding errors. - const double factor = timeB == timeA ? 0. : static_cast<double>((time - timeA) / (timeB - timeA)); - const float interpValue = static_cast<float>(valueA + (valueB - valueA) * factor); - - if(geom) { - result[kfl.get<2>()] *= interpValue; - } - else { - result[kfl.get<2>()] += 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 InterpolateKeys(aiQuatKey* valOut,const KeyTimeList& keys, const KeyFrameListList& inputs, - const bool geom, - double& maxTime, - double& minTime, - Model::RotOrder order) - { - ai_assert(keys.size()); - ai_assert(valOut); - - boost::scoped_array<aiVectorKey> temp(new aiVectorKey[keys.size()]); - InterpolateKeys(temp.get(),keys,inputs,geom,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 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 aiQuaternion& def_rotation) - { - if (rotation.size()) { - InterpolateKeys(out_quat, times, rotation, false, 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 = def_rotation; - } - } - - if (scaling.size()) { - InterpolateKeys(out_scale, times, scaling, true, 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, false, 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); - } - } - - - // ------------------------------------------------------------------------------------------------ - // euler xyz -> quat - aiQuaternion EulerToQuaternion(const aiVector3D& rot, Model::RotOrder order) - { - aiMatrix4x4 m; - GetRotationMatrix(order, rot, m); - - return aiQuaternion(aiMatrix3x3(m)); - } - - - // ------------------------------------------------------------------------------------------------ - void ConvertScaleKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& layers, - 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); - const KeyTimeList& keys = GetKeyTimeList(inputs); - - na->mNumScalingKeys = static_cast<unsigned int>(keys.size()); - na->mScalingKeys = new aiVectorKey[keys.size()]; - InterpolateKeys(na->mScalingKeys, keys, inputs, true, maxTime, minTime); - } - - - // ------------------------------------------------------------------------------------------------ - void ConvertTranslationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, - const LayerMap& layers, - double& maxTime, - double& minTime) - { - ai_assert(nodes.size()); - - // XXX see notes in ConvertScaleKeys() - const KeyFrameListList& inputs = GetKeyframeList(nodes); - const KeyTimeList& keys = GetKeyTimeList(inputs); - - na->mNumPositionKeys = static_cast<unsigned int>(keys.size()); - na->mPositionKeys = new aiVectorKey[keys.size()]; - InterpolateKeys(na->mPositionKeys, keys, inputs, false, maxTime, minTime); - } - - - // ------------------------------------------------------------------------------------------------ - void ConvertRotationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, - const LayerMap& layers, - double& maxTime, - double& minTime, - Model::RotOrder order) - { - ai_assert(nodes.size()); - - // XXX see notes in ConvertScaleKeys() - const std::vector< KeyFrameList >& inputs = GetKeyframeList(nodes); - const KeyTimeList& keys = GetKeyTimeList(inputs); - - na->mNumRotationKeys = static_cast<unsigned int>(keys.size()); - na->mRotationKeys = new aiQuatKey[keys.size()]; - InterpolateKeys(na->mRotationKeys, keys, inputs, false, maxTime, minTime, order); - } - - - // ------------------------------------------------------------------------------------------------ - // copy generated meshes, animations, lights, cameras and textures to the output scene - void TransferDataToScene() - { - ai_assert(!out->mMeshes && !out->mNumMeshes); - - // note: the trailing () ensures initialization with NULL - not - // many C++ users seem to know this, so pointing it out to avoid - // confusion why this code works. - - 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); - } - } - - -private: - - // 0: not assigned yet, others: index is value - 1 - unsigned int defaultMaterialIndex; - - std::vector<aiMesh*> meshes; - std::vector<aiMaterial*> materials; - std::vector<aiAnimation*> animations; - std::vector<aiLight*> lights; - std::vector<aiCamera*> cameras; - - typedef std::map<const Material*, unsigned int> MaterialMap; - MaterialMap materials_converted; - - typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap; - MeshMap meshes_converted; - - // fixed node name -> which trafo chain components have animations? - typedef std::map<std::string, unsigned int> NodeAnimBitMap; - NodeAnimBitMap node_anim_chain_bits; - - // name -> has had its prefix_stripped? - typedef std::map<std::string, bool> NodeNameMap; - NodeNameMap node_names; - - typedef std::map<std::string, std::string> NameNameMap; - NameNameMap renamed_nodes; - - double anim_fps; - - aiScene* const out; - const FBX::Document& doc; -}; - -//} // !anon - -// ------------------------------------------------------------------------------------------------ -void ConvertToAssimpScene(aiScene* out, const Document& doc) -{ - Converter converter(out,doc); -} - -} // !FBX -} // !Assimp - -#endif |