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Diffstat (limited to 'src/3rdparty/assimp/code/FBXConverter.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/FBXConverter.cpp | 3356 |
1 files changed, 0 insertions, 3356 deletions
diff --git a/src/3rdparty/assimp/code/FBXConverter.cpp b/src/3rdparty/assimp/code/FBXConverter.cpp deleted file mode 100644 index 24bdfdd11..000000000 --- a/src/3rdparty/assimp/code/FBXConverter.cpp +++ /dev/null @@ -1,3356 +0,0 @@ -/* -Open Asset Import Library (assimp) ----------------------------------------------------------------------- - -Copyright (c) 2006-2017, 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 - */ - -#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER - -#include "FBXConverter.h" -#include "FBXParser.h" -#include "FBXMeshGeometry.h" -#include "FBXDocument.h" -#include "FBXUtil.h" -#include "FBXProperties.h" -#include "FBXImporter.h" -#include "StringComparison.h" - -#include <assimp/scene.h> - -#include <tuple> -#include <memory> -#include <iterator> -#include <vector> - -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 ); - ~Converter(); - -private: - // ------------------------------------------------------------------------------------------------ - // find scene root and trigger recursive scene conversion - void ConvertRootNode(); - - // ------------------------------------------------------------------------------------------------ - // collect and assign child nodes - void ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4() ); - - // ------------------------------------------------------------------------------------------------ - void ConvertLights( const Model& model ); - - // ------------------------------------------------------------------------------------------------ - void ConvertCameras( const Model& model ); - - // ------------------------------------------------------------------------------------------------ - void ConvertLight( const Model& model, const Light& light ); - - // ------------------------------------------------------------------------------------------------ - void ConvertCamera( const Model& model, const Camera& cam ); - - // ------------------------------------------------------------------------------------------------ - // 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 ); - - // ------------------------------------------------------------------------------------------------ - // note: this returns the REAL fbx property names - const char* NameTransformationCompProperty( TransformationComp comp ); - - // ------------------------------------------------------------------------------------------------ - aiVector3D TransformationCompDefaultValue( TransformationComp comp ); - - // ------------------------------------------------------------------------------------------------ - void GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out ); - // ------------------------------------------------------------------------------------------------ - /** - * checks if a node has more than just scaling, rotation and translation components - */ - bool NeedsComplexTransformationChain( const Model& model ); - - // ------------------------------------------------------------------------------------------------ - // note: name must be a FixNodeName() result - std::string NameTransformationChainNode( const std::string& name, TransformationComp comp ); - - // ------------------------------------------------------------------------------------------------ - /** - * note: memory for output_nodes will be managed by the caller - */ - void GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes ); - - // ------------------------------------------------------------------------------------------------ - void SetupNodeMetadata( const Model& model, aiNode& nd ); - - // ------------------------------------------------------------------------------------------------ - void ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform ); - - // ------------------------------------------------------------------------------------------------ - // 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 ); - - // ------------------------------------------------------------------------------------------------ - aiMesh* SetupEmptyMesh( const MeshGeometry& mesh ); - - // ------------------------------------------------------------------------------------------------ - unsigned int ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model, - const aiMatrix4x4& node_global_transform ); - - // ------------------------------------------------------------------------------------------------ - std::vector<unsigned int> ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, - const aiMatrix4x4& node_global_transform ); - - // ------------------------------------------------------------------------------------------------ - unsigned int ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, - MatIndexArray::value_type index, - const aiMatrix4x4& node_global_transform ); - - // ------------------------------------------------------------------------------------------------ - 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 ); - - // ------------------------------------------------------------------------------------------------ - 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 ); - - // ------------------------------------------------------------------------------------------------ - void ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo, - MatIndexArray::value_type materialIndex ); - - // ------------------------------------------------------------------------------------------------ - unsigned int GetDefaultMaterial(); - - - // ------------------------------------------------------------------------------------------------ - // Material -> aiMaterial - unsigned int ConvertMaterial( const Material& material, const MeshGeometry* const mesh ); - - // ------------------------------------------------------------------------------------------------ - // Video -> aiTexture - unsigned int ConvertVideo( const Video& video ); - - // ------------------------------------------------------------------------------------------------ - void TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, - const std::string& propName, - aiTextureType target, const MeshGeometry* const mesh ); - - // ------------------------------------------------------------------------------------------------ - void TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, - const std::string& propName, - aiTextureType target, const MeshGeometry* const mesh ); - - // ------------------------------------------------------------------------------------------------ - void SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh ); - - // ------------------------------------------------------------------------------------------------ - void SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh ); - - // ------------------------------------------------------------------------------------------------ - aiColor3D GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName, - bool& result ); - - // ------------------------------------------------------------------------------------------------ - void SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props ); - - // ------------------------------------------------------------------------------------------------ - // get the number of fps for a FrameRate enumerated value - static double FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0 ); - - // ------------------------------------------------------------------------------------------------ - // convert animation data to aiAnimation et al - void ConvertAnimations(); - - // ------------------------------------------------------------------------------------------------ - // 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 ); - - // ------------------------------------------------------------------------------------------------ - // 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 ); - - 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 ); - - // ------------------------------------------------------------------------------------------------ - void GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims, - const std::string& fixed_name, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - int64_t start, int64_t stop, - double& max_time, - double& min_time ); - - // ------------------------------------------------------------------------------------------------ - bool IsRedundantAnimationData( const Model& target, - TransformationComp comp, - const std::vector<const AnimationCurveNode*>& curves ); - - // ------------------------------------------------------------------------------------------------ - aiNodeAnim* GenerateRotationNodeAnim( const std::string& name, - const Model& target, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - int64_t start, int64_t stop, - double& max_time, - double& min_time ); - - // ------------------------------------------------------------------------------------------------ - aiNodeAnim* GenerateScalingNodeAnim( const std::string& name, - const Model& /*target*/, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - int64_t start, int64_t stop, - double& max_time, - double& min_time ); - - // ------------------------------------------------------------------------------------------------ - aiNodeAnim* GenerateTranslationNodeAnim( const std::string& name, - const Model& /*target*/, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - int64_t start, int64_t stop, - double& max_time, - double& min_time, - bool inverse = false ); - - // ------------------------------------------------------------------------------------------------ - // 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, - int64_t start, int64_t stop, - double& max_time, - double& min_time, - bool reverse_order = false ); - - // key (time), value, mapto (component index) - typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList; - typedef std::vector<KeyFrameList> KeyFrameListList; - - // ------------------------------------------------------------------------------------------------ - KeyFrameListList GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop ); - - // ------------------------------------------------------------------------------------------------ - KeyTimeList GetKeyTimeList( const KeyFrameListList& inputs ); - - // ------------------------------------------------------------------------------------------------ - void InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs, - const aiVector3D& def_value, - double& max_time, - double& min_time ); - - // ------------------------------------------------------------------------------------------------ - void InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs, - const aiVector3D& def_value, - double& maxTime, - double& minTime, - Model::RotOrder order ); - - // ------------------------------------------------------------------------------------------------ - 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 aiVector3D& def_rotation ); - - // ------------------------------------------------------------------------------------------------ - // euler xyz -> quat - aiQuaternion EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order ); - - // ------------------------------------------------------------------------------------------------ - void ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/, - int64_t start, int64_t stop, - double& maxTime, - double& minTime ); - - // ------------------------------------------------------------------------------------------------ - void ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, - const LayerMap& /*layers*/, - int64_t start, int64_t stop, - double& maxTime, - double& minTime ); - - // ------------------------------------------------------------------------------------------------ - void ConvertRotationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, - const LayerMap& /*layers*/, - int64_t start, int64_t stop, - double& maxTime, - double& minTime, - Model::RotOrder order ); - - // ------------------------------------------------------------------------------------------------ - // copy generated meshes, animations, lights, cameras and textures to the output scene - void TransferDataToScene(); - -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; - std::vector<aiTexture*> textures; - - typedef std::map<const Material*, unsigned int> MaterialMap; - MaterialMap materials_converted; - - typedef std::map<const Video*, unsigned int> VideoMap; - VideoMap textures_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; - - bool FindTextureIndexByFilename(const Video& video, unsigned int& index) { - index = 0; - const char* videoFileName = video.FileName().c_str(); - for (auto texture = textures_converted.begin(); texture != textures_converted.end(); ++texture) { - if (!strcmp(texture->first->FileName().c_str(), videoFileName)) { - index = texture->second; - return true; - } - } - return false; - } -}; - -Converter::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 - for( 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::~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>() ); - std::for_each( textures.begin(), textures.end(), Util::delete_fun<aiTexture>() ); -} - -void Converter::ConvertRootNode() -{ - out->mRootNode = new aiNode(); - out->mRootNode->mName.Set( "RootNode" ); - - // root has ID 0 - ConvertNodes( 0L, *out->mRootNode ); -} - - -void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) -{ - const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced( id, "Model" ); - - std::vector<aiNode*> nodes; - nodes.reserve( conns.size() ); - - std::vector<aiNode*> nodes_chain; - - try { - for( 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; - for( aiNode* prenode : nodes_chain ) { - if ( !strcmp( prenode->mName.C_Str(), original_name.c_str() ) ) { - name_carrier = prenode; - break; - } - } - - if ( !name_carrier ) { - nodes_chain.push_back( new aiNode( original_name ) ); - } - - //setup metadata on newest node - SetupNodeMetadata( *model, *nodes_chain.back() ); - - // link all nodes in a row - aiNode* last_parent = &parent; - for( aiNode* prenode : nodes_chain ) { - ai_assert( prenode ); - - if ( last_parent != &parent ) { - last_parent->mNumChildren = 1; - last_parent->mChildren = new aiNode*[ 1 ]; - last_parent->mChildren[ 0 ] = prenode; - } - - prenode->mParent = last_parent; - last_parent = prenode; - - new_abs_transform *= prenode->mTransformation; - } - - // attach geometry - ConvertModel( *model, *nodes_chain.back(), new_abs_transform ); - - // attach sub-nodes - ConvertNodes( model->ID(), *nodes_chain.back(), new_abs_transform ); - - if ( doc.Settings().readLights ) { - ConvertLights( *model ); - } - - if ( doc.Settings().readCameras ) { - ConvertCameras( *model ); - } - - nodes.push_back( nodes_chain.front() ); - nodes_chain.clear(); - } - } - - if ( nodes.size() ) { - parent.mChildren = new aiNode*[ nodes.size() ](); - parent.mNumChildren = static_cast<unsigned int>( nodes.size() ); - - std::swap_ranges( nodes.begin(), nodes.end(), parent.mChildren ); - } - } - catch ( std::exception& ) { - Util::delete_fun<aiNode> deleter; - std::for_each( nodes.begin(), nodes.end(), deleter ); - std::for_each( nodes_chain.begin(), nodes_chain.end(), deleter ); - } -} - - -void Converter::ConvertLights( const Model& model ) -{ - const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes(); - for( const NodeAttribute* attr : node_attrs ) { - const Light* const light = dynamic_cast<const Light*>( attr ); - if ( light ) { - ConvertLight( model, *light ); - } - } -} - -void Converter::ConvertCameras( const Model& model ) -{ - const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes(); - for( const NodeAttribute* attr : node_attrs ) { - const Camera* const cam = dynamic_cast<const Camera*>( attr ); - if ( cam ) { - ConvertCamera( model, *cam ); - } - } -} - -void Converter::ConvertLight( const Model& model, const Light& light ) -{ - lights.push_back( new aiLight() ); - aiLight* const out_light = lights.back(); - - out_light->mName.Set( FixNodeName( model.Name() ) ); - - const float intensity = light.Intensity() / 100.0f; - 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; - - //lights are defined along negative y direction - out_light->mPosition = aiVector3D(0.0f); - out_light->mDirection = aiVector3D(0.0f, -1.0f, 0.0f); - out_light->mUp = aiVector3D(0.0f, 0.0f, -1.0f); - - 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 ); - } - - float decay = light.DecayStart(); - switch ( light.DecayType() ) - { - case Light::Decay_None: - out_light->mAttenuationConstant = decay; - out_light->mAttenuationLinear = 0.0f; - out_light->mAttenuationQuadratic = 0.0f; - break; - case Light::Decay_Linear: - out_light->mAttenuationConstant = 0.0f; - out_light->mAttenuationLinear = 2.0f / decay; - out_light->mAttenuationQuadratic = 0.0f; - break; - case Light::Decay_Quadratic: - out_light->mAttenuationConstant = 0.0f; - out_light->mAttenuationLinear = 0.0f; - out_light->mAttenuationQuadratic = 2.0f / (decay * decay); - break; - case Light::Decay_Cubic: - FBXImporter::LogWarn( "cannot represent cubic attenuation, set to Quadratic" ); - out_light->mAttenuationQuadratic = 1.0f; - break; - default: - ai_assert( false ); - } -} - -void Converter::ConvertCamera( const Model& model, const Camera& cam ) -{ - cameras.push_back( new aiCamera() ); - aiCamera* const out_camera = cameras.back(); - - out_camera->mName.Set( FixNodeName( model.Name() ) ); - - out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight(); - //cameras are defined along positive x direction - out_camera->mPosition = aiVector3D(0.0f); - out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f); - out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f); - out_camera->mHorizontalFOV = AI_DEG_TO_RAD( cam.FieldOfView() ); - out_camera->mClipPlaneNear = cam.NearPlane(); - out_camera->mClipPlaneFar = cam.FarPlane(); -} - - -const char* Converter::NameTransformationComp( TransformationComp comp ) -{ - switch ( comp ) - { - case TransformationComp_Translation: - return "Translation"; - case TransformationComp_RotationOffset: - return "RotationOffset"; - case TransformationComp_RotationPivot: - return "RotationPivot"; - case TransformationComp_PreRotation: - return "PreRotation"; - case TransformationComp_Rotation: - return "Rotation"; - case TransformationComp_PostRotation: - return "PostRotation"; - case TransformationComp_RotationPivotInverse: - return "RotationPivotInverse"; - case TransformationComp_ScalingOffset: - return "ScalingOffset"; - case TransformationComp_ScalingPivot: - return "ScalingPivot"; - case TransformationComp_Scaling: - return "Scaling"; - case TransformationComp_ScalingPivotInverse: - return "ScalingPivotInverse"; - case TransformationComp_GeometricScaling: - return "GeometricScaling"; - case TransformationComp_GeometricRotation: - return "GeometricRotation"; - case TransformationComp_GeometricTranslation: - return "GeometricTranslation"; - case TransformationComp_MAXIMUM: // this is to silence compiler warnings - default: - break; - } - - ai_assert( false ); - return NULL; -} - -const char* Converter::NameTransformationCompProperty( TransformationComp comp ) -{ - switch ( comp ) - { - case TransformationComp_Translation: - return "Lcl Translation"; - case TransformationComp_RotationOffset: - return "RotationOffset"; - case TransformationComp_RotationPivot: - return "RotationPivot"; - case TransformationComp_PreRotation: - return "PreRotation"; - case TransformationComp_Rotation: - return "Lcl Rotation"; - case TransformationComp_PostRotation: - return "PostRotation"; - case TransformationComp_RotationPivotInverse: - return "RotationPivotInverse"; - case TransformationComp_ScalingOffset: - return "ScalingOffset"; - case TransformationComp_ScalingPivot: - return "ScalingPivot"; - case TransformationComp_Scaling: - return "Lcl Scaling"; - case TransformationComp_ScalingPivotInverse: - return "ScalingPivotInverse"; - case TransformationComp_GeometricScaling: - return "GeometricScaling"; - case TransformationComp_GeometricRotation: - return "GeometricRotation"; - case TransformationComp_GeometricTranslation: - return "GeometricTranslation"; - case TransformationComp_MAXIMUM: // this is to silence compiler warnings - break; - } - - ai_assert( false ); - return NULL; -} - -aiVector3D Converter::TransformationCompDefaultValue( TransformationComp comp ) -{ - // XXX a neat way to solve the never-ending special cases for scaling - // would be to do everything in log space! - return comp == TransformationComp_Scaling ? aiVector3D( 1.f, 1.f, 1.f ) : aiVector3D(); -} - -void Converter::GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out ) -{ - if ( mode == Model::RotOrder_SphericXYZ ) { - FBXImporter::LogError( "Unsupported RotationMode: SphericXYZ" ); - out = aiMatrix4x4(); - return; - } - - const float angle_epsilon = 1e-6f; - - out = aiMatrix4x4(); - - bool is_id[ 3 ] = { true, true, true }; - - aiMatrix4x4 temp[ 3 ]; - if ( std::fabs( rotation.z ) > angle_epsilon ) { - aiMatrix4x4::RotationZ( AI_DEG_TO_RAD( rotation.z ), temp[ 2 ] ); - is_id[ 2 ] = false; - } - if ( std::fabs( rotation.y ) > angle_epsilon ) { - aiMatrix4x4::RotationY( AI_DEG_TO_RAD( rotation.y ), temp[ 1 ] ); - is_id[ 1 ] = false; - } - if ( std::fabs( rotation.x ) > angle_epsilon ) { - aiMatrix4x4::RotationX( AI_DEG_TO_RAD( rotation.x ), temp[ 0 ] ); - is_id[ 0 ] = false; - } - - int order[ 3 ] = { -1, -1, -1 }; - - // note: rotation order is inverted since we're left multiplying as is usual in assimp - switch ( mode ) - { - case Model::RotOrder_EulerXYZ: - order[ 0 ] = 2; - order[ 1 ] = 1; - order[ 2 ] = 0; - break; - - case Model::RotOrder_EulerXZY: - order[ 0 ] = 1; - order[ 1 ] = 2; - order[ 2 ] = 0; - break; - - case Model::RotOrder_EulerYZX: - order[ 0 ] = 0; - order[ 1 ] = 2; - order[ 2 ] = 1; - break; - - case Model::RotOrder_EulerYXZ: - order[ 0 ] = 2; - order[ 1 ] = 0; - order[ 2 ] = 1; - break; - - case Model::RotOrder_EulerZXY: - order[ 0 ] = 1; - order[ 1 ] = 0; - order[ 2 ] = 2; - break; - - case Model::RotOrder_EulerZYX: - order[ 0 ] = 0; - order[ 1 ] = 1; - order[ 2 ] = 2; - break; - - default: - ai_assert( false ); - } - - ai_assert( ( order[ 0 ] >= 0 ) && ( order[ 0 ] <= 2 ) ); - ai_assert( ( order[ 1 ] >= 0 ) && ( order[ 1 ] <= 2 ) ); - ai_assert( ( order[ 2 ] >= 0 ) && ( order[ 2 ] <= 2 ) ); - - if ( !is_id[ order[ 0 ] ] ) { - out = temp[ order[ 0 ] ]; - } - - if ( !is_id[ order[ 1 ] ] ) { - out = out * temp[ order[ 1 ] ]; - } - - if ( !is_id[ order[ 2 ] ] ) { - out = out * temp[ order[ 2 ] ]; - } -} - -bool Converter::NeedsComplexTransformationChain( const Model& model ) -{ - const PropertyTable& props = model.Props(); - bool ok; - - const float zero_epsilon = 1e-6f; - for ( size_t i = 0; i < TransformationComp_MAXIMUM; ++i ) { - const TransformationComp comp = static_cast< TransformationComp >( i ); - - if ( comp == TransformationComp_Rotation || comp == TransformationComp_Scaling || comp == TransformationComp_Translation || - comp == TransformationComp_GeometricScaling || comp == TransformationComp_GeometricRotation || comp == TransformationComp_GeometricTranslation ) { - continue; - } - - const aiVector3D& v = PropertyGet<aiVector3D>( props, NameTransformationCompProperty( comp ), ok ); - if ( ok && v.SquareLength() > zero_epsilon ) { - return true; - } - } - - return false; -} - -std::string Converter::NameTransformationChainNode( const std::string& name, TransformationComp comp ) -{ - return name + std::string( MAGIC_NODE_TAG ) + "_" + NameTransformationComp( comp ); -} - -void Converter::GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes ) -{ - const PropertyTable& props = model.Props(); - const Model::RotOrder rot = model.RotationOrder(); - - bool ok; - - aiMatrix4x4 chain[ TransformationComp_MAXIMUM ]; - std::fill_n( chain, static_cast<unsigned int>( TransformationComp_MAXIMUM ), aiMatrix4x4() ); - - // generate transformation matrices for all the different transformation components - const float zero_epsilon = 1e-6f; - bool is_complex = false; - - const aiVector3D& PreRotation = PropertyGet<aiVector3D>( props, "PreRotation", ok ); - if ( ok && PreRotation.SquareLength() > zero_epsilon ) { - is_complex = true; - - GetRotationMatrix( rot, PreRotation, chain[ TransformationComp_PreRotation ] ); - } - - const aiVector3D& PostRotation = PropertyGet<aiVector3D>( props, "PostRotation", ok ); - if ( ok && PostRotation.SquareLength() > zero_epsilon ) { - is_complex = true; - - GetRotationMatrix( rot, PostRotation, chain[ TransformationComp_PostRotation ] ); - } - - const aiVector3D& RotationPivot = PropertyGet<aiVector3D>( props, "RotationPivot", ok ); - if ( ok && RotationPivot.SquareLength() > zero_epsilon ) { - is_complex = true; - - aiMatrix4x4::Translation( RotationPivot, chain[ TransformationComp_RotationPivot ] ); - aiMatrix4x4::Translation( -RotationPivot, chain[ TransformationComp_RotationPivotInverse ] ); - } - - const aiVector3D& RotationOffset = PropertyGet<aiVector3D>( props, "RotationOffset", ok ); - if ( ok && RotationOffset.SquareLength() > zero_epsilon ) { - is_complex = true; - - aiMatrix4x4::Translation( RotationOffset, chain[ TransformationComp_RotationOffset ] ); - } - - const aiVector3D& ScalingOffset = PropertyGet<aiVector3D>( props, "ScalingOffset", ok ); - if ( ok && ScalingOffset.SquareLength() > zero_epsilon ) { - is_complex = true; - - aiMatrix4x4::Translation( ScalingOffset, chain[ TransformationComp_ScalingOffset ] ); - } - - const aiVector3D& ScalingPivot = PropertyGet<aiVector3D>( props, "ScalingPivot", ok ); - if ( ok && ScalingPivot.SquareLength() > zero_epsilon ) { - is_complex = true; - - aiMatrix4x4::Translation( ScalingPivot, chain[ TransformationComp_ScalingPivot ] ); - aiMatrix4x4::Translation( -ScalingPivot, chain[ TransformationComp_ScalingPivotInverse ] ); - } - - const aiVector3D& Translation = PropertyGet<aiVector3D>( props, "Lcl Translation", ok ); - if ( ok && Translation.SquareLength() > zero_epsilon ) { - aiMatrix4x4::Translation( Translation, chain[ TransformationComp_Translation ] ); - } - - const aiVector3D& Scaling = PropertyGet<aiVector3D>( props, "Lcl Scaling", ok ); - if ( ok && std::fabs( Scaling.SquareLength() - 1.0f ) > zero_epsilon ) { - aiMatrix4x4::Scaling( Scaling, chain[ TransformationComp_Scaling ] ); - } - - const aiVector3D& Rotation = PropertyGet<aiVector3D>( props, "Lcl Rotation", ok ); - if ( ok && Rotation.SquareLength() > zero_epsilon ) { - GetRotationMatrix( rot, Rotation, chain[ TransformationComp_Rotation ] ); - } - - const aiVector3D& GeometricScaling = PropertyGet<aiVector3D>( props, "GeometricScaling", ok ); - if ( ok && std::fabs( GeometricScaling.SquareLength() - 1.0f ) > zero_epsilon ) { - aiMatrix4x4::Scaling( GeometricScaling, chain[ TransformationComp_GeometricScaling ] ); - } - - const aiVector3D& GeometricRotation = PropertyGet<aiVector3D>( props, "GeometricRotation", ok ); - if ( ok && GeometricRotation.SquareLength() > zero_epsilon ) { - GetRotationMatrix( rot, GeometricRotation, chain[ TransformationComp_GeometricRotation ] ); - } - - const aiVector3D& GeometricTranslation = PropertyGet<aiVector3D>( props, "GeometricTranslation", ok ); - if ( ok && GeometricTranslation.SquareLength() > zero_epsilon ) { - aiMatrix4x4::Translation( GeometricTranslation, chain[ TransformationComp_GeometricTranslation ] ); - } - - // is_complex needs to be consistent with NeedsComplexTransformationChain() - // or the interplay between this code and the animation converter would - // not be guaranteed. - ai_assert( NeedsComplexTransformationChain( model ) == is_complex ); - - const std::string& name = FixNodeName( model.Name() ); - - // now, if we have more than just Translation, Scaling and Rotation, - // we need to generate a full node chain to accommodate for assimp's - // lack to express pivots and offsets. - if ( is_complex && doc.Settings().preservePivots ) { - FBXImporter::LogInfo( "generating full transformation chain for node: " + name ); - - // query the anim_chain_bits dictionary to find out which chain elements - // have associated node animation channels. These can not be dropped - // even if they have identity transform in bind pose. - NodeAnimBitMap::const_iterator it = node_anim_chain_bits.find( name ); - const unsigned int anim_chain_bitmask = ( it == node_anim_chain_bits.end() ? 0 : ( *it ).second ); - - unsigned int bit = 0x1; - for ( size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1 ) { - const TransformationComp comp = static_cast<TransformationComp>( i ); - - if ( chain[ i ].IsIdentity() && ( anim_chain_bitmask & bit ) == 0 ) { - continue; - } - - if ( comp == TransformationComp_PostRotation ) { - chain[ i ] = chain[ i ].Inverse(); - } - - aiNode* nd = new aiNode(); - output_nodes.push_back( nd ); - - nd->mName.Set( NameTransformationChainNode( name, comp ) ); - nd->mTransformation = chain[ i ]; - } - - ai_assert( output_nodes.size() ); - return; - } - - // else, we can just multiply the matrices together - aiNode* nd = new aiNode(); - output_nodes.push_back( nd ); - - nd->mName.Set( name ); - - for (const auto &transform : chain) { - nd->mTransformation = nd->mTransformation * transform; - } -} - -void Converter::SetupNodeMetadata( const Model& model, aiNode& nd ) -{ - const PropertyTable& props = model.Props(); - DirectPropertyMap unparsedProperties = props.GetUnparsedProperties(); - - // create metadata on node - const std::size_t numStaticMetaData = 2; - aiMetadata* data = aiMetadata::Alloc( static_cast<unsigned int>(unparsedProperties.size() + numStaticMetaData) ); - nd.mMetaData = data; - int index = 0; - - // find user defined properties (3ds Max) - data->Set( index++, "UserProperties", aiString( PropertyGet<std::string>( props, "UDP3DSMAX", "" ) ) ); - // preserve the info that a node was marked as Null node in the original file. - data->Set( index++, "IsNull", model.IsNull() ? true : false ); - - // add unparsed properties to the node's metadata - for( const DirectPropertyMap::value_type& prop : unparsedProperties ) { - // Interpret the property as a concrete type - if ( const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool> >() ) { - data->Set( index++, prop.first, interpreted->Value() ); - } else if ( const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int> >() ) { - data->Set( index++, prop.first, interpreted->Value() ); - } else if ( const TypedProperty<uint64_t>* interpreted = prop.second->As<TypedProperty<uint64_t> >() ) { - data->Set( index++, prop.first, interpreted->Value() ); - } else if ( const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float> >() ) { - data->Set( index++, prop.first, interpreted->Value() ); - } else if ( const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string> >() ) { - data->Set( index++, prop.first, aiString( interpreted->Value() ) ); - } else if ( const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D> >() ) { - data->Set( index++, prop.first, interpreted->Value() ); - } else { - ai_assert( false ); - } - } -} - -void Converter::ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform ) -{ - const std::vector<const Geometry*>& geos = model.GetGeometry(); - - std::vector<unsigned int> meshes; - meshes.reserve( geos.size() ); - - for( const Geometry* geo : geos ) { - - const MeshGeometry* const mesh = dynamic_cast< const MeshGeometry* >( geo ); - if ( mesh ) { - const std::vector<unsigned int>& indices = ConvertMesh( *mesh, model, node_global_transform ); - std::copy( indices.begin(), indices.end(), std::back_inserter( meshes ) ); - } - else { - FBXImporter::LogWarn( "ignoring unrecognized geometry: " + geo->Name() ); - } - } - - if ( meshes.size() ) { - nd.mMeshes = new unsigned int[ meshes.size() ](); - nd.mNumMeshes = static_cast< unsigned int >( meshes.size() ); - - std::swap_ranges( meshes.begin(), meshes.end(), nd.mMeshes ); - } -} - -std::vector<unsigned int> Converter::ConvertMesh( const MeshGeometry& mesh, const Model& model, - const aiMatrix4x4& node_global_transform ) -{ - std::vector<unsigned int> temp; - - MeshMap::const_iterator it = meshes_converted.find( &mesh ); - if ( it != meshes_converted.end() ) { - std::copy( ( *it ).second.begin(), ( *it ).second.end(), std::back_inserter( temp ) ); - return temp; - } - - const std::vector<aiVector3D>& vertices = mesh.GetVertices(); - const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts(); - if ( vertices.empty() || faces.empty() ) { - FBXImporter::LogWarn( "ignoring empty geometry: " + mesh.Name() ); - return temp; - } - - // one material per mesh maps easily to aiMesh. Multiple material - // meshes need to be split. - const MatIndexArray& mindices = mesh.GetMaterialIndices(); - if ( doc.Settings().readMaterials && !mindices.empty() ) { - const MatIndexArray::value_type base = mindices[ 0 ]; - for( MatIndexArray::value_type index : mindices ) { - if ( index != base ) { - return ConvertMeshMultiMaterial( mesh, model, node_global_transform ); - } - } - } - - // faster code-path, just copy the data - temp.push_back( ConvertMeshSingleMaterial( mesh, model, node_global_transform ) ); - return temp; -} - -aiMesh* Converter::SetupEmptyMesh( const MeshGeometry& mesh ) -{ - aiMesh* const out_mesh = new aiMesh(); - meshes.push_back( out_mesh ); - meshes_converted[ &mesh ].push_back( static_cast<unsigned int>( meshes.size() - 1 ) ); - - // set name - std::string name = mesh.Name(); - if ( name.substr( 0, 10 ) == "Geometry::" ) { - name = name.substr( 10 ); - } - - if ( name.length() ) { - out_mesh->mName.Set( name ); - } - - return out_mesh; -} - -unsigned int Converter::ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model, - const aiMatrix4x4& node_global_transform ) -{ - const MatIndexArray& mindices = mesh.GetMaterialIndices(); - aiMesh* const out_mesh = SetupEmptyMesh( mesh ); - - const std::vector<aiVector3D>& vertices = mesh.GetVertices(); - const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts(); - - // copy vertices - out_mesh->mNumVertices = static_cast<unsigned int>( vertices.size() ); - out_mesh->mVertices = new aiVector3D[ vertices.size() ]; - std::copy( vertices.begin(), vertices.end(), out_mesh->mVertices ); - - // generate dummy faces - out_mesh->mNumFaces = static_cast<unsigned int>( faces.size() ); - aiFace* fac = out_mesh->mFaces = new aiFace[ faces.size() ](); - - unsigned int cursor = 0; - for( unsigned int pcount : faces ) { - aiFace& f = *fac++; - f.mNumIndices = pcount; - f.mIndices = new unsigned int[ pcount ]; - switch ( pcount ) - { - case 1: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT; - break; - case 2: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE; - break; - case 3: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; - break; - default: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; - break; - } - for ( unsigned int i = 0; i < pcount; ++i ) { - f.mIndices[ i ] = cursor++; - } - } - - // copy normals - const std::vector<aiVector3D>& normals = mesh.GetNormals(); - if ( normals.size() ) { - ai_assert( normals.size() == vertices.size() ); - - out_mesh->mNormals = new aiVector3D[ vertices.size() ]; - std::copy( normals.begin(), normals.end(), out_mesh->mNormals ); - } - - // copy tangents - assimp requires both tangents and bitangents (binormals) - // to be present, or neither of them. Compute binormals from normals - // and tangents if needed. - const std::vector<aiVector3D>& tangents = mesh.GetTangents(); - const std::vector<aiVector3D>* binormals = &mesh.GetBinormals(); - - if ( tangents.size() ) { - std::vector<aiVector3D> tempBinormals; - if ( !binormals->size() ) { - if ( normals.size() ) { - tempBinormals.resize( normals.size() ); - for ( unsigned int i = 0; i < tangents.size(); ++i ) { - tempBinormals[ i ] = normals[ i ] ^ tangents[ i ]; - } - - binormals = &tempBinormals; - } - else { - binormals = NULL; - } - } - - if ( binormals ) { - ai_assert( tangents.size() == vertices.size() ); - ai_assert( binormals->size() == vertices.size() ); - - out_mesh->mTangents = new aiVector3D[ vertices.size() ]; - std::copy( tangents.begin(), tangents.end(), out_mesh->mTangents ); - - out_mesh->mBitangents = new aiVector3D[ vertices.size() ]; - std::copy( binormals->begin(), binormals->end(), out_mesh->mBitangents ); - } - } - - // copy texture coords - for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i ) { - const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords( i ); - if ( uvs.empty() ) { - break; - } - - aiVector3D* out_uv = out_mesh->mTextureCoords[ i ] = new aiVector3D[ vertices.size() ]; - for( const aiVector2D& v : uvs ) { - *out_uv++ = aiVector3D( v.x, v.y, 0.0f ); - } - - out_mesh->mNumUVComponents[ i ] = 2; - } - - // copy vertex colors - for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i ) { - const std::vector<aiColor4D>& colors = mesh.GetVertexColors( i ); - if ( colors.empty() ) { - break; - } - - out_mesh->mColors[ i ] = new aiColor4D[ vertices.size() ]; - std::copy( colors.begin(), colors.end(), out_mesh->mColors[ i ] ); - } - - if ( !doc.Settings().readMaterials || mindices.empty() ) { - FBXImporter::LogError( "no material assigned to mesh, setting default material" ); - out_mesh->mMaterialIndex = GetDefaultMaterial(); - } - else { - ConvertMaterialForMesh( out_mesh, model, mesh, mindices[ 0 ] ); - } - - if ( doc.Settings().readWeights && mesh.DeformerSkin() != NULL ) { - ConvertWeights( out_mesh, model, mesh, node_global_transform, NO_MATERIAL_SEPARATION ); - } - - return static_cast<unsigned int>( meshes.size() - 1 ); -} - -std::vector<unsigned int> Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, - const aiMatrix4x4& node_global_transform ) -{ - const MatIndexArray& mindices = mesh.GetMaterialIndices(); - ai_assert( mindices.size() ); - - std::set<MatIndexArray::value_type> had; - std::vector<unsigned int> indices; - - for( MatIndexArray::value_type index : mindices ) { - if ( had.find( index ) == had.end() ) { - - indices.push_back( ConvertMeshMultiMaterial( mesh, model, index, node_global_transform ) ); - had.insert( index ); - } - } - - return indices; -} - -unsigned int Converter::ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model, - MatIndexArray::value_type index, - const aiMatrix4x4& node_global_transform ) -{ - aiMesh* const out_mesh = SetupEmptyMesh( mesh ); - - const MatIndexArray& mindices = mesh.GetMaterialIndices(); - const std::vector<aiVector3D>& vertices = mesh.GetVertices(); - const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts(); - - const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != NULL; - - unsigned int count_faces = 0; - unsigned int count_vertices = 0; - - // count faces - std::vector<unsigned int>::const_iterator itf = faces.begin(); - for ( MatIndexArray::const_iterator it = mindices.begin(), - end = mindices.end(); it != end; ++it, ++itf ) - { - if ( ( *it ) != index ) { - continue; - } - ++count_faces; - count_vertices += *itf; - } - - ai_assert( count_faces ); - ai_assert( count_vertices ); - - // mapping from output indices to DOM indexing, needed to resolve weights - std::vector<unsigned int> reverseMapping; - - if ( process_weights ) { - reverseMapping.resize( count_vertices ); - } - - // allocate output data arrays, but don't fill them yet - out_mesh->mNumVertices = count_vertices; - out_mesh->mVertices = new aiVector3D[ count_vertices ]; - - out_mesh->mNumFaces = count_faces; - aiFace* fac = out_mesh->mFaces = new aiFace[ count_faces ](); - - - // allocate normals - const std::vector<aiVector3D>& normals = mesh.GetNormals(); - if ( normals.size() ) { - ai_assert( normals.size() == vertices.size() ); - out_mesh->mNormals = new aiVector3D[ vertices.size() ]; - } - - // allocate tangents, binormals. - const std::vector<aiVector3D>& tangents = mesh.GetTangents(); - const std::vector<aiVector3D>* binormals = &mesh.GetBinormals(); - std::vector<aiVector3D> tempBinormals; - - if ( tangents.size() ) { - if ( !binormals->size() ) { - if ( normals.size() ) { - // XXX this computes the binormals for the entire mesh, not only - // the part for which we need them. - tempBinormals.resize( normals.size() ); - for ( unsigned int i = 0; i < tangents.size(); ++i ) { - tempBinormals[ i ] = normals[ i ] ^ tangents[ i ]; - } - - binormals = &tempBinormals; - } - else { - binormals = NULL; - } - } - - if ( binormals ) { - ai_assert( tangents.size() == vertices.size() && binormals->size() == vertices.size() ); - - out_mesh->mTangents = new aiVector3D[ vertices.size() ]; - out_mesh->mBitangents = new aiVector3D[ vertices.size() ]; - } - } - - // allocate texture coords - unsigned int num_uvs = 0; - for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i, ++num_uvs ) { - const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords( i ); - if ( uvs.empty() ) { - break; - } - - out_mesh->mTextureCoords[ i ] = new aiVector3D[ vertices.size() ]; - out_mesh->mNumUVComponents[ i ] = 2; - } - - // allocate vertex colors - unsigned int num_vcs = 0; - for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i, ++num_vcs ) { - const std::vector<aiColor4D>& colors = mesh.GetVertexColors( i ); - if ( colors.empty() ) { - break; - } - - out_mesh->mColors[ i ] = new aiColor4D[ vertices.size() ]; - } - - unsigned int cursor = 0, in_cursor = 0; - - itf = faces.begin(); - for ( MatIndexArray::const_iterator it = mindices.begin(), - end = mindices.end(); it != end; ++it, ++itf ) - { - const unsigned int pcount = *itf; - if ( ( *it ) != index ) { - in_cursor += pcount; - continue; - } - - aiFace& f = *fac++; - - f.mNumIndices = pcount; - f.mIndices = new unsigned int[ pcount ]; - switch ( pcount ) - { - case 1: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT; - break; - case 2: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE; - break; - case 3: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE; - break; - default: - out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON; - break; - } - for ( unsigned int i = 0; i < pcount; ++i, ++cursor, ++in_cursor ) { - f.mIndices[ i ] = cursor; - - if ( reverseMapping.size() ) { - reverseMapping[ cursor ] = in_cursor; - } - - out_mesh->mVertices[ cursor ] = vertices[ in_cursor ]; - - if ( out_mesh->mNormals ) { - out_mesh->mNormals[ cursor ] = normals[ in_cursor ]; - } - - if ( out_mesh->mTangents ) { - out_mesh->mTangents[ cursor ] = tangents[ in_cursor ]; - out_mesh->mBitangents[ cursor ] = ( *binormals )[ in_cursor ]; - } - - for ( unsigned int i = 0; i < num_uvs; ++i ) { - const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords( i ); - out_mesh->mTextureCoords[ i ][ cursor ] = aiVector3D( uvs[ in_cursor ].x, uvs[ in_cursor ].y, 0.0f ); - } - - for ( unsigned int i = 0; i < num_vcs; ++i ) { - const std::vector<aiColor4D>& cols = mesh.GetVertexColors( i ); - out_mesh->mColors[ i ][ cursor ] = cols[ in_cursor ]; - } - } - } - - ConvertMaterialForMesh( out_mesh, model, mesh, index ); - - if ( process_weights ) { - ConvertWeights( out_mesh, model, mesh, node_global_transform, index, &reverseMapping ); - } - - return static_cast<unsigned int>( meshes.size() - 1 ); -} - -void Converter::ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo, - const aiMatrix4x4& node_global_transform , - unsigned int materialIndex, - std::vector<unsigned int>* outputVertStartIndices ) -{ - ai_assert( geo.DeformerSkin() ); - - std::vector<size_t> out_indices; - std::vector<size_t> index_out_indices; - std::vector<size_t> count_out_indices; - - const Skin& sk = *geo.DeformerSkin(); - - std::vector<aiBone*> bones; - bones.reserve( sk.Clusters().size() ); - - const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION; - ai_assert( no_mat_check || outputVertStartIndices ); - - try { - - for( const Cluster* cluster : sk.Clusters() ) { - ai_assert( cluster ); - - const WeightIndexArray& indices = cluster->GetIndices(); - - if ( indices.empty() ) { - continue; - } - - const MatIndexArray& mats = geo.GetMaterialIndices(); - - bool ok = false; - - const size_t no_index_sentinel = std::numeric_limits<size_t>::max(); - - count_out_indices.clear(); - index_out_indices.clear(); - out_indices.clear(); - - // now check if *any* of these weights is contained in the output mesh, - // taking notes so we don't need to do it twice. - for( WeightIndexArray::value_type index : indices ) { - - unsigned int count = 0; - const unsigned int* const out_idx = geo.ToOutputVertexIndex( index, count ); - // ToOutputVertexIndex only returns NULL if index is out of bounds - // which should never happen - ai_assert( out_idx != NULL ); - - index_out_indices.push_back( no_index_sentinel ); - count_out_indices.push_back( 0 ); - - for ( unsigned int i = 0; i < count; ++i ) { - if ( no_mat_check || static_cast<size_t>( mats[ geo.FaceForVertexIndex( out_idx[ i ] ) ] ) == materialIndex ) { - - if ( index_out_indices.back() == no_index_sentinel ) { - index_out_indices.back() = out_indices.size(); - - } - - if ( no_mat_check ) { - out_indices.push_back( out_idx[ i ] ); - } - else { - // this extra lookup is in O(logn), so the entire algorithm becomes O(nlogn) - const std::vector<unsigned int>::iterator it = std::lower_bound( - outputVertStartIndices->begin(), - outputVertStartIndices->end(), - out_idx[ i ] - ); - - out_indices.push_back( std::distance( outputVertStartIndices->begin(), it ) ); - } - - ++count_out_indices.back(); - ok = true; - } - } - } - - // if we found at least one, generate the output bones - // XXX this could be heavily simplified by collecting the bone - // data in a single step. - if ( ok ) { - ConvertCluster( bones, model, *cluster, out_indices, index_out_indices, - count_out_indices, node_global_transform ); - } - } - } - catch ( std::exception& ) { - std::for_each( bones.begin(), bones.end(), Util::delete_fun<aiBone>() ); - throw; - } - - if ( bones.empty() ) { - return; - } - - out->mBones = new aiBone*[ bones.size() ](); - out->mNumBones = static_cast<unsigned int>( bones.size() ); - - std::swap_ranges( bones.begin(), bones.end(), out->mBones ); -} - -void Converter::ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl, - std::vector<size_t>& out_indices, - std::vector<size_t>& index_out_indices, - std::vector<size_t>& count_out_indices, - const aiMatrix4x4& node_global_transform ) -{ - - aiBone* const bone = new aiBone(); - bones.push_back( bone ); - - bone->mName = FixNodeName( cl.TargetNode()->Name() ); - - bone->mOffsetMatrix = cl.TransformLink(); - bone->mOffsetMatrix.Inverse(); - - bone->mOffsetMatrix = bone->mOffsetMatrix * node_global_transform; - - bone->mNumWeights = static_cast<unsigned int>( out_indices.size() ); - aiVertexWeight* cursor = bone->mWeights = new aiVertexWeight[ out_indices.size() ]; - - const size_t no_index_sentinel = std::numeric_limits<size_t>::max(); - const WeightArray& weights = cl.GetWeights(); - - const size_t c = index_out_indices.size(); - for ( size_t i = 0; i < c; ++i ) { - const size_t index_index = index_out_indices[ i ]; - - if ( index_index == no_index_sentinel ) { - continue; - } - - const size_t cc = count_out_indices[ i ]; - for ( size_t j = 0; j < cc; ++j ) { - aiVertexWeight& out_weight = *cursor++; - - out_weight.mVertexId = static_cast<unsigned int>( out_indices[ index_index + j ] ); - out_weight.mWeight = weights[ i ]; - } - } -} - -void Converter::ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo, - MatIndexArray::value_type materialIndex ) -{ - // locate source materials for this mesh - const std::vector<const Material*>& mats = model.GetMaterials(); - if ( static_cast<unsigned int>( materialIndex ) >= mats.size() || materialIndex < 0 ) { - FBXImporter::LogError( "material index out of bounds, setting default material" ); - out->mMaterialIndex = GetDefaultMaterial(); - return; - } - - const Material* const mat = mats[ materialIndex ]; - MaterialMap::const_iterator it = materials_converted.find( mat ); - if ( it != materials_converted.end() ) { - out->mMaterialIndex = ( *it ).second; - return; - } - - out->mMaterialIndex = ConvertMaterial( *mat, &geo ); - materials_converted[ mat ] = out->mMaterialIndex; -} - -unsigned int Converter::GetDefaultMaterial() -{ - if ( defaultMaterialIndex ) { - return defaultMaterialIndex - 1; - } - - aiMaterial* out_mat = new aiMaterial(); - materials.push_back( out_mat ); - - const aiColor3D diffuse = aiColor3D( 0.8f, 0.8f, 0.8f ); - out_mat->AddProperty( &diffuse, 1, AI_MATKEY_COLOR_DIFFUSE ); - - aiString s; - s.Set( AI_DEFAULT_MATERIAL_NAME ); - - out_mat->AddProperty( &s, AI_MATKEY_NAME ); - - defaultMaterialIndex = static_cast< unsigned int >( materials.size() ); - return defaultMaterialIndex - 1; -} - - -unsigned int Converter::ConvertMaterial( const Material& material, const MeshGeometry* const mesh ) -{ - const PropertyTable& props = material.Props(); - - // generate empty output material - aiMaterial* out_mat = new aiMaterial(); - materials_converted[ &material ] = static_cast<unsigned int>( materials.size() ); - - materials.push_back( out_mat ); - - aiString str; - - // stip Material:: prefix - std::string name = material.Name(); - if ( name.substr( 0, 10 ) == "Material::" ) { - name = name.substr( 10 ); - } - - // set material name if not empty - this could happen - // and there should be no key for it in this case. - if ( name.length() ) { - str.Set( name ); - out_mat->AddProperty( &str, AI_MATKEY_NAME ); - } - - // shading stuff and colors - SetShadingPropertiesCommon( out_mat, props ); - - // texture assignments - SetTextureProperties( out_mat, material.Textures(), mesh ); - SetTextureProperties( out_mat, material.LayeredTextures(), mesh ); - - return static_cast<unsigned int>( materials.size() - 1 ); -} - -unsigned int Converter::ConvertVideo( const Video& video ) -{ - // generate empty output texture - aiTexture* out_tex = new aiTexture(); - textures.push_back( out_tex ); - - // assuming the texture is compressed - out_tex->mWidth = static_cast<unsigned int>( video.ContentLength() ); // total data size - out_tex->mHeight = 0; // fixed to 0 - - // steal the data from the Video to avoid an additional copy - out_tex->pcData = reinterpret_cast<aiTexel*>( const_cast<Video&>( video ).RelinquishContent() ); - - // try to extract a hint from the file extension - const std::string& filename = video.FileName().empty() ? video.RelativeFilename() : video.FileName(); - std::string ext = BaseImporter::GetExtension( filename ); - - if ( ext == "jpeg" ) { - ext = "jpg"; - } - - if ( ext.size() <= 3 ) { - memcpy( out_tex->achFormatHint, ext.c_str(), ext.size() ); - } - - return static_cast<unsigned int>( textures.size() - 1 ); -} - -void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, - const std::string& propName, - aiTextureType target, const MeshGeometry* const mesh ) -{ - TextureMap::const_iterator it = textures.find( propName ); - if ( it == textures.end() ) { - return; - } - - const Texture* const tex = ( *it ).second; - if ( tex != 0 ) - { - aiString path; - path.Set( tex->RelativeFilename() ); - - const Video* media = tex->Media(); - if (media != 0) { - bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found) - unsigned int index; - - VideoMap::const_iterator it = textures_converted.find(media); - if (it != textures_converted.end()) { - index = (*it).second; - textureReady = true; - } - else { - if (media->ContentLength() > 0) { - index = ConvertVideo(*media); - textures_converted[media] = index; - textureReady = true; - } - else if (doc.Settings().searchEmbeddedTextures) { //try to find the texture on the already-loaded textures by the filename, if the flag is on - textureReady = FindTextureIndexByFilename(*media, index); - } - } - - // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready - if (textureReady) { - path.data[0] = '*'; - path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index); - } - } - - out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 ); - - aiUVTransform uvTrafo; - // XXX handle all kinds of UV transformations - uvTrafo.mScaling = tex->UVScaling(); - uvTrafo.mTranslation = tex->UVTranslation(); - out_mat->AddProperty( &uvTrafo, 1, _AI_MATKEY_UVTRANSFORM_BASE, target, 0 ); - - const PropertyTable& props = tex->Props(); - - int uvIndex = 0; - - bool ok; - const std::string& uvSet = PropertyGet<std::string>( props, "UVSet", ok ); - if ( ok ) { - // "default" is the name which usually appears in the FbxFileTexture template - if ( uvSet != "default" && uvSet.length() ) { - // this is a bit awkward - we need to find a mesh that uses this - // material and scan its UV channels for the given UV name because - // assimp references UV channels by index, not by name. - - // XXX: the case that UV channels may appear in different orders - // in meshes is unhandled. A possible solution would be to sort - // the UV channels alphabetically, but this would have the side - // effect that the primary (first) UV channel would sometimes - // be moved, causing trouble when users read only the first - // UV channel and ignore UV channel assignments altogether. - - const unsigned int matIndex = static_cast<unsigned int>( std::distance( materials.begin(), - std::find( materials.begin(), materials.end(), out_mat ) - ) ); - - - uvIndex = -1; - if ( !mesh ) - { - for( const MeshMap::value_type& v : meshes_converted ) { - const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> ( v.first ); - if ( !mesh ) { - continue; - } - - const MatIndexArray& mats = mesh->GetMaterialIndices(); - if ( std::find( mats.begin(), mats.end(), matIndex ) == mats.end() ) { - continue; - } - - int index = -1; - for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i ) { - if ( mesh->GetTextureCoords( i ).empty() ) { - break; - } - const std::string& name = mesh->GetTextureCoordChannelName( i ); - if ( name == uvSet ) { - index = static_cast<int>( i ); - break; - } - } - if ( index == -1 ) { - FBXImporter::LogWarn( "did not find UV channel named " + uvSet + " in a mesh using this material" ); - continue; - } - - if ( uvIndex == -1 ) { - uvIndex = index; - } - else { - FBXImporter::LogWarn( "the UV channel named " + uvSet + - " appears at different positions in meshes, results will be wrong" ); - } - } - } - else - { - int index = -1; - for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i ) { - if ( mesh->GetTextureCoords( i ).empty() ) { - break; - } - const std::string& name = mesh->GetTextureCoordChannelName( i ); - if ( name == uvSet ) { - index = static_cast<int>( i ); - break; - } - } - if ( index == -1 ) { - FBXImporter::LogWarn( "did not find UV channel named " + uvSet + " in a mesh using this material" ); - } - - if ( uvIndex == -1 ) { - uvIndex = index; - } - } - - if ( uvIndex == -1 ) { - FBXImporter::LogWarn( "failed to resolve UV channel " + uvSet + ", using first UV channel" ); - uvIndex = 0; - } - } - } - - out_mat->AddProperty( &uvIndex, 1, _AI_MATKEY_UVWSRC_BASE, target, 0 ); - } -} - -void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, - const std::string& propName, - aiTextureType target, const MeshGeometry* const mesh ) -{ - LayeredTextureMap::const_iterator it = layeredTextures.find( propName ); - if ( it == layeredTextures.end() ) { - return; - } - - int texCount = (*it).second->textureCount(); - - // Set the blend mode for layered textures - int blendmode= (*it).second->GetBlendMode(); - out_mat->AddProperty(&blendmode,1,_AI_MATKEY_TEXOP_BASE,target,0); - - for(int texIndex = 0; texIndex < texCount; texIndex++){ - - const Texture* const tex = ( *it ).second->getTexture(texIndex); - - aiString path; - path.Set( tex->RelativeFilename() ); - - out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, texIndex ); - - aiUVTransform uvTrafo; - // XXX handle all kinds of UV transformations - uvTrafo.mScaling = tex->UVScaling(); - uvTrafo.mTranslation = tex->UVTranslation(); - out_mat->AddProperty( &uvTrafo, 1, _AI_MATKEY_UVTRANSFORM_BASE, target, texIndex ); - - const PropertyTable& props = tex->Props(); - - int uvIndex = 0; - - bool ok; - const std::string& uvSet = PropertyGet<std::string>( props, "UVSet", ok ); - if ( ok ) { - // "default" is the name which usually appears in the FbxFileTexture template - if ( uvSet != "default" && uvSet.length() ) { - // this is a bit awkward - we need to find a mesh that uses this - // material and scan its UV channels for the given UV name because - // assimp references UV channels by index, not by name. - - // XXX: the case that UV channels may appear in different orders - // in meshes is unhandled. A possible solution would be to sort - // the UV channels alphabetically, but this would have the side - // effect that the primary (first) UV channel would sometimes - // be moved, causing trouble when users read only the first - // UV channel and ignore UV channel assignments altogether. - - const unsigned int matIndex = static_cast<unsigned int>( std::distance( materials.begin(), - std::find( materials.begin(), materials.end(), out_mat ) - ) ); - - uvIndex = -1; - if ( !mesh ) - { - for( const MeshMap::value_type& v : meshes_converted ) { - const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> ( v.first ); - if ( !mesh ) { - continue; - } - - const MatIndexArray& mats = mesh->GetMaterialIndices(); - if ( std::find( mats.begin(), mats.end(), matIndex ) == mats.end() ) { - continue; - } - - int index = -1; - for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i ) { - if ( mesh->GetTextureCoords( i ).empty() ) { - break; - } - const std::string& name = mesh->GetTextureCoordChannelName( i ); - if ( name == uvSet ) { - index = static_cast<int>( i ); - break; - } - } - if ( index == -1 ) { - FBXImporter::LogWarn( "did not find UV channel named " + uvSet + " in a mesh using this material" ); - continue; - } - - if ( uvIndex == -1 ) { - uvIndex = index; - } - else { - FBXImporter::LogWarn( "the UV channel named " + uvSet + - " appears at different positions in meshes, results will be wrong" ); - } - } - } - else - { - int index = -1; - for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i ) { - if ( mesh->GetTextureCoords( i ).empty() ) { - break; - } - const std::string& name = mesh->GetTextureCoordChannelName( i ); - if ( name == uvSet ) { - index = static_cast<int>( i ); - break; - } - } - if ( index == -1 ) { - FBXImporter::LogWarn( "did not find UV channel named " + uvSet + " in a mesh using this material" ); - } - - if ( uvIndex == -1 ) { - uvIndex = index; - } - } - - if ( uvIndex == -1 ) { - FBXImporter::LogWarn( "failed to resolve UV channel " + uvSet + ", using first UV channel" ); - uvIndex = 0; - } - } - } - - out_mat->AddProperty( &uvIndex, 1, _AI_MATKEY_UVWSRC_BASE, target, texIndex ); - } -} - -void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh ) -{ - TrySetTextureProperties( out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh ); - TrySetTextureProperties( out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh ); - TrySetTextureProperties( out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE, mesh ); - TrySetTextureProperties( out_mat, textures, "SpecularColor", aiTextureType_SPECULAR, mesh ); - TrySetTextureProperties( out_mat, textures, "SpecularFactor", aiTextureType_SPECULAR, mesh); - TrySetTextureProperties( out_mat, textures, "TransparentColor", aiTextureType_OPACITY, mesh ); - TrySetTextureProperties( out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION, mesh ); - TrySetTextureProperties( out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh ); - TrySetTextureProperties( out_mat, textures, "NormalMap", aiTextureType_NORMALS, mesh ); - TrySetTextureProperties( out_mat, textures, "Bump", aiTextureType_HEIGHT, mesh ); - TrySetTextureProperties( out_mat, textures, "ShininessExponent", aiTextureType_SHININESS, mesh ); -} - -void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh ) -{ - TrySetTextureProperties( out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "SpecularFactor", aiTextureType_SPECULAR, mesh); - TrySetTextureProperties( out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh ); -} - -aiColor3D Converter::GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName, - bool& result ) -{ - result = true; - - bool ok; - const aiVector3D& Diffuse = PropertyGet<aiVector3D>( props, baseName, ok ); - if ( ok ) { - return aiColor3D( Diffuse.x, Diffuse.y, Diffuse.z ); - } - else { - aiVector3D DiffuseColor = PropertyGet<aiVector3D>( props, baseName + "Color", ok ); - if ( ok ) { - float DiffuseFactor = PropertyGet<float>( props, baseName + "Factor", ok ); - if ( ok ) { - DiffuseColor *= DiffuseFactor; - } - - return aiColor3D( DiffuseColor.x, DiffuseColor.y, DiffuseColor.z ); - } - } - result = false; - return aiColor3D( 0.0f, 0.0f, 0.0f ); -} - - -void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props ) -{ - // set shading properties. There are various, redundant ways in which FBX materials - // specify their shading settings (depending on shading models, prop - // template etc.). No idea which one is right in a particular context. - // Just try to make sense of it - there's no spec to verify this against, - // so why should we. - bool ok; - const aiColor3D& Diffuse = GetColorPropertyFromMaterial( props, "Diffuse", ok ); - if ( ok ) { - out_mat->AddProperty( &Diffuse, 1, AI_MATKEY_COLOR_DIFFUSE ); - } - - const aiColor3D& Emissive = GetColorPropertyFromMaterial( props, "Emissive", ok ); - if ( ok ) { - out_mat->AddProperty( &Emissive, 1, AI_MATKEY_COLOR_EMISSIVE ); - } - - const aiColor3D& Ambient = GetColorPropertyFromMaterial( props, "Ambient", ok ); - if ( ok ) { - out_mat->AddProperty( &Ambient, 1, AI_MATKEY_COLOR_AMBIENT ); - } - - const aiColor3D& Specular = GetColorPropertyFromMaterial( props, "Specular", ok ); - if ( ok ) { - out_mat->AddProperty( &Specular, 1, AI_MATKEY_COLOR_SPECULAR ); - } - - const float Opacity = PropertyGet<float>( props, "Opacity", ok ); - if ( ok ) { - out_mat->AddProperty( &Opacity, 1, AI_MATKEY_OPACITY ); - } - - const float Reflectivity = PropertyGet<float>( props, "Reflectivity", ok ); - if ( ok ) { - out_mat->AddProperty( &Reflectivity, 1, AI_MATKEY_REFLECTIVITY ); - } - - const float Shininess = PropertyGet<float>( props, "Shininess", ok ); - if ( ok ) { - out_mat->AddProperty( &Shininess, 1, AI_MATKEY_SHININESS_STRENGTH ); - } - - const float ShininessExponent = PropertyGet<float>( props, "ShininessExponent", ok ); - if ( ok ) { - out_mat->AddProperty( &ShininessExponent, 1, AI_MATKEY_SHININESS ); - } - - const float BumpFactor = PropertyGet<float>(props, "BumpFactor", ok); - if (ok) { - out_mat->AddProperty(&BumpFactor, 1, AI_MATKEY_BUMPSCALING); - } - - const float DispFactor = PropertyGet<float>(props, "DisplacementFactor", ok); - if (ok) { - out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0); - } -} - - -double Converter::FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal ) -{ - switch ( fp ) { - case FileGlobalSettings::FrameRate_DEFAULT: - return 1.0; - - case FileGlobalSettings::FrameRate_120: - return 120.0; - - case FileGlobalSettings::FrameRate_100: - return 100.0; - - case FileGlobalSettings::FrameRate_60: - return 60.0; - - case FileGlobalSettings::FrameRate_50: - return 50.0; - - case FileGlobalSettings::FrameRate_48: - return 48.0; - - case FileGlobalSettings::FrameRate_30: - case FileGlobalSettings::FrameRate_30_DROP: - return 30.0; - - case FileGlobalSettings::FrameRate_NTSC_DROP_FRAME: - case FileGlobalSettings::FrameRate_NTSC_FULL_FRAME: - return 29.9700262; - - case FileGlobalSettings::FrameRate_PAL: - return 25.0; - - case FileGlobalSettings::FrameRate_CINEMA: - return 24.0; - - case FileGlobalSettings::FrameRate_1000: - return 1000.0; - - case FileGlobalSettings::FrameRate_CINEMA_ND: - return 23.976; - - case FileGlobalSettings::FrameRate_CUSTOM: - return customFPSVal; - - case FileGlobalSettings::FrameRate_MAX: // this is to silence compiler warnings - break; - } - - ai_assert( false ); - return -1.0f; -} - - -void Converter::ConvertAnimations() -{ - // first of all determine framerate - const FileGlobalSettings::FrameRate fps = doc.GlobalSettings().TimeMode(); - const float custom = doc.GlobalSettings().CustomFrameRate(); - anim_fps = FrameRateToDouble( fps, custom ); - - const std::vector<const AnimationStack*>& animations = doc.AnimationStacks(); - for( const AnimationStack* stack : animations ) { - ConvertAnimationStack( *stack ); - } -} - -void Converter::RenameNode( const std::string& fixed_name, const std::string& new_name ) { - if ( node_names.find( fixed_name ) == node_names.end() ) { - FBXImporter::LogError( "Cannot rename node " + fixed_name + ", not existing."); - return; - } - - if ( node_names.find( new_name ) != node_names.end() ) { - FBXImporter::LogError( "Cannot rename node " + fixed_name + " to " + new_name +", name already existing." ); - return; - } - - ai_assert( node_names.find( fixed_name ) != node_names.end() ); - ai_assert( node_names.find( new_name ) == node_names.end() ); - - renamed_nodes[ fixed_name ] = new_name; - - const aiString fn( fixed_name ); - - for( aiCamera* cam : cameras ) { - if ( cam->mName == fn ) { - cam->mName.Set( new_name ); - break; - } - } - - for( aiLight* light : lights ) { - if ( light->mName == fn ) { - light->mName.Set( new_name ); - break; - } - } - - for( aiAnimation* anim : animations ) { - for ( unsigned int i = 0; i < anim->mNumChannels; ++i ) { - aiNodeAnim* const na = anim->mChannels[ i ]; - if ( na->mNodeName == fn ) { - na->mNodeName.Set( new_name ); - break; - } - } - } -} - - -std::string Converter::FixNodeName( const std::string& name ) -{ - // strip Model:: prefix, avoiding ambiguities (i.e. don't strip if - // this causes ambiguities, well possible between empty identifiers, - // such as "Model::" and ""). Make sure the behaviour is consistent - // across multiple calls to FixNodeName(). - if ( name.substr( 0, 7 ) == "Model::" ) { - std::string temp = name.substr( 7 ); - - const NodeNameMap::const_iterator it = node_names.find( temp ); - if ( it != node_names.end() ) { - if ( !( *it ).second ) { - return FixNodeName( name + "_" ); - } - } - node_names[ temp ] = true; - - const NameNameMap::const_iterator rit = renamed_nodes.find( temp ); - return rit == renamed_nodes.end() ? temp : ( *rit ).second; - } - - const NodeNameMap::const_iterator it = node_names.find( name ); - if ( it != node_names.end() ) { - if ( ( *it ).second ) { - return FixNodeName( name + "_" ); - } - } - node_names[ name ] = false; - - const NameNameMap::const_iterator rit = renamed_nodes.find( name ); - return rit == renamed_nodes.end() ? name : ( *rit ).second; -} - -void Converter::ConvertAnimationStack( const AnimationStack& st ) -{ - const AnimationLayerList& layers = st.Layers(); - if ( layers.empty() ) { - return; - } - - aiAnimation* const anim = new aiAnimation(); - animations.push_back( anim ); - - // strip AnimationStack:: prefix - std::string name = st.Name(); - if ( name.substr( 0, 16 ) == "AnimationStack::" ) { - name = name.substr( 16 ); - } - else if ( name.substr( 0, 11 ) == "AnimStack::" ) { - name = name.substr( 11 ); - } - - anim->mName.Set( name ); - - // need to find all nodes for which we need to generate node animations - - // it may happen that we need to merge multiple layers, though. - NodeMap node_map; - - // reverse mapping from curves to layers, much faster than querying - // the FBX DOM for it. - LayerMap layer_map; - - const char* prop_whitelist[] = { - "Lcl Scaling", - "Lcl Rotation", - "Lcl Translation" - }; - - for( const AnimationLayer* layer : layers ) { - ai_assert( layer ); - - const AnimationCurveNodeList& nodes = layer->Nodes( prop_whitelist, 3 ); - for( const AnimationCurveNode* node : nodes ) { - ai_assert( node ); - - const Model* const model = dynamic_cast<const Model*>( node->Target() ); - // this can happen - it could also be a NodeAttribute (i.e. for camera animations) - if ( !model ) { - continue; - } - - const std::string& name = FixNodeName( model->Name() ); - node_map[ name ].push_back( node ); - - layer_map[ node ] = layer; - } - } - - // generate node animations - std::vector<aiNodeAnim*> node_anims; - - double min_time = 1e10; - double max_time = -1e10; - - int64_t start_time = st.LocalStart(); - int64_t stop_time = st.LocalStop(); - bool has_local_startstop = start_time != 0 || stop_time != 0; - if ( !has_local_startstop ) { - // no time range given, so accept every keyframe and use the actual min/max time - // the numbers are INT64_MIN/MAX, the 20000 is for safety because GenerateNodeAnimations uses an epsilon of 10000 - start_time = -9223372036854775807ll + 20000; - stop_time = 9223372036854775807ll - 20000; - } - - try { - for( const NodeMap::value_type& kv : node_map ) { - GenerateNodeAnimations( node_anims, - kv.first, - kv.second, - layer_map, - start_time, stop_time, - max_time, - min_time ); - } - } - catch ( std::exception& ) { - std::for_each( node_anims.begin(), node_anims.end(), Util::delete_fun<aiNodeAnim>() ); - throw; - } - - if ( node_anims.size() ) { - anim->mChannels = new aiNodeAnim*[ node_anims.size() ](); - anim->mNumChannels = static_cast<unsigned int>( node_anims.size() ); - - std::swap_ranges( node_anims.begin(), node_anims.end(), anim->mChannels ); - } - else { - // empty animations would fail validation, so drop them - delete anim; - animations.pop_back(); - FBXImporter::LogInfo( "ignoring empty AnimationStack (using IK?): " + name ); - return; - } - - double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time; - double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time; - - // adjust relative timing for animation - for ( unsigned int c = 0; c < anim->mNumChannels; c++ ) { - aiNodeAnim* channel = anim->mChannels[ c ]; - for ( uint32_t i = 0; i < channel->mNumPositionKeys; i++ ) - channel->mPositionKeys[ i ].mTime -= start_time_fps; - for ( uint32_t i = 0; i < channel->mNumRotationKeys; i++ ) - channel->mRotationKeys[ i ].mTime -= start_time_fps; - for ( uint32_t i = 0; i < channel->mNumScalingKeys; i++ ) - channel->mScalingKeys[ i ].mTime -= start_time_fps; - } - - // for some mysterious reason, mDuration is simply the maximum key -- the - // validator always assumes animations to start at zero. - anim->mDuration = stop_time_fps - start_time_fps; - anim->mTicksPerSecond = anim_fps; -} - -#ifdef ASSIMP_BUILD_DEBUG -// ------------------------------------------------------------------------------------------------ -// sanity check whether the input is ok -static void validateAnimCurveNodes( const std::vector<const AnimationCurveNode*>& curves, - bool strictMode ) { - const Object* target( NULL ); - for( const AnimationCurveNode* node : curves ) { - if ( !target ) { - target = node->Target(); - } - if ( node->Target() != target ) { - FBXImporter::LogWarn( "Node target is nullptr type." ); - } - if ( strictMode ) { - ai_assert( node->Target() == target ); - } - } -} -#endif // ASSIMP_BUILD_DEBUG - -// ------------------------------------------------------------------------------------------------ -void Converter::GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims, - const std::string& fixed_name, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - int64_t start, int64_t stop, - double& max_time, - double& min_time ) -{ - - NodeMap node_property_map; - ai_assert( curves.size() ); - -#ifdef ASSIMP_BUILD_DEBUG - validateAnimCurveNodes( curves, doc.Settings().strictMode ); -#endif - const AnimationCurveNode* curve_node = NULL; - for( const AnimationCurveNode* node : curves ) { - ai_assert( node ); - - if ( node->TargetProperty().empty() ) { - FBXImporter::LogWarn( "target property for animation curve not set: " + node->Name() ); - continue; - } - - curve_node = node; - if ( node->Curves().empty() ) { - FBXImporter::LogWarn( "no animation curves assigned to AnimationCurveNode: " + node->Name() ); - continue; - } - - node_property_map[ node->TargetProperty() ].push_back( node ); - } - - ai_assert( curve_node ); - ai_assert( curve_node->TargetAsModel() ); - - const Model& target = *curve_node->TargetAsModel(); - - // check for all possible transformation components - NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ]; - - bool has_any = false; - bool has_complex = false; - - for ( size_t i = 0; i < TransformationComp_MAXIMUM; ++i ) { - const TransformationComp comp = static_cast<TransformationComp>( i ); - - // inverse pivots don't exist in the input, we just generate them - if ( comp == TransformationComp_RotationPivotInverse || comp == TransformationComp_ScalingPivotInverse ) { - chain[ i ] = node_property_map.end(); - continue; - } - - chain[ i ] = node_property_map.find( NameTransformationCompProperty( comp ) ); - if ( chain[ i ] != node_property_map.end() ) { - - // check if this curves contains redundant information by looking - // up the corresponding node's transformation chain. - if ( doc.Settings().optimizeEmptyAnimationCurves && - IsRedundantAnimationData( target, comp, ( *chain[ i ] ).second ) ) { - - FBXImporter::LogDebug( "dropping redundant animation channel for node " + target.Name() ); - continue; - } - - has_any = true; - - if ( comp != TransformationComp_Rotation && comp != TransformationComp_Scaling && comp != TransformationComp_Translation && - comp != TransformationComp_GeometricScaling && comp != TransformationComp_GeometricRotation && comp != TransformationComp_GeometricTranslation ) - { - has_complex = true; - } - } - } - - if ( !has_any ) { - FBXImporter::LogWarn( "ignoring node animation, did not find any transformation key frames" ); - return; - } - - // this needs to play nicely with GenerateTransformationNodeChain() which will - // be invoked _later_ (animations come first). If this node has only rotation, - // scaling and translation _and_ there are no animated other components either, - // we can use a single node and also a single node animation channel. - if ( !has_complex && !NeedsComplexTransformationChain( target ) ) { - - aiNodeAnim* const nd = GenerateSimpleNodeAnim( fixed_name, target, chain, - node_property_map.end(), - layer_map, - start, stop, - max_time, - min_time, - true // input is TRS order, assimp is SRT - ); - - ai_assert( nd ); - if ( nd->mNumPositionKeys == 0 && nd->mNumRotationKeys == 0 && nd->mNumScalingKeys == 0 ) { - delete nd; - } - else { - node_anims.push_back( nd ); - } - return; - } - - // otherwise, things get gruesome and we need separate animation channels - // for each part of the transformation chain. Remember which channels - // we generated and pass this information to the node conversion - // code to avoid nodes that have identity transform, but non-identity - // animations, being dropped. - unsigned int flags = 0, bit = 0x1; - for ( size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1 ) { - const TransformationComp comp = static_cast<TransformationComp>( i ); - - if ( chain[ i ] != node_property_map.end() ) { - flags |= bit; - - ai_assert( comp != TransformationComp_RotationPivotInverse ); - ai_assert( comp != TransformationComp_ScalingPivotInverse ); - - const std::string& chain_name = NameTransformationChainNode( fixed_name, comp ); - - aiNodeAnim* na = nullptr; - switch ( comp ) - { - case TransformationComp_Rotation: - case TransformationComp_PreRotation: - case TransformationComp_PostRotation: - case TransformationComp_GeometricRotation: - na = GenerateRotationNodeAnim( chain_name, - target, - ( *chain[ i ] ).second, - layer_map, - start, stop, - max_time, - min_time ); - - break; - - case TransformationComp_RotationOffset: - case TransformationComp_RotationPivot: - case TransformationComp_ScalingOffset: - case TransformationComp_ScalingPivot: - case TransformationComp_Translation: - case TransformationComp_GeometricTranslation: - na = GenerateTranslationNodeAnim( chain_name, - target, - ( *chain[ i ] ).second, - layer_map, - start, stop, - max_time, - min_time ); - - // pivoting requires us to generate an implicit inverse channel to undo the pivot translation - if ( comp == TransformationComp_RotationPivot ) { - const std::string& invName = NameTransformationChainNode( fixed_name, - TransformationComp_RotationPivotInverse ); - - aiNodeAnim* const inv = GenerateTranslationNodeAnim( invName, - target, - ( *chain[ i ] ).second, - layer_map, - start, stop, - max_time, - min_time, - true ); - - ai_assert( inv ); - if ( inv->mNumPositionKeys == 0 && inv->mNumRotationKeys == 0 && inv->mNumScalingKeys == 0 ) { - delete inv; - } - else { - node_anims.push_back( inv ); - } - - ai_assert( TransformationComp_RotationPivotInverse > i ); - flags |= bit << ( TransformationComp_RotationPivotInverse - i ); - } - else if ( comp == TransformationComp_ScalingPivot ) { - const std::string& invName = NameTransformationChainNode( fixed_name, - TransformationComp_ScalingPivotInverse ); - - aiNodeAnim* const inv = GenerateTranslationNodeAnim( invName, - target, - ( *chain[ i ] ).second, - layer_map, - start, stop, - max_time, - min_time, - true ); - - ai_assert( inv ); - if ( inv->mNumPositionKeys == 0 && inv->mNumRotationKeys == 0 && inv->mNumScalingKeys == 0 ) { - delete inv; - } - else { - node_anims.push_back( inv ); - } - - ai_assert( TransformationComp_RotationPivotInverse > i ); - flags |= bit << ( TransformationComp_RotationPivotInverse - i ); - } - - break; - - case TransformationComp_Scaling: - case TransformationComp_GeometricScaling: - na = GenerateScalingNodeAnim( chain_name, - target, - ( *chain[ i ] ).second, - layer_map, - start, stop, - max_time, - min_time ); - - break; - - default: - ai_assert( false ); - } - - ai_assert( na ); - if ( na->mNumPositionKeys == 0 && na->mNumRotationKeys == 0 && na->mNumScalingKeys == 0 ) { - delete na; - } - else { - node_anims.push_back( na ); - } - continue; - } - } - - node_anim_chain_bits[ fixed_name ] = flags; -} - -bool Converter::IsRedundantAnimationData( const Model& target, - TransformationComp comp, - const std::vector<const AnimationCurveNode*>& curves ) -{ - ai_assert( curves.size() ); - - // look for animation nodes with - // * sub channels for all relevant components set - // * one key/value pair per component - // * combined values match up the corresponding value in the bind pose node transformation - // only such nodes are 'redundant' for this function. - - if ( curves.size() > 1 ) { - return false; - } - - const AnimationCurveNode& nd = *curves.front(); - const AnimationCurveMap& sub_curves = nd.Curves(); - - const AnimationCurveMap::const_iterator dx = sub_curves.find( "d|X" ); - const AnimationCurveMap::const_iterator dy = sub_curves.find( "d|Y" ); - const AnimationCurveMap::const_iterator dz = sub_curves.find( "d|Z" ); - - if ( dx == sub_curves.end() || dy == sub_curves.end() || dz == sub_curves.end() ) { - return false; - } - - const KeyValueList& vx = ( *dx ).second->GetValues(); - const KeyValueList& vy = ( *dy ).second->GetValues(); - const KeyValueList& vz = ( *dz ).second->GetValues(); - - if ( vx.size() != 1 || vy.size() != 1 || vz.size() != 1 ) { - return false; - } - - const aiVector3D dyn_val = aiVector3D( vx[ 0 ], vy[ 0 ], vz[ 0 ] ); - const aiVector3D& static_val = PropertyGet<aiVector3D>( target.Props(), - NameTransformationCompProperty( comp ), - TransformationCompDefaultValue( comp ) - ); - - const float epsilon = 1e-6f; - return ( dyn_val - static_val ).SquareLength() < epsilon; -} - - -aiNodeAnim* Converter::GenerateRotationNodeAnim( const std::string& name, - const Model& target, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - int64_t start, int64_t stop, - double& max_time, - double& min_time ) -{ - std::unique_ptr<aiNodeAnim> na( new aiNodeAnim() ); - na->mNodeName.Set( name ); - - ConvertRotationKeys( na.get(), curves, layer_map, start, stop, max_time, min_time, target.RotationOrder() ); - - // dummy scaling key - na->mScalingKeys = new aiVectorKey[ 1 ]; - na->mNumScalingKeys = 1; - - na->mScalingKeys[ 0 ].mTime = 0.; - na->mScalingKeys[ 0 ].mValue = aiVector3D( 1.0f, 1.0f, 1.0f ); - - // dummy position key - na->mPositionKeys = new aiVectorKey[ 1 ]; - na->mNumPositionKeys = 1; - - na->mPositionKeys[ 0 ].mTime = 0.; - na->mPositionKeys[ 0 ].mValue = aiVector3D(); - - return na.release(); -} - -aiNodeAnim* Converter::GenerateScalingNodeAnim( const std::string& name, - const Model& /*target*/, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - int64_t start, int64_t stop, - double& max_time, - double& min_time ) -{ - std::unique_ptr<aiNodeAnim> na( new aiNodeAnim() ); - na->mNodeName.Set( name ); - - ConvertScaleKeys( na.get(), curves, layer_map, start, stop, max_time, min_time ); - - // dummy rotation key - na->mRotationKeys = new aiQuatKey[ 1 ]; - na->mNumRotationKeys = 1; - - na->mRotationKeys[ 0 ].mTime = 0.; - na->mRotationKeys[ 0 ].mValue = aiQuaternion(); - - // dummy position key - na->mPositionKeys = new aiVectorKey[ 1 ]; - na->mNumPositionKeys = 1; - - na->mPositionKeys[ 0 ].mTime = 0.; - na->mPositionKeys[ 0 ].mValue = aiVector3D(); - - return na.release(); -} - - -aiNodeAnim* Converter::GenerateTranslationNodeAnim( const std::string& name, - const Model& /*target*/, - const std::vector<const AnimationCurveNode*>& curves, - const LayerMap& layer_map, - int64_t start, int64_t stop, - double& max_time, - double& min_time, - bool inverse ) -{ - std::unique_ptr<aiNodeAnim> na( new aiNodeAnim() ); - na->mNodeName.Set( name ); - - ConvertTranslationKeys( na.get(), curves, layer_map, start, stop, max_time, min_time ); - - if ( inverse ) { - for ( unsigned int i = 0; i < na->mNumPositionKeys; ++i ) { - na->mPositionKeys[ i ].mValue *= -1.0f; - } - } - - // dummy scaling key - na->mScalingKeys = new aiVectorKey[ 1 ]; - na->mNumScalingKeys = 1; - - na->mScalingKeys[ 0 ].mTime = 0.; - na->mScalingKeys[ 0 ].mValue = aiVector3D( 1.0f, 1.0f, 1.0f ); - - // dummy rotation key - na->mRotationKeys = new aiQuatKey[ 1 ]; - na->mNumRotationKeys = 1; - - na->mRotationKeys[ 0 ].mTime = 0.; - na->mRotationKeys[ 0 ].mValue = aiQuaternion(); - - return na.release(); -} - -aiNodeAnim* Converter::GenerateSimpleNodeAnim( const std::string& name, - const Model& target, - NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ], - NodeMap::const_iterator iter_end, - const LayerMap& layer_map, - int64_t start, int64_t stop, - double& max_time, - double& min_time, - bool reverse_order ) - -{ - std::unique_ptr<aiNodeAnim> na( new aiNodeAnim() ); - na->mNodeName.Set( name ); - - const PropertyTable& props = target.Props(); - - // need to convert from TRS order to SRT? - if ( reverse_order ) { - - aiVector3D def_scale = PropertyGet( props, "Lcl Scaling", aiVector3D( 1.f, 1.f, 1.f ) ); - aiVector3D def_translate = PropertyGet( props, "Lcl Translation", aiVector3D( 0.f, 0.f, 0.f ) ); - aiVector3D def_rot = PropertyGet( props, "Lcl Rotation", aiVector3D( 0.f, 0.f, 0.f ) ); - - KeyFrameListList scaling; - KeyFrameListList translation; - KeyFrameListList rotation; - - if ( chain[ TransformationComp_Scaling ] != iter_end ) { - scaling = GetKeyframeList( ( *chain[ TransformationComp_Scaling ] ).second, start, stop ); - } - - if ( chain[ TransformationComp_Translation ] != iter_end ) { - translation = GetKeyframeList( ( *chain[ TransformationComp_Translation ] ).second, start, stop ); - } - - if ( chain[ TransformationComp_Rotation ] != iter_end ) { - rotation = GetKeyframeList( ( *chain[ TransformationComp_Rotation ] ).second, start, stop ); - } - - KeyFrameListList joined; - joined.insert( joined.end(), scaling.begin(), scaling.end() ); - joined.insert( joined.end(), translation.begin(), translation.end() ); - joined.insert( joined.end(), rotation.begin(), rotation.end() ); - - const KeyTimeList& times = GetKeyTimeList( joined ); - - aiQuatKey* out_quat = new aiQuatKey[ times.size() ]; - aiVectorKey* out_scale = new aiVectorKey[ times.size() ]; - aiVectorKey* out_translation = new aiVectorKey[ times.size() ]; - - if ( times.size() ) - { - ConvertTransformOrder_TRStoSRT( out_quat, out_scale, out_translation, - scaling, - translation, - rotation, - times, - max_time, - min_time, - target.RotationOrder(), - def_scale, - def_translate, - def_rot ); - } - - // XXX remove duplicates / redundant keys which this operation did - // likely produce if not all three channels were equally dense. - - na->mNumScalingKeys = static_cast<unsigned int>( times.size() ); - na->mNumRotationKeys = na->mNumScalingKeys; - na->mNumPositionKeys = na->mNumScalingKeys; - - na->mScalingKeys = out_scale; - na->mRotationKeys = out_quat; - na->mPositionKeys = out_translation; - } - else { - - // if a particular transformation is not given, grab it from - // the corresponding node to meet the semantics of aiNodeAnim, - // which requires all of rotation, scaling and translation - // to be set. - if ( chain[ TransformationComp_Scaling ] != iter_end ) { - ConvertScaleKeys( na.get(), ( *chain[ TransformationComp_Scaling ] ).second, - layer_map, - start, stop, - max_time, - min_time ); - } - else { - na->mScalingKeys = new aiVectorKey[ 1 ]; - na->mNumScalingKeys = 1; - - na->mScalingKeys[ 0 ].mTime = 0.; - na->mScalingKeys[ 0 ].mValue = PropertyGet( props, "Lcl Scaling", - aiVector3D( 1.f, 1.f, 1.f ) ); - } - - if ( chain[ TransformationComp_Rotation ] != iter_end ) { - ConvertRotationKeys( na.get(), ( *chain[ TransformationComp_Rotation ] ).second, - layer_map, - start, stop, - max_time, - min_time, - target.RotationOrder() ); - } - else { - na->mRotationKeys = new aiQuatKey[ 1 ]; - na->mNumRotationKeys = 1; - - na->mRotationKeys[ 0 ].mTime = 0.; - na->mRotationKeys[ 0 ].mValue = EulerToQuaternion( - PropertyGet( props, "Lcl Rotation", aiVector3D( 0.f, 0.f, 0.f ) ), - target.RotationOrder() ); - } - - if ( chain[ TransformationComp_Translation ] != iter_end ) { - ConvertTranslationKeys( na.get(), ( *chain[ TransformationComp_Translation ] ).second, - layer_map, - start, stop, - max_time, - min_time ); - } - else { - na->mPositionKeys = new aiVectorKey[ 1 ]; - na->mNumPositionKeys = 1; - - na->mPositionKeys[ 0 ].mTime = 0.; - na->mPositionKeys[ 0 ].mValue = PropertyGet( props, "Lcl Translation", - aiVector3D( 0.f, 0.f, 0.f ) ); - } - - } - return na.release(); -} - -Converter::KeyFrameListList Converter::GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop ) -{ - KeyFrameListList inputs; - inputs.reserve( nodes.size() * 3 ); - - //give some breathing room for rounding errors - int64_t adj_start = start - 10000; - int64_t adj_stop = stop + 10000; - - for( const AnimationCurveNode* node : nodes ) { - ai_assert( node ); - - const AnimationCurveMap& curves = node->Curves(); - for( const AnimationCurveMap::value_type& kv : curves ) { - - unsigned int mapto; - if ( kv.first == "d|X" ) { - mapto = 0; - } - else if ( kv.first == "d|Y" ) { - mapto = 1; - } - else if ( kv.first == "d|Z" ) { - mapto = 2; - } - else { - FBXImporter::LogWarn( "ignoring scale animation curve, did not recognize target component" ); - continue; - } - - const AnimationCurve* const curve = kv.second; - ai_assert( curve->GetKeys().size() == curve->GetValues().size() && curve->GetKeys().size() ); - - //get values within the start/stop time window - std::shared_ptr<KeyTimeList> Keys( new KeyTimeList() ); - std::shared_ptr<KeyValueList> Values( new KeyValueList() ); - const size_t count = curve->GetKeys().size(); - Keys->reserve( count ); - Values->reserve( count ); - for (size_t n = 0; n < count; n++ ) - { - int64_t k = curve->GetKeys().at( n ); - if ( k >= adj_start && k <= adj_stop ) - { - Keys->push_back( k ); - Values->push_back( curve->GetValues().at( n ) ); - } - } - - inputs.push_back( std::make_tuple( Keys, Values, mapto ) ); - } - } - return inputs; // pray for NRVO :-) -} - - -KeyTimeList Converter::GetKeyTimeList( const KeyFrameListList& inputs ) -{ - ai_assert( inputs.size() ); - - // reserve some space upfront - it is likely that the keyframe lists - // have matching time values, so max(of all keyframe lists) should - // be a good estimate. - KeyTimeList keys; - - size_t estimate = 0; - for( const KeyFrameList& kfl : inputs ) { - estimate = std::max( estimate, std::get<0>(kfl)->size() ); - } - - keys.reserve( estimate ); - - std::vector<unsigned int> next_pos; - next_pos.resize( inputs.size(), 0 ); - - const size_t count = inputs.size(); - while ( true ) { - - int64_t min_tick = std::numeric_limits<int64_t>::max(); - for ( size_t i = 0; i < count; ++i ) { - const KeyFrameList& kfl = inputs[ i ]; - - if ( std::get<0>(kfl)->size() > next_pos[ i ] && std::get<0>(kfl)->at( next_pos[ i ] ) < min_tick ) { - min_tick = std::get<0>(kfl)->at( next_pos[ i ] ); - } - } - - if ( min_tick == std::numeric_limits<int64_t>::max() ) { - break; - } - keys.push_back( min_tick ); - - for ( size_t i = 0; i < count; ++i ) { - const KeyFrameList& kfl = inputs[ i ]; - - - while ( std::get<0>(kfl)->size() > next_pos[ i ] && std::get<0>(kfl)->at( next_pos[ i ] ) == min_tick ) { - ++next_pos[ i ]; - } - } - } - - return keys; -} - -void Converter::InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs, - const aiVector3D& def_value, - double& max_time, - double& min_time ) - -{ - ai_assert( keys.size() ); - ai_assert( valOut ); - - std::vector<unsigned int> next_pos; - const size_t count = inputs.size(); - - next_pos.resize( inputs.size(), 0 ); - - for( KeyTimeList::value_type time : keys ) { - ai_real result[ 3 ] = { def_value.x, def_value.y, def_value.z }; - - for ( size_t i = 0; i < count; ++i ) { - const KeyFrameList& kfl = inputs[ i ]; - - const size_t ksize = std::get<0>(kfl)->size(); - if ( ksize > next_pos[ i ] && std::get<0>(kfl)->at( next_pos[ i ] ) == time ) { - ++next_pos[ i ]; - } - - const size_t id0 = next_pos[ i ]>0 ? next_pos[ i ] - 1 : 0; - const size_t id1 = next_pos[ i ] == ksize ? ksize - 1 : next_pos[ i ]; - - // use lerp for interpolation - const KeyValueList::value_type valueA = std::get<1>(kfl)->at( id0 ); - const KeyValueList::value_type valueB = std::get<1>(kfl)->at( id1 ); - - const KeyTimeList::value_type timeA = std::get<0>(kfl)->at( id0 ); - const KeyTimeList::value_type timeB = std::get<0>(kfl)->at( id1 ); - - const ai_real factor = timeB == timeA ? ai_real(0.) : static_cast<ai_real>( ( time - timeA ) ) / ( timeB - timeA ); - const ai_real interpValue = static_cast<ai_real>( valueA + ( valueB - valueA ) * factor ); - - result[ std::get<2>(kfl) ] = interpValue; - } - - // magic value to convert fbx times to seconds - valOut->mTime = CONVERT_FBX_TIME( time ) * anim_fps; - - min_time = std::min( min_time, valOut->mTime ); - max_time = std::max( max_time, valOut->mTime ); - - valOut->mValue.x = result[ 0 ]; - valOut->mValue.y = result[ 1 ]; - valOut->mValue.z = result[ 2 ]; - - ++valOut; - } -} - -void Converter::InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs, - const aiVector3D& def_value, - double& maxTime, - double& minTime, - Model::RotOrder order ) -{ - ai_assert( keys.size() ); - ai_assert( valOut ); - - std::unique_ptr<aiVectorKey[]> temp( new aiVectorKey[ keys.size() ] ); - InterpolateKeys( temp.get(), keys, inputs, def_value, maxTime, minTime ); - - aiMatrix4x4 m; - - aiQuaternion lastq; - - for ( size_t i = 0, c = keys.size(); i < c; ++i ) { - - valOut[ i ].mTime = temp[ i ].mTime; - - GetRotationMatrix( order, temp[ i ].mValue, m ); - aiQuaternion quat = aiQuaternion( aiMatrix3x3( m ) ); - - // take shortest path by checking the inner product - // http://www.3dkingdoms.com/weekly/weekly.php?a=36 - if ( quat.x * lastq.x + quat.y * lastq.y + quat.z * lastq.z + quat.w * lastq.w < 0 ) - { - quat.x = -quat.x; - quat.y = -quat.y; - quat.z = -quat.z; - quat.w = -quat.w; - } - lastq = quat; - - valOut[ i ].mValue = quat; - } -} - -void Converter::ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale, - aiVectorKey* out_translation, - const KeyFrameListList& scaling, - const KeyFrameListList& translation, - const KeyFrameListList& rotation, - const KeyTimeList& times, - double& maxTime, - double& minTime, - Model::RotOrder order, - const aiVector3D& def_scale, - const aiVector3D& def_translate, - const aiVector3D& def_rotation ) -{ - if ( rotation.size() ) { - InterpolateKeys( out_quat, times, rotation, def_rotation, maxTime, minTime, order ); - } - else { - for ( size_t i = 0; i < times.size(); ++i ) { - out_quat[ i ].mTime = CONVERT_FBX_TIME( times[ i ] ) * anim_fps; - out_quat[ i ].mValue = EulerToQuaternion( def_rotation, order ); - } - } - - if ( scaling.size() ) { - InterpolateKeys( out_scale, times, scaling, def_scale, maxTime, minTime ); - } - else { - for ( size_t i = 0; i < times.size(); ++i ) { - out_scale[ i ].mTime = CONVERT_FBX_TIME( times[ i ] ) * anim_fps; - out_scale[ i ].mValue = def_scale; - } - } - - if ( translation.size() ) { - InterpolateKeys( out_translation, times, translation, def_translate, maxTime, minTime ); - } - else { - for ( size_t i = 0; i < times.size(); ++i ) { - out_translation[ i ].mTime = CONVERT_FBX_TIME( times[ i ] ) * anim_fps; - out_translation[ i ].mValue = def_translate; - } - } - - const size_t count = times.size(); - for ( size_t i = 0; i < count; ++i ) { - aiQuaternion& r = out_quat[ i ].mValue; - aiVector3D& s = out_scale[ i ].mValue; - aiVector3D& t = out_translation[ i ].mValue; - - aiMatrix4x4 mat, temp; - aiMatrix4x4::Translation( t, mat ); - mat *= aiMatrix4x4( r.GetMatrix() ); - mat *= aiMatrix4x4::Scaling( s, temp ); - - mat.Decompose( s, r, t ); - } -} - -aiQuaternion Converter::EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order ) -{ - aiMatrix4x4 m; - GetRotationMatrix( order, rot, m ); - - return aiQuaternion( aiMatrix3x3( m ) ); -} - -void Converter::ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/, - int64_t start, int64_t stop, - double& maxTime, - double& minTime ) -{ - ai_assert( nodes.size() ); - - // XXX for now, assume scale should be blended geometrically (i.e. two - // layers should be multiplied with each other). There is a FBX - // property in the layer to specify the behaviour, though. - - const KeyFrameListList& inputs = GetKeyframeList( nodes, start, stop ); - const KeyTimeList& keys = GetKeyTimeList( inputs ); - - na->mNumScalingKeys = static_cast<unsigned int>( keys.size() ); - na->mScalingKeys = new aiVectorKey[ keys.size() ]; - if ( keys.size() > 0 ) - InterpolateKeys( na->mScalingKeys, keys, inputs, aiVector3D( 1.0f, 1.0f, 1.0f ), maxTime, minTime ); -} - -void Converter::ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, - const LayerMap& /*layers*/, - int64_t start, int64_t stop, - double& maxTime, - double& minTime ) -{ - ai_assert( nodes.size() ); - - // XXX see notes in ConvertScaleKeys() - const KeyFrameListList& inputs = GetKeyframeList( nodes, start, stop ); - const KeyTimeList& keys = GetKeyTimeList( inputs ); - - na->mNumPositionKeys = static_cast<unsigned int>( keys.size() ); - na->mPositionKeys = new aiVectorKey[ keys.size() ]; - if ( keys.size() > 0 ) - InterpolateKeys( na->mPositionKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime ); -} - -void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, - const LayerMap& /*layers*/, - int64_t start, int64_t stop, - double& maxTime, - double& minTime, - Model::RotOrder order ) -{ - ai_assert( nodes.size() ); - - // XXX see notes in ConvertScaleKeys() - const std::vector< KeyFrameList >& inputs = GetKeyframeList( nodes, start, stop ); - const KeyTimeList& keys = GetKeyTimeList( inputs ); - - na->mNumRotationKeys = static_cast<unsigned int>( keys.size() ); - na->mRotationKeys = new aiQuatKey[ keys.size() ]; - if ( keys.size() > 0 ) - InterpolateKeys( na->mRotationKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime, order ); -} - -void Converter::TransferDataToScene() -{ - ai_assert( !out->mMeshes ); - ai_assert( !out->mNumMeshes ); - - // note: the trailing () ensures initialization with NULL - not - // many C++ users seem to know this, so pointing it out to avoid - // confusion why this code works. - - if ( meshes.size() ) { - out->mMeshes = new aiMesh*[ meshes.size() ](); - out->mNumMeshes = static_cast<unsigned int>( meshes.size() ); - - std::swap_ranges( meshes.begin(), meshes.end(), out->mMeshes ); - } - - if ( materials.size() ) { - out->mMaterials = new aiMaterial*[ materials.size() ](); - out->mNumMaterials = static_cast<unsigned int>( materials.size() ); - - std::swap_ranges( materials.begin(), materials.end(), out->mMaterials ); - } - - if ( animations.size() ) { - out->mAnimations = new aiAnimation*[ animations.size() ](); - out->mNumAnimations = static_cast<unsigned int>( animations.size() ); - - std::swap_ranges( animations.begin(), animations.end(), out->mAnimations ); - } - - if ( lights.size() ) { - out->mLights = new aiLight*[ lights.size() ](); - out->mNumLights = static_cast<unsigned int>( lights.size() ); - - std::swap_ranges( lights.begin(), lights.end(), out->mLights ); - } - - if ( cameras.size() ) { - out->mCameras = new aiCamera*[ cameras.size() ](); - out->mNumCameras = static_cast<unsigned int>( cameras.size() ); - - std::swap_ranges( cameras.begin(), cameras.end(), out->mCameras ); - } - - if ( textures.size() ) { - out->mTextures = new aiTexture*[ textures.size() ](); - out->mNumTextures = static_cast<unsigned int>( textures.size() ); - - std::swap_ranges( textures.begin(), textures.end(), out->mTextures ); - } -} - -//} // !anon - -// ------------------------------------------------------------------------------------------------ -void ConvertToAssimpScene(aiScene* out, const Document& doc) -{ - Converter converter(out,doc); -} - -} // !FBX -} // !Assimp - -#endif |