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| author | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
| commit | ca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch) | |
| tree | b06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/code/FBXConverter.cpp | |
| parent | Forced rename of platform folders in cmake dir. Git didn't pick this up before. (diff) | |
| download | nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.zip | |
NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/code/FBXConverter.cpp')
| -rw-r--r-- | NvCloth/samples/external/assimp-4.1.0/code/FBXConverter.cpp | 3356 |
1 files changed, 3356 insertions, 0 deletions
diff --git a/NvCloth/samples/external/assimp-4.1.0/code/FBXConverter.cpp b/NvCloth/samples/external/assimp-4.1.0/code/FBXConverter.cpp new file mode 100644 index 0000000..24bdfdd --- /dev/null +++ b/NvCloth/samples/external/assimp-4.1.0/code/FBXConverter.cpp @@ -0,0 +1,3356 @@ +/* +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 |