diff options
Diffstat (limited to 'thirdparty/assimp/code/FBX/FBXConverter.cpp')
-rw-r--r-- | thirdparty/assimp/code/FBX/FBXConverter.cpp | 120 |
1 files changed, 49 insertions, 71 deletions
diff --git a/thirdparty/assimp/code/FBX/FBXConverter.cpp b/thirdparty/assimp/code/FBX/FBXConverter.cpp index 9f940d3226..3f64016ea4 100644 --- a/thirdparty/assimp/code/FBX/FBXConverter.cpp +++ b/thirdparty/assimp/code/FBX/FBXConverter.cpp @@ -66,6 +66,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include <vector> #include <sstream> #include <iomanip> +#include <cstdint> namespace Assimp { @@ -77,7 +78,7 @@ namespace Assimp { #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L - FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit ) + FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones ) : defaultMaterialIndex() , lights() , cameras() @@ -89,9 +90,7 @@ namespace Assimp { , mNodeNames() , anim_fps() , out(out) - , doc(doc) - , mRemoveEmptyBones( removeEmptyBones ) - , mCurrentUnit(FbxUnit::cm) { + , 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. @@ -119,7 +118,6 @@ namespace Assimp { ConvertGlobalSettings(); TransferDataToScene(); - ConvertToUnitScale(unit); // if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE // to make sure the scene passes assimp's validation. FBX files @@ -685,30 +683,37 @@ namespace Assimp { bool ok; aiMatrix4x4 chain[TransformationComp_MAXIMUM]; + + ai_assert(TransformationComp_MAXIMUM < 32); + std::uint32_t chainBits = 0; + // A node won't need a node chain if it only has these. + const std::uint32_t chainMaskSimple = (1 << TransformationComp_Translation) + (1 << TransformationComp_Scaling) + (1 << TransformationComp_Rotation); + // A node will need a node chain if it has any of these. + const std::uint32_t chainMaskComplex = ((1 << (TransformationComp_MAXIMUM)) - 1) - chainMaskSimple; + 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; const aiVector3D all_ones(1.0f, 1.0f, 1.0f); - bool is_complex = false; const aiVector3D& PreRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok); if (ok && PreRotation.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_PreRotation); GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PreRotation, chain[TransformationComp_PreRotation]); } const aiVector3D& PostRotation = PropertyGet<aiVector3D>(props, "PostRotation", ok); if (ok && PostRotation.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_PostRotation); GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PostRotation, chain[TransformationComp_PostRotation]); } const aiVector3D& RotationPivot = PropertyGet<aiVector3D>(props, "RotationPivot", ok); if (ok && RotationPivot.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_RotationPivot) | (1 << TransformationComp_RotationPivotInverse); aiMatrix4x4::Translation(RotationPivot, chain[TransformationComp_RotationPivot]); aiMatrix4x4::Translation(-RotationPivot, chain[TransformationComp_RotationPivotInverse]); @@ -716,21 +721,21 @@ namespace Assimp { const aiVector3D& RotationOffset = PropertyGet<aiVector3D>(props, "RotationOffset", ok); if (ok && RotationOffset.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_RotationOffset); aiMatrix4x4::Translation(RotationOffset, chain[TransformationComp_RotationOffset]); } const aiVector3D& ScalingOffset = PropertyGet<aiVector3D>(props, "ScalingOffset", ok); if (ok && ScalingOffset.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_ScalingOffset); aiMatrix4x4::Translation(ScalingOffset, chain[TransformationComp_ScalingOffset]); } const aiVector3D& ScalingPivot = PropertyGet<aiVector3D>(props, "ScalingPivot", ok); if (ok && ScalingPivot.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_ScalingPivot) | (1 << TransformationComp_ScalingPivotInverse); aiMatrix4x4::Translation(ScalingPivot, chain[TransformationComp_ScalingPivot]); aiMatrix4x4::Translation(-ScalingPivot, chain[TransformationComp_ScalingPivotInverse]); @@ -738,22 +743,28 @@ namespace Assimp { const aiVector3D& Translation = PropertyGet<aiVector3D>(props, "Lcl Translation", ok); if (ok && Translation.SquareLength() > zero_epsilon) { + chainBits = chainBits | (1 << TransformationComp_Translation); + aiMatrix4x4::Translation(Translation, chain[TransformationComp_Translation]); } const aiVector3D& Scaling = PropertyGet<aiVector3D>(props, "Lcl Scaling", ok); if (ok && (Scaling - all_ones).SquareLength() > zero_epsilon) { + chainBits = chainBits | (1 << TransformationComp_Scaling); + aiMatrix4x4::Scaling(Scaling, chain[TransformationComp_Scaling]); } const aiVector3D& Rotation = PropertyGet<aiVector3D>(props, "Lcl Rotation", ok); if (ok && Rotation.SquareLength() > zero_epsilon) { + chainBits = chainBits | (1 << TransformationComp_Rotation); + GetRotationMatrix(rot, Rotation, chain[TransformationComp_Rotation]); } const aiVector3D& GeometricScaling = PropertyGet<aiVector3D>(props, "GeometricScaling", ok); if (ok && (GeometricScaling - all_ones).SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_GeometricScaling); aiMatrix4x4::Scaling(GeometricScaling, chain[TransformationComp_GeometricScaling]); aiVector3D GeometricScalingInverse = GeometricScaling; bool canscale = true; @@ -768,13 +779,14 @@ namespace Assimp { } } if (canscale) { + chainBits = chainBits | (1 << TransformationComp_GeometricScalingInverse); aiMatrix4x4::Scaling(GeometricScalingInverse, chain[TransformationComp_GeometricScalingInverse]); } } const aiVector3D& GeometricRotation = PropertyGet<aiVector3D>(props, "GeometricRotation", ok); if (ok && GeometricRotation.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_GeometricRotation) | (1 << TransformationComp_GeometricRotationInverse); GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotation]); GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotationInverse]); chain[TransformationComp_GeometricRotationInverse].Inverse(); @@ -782,7 +794,7 @@ namespace Assimp { const aiVector3D& GeometricTranslation = PropertyGet<aiVector3D>(props, "GeometricTranslation", ok); if (ok && GeometricTranslation.SquareLength() > zero_epsilon) { - is_complex = true; + chainBits = chainBits | (1 << TransformationComp_GeometricTranslation) | (1 << TransformationComp_GeometricTranslationInverse); aiMatrix4x4::Translation(GeometricTranslation, chain[TransformationComp_GeometricTranslation]); aiMatrix4x4::Translation(-GeometricTranslation, chain[TransformationComp_GeometricTranslationInverse]); } @@ -790,12 +802,12 @@ namespace Assimp { // 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); + ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0)); // 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) { + if ((chainBits & chainMaskComplex) && doc.Settings().preservePivots) { FBXImporter::LogInfo("generating full transformation chain for node: " + name); // query the anim_chain_bits dictionary to find out which chain elements @@ -808,7 +820,7 @@ namespace Assimp { 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) { + if ((chainBits & bit) == 0 && (anim_chain_bitmask & bit) == 0) { continue; } @@ -1462,14 +1474,8 @@ namespace Assimp { const WeightIndexArray& indices = cluster->GetIndices(); - if (indices.empty() && mRemoveEmptyBones ) { - 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(); @@ -1509,8 +1515,7 @@ namespace Assimp { out_indices.push_back(std::distance(outputVertStartIndices->begin(), it)); } - ++count_out_indices.back(); - ok = true; + ++count_out_indices.back(); } } } @@ -1518,10 +1523,8 @@ namespace Assimp { // 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 && mRemoveEmptyBones) { - ConvertCluster(bones, model, *cluster, out_indices, index_out_indices, + ConvertCluster(bones, model, *cluster, out_indices, index_out_indices, count_out_indices, node_global_transform); - } } } catch (std::exception&) { @@ -1998,6 +2001,21 @@ namespace Assimp { TrySetTextureProperties(out_mat, textures, "Maya|SpecularTexture", aiTextureType_SPECULAR, mesh); TrySetTextureProperties(out_mat, textures, "Maya|FalloffTexture", aiTextureType_OPACITY, mesh); TrySetTextureProperties(out_mat, textures, "Maya|ReflectionMapTexture", aiTextureType_REFLECTION, mesh); + + // Maya PBR + TrySetTextureProperties(out_mat, textures, "Maya|baseColor|file", aiTextureType_BASE_COLOR, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|normalCamera|file", aiTextureType_NORMAL_CAMERA, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|emissionColor|file", aiTextureType_EMISSION_COLOR, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|metalness|file", aiTextureType_METALNESS, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|diffuseRoughness|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh); + + // Maya stingray + TrySetTextureProperties(out_mat, textures, "Maya|TEX_color_map|file", aiTextureType_BASE_COLOR, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|TEX_normal_map|file", aiTextureType_NORMAL_CAMERA, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh); } void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh) @@ -3532,46 +3550,6 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa out->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate()); } - void FBXConverter::ConvertToUnitScale( FbxUnit unit ) { - if (mCurrentUnit == unit) { - return; - } - - ai_real scale = 1.0; - if (mCurrentUnit == FbxUnit::cm) { - if (unit == FbxUnit::m) { - scale = (ai_real)0.01; - } else if (unit == FbxUnit::km) { - scale = (ai_real)0.00001; - } - } else if (mCurrentUnit == FbxUnit::m) { - if (unit == FbxUnit::cm) { - scale = (ai_real)100.0; - } else if (unit == FbxUnit::km) { - scale = (ai_real)0.001; - } - } else if (mCurrentUnit == FbxUnit::km) { - if (unit == FbxUnit::cm) { - scale = (ai_real)100000.0; - } else if (unit == FbxUnit::m) { - scale = (ai_real)1000.0; - } - } - - for (auto mesh : meshes) { - if (nullptr == mesh) { - continue; - } - - if (mesh->HasPositions()) { - for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { - aiVector3D &pos = mesh->mVertices[i]; - pos *= scale; - } - } - } - } - void FBXConverter::TransferDataToScene() { ai_assert(!out->mMeshes); @@ -3625,9 +3603,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa } // ------------------------------------------------------------------------------------------------ - void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit) + void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones) { - FBXConverter converter(out, doc, removeEmptyBones, unit); + FBXConverter converter(out, doc, removeEmptyBones); } } // !FBX |