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path: root/thirdparty/assimp/code/FBX/FBXConverter.cpp
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Diffstat (limited to 'thirdparty/assimp/code/FBX/FBXConverter.cpp')
-rw-r--r--thirdparty/assimp/code/FBX/FBXConverter.cpp96
1 files changed, 30 insertions, 66 deletions
diff --git a/thirdparty/assimp/code/FBX/FBXConverter.cpp b/thirdparty/assimp/code/FBX/FBXConverter.cpp
index 9f940d3226..9bd970098e 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 {
@@ -90,7 +91,6 @@ namespace Assimp {
, anim_fps()
, out(out)
, doc(doc)
- , mRemoveEmptyBones( removeEmptyBones )
, mCurrentUnit(FbxUnit::cm) {
// animations need to be converted first since this will
// populate the node_anim_chain_bits map, which is needed
@@ -119,7 +119,6 @@ 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 +684,37 @@ 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 +722,21 @@ 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 +744,28 @@ 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 +780,14 @@ 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 +795,7 @@ 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 +803,12 @@ 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 +821,7 @@ 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 +1475,8 @@ 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 +1516,7 @@ namespace Assimp {
out_indices.push_back(std::distance(outputVertStartIndices->begin(), it));
}
- ++count_out_indices.back();
- ok = true;
+ ++count_out_indices.back();
}
}
}
@@ -1518,10 +1524,8 @@ 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&) {
@@ -3532,46 +3536,6 @@ 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);