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diff --git a/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp b/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp
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+++ b/thirdparty/assimp/code/FBX/FBXMeshGeometry.cpp
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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, 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 FBXMeshGeometry.cpp
+ * @brief Assimp::FBX::MeshGeometry implementation
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include <functional>
+
+#include "FBXMeshGeometry.h"
+#include "FBXDocument.h"
+#include "FBXImporter.h"
+#include "FBXImportSettings.h"
+#include "FBXDocumentUtil.h"
+
+
+namespace Assimp {
+namespace FBX {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Geometry::Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
+ : Object(id, element, name)
+ , skin()
+{
+ const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer");
+ for(const Connection* con : conns) {
+ const Skin* const sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
+ if(sk) {
+ skin = sk;
+ }
+ const BlendShape* const bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry", element);
+ if (bsp) {
+ blendShapes.push_back(bsp);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Geometry::~Geometry()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<const BlendShape*>& Geometry::GetBlendShapes() const {
+ return blendShapes;
+}
+
+// ------------------------------------------------------------------------------------------------
+const Skin* Geometry::DeformerSkin() const {
+ return skin;
+}
+
+// ------------------------------------------------------------------------------------------------
+MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
+: Geometry(id, element,name, doc)
+{
+ const Scope* sc = element.Compound();
+ if (!sc) {
+ DOMError("failed to read Geometry object (class: Mesh), no data scope found");
+ }
+
+ // must have Mesh elements:
+ const Element& Vertices = GetRequiredElement(*sc,"Vertices",&element);
+ const Element& PolygonVertexIndex = GetRequiredElement(*sc,"PolygonVertexIndex",&element);
+
+ // optional Mesh elements:
+ const ElementCollection& Layer = sc->GetCollection("Layer");
+
+ std::vector<aiVector3D> tempVerts;
+ ParseVectorDataArray(tempVerts,Vertices);
+
+ if(tempVerts.empty()) {
+ FBXImporter::LogWarn("encountered mesh with no vertices");
+ return;
+ }
+
+ std::vector<int> tempFaces;
+ ParseVectorDataArray(tempFaces,PolygonVertexIndex);
+
+ if(tempFaces.empty()) {
+ FBXImporter::LogWarn("encountered mesh with no faces");
+ return;
+ }
+
+ m_vertices.reserve(tempFaces.size());
+ m_faces.reserve(tempFaces.size() / 3);
+
+ m_mapping_offsets.resize(tempVerts.size());
+ m_mapping_counts.resize(tempVerts.size(),0);
+ m_mappings.resize(tempFaces.size());
+
+ const size_t vertex_count = tempVerts.size();
+
+ // generate output vertices, computing an adjacency table to
+ // preserve the mapping from fbx indices to *this* indexing.
+ unsigned int count = 0;
+ for(int index : tempFaces) {
+ const int absi = index < 0 ? (-index - 1) : index;
+ if(static_cast<size_t>(absi) >= vertex_count) {
+ DOMError("polygon vertex index out of range",&PolygonVertexIndex);
+ }
+
+ m_vertices.push_back(tempVerts[absi]);
+ ++count;
+
+ ++m_mapping_counts[absi];
+
+ if (index < 0) {
+ m_faces.push_back(count);
+ count = 0;
+ }
+ }
+
+ unsigned int cursor = 0;
+ for (size_t i = 0, e = tempVerts.size(); i < e; ++i) {
+ m_mapping_offsets[i] = cursor;
+ cursor += m_mapping_counts[i];
+
+ m_mapping_counts[i] = 0;
+ }
+
+ cursor = 0;
+ for(int index : tempFaces) {
+ const int absi = index < 0 ? (-index - 1) : index;
+ m_mappings[m_mapping_offsets[absi] + m_mapping_counts[absi]++] = cursor++;
+ }
+
+ // if settings.readAllLayers is true:
+ // * read all layers, try to load as many vertex channels as possible
+ // if settings.readAllLayers is false:
+ // * read only the layer with index 0, but warn about any further layers
+ for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) {
+ const TokenList& tokens = (*it).second->Tokens();
+
+ const char* err;
+ const int index = ParseTokenAsInt(*tokens[0], err);
+ if(err) {
+ DOMError(err,&element);
+ }
+
+ if(doc.Settings().readAllLayers || index == 0) {
+ const Scope& layer = GetRequiredScope(*(*it).second);
+ ReadLayer(layer);
+ }
+ else {
+ FBXImporter::LogWarn("ignoring additional geometry layers");
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+MeshGeometry::~MeshGeometry() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& MeshGeometry::GetVertices() const {
+ return m_vertices;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& MeshGeometry::GetNormals() const {
+ return m_normals;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& MeshGeometry::GetTangents() const {
+ return m_tangents;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& MeshGeometry::GetBinormals() const {
+ return m_binormals;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<unsigned int>& MeshGeometry::GetFaceIndexCounts() const {
+ return m_faces;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector2D>& MeshGeometry::GetTextureCoords( unsigned int index ) const {
+ static const std::vector<aiVector2D> empty;
+ return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : m_uvs[ index ];
+}
+
+std::string MeshGeometry::GetTextureCoordChannelName( unsigned int index ) const {
+ return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? "" : m_uvNames[ index ];
+}
+
+const std::vector<aiColor4D>& MeshGeometry::GetVertexColors( unsigned int index ) const {
+ static const std::vector<aiColor4D> empty;
+ return index >= AI_MAX_NUMBER_OF_COLOR_SETS ? empty : m_colors[ index ];
+}
+
+const MatIndexArray& MeshGeometry::GetMaterialIndices() const {
+ return m_materials;
+}
+// ------------------------------------------------------------------------------------------------
+const unsigned int* MeshGeometry::ToOutputVertexIndex( unsigned int in_index, unsigned int& count ) const {
+ if ( in_index >= m_mapping_counts.size() ) {
+ return NULL;
+ }
+
+ ai_assert( m_mapping_counts.size() == m_mapping_offsets.size() );
+ count = m_mapping_counts[ in_index ];
+
+ ai_assert( m_mapping_offsets[ in_index ] + count <= m_mappings.size() );
+
+ return &m_mappings[ m_mapping_offsets[ in_index ] ];
+}
+
+// ------------------------------------------------------------------------------------------------
+unsigned int MeshGeometry::FaceForVertexIndex( unsigned int in_index ) const {
+ ai_assert( in_index < m_vertices.size() );
+
+ // in the current conversion pattern this will only be needed if
+ // weights are present, so no need to always pre-compute this table
+ if ( m_facesVertexStartIndices.empty() ) {
+ m_facesVertexStartIndices.resize( m_faces.size() + 1, 0 );
+
+ std::partial_sum( m_faces.begin(), m_faces.end(), m_facesVertexStartIndices.begin() + 1 );
+ m_facesVertexStartIndices.pop_back();
+ }
+
+ ai_assert( m_facesVertexStartIndices.size() == m_faces.size() );
+ const std::vector<unsigned int>::iterator it = std::upper_bound(
+ m_facesVertexStartIndices.begin(),
+ m_facesVertexStartIndices.end(),
+ in_index
+ );
+
+ return static_cast< unsigned int >( std::distance( m_facesVertexStartIndices.begin(), it - 1 ) );
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadLayer(const Scope& layer)
+{
+ const ElementCollection& LayerElement = layer.GetCollection("LayerElement");
+ for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) {
+ const Scope& elayer = GetRequiredScope(*(*eit).second);
+
+ ReadLayerElement(elayer);
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadLayerElement(const Scope& layerElement)
+{
+ const Element& Type = GetRequiredElement(layerElement,"Type");
+ const Element& TypedIndex = GetRequiredElement(layerElement,"TypedIndex");
+
+ const std::string& type = ParseTokenAsString(GetRequiredToken(Type,0));
+ const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex,0));
+
+ const Scope& top = GetRequiredScope(element);
+ const ElementCollection candidates = top.GetCollection(type);
+
+ for (ElementMap::const_iterator it = candidates.first; it != candidates.second; ++it) {
+ const int index = ParseTokenAsInt(GetRequiredToken(*(*it).second,0));
+ if(index == typedIndex) {
+ ReadVertexData(type,typedIndex,GetRequiredScope(*(*it).second));
+ return;
+ }
+ }
+
+ FBXImporter::LogError(Formatter::format("failed to resolve vertex layer element: ")
+ << type << ", index: " << typedIndex);
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scope& source)
+{
+ const std::string& MappingInformationType = ParseTokenAsString(GetRequiredToken(
+ GetRequiredElement(source,"MappingInformationType"),0)
+ );
+
+ const std::string& ReferenceInformationType = ParseTokenAsString(GetRequiredToken(
+ GetRequiredElement(source,"ReferenceInformationType"),0)
+ );
+
+ if (type == "LayerElementUV") {
+ if(index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
+ FBXImporter::LogError(Formatter::format("ignoring UV layer, maximum number of UV channels exceeded: ")
+ << index << " (limit is " << AI_MAX_NUMBER_OF_TEXTURECOORDS << ")" );
+ return;
+ }
+
+ const Element* Name = source["Name"];
+ m_uvNames[index] = "";
+ if(Name) {
+ m_uvNames[index] = ParseTokenAsString(GetRequiredToken(*Name,0));
+ }
+
+ ReadVertexDataUV(m_uvs[index],source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+ else if (type == "LayerElementMaterial") {
+ if (m_materials.size() > 0) {
+ FBXImporter::LogError("ignoring additional material layer");
+ return;
+ }
+
+ std::vector<int> temp_materials;
+
+ ReadVertexDataMaterials(temp_materials,source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+
+ // sometimes, there will be only negative entries. Drop the material
+ // layer in such a case (I guess it means a default material should
+ // be used). This is what the converter would do anyway, and it
+ // avoids losing the material if there are more material layers
+ // coming of which at least one contains actual data (did observe
+ // that with one test file).
+ const size_t count_neg = std::count_if(temp_materials.begin(),temp_materials.end(),[](int n) { return n < 0; });
+ if(count_neg == temp_materials.size()) {
+ FBXImporter::LogWarn("ignoring dummy material layer (all entries -1)");
+ return;
+ }
+
+ std::swap(temp_materials, m_materials);
+ }
+ else if (type == "LayerElementNormal") {
+ if (m_normals.size() > 0) {
+ FBXImporter::LogError("ignoring additional normal layer");
+ return;
+ }
+
+ ReadVertexDataNormals(m_normals,source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+ else if (type == "LayerElementTangent") {
+ if (m_tangents.size() > 0) {
+ FBXImporter::LogError("ignoring additional tangent layer");
+ return;
+ }
+
+ ReadVertexDataTangents(m_tangents,source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+ else if (type == "LayerElementBinormal") {
+ if (m_binormals.size() > 0) {
+ FBXImporter::LogError("ignoring additional binormal layer");
+ return;
+ }
+
+ ReadVertexDataBinormals(m_binormals,source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+ else if (type == "LayerElementColor") {
+ if(index >= AI_MAX_NUMBER_OF_COLOR_SETS) {
+ FBXImporter::LogError(Formatter::format("ignoring vertex color layer, maximum number of color sets exceeded: ")
+ << index << " (limit is " << AI_MAX_NUMBER_OF_COLOR_SETS << ")" );
+ return;
+ }
+
+ ReadVertexDataColors(m_colors[index],source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Lengthy utility function to read and resolve a FBX vertex data array - that is, the
+// output is in polygon vertex order. This logic is used for reading normals, UVs, colors,
+// tangents ..
+template <typename T>
+void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType,
+ const char* dataElementName,
+ const char* indexDataElementName,
+ size_t vertex_count,
+ const std::vector<unsigned int>& mapping_counts,
+ const std::vector<unsigned int>& mapping_offsets,
+ const std::vector<unsigned int>& mappings)
+{
+ bool isDirect = ReferenceInformationType == "Direct";
+ bool isIndexToDirect = ReferenceInformationType == "IndexToDirect";
+
+ // fall-back to direct data if there is no index data element
+ if ( isIndexToDirect && !HasElement( source, indexDataElementName ) ) {
+ isDirect = true;
+ isIndexToDirect = false;
+ }
+
+ // handle permutations of Mapping and Reference type - it would be nice to
+ // deal with this more elegantly and with less redundancy, but right
+ // now it seems unavoidable.
+ if (MappingInformationType == "ByVertice" && isDirect) {
+ if (!HasElement(source, dataElementName)) {
+ return;
+ }
+ std::vector<T> tempData;
+ ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
+
+ data_out.resize(vertex_count);
+ for (size_t i = 0, e = tempData.size(); i < e; ++i) {
+
+ const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
+ for (unsigned int j = istart; j < iend; ++j) {
+ data_out[mappings[j]] = tempData[i];
+ }
+ }
+ }
+ else if (MappingInformationType == "ByVertice" && isIndexToDirect) {
+ std::vector<T> tempData;
+ ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
+
+ data_out.resize(vertex_count);
+
+ std::vector<int> uvIndices;
+ ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
+ for (size_t i = 0, e = uvIndices.size(); i < e; ++i) {
+
+ const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
+ for (unsigned int j = istart; j < iend; ++j) {
+ if (static_cast<size_t>(uvIndices[i]) >= tempData.size()) {
+ DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
+ }
+ data_out[mappings[j]] = tempData[uvIndices[i]];
+ }
+ }
+ }
+ else if (MappingInformationType == "ByPolygonVertex" && isDirect) {
+ std::vector<T> tempData;
+ ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
+
+ if (tempData.size() != vertex_count) {
+ FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ")
+ << tempData.size() << ", expected " << vertex_count
+ );
+ return;
+ }
+
+ data_out.swap(tempData);
+ }
+ else if (MappingInformationType == "ByPolygonVertex" && isIndexToDirect) {
+ std::vector<T> tempData;
+ ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
+
+ data_out.resize(vertex_count);
+
+ std::vector<int> uvIndices;
+ ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
+
+ if (uvIndices.size() != vertex_count) {
+ FBXImporter::LogError("length of input data unexpected for ByPolygonVertex mapping");
+ return;
+ }
+
+ const T empty;
+ unsigned int next = 0;
+ for(int i : uvIndices) {
+ if ( -1 == i ) {
+ data_out[ next++ ] = empty;
+ continue;
+ }
+ if (static_cast<size_t>(i) >= tempData.size()) {
+ DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
+ }
+
+ data_out[next++] = tempData[i];
+ }
+ }
+ else {
+ FBXImporter::LogError(Formatter::format("ignoring vertex data channel, access type not implemented: ")
+ << MappingInformationType << "," << ReferenceInformationType);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ ResolveVertexDataArray(normals_out,source,MappingInformationType,ReferenceInformationType,
+ "Normals",
+ "NormalsIndex",
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ ResolveVertexDataArray(uv_out,source,MappingInformationType,ReferenceInformationType,
+ "UV",
+ "UVIndex",
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ ResolveVertexDataArray(colors_out,source,MappingInformationType,ReferenceInformationType,
+ "Colors",
+ "ColorIndex",
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+// ------------------------------------------------------------------------------------------------
+static const char *TangentIndexToken = "TangentIndex";
+static const char *TangentsIndexToken = "TangentsIndex";
+
+void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ const char * str = source.Elements().count( "Tangents" ) > 0 ? "Tangents" : "Tangent";
+ const char * strIdx = source.Elements().count( "Tangents" ) > 0 ? TangentsIndexToken : TangentIndexToken;
+ ResolveVertexDataArray(tangents_out,source,MappingInformationType,ReferenceInformationType,
+ str,
+ strIdx,
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+// ------------------------------------------------------------------------------------------------
+static const std::string BinormalIndexToken = "BinormalIndex";
+static const std::string BinormalsIndexToken = "BinormalsIndex";
+
+void MeshGeometry::ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ const char * str = source.Elements().count( "Binormals" ) > 0 ? "Binormals" : "Binormal";
+ const char * strIdx = source.Elements().count( "Binormals" ) > 0 ? BinormalsIndexToken.c_str() : BinormalIndexToken.c_str();
+ ResolveVertexDataArray(binormals_out,source,MappingInformationType,ReferenceInformationType,
+ str,
+ strIdx,
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexDataMaterials(std::vector<int>& materials_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ const size_t face_count = m_faces.size();
+ ai_assert(face_count);
+
+ // materials are handled separately. First of all, they are assigned per-face
+ // and not per polyvert. Secondly, ReferenceInformationType=IndexToDirect
+ // has a slightly different meaning for materials.
+ ParseVectorDataArray(materials_out,GetRequiredElement(source,"Materials"));
+
+ if (MappingInformationType == "AllSame") {
+ // easy - same material for all faces
+ if (materials_out.empty()) {
+ FBXImporter::LogError(Formatter::format("expected material index, ignoring"));
+ return;
+ }
+ else if (materials_out.size() > 1) {
+ FBXImporter::LogWarn(Formatter::format("expected only a single material index, ignoring all except the first one"));
+ materials_out.clear();
+ }
+
+ materials_out.resize(m_vertices.size());
+ std::fill(materials_out.begin(), materials_out.end(), materials_out.at(0));
+ }
+ else if (MappingInformationType == "ByPolygon" && ReferenceInformationType == "IndexToDirect") {
+ materials_out.resize(face_count);
+
+ if(materials_out.size() != face_count) {
+ FBXImporter::LogError(Formatter::format("length of input data unexpected for ByPolygon mapping: ")
+ << materials_out.size() << ", expected " << face_count
+ );
+ return;
+ }
+ }
+ else {
+ FBXImporter::LogError(Formatter::format("ignoring material assignments, access type not implemented: ")
+ << MappingInformationType << "," << ReferenceInformationType);
+ }
+}
+// ------------------------------------------------------------------------------------------------
+ShapeGeometry::ShapeGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
+ : Geometry(id, element, name, doc)
+{
+ const Scope* sc = element.Compound();
+ if (!sc) {
+ DOMError("failed to read Geometry object (class: Shape), no data scope found");
+ }
+ const Element& Indexes = GetRequiredElement(*sc, "Indexes", &element);
+ const Element& Normals = GetRequiredElement(*sc, "Normals", &element);
+ const Element& Vertices = GetRequiredElement(*sc, "Vertices", &element);
+ ParseVectorDataArray(m_indices, Indexes);
+ ParseVectorDataArray(m_vertices, Vertices);
+ ParseVectorDataArray(m_normals, Normals);
+}
+
+// ------------------------------------------------------------------------------------------------
+ShapeGeometry::~ShapeGeometry() {
+ // empty
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& ShapeGeometry::GetVertices() const {
+ return m_vertices;
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& ShapeGeometry::GetNormals() const {
+ return m_normals;
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<unsigned int>& ShapeGeometry::GetIndices() const {
+ return m_indices;
+}
+// ------------------------------------------------------------------------------------------------
+LineGeometry::LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
+ : Geometry(id, element, name, doc)
+{
+ const Scope* sc = element.Compound();
+ if (!sc) {
+ DOMError("failed to read Geometry object (class: Line), no data scope found");
+ }
+ const Element& Points = GetRequiredElement(*sc, "Points", &element);
+ const Element& PointsIndex = GetRequiredElement(*sc, "PointsIndex", &element);
+ ParseVectorDataArray(m_vertices, Points);
+ ParseVectorDataArray(m_indices, PointsIndex);
+}
+
+// ------------------------------------------------------------------------------------------------
+LineGeometry::~LineGeometry() {
+ // empty
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& LineGeometry::GetVertices() const {
+ return m_vertices;
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<int>& LineGeometry::GetIndices() const {
+ return m_indices;
+}
+} // !FBX
+} // !Assimp
+#endif
+