Various additions/fixes (FBX blend-shapes support added)

Added animMesh name assignment at ColladaLoader
Fixed animMesh post-processing on ConvertToLhProcess (blend-shapes weren't being affected by post-processing)
Added WindowsStore define. This is used to change some incompatible WinRT methods
Added FBX blend-shapes and blend-shapes animations support
Added Maya FBX specific texture slots parsing
Added extra FBX metadata parsing
Added GLTF2 vertex color parsing
Fixed IFC-Loader zip-buffer reading rountine
Fixed OBJ file parsing line-breaker bug
Fixed IOStreamBuffer cache over-read bug
Added mName field to aiAnimMesh
Reverted EmissiveFactor, TransparencyFactor and SpecularFactor assignment on FBXConverter. Really, the commit #817 breaks a lot of old code.
This commit is contained in:
rickomax
2019-01-06 16:37:30 -02:00
parent 455c4ceea4
commit 35a044bda3
17 changed files with 3372 additions and 2904 deletions
+47
View File
@@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXParser.h"
#include "FBXDocument.h"
#include "FBXMeshGeometry.h"
#include "FBXImporter.h"
#include "FBXDocumentUtil.h"
@@ -158,9 +159,55 @@ Skin::~Skin()
{
}
// ------------------------------------------------------------------------------------------------
BlendShape::BlendShape(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Deformer(id, element, doc, name)
{
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
blendShapeChannels.reserve(conns.size());
for (const Connection* con : conns) {
const BlendShapeChannel* const bspc = ProcessSimpleConnection<BlendShapeChannel>(*con, false, "BlendShapeChannel -> BlendShape", element);
if (bspc) {
blendShapeChannels.push_back(bspc);
continue;
}
}
}
// ------------------------------------------------------------------------------------------------
BlendShape::~BlendShape()
{
}
// ------------------------------------------------------------------------------------------------
BlendShapeChannel::BlendShapeChannel(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Deformer(id, element, doc, name)
{
const Scope& sc = GetRequiredScope(element);
const Element* const DeformPercent = sc["DeformPercent"];
if (DeformPercent) {
percent = ParseTokenAsFloat(GetRequiredToken(*DeformPercent, 0));
}
const Element* const FullWeights = sc["FullWeights"];
if (FullWeights) {
ParseVectorDataArray(fullWeights, *FullWeights);
}
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(), "Geometry");
shapeGeometries.reserve(conns.size());
for (const Connection* con : conns) {
const ShapeGeometry* const sg = ProcessSimpleConnection<ShapeGeometry>(*con, false, "Shape -> BlendShapeChannel", element);
if (sg) {
shapeGeometries.push_back(sg);
continue;
}
}
}
// ------------------------------------------------------------------------------------------------
BlendShapeChannel::~BlendShapeChannel()
{
}
// ------------------------------------------------------------------------------------------------
}
}
#endif