Merge branch 'assimp:master' into master

This commit is contained in:
inhosens
2023-03-22 08:30:52 +01:00
committed by GitHub
13 changed files with 185 additions and 68 deletions

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@@ -1192,15 +1192,23 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
std::vector<aiAnimMesh *> animMeshes;
for (const BlendShape *blendShape : mesh.GetBlendShapes()) {
for (const BlendShapeChannel *blendShapeChannel : blendShape->BlendShapeChannels()) {
const std::vector<const ShapeGeometry *> &shapeGeometries = blendShapeChannel->GetShapeGeometries();
for (size_t i = 0; i < shapeGeometries.size(); i++) {
const auto& shapeGeometries = blendShapeChannel->GetShapeGeometries();
for (const ShapeGeometry *shapeGeometry : shapeGeometries) {
aiAnimMesh *animMesh = aiCreateAnimMesh(out_mesh);
const ShapeGeometry *shapeGeometry = shapeGeometries.at(i);
const std::vector<aiVector3D> &curVertices = shapeGeometry->GetVertices();
const std::vector<aiVector3D> &curNormals = shapeGeometry->GetNormals();
const std::vector<unsigned int> &curIndices = shapeGeometry->GetIndices();
const auto &curVertices = shapeGeometry->GetVertices();
const auto &curNormals = shapeGeometry->GetNormals();
const auto &curIndices = shapeGeometry->GetIndices();
//losing channel name if using shapeGeometry->Name()
animMesh->mName.Set(FixAnimMeshName(blendShapeChannel->Name()));
// if blendShapeChannel Name is empty or don't have a ".", add geoMetryName;
auto aniName = FixAnimMeshName(blendShapeChannel->Name());
auto geoMetryName = FixAnimMeshName(shapeGeometry->Name());
if (aniName.empty()) {
aniName = geoMetryName;
}
else if (aniName.find('.') == aniName.npos) {
aniName += "." + geoMetryName;
}
animMesh->mName.Set(aniName);
for (size_t j = 0; j < curIndices.size(); j++) {
const unsigned int curIndex = curIndices.at(j);
aiVector3D vertex = curVertices.at(j);
@@ -1422,13 +1430,12 @@ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, co
std::vector<aiAnimMesh *> animMeshes;
for (const BlendShape *blendShape : mesh.GetBlendShapes()) {
for (const BlendShapeChannel *blendShapeChannel : blendShape->BlendShapeChannels()) {
const std::vector<const ShapeGeometry *> &shapeGeometries = blendShapeChannel->GetShapeGeometries();
for (size_t i = 0; i < shapeGeometries.size(); i++) {
const auto& shapeGeometries = blendShapeChannel->GetShapeGeometries();
for (const ShapeGeometry *shapeGeometry : shapeGeometries) {
aiAnimMesh *animMesh = aiCreateAnimMesh(out_mesh);
const ShapeGeometry *shapeGeometry = shapeGeometries.at(i);
const std::vector<aiVector3D> &curVertices = shapeGeometry->GetVertices();
const std::vector<aiVector3D> &curNormals = shapeGeometry->GetNormals();
const std::vector<unsigned int> &curIndices = shapeGeometry->GetIndices();
const auto& curVertices = shapeGeometry->GetVertices();
const auto& curNormals = shapeGeometry->GetNormals();
const auto& curIndices = shapeGeometry->GetIndices();
animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
for (size_t j = 0; j < curIndices.size(); j++) {
unsigned int curIndex = curIndices.at(j);

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@@ -154,8 +154,10 @@ BlendShape::BlendShape(uint64_t id, const Element& element, const Document& doc,
for (const Connection* con : conns) {
const BlendShapeChannel* const bspc = ProcessSimpleConnection<BlendShapeChannel>(*con, false, "BlendShapeChannel -> BlendShape", element);
if (bspc) {
blendShapeChannels.push_back(bspc);
continue;
auto pr = blendShapeChannels.insert(bspc);
if (!pr.second) {
FBXImporter::LogWarn("there is the same blendShapeChannel id ", bspc->ID());
}
}
}
}
@@ -179,8 +181,10 @@ BlendShapeChannel::BlendShapeChannel(uint64_t id, const Element& element, const
for (const Connection* con : conns) {
const ShapeGeometry* const sg = ProcessSimpleConnection<ShapeGeometry>(*con, false, "Shape -> BlendShapeChannel", element);
if (sg) {
shapeGeometries.push_back(sg);
continue;
auto pr = shapeGeometries.insert(sg);
if (!pr.second) {
FBXImporter::LogWarn("there is the same shapeGeometrie id ", sg->ID());
}
}
}
}

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@@ -46,6 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_FBX_DOCUMENT_H
#include <numeric>
#include <unordered_set>
#include <stdint.h>
#include <assimp/mesh.h>
#include "FBXProperties.h"
@@ -855,14 +856,14 @@ public:
return fullWeights;
}
const std::vector<const ShapeGeometry*>& GetShapeGeometries() const {
const std::unordered_set<const ShapeGeometry*>& GetShapeGeometries() const {
return shapeGeometries;
}
private:
float percent;
WeightArray fullWeights;
std::vector<const ShapeGeometry*> shapeGeometries;
std::unordered_set<const ShapeGeometry*> shapeGeometries;
};
/** DOM class for BlendShape deformers */
@@ -872,12 +873,12 @@ public:
virtual ~BlendShape();
const std::vector<const BlendShapeChannel*>& BlendShapeChannels() const {
const std::unordered_set<const BlendShapeChannel*>& BlendShapeChannels() const {
return blendShapeChannels;
}
private:
std::vector<const BlendShapeChannel*> blendShapeChannels;
std::unordered_set<const BlendShapeChannel*> blendShapeChannels;
};
/** DOM class for skin deformer clusters (aka sub-deformers) */

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@@ -69,13 +69,16 @@ Geometry::Geometry(uint64_t id, const Element& element, const std::string& name,
}
const BlendShape* const bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry", element);
if (bsp) {
blendShapes.push_back(bsp);
auto pr = blendShapes.insert(bsp);
if (!pr.second) {
FBXImporter::LogWarn("there is the same blendShape id ", bsp->ID());
}
}
}
}
// ------------------------------------------------------------------------------------------------
const std::vector<const BlendShape*>& Geometry::GetBlendShapes() const {
const std::unordered_set<const BlendShape*>& Geometry::GetBlendShapes() const {
return blendShapes;
}

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@@ -62,7 +62,7 @@ public:
/// @param name The name instance
/// @param doc The document instance
Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
/// @brief The class destructor, default.
virtual ~Geometry() = default;
@@ -72,11 +72,12 @@ public:
/// @brief Get the BlendShape attached to this geometry or nullptr
/// @return The blendshape arrays.
const std::vector<const BlendShape*>& GetBlendShapes() const;
const std::unordered_set<const BlendShape*>& GetBlendShapes() const;
private:
const Skin* skin;
std::vector<const BlendShape*> blendShapes;
std::unordered_set<const BlendShape*> blendShapes;
};
typedef std::vector<int> MatIndexArray;
@@ -112,7 +113,7 @@ public:
/// @return The binomal vector.
const std::vector<aiVector3D>& GetBinormals() const;
/// @brief Return list of faces - each entry denotes a face and specifies how many vertices it has.
/// @brief Return list of faces - each entry denotes a face and specifies how many vertices it has.
/// Vertices are taken from the vertex data arrays in sequential order.
/// @return The face indices vector.
const std::vector<unsigned int>& GetFaceIndexCounts() const;

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@@ -74,26 +74,8 @@ inline bool OnLeftSideOfLine2D(const T& p0, const T& p1,const T& p2) {
* both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
template <typename T>
inline bool PointInTriangle2D(const T& p0, const T& p1,const T& p2, const T& pp) {
// Point in triangle test using baryzentric coordinates
const aiVector2D v0 = p1 - p0;
const aiVector2D v1 = p2 - p0;
const aiVector2D v2 = pp - p0;
double dot00 = v0 * v0;
double dot11 = v1 * v1;
const double dot01 = v0 * v1;
const double dot02 = v0 * v2;
const double dot12 = v1 * v2;
const double denom = dot00 * dot11 - dot01 * dot01;
if (denom == 0.0) {
return false;
}
const double invDenom = 1.0 / denom;
dot11 = (dot11 * dot02 - dot01 * dot12) * invDenom;
dot00 = (dot00 * dot12 - dot01 * dot02) * invDenom;
return (dot11 > 0) && (dot00 > 0) && (dot11 + dot00 < 1);
// pp should be left side of the three triangle side, by ccw arrow
return OnLeftSideOfLine2D(p0, p1, pp) && OnLeftSideOfLine2D(p1, p2, pp) && OnLeftSideOfLine2D(p2, p0, pp);
}

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@@ -911,7 +911,12 @@ void ValidateDSProcess::Validate(const aiNode *pNode) {
nodeName, pNode->mNumChildren);
}
for (unsigned int i = 0; i < pNode->mNumChildren; ++i) {
Validate(pNode->mChildren[i]);
const aiNode *pChild = pNode->mChildren[i];
Validate(pChild);
if (pChild->mParent != pNode) {
const char *parentName = (pChild->mParent != nullptr) ? pChild->mParent->mName.C_Str() : "null";
ReportError("aiNode \"%s\" child %i \"%s\" parent is someone else: \"%s\"", pNode->mName.C_Str(), i, pChild->mName.C_Str(), parentName);
}
}
}
}