FBX: store UnitScaleFactor for fbx-files.
This commit is contained in:
@@ -66,7 +66,6 @@ namespace FBX {
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using namespace Util;
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#define MAGIC_NODE_TAG "_$AssimpFbx$"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
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@@ -74,373 +73,6 @@ using namespace Util;
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// XXX vc9's debugger won't step into anonymous namespaces
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//namespace {
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/** Dummy class to encapsulate the conversion process */
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class Converter
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{
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public:
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/**
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* The different parts that make up the final local transformation of a fbx-node
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*/
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enum TransformationComp
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{
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TransformationComp_Translation = 0,
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TransformationComp_RotationOffset,
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TransformationComp_RotationPivot,
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TransformationComp_PreRotation,
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TransformationComp_Rotation,
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TransformationComp_PostRotation,
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TransformationComp_RotationPivotInverse,
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TransformationComp_ScalingOffset,
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TransformationComp_ScalingPivot,
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TransformationComp_Scaling,
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TransformationComp_ScalingPivotInverse,
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TransformationComp_GeometricTranslation,
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TransformationComp_GeometricRotation,
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TransformationComp_GeometricScaling,
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TransformationComp_MAXIMUM
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};
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public:
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Converter( aiScene* out, const Document& doc );
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~Converter();
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private:
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// ------------------------------------------------------------------------------------------------
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// find scene root and trigger recursive scene conversion
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void ConvertRootNode();
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// ------------------------------------------------------------------------------------------------
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// collect and assign child nodes
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void ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4() );
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// ------------------------------------------------------------------------------------------------
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void ConvertLights( const Model& model );
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// ------------------------------------------------------------------------------------------------
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void ConvertCameras( const Model& model );
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// ------------------------------------------------------------------------------------------------
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void ConvertLight( const Model& model, const Light& light );
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// ------------------------------------------------------------------------------------------------
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void ConvertCamera( const Model& model, const Camera& cam );
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// ------------------------------------------------------------------------------------------------
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// this returns unified names usable within assimp identifiers (i.e. no space characters -
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// while these would be allowed, they are a potential trouble spot so better not use them).
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const char* NameTransformationComp( TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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// note: this returns the REAL fbx property names
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const char* NameTransformationCompProperty( TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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aiVector3D TransformationCompDefaultValue( TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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void GetRotationMatrix( Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out );
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// ------------------------------------------------------------------------------------------------
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/**
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* checks if a node has more than just scaling, rotation and translation components
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*/
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bool NeedsComplexTransformationChain( const Model& model );
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// ------------------------------------------------------------------------------------------------
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// note: name must be a FixNodeName() result
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std::string NameTransformationChainNode( const std::string& name, TransformationComp comp );
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// ------------------------------------------------------------------------------------------------
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/**
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* note: memory for output_nodes will be managed by the caller
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*/
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void GenerateTransformationNodeChain( const Model& model, std::vector<aiNode*>& output_nodes );
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// ------------------------------------------------------------------------------------------------
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void SetupNodeMetadata( const Model& model, aiNode& nd );
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// ------------------------------------------------------------------------------------------------
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void ConvertModel( const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
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std::vector<unsigned int> ConvertMesh( const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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aiMesh* SetupEmptyMesh( const MeshGeometry& mesh );
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshSingleMaterial( const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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std::vector<unsigned int> ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshMultiMaterial( const MeshGeometry& mesh, const Model& model,
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MatIndexArray::value_type index,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
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static_cast<unsigned int>(-1);
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// ------------------------------------------------------------------------------------------------
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/**
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* - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into
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* account when determining which weights to include.
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* - outputVertStartIndices is only used when a material index is specified, it gives for
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* each output vertex the DOM index it maps to.
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*/
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void ConvertWeights( aiMesh* out, const Model& model, const MeshGeometry& geo,
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const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
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unsigned int materialIndex = NO_MATERIAL_SEPARATION,
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std::vector<unsigned int>* outputVertStartIndices = NULL );
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// ------------------------------------------------------------------------------------------------
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void ConvertCluster( std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
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std::vector<size_t>& out_indices,
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std::vector<size_t>& index_out_indices,
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std::vector<size_t>& count_out_indices,
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const aiMatrix4x4& node_global_transform );
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// ------------------------------------------------------------------------------------------------
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void ConvertMaterialForMesh( aiMesh* out, const Model& model, const MeshGeometry& geo,
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MatIndexArray::value_type materialIndex );
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// ------------------------------------------------------------------------------------------------
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unsigned int GetDefaultMaterial();
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// ------------------------------------------------------------------------------------------------
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// Material -> aiMaterial
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unsigned int ConvertMaterial( const Material& material, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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// Video -> aiTexture
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unsigned int ConvertVideo( const Video& video );
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties( aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh );
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// ------------------------------------------------------------------------------------------------
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aiColor3D GetColorPropertyFromMaterial( const PropertyTable& props, const std::string& baseName,
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bool& result );
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aiColor3D GetColorPropertyFactored( const PropertyTable& props, const std::string& colorName,
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const std::string& factorName, bool& result, bool useTemplate=true );
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aiColor3D GetColorProperty( const PropertyTable& props, const std::string& colorName,
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bool& result, bool useTemplate=true );
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// ------------------------------------------------------------------------------------------------
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void SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyTable& props );
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// ------------------------------------------------------------------------------------------------
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// get the number of fps for a FrameRate enumerated value
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static double FrameRateToDouble( FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0 );
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// ------------------------------------------------------------------------------------------------
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// convert animation data to aiAnimation et al
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void ConvertAnimations();
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// ------------------------------------------------------------------------------------------------
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// rename a node already partially converted. fixed_name is a string previously returned by
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// FixNodeName, new_name specifies the string FixNodeName should return on all further invocations
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// which would previously have returned the old value.
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//
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// this also updates names in node animations, cameras and light sources and is thus slow.
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//
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// NOTE: the caller is responsible for ensuring that the new name is unique and does
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// not collide with any other identifiers. The best way to ensure this is to only
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// append to the old name, which is guaranteed to match these requirements.
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void RenameNode( const std::string& fixed_name, const std::string& new_name );
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// ------------------------------------------------------------------------------------------------
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// takes a fbx node name and returns the identifier to be used in the assimp output scene.
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// the function is guaranteed to provide consistent results over multiple invocations
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// UNLESS RenameNode() is called for a particular node name.
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std::string FixNodeName( const std::string& name );
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typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap;
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// XXX: better use multi_map ..
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typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
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// ------------------------------------------------------------------------------------------------
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void ConvertAnimationStack( const AnimationStack& st );
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// ------------------------------------------------------------------------------------------------
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void GenerateNodeAnimations( std::vector<aiNodeAnim*>& node_anims,
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const std::string& fixed_name,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time );
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// ------------------------------------------------------------------------------------------------
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bool IsRedundantAnimationData( const Model& target,
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TransformationComp comp,
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const std::vector<const AnimationCurveNode*>& curves );
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// ------------------------------------------------------------------------------------------------
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aiNodeAnim* GenerateRotationNodeAnim( const std::string& name,
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const Model& target,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time );
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// ------------------------------------------------------------------------------------------------
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aiNodeAnim* GenerateScalingNodeAnim( const std::string& name,
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const Model& /*target*/,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time );
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// ------------------------------------------------------------------------------------------------
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aiNodeAnim* GenerateTranslationNodeAnim( const std::string& name,
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const Model& /*target*/,
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const std::vector<const AnimationCurveNode*>& curves,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time,
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bool inverse = false );
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// ------------------------------------------------------------------------------------------------
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// generate node anim, extracting only Rotation, Scaling and Translation from the given chain
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aiNodeAnim* GenerateSimpleNodeAnim( const std::string& name,
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const Model& target,
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NodeMap::const_iterator chain[ TransformationComp_MAXIMUM ],
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NodeMap::const_iterator iter_end,
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const LayerMap& layer_map,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time,
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bool reverse_order = false );
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// key (time), value, mapto (component index)
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typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
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typedef std::vector<KeyFrameList> KeyFrameListList;
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// ------------------------------------------------------------------------------------------------
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KeyFrameListList GetKeyframeList( const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop );
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// ------------------------------------------------------------------------------------------------
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KeyTimeList GetKeyTimeList( const KeyFrameListList& inputs );
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// ------------------------------------------------------------------------------------------------
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void InterpolateKeys( aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
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const aiVector3D& def_value,
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double& max_time,
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double& min_time );
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// ------------------------------------------------------------------------------------------------
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void InterpolateKeys( aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
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const aiVector3D& def_value,
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double& maxTime,
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double& minTime,
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Model::RotOrder order );
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// ------------------------------------------------------------------------------------------------
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void ConvertTransformOrder_TRStoSRT( aiQuatKey* out_quat, aiVectorKey* out_scale,
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aiVectorKey* out_translation,
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const KeyFrameListList& scaling,
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const KeyFrameListList& translation,
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const KeyFrameListList& rotation,
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const KeyTimeList& times,
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double& maxTime,
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double& minTime,
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Model::RotOrder order,
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const aiVector3D& def_scale,
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const aiVector3D& def_translate,
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const aiVector3D& def_rotation );
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// ------------------------------------------------------------------------------------------------
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// euler xyz -> quat
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aiQuaternion EulerToQuaternion( const aiVector3D& rot, Model::RotOrder order );
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// ------------------------------------------------------------------------------------------------
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void ConvertScaleKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
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int64_t start, int64_t stop,
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double& maxTime,
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double& minTime );
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// ------------------------------------------------------------------------------------------------
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void ConvertTranslationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
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const LayerMap& /*layers*/,
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int64_t start, int64_t stop,
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double& maxTime,
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double& minTime );
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// ------------------------------------------------------------------------------------------------
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void ConvertRotationKeys( aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
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const LayerMap& /*layers*/,
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int64_t start, int64_t stop,
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double& maxTime,
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double& minTime,
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Model::RotOrder order );
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// ------------------------------------------------------------------------------------------------
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// copy generated meshes, animations, lights, cameras and textures to the output scene
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void TransferDataToScene();
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private:
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// 0: not assigned yet, others: index is value - 1
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unsigned int defaultMaterialIndex;
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std::vector<aiMesh*> meshes;
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std::vector<aiMaterial*> materials;
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std::vector<aiAnimation*> animations;
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std::vector<aiLight*> lights;
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std::vector<aiCamera*> cameras;
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std::vector<aiTexture*> textures;
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typedef std::map<const Material*, unsigned int> MaterialMap;
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MaterialMap materials_converted;
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typedef std::map<const Video*, unsigned int> VideoMap;
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VideoMap textures_converted;
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typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
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MeshMap meshes_converted;
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// fixed node name -> which trafo chain components have animations?
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typedef std::map<std::string, unsigned int> NodeAnimBitMap;
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NodeAnimBitMap node_anim_chain_bits;
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// name -> has had its prefix_stripped?
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typedef std::map<std::string, bool> NodeNameMap;
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NodeNameMap node_names;
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typedef std::map<std::string, std::string> NameNameMap;
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NameNameMap renamed_nodes;
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double anim_fps;
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aiScene* const out;
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const FBX::Document& doc;
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};
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Converter::Converter( aiScene* out, const Document& doc )
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: defaultMaterialIndex()
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@@ -472,6 +104,7 @@ Converter::Converter( aiScene* out, const Document& doc )
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}
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}
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ConvertGlobalSettings();
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TransferDataToScene();
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// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
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@@ -3341,8 +2974,20 @@ void Converter::ConvertRotationKeys( aiNodeAnim* na, const std::vector<const Ani
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na->mNumRotationKeys = static_cast<unsigned int>( keys.size() );
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na->mRotationKeys = new aiQuatKey[ keys.size() ];
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if ( keys.size() > 0 )
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InterpolateKeys( na->mRotationKeys, keys, inputs, aiVector3D( 0.0f, 0.0f, 0.0f ), maxTime, minTime, order );
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if (!keys.empty()) {
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InterpolateKeys(na->mRotationKeys, keys, inputs, aiVector3D(0.0f, 0.0f, 0.0f), maxTime, minTime, order);
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}
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}
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void Converter::ConvertGlobalSettings() {
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if (nullptr == out) {
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return;
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}
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out->mMetaData = aiMetadata::Alloc(1);
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unsigned int index(0);
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const double unitScalFactor(doc.GlobalSettings().UnitScaleFactor());
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out->mMetaData->Set(index, "UnitScaleFactor", unitScalFactor);
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}
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void Converter::TransferDataToScene()
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Block a user