Added unparsed FBX properties to the aiNode's metadata. This allows the
user to extract extra/custom/user attributes/properties from the scene graph. E.g., extracting attributes set under "extra attributes" in Maya.
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@@ -46,6 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include <iterator>
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#include <sstream>
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#include <boost/tuple/tuple.hpp>
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#include "FBXParser.h"
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@@ -94,14 +95,6 @@ public:
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TransformationComp_MAXIMUM
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};
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enum MetadataKeys
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{
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MetadataKeys_UserProperties = 0,
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MetadataKeys_IsNull,
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MetadataKeys_MAXIMUM
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};
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public:
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Converter(aiScene* out, const Document& doc)
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@@ -760,21 +753,56 @@ private:
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void SetupNodeMetadata(const Model& model, aiNode& nd)
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{
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const PropertyTable& props = model.Props();
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DirectPropertyMap unparsedProperties = props.GetUnparsedProperties();
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//create metadata on node
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// create metadata on node
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std::size_t numStaticMetaData = 2;
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aiMetadata* data = new aiMetadata();
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data->mNumProperties = MetadataKeys_MAXIMUM;
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data->mNumProperties = unparsedProperties.size() + numStaticMetaData;
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data->mKeys = new aiString[data->mNumProperties]();
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data->mValues = new aiString[data->mNumProperties]();
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nd.mMetaData = data;
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int index = 0;
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// find user defined properties
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data->mKeys[MetadataKeys_UserProperties].Set("UserProperties");
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data->mValues[MetadataKeys_UserProperties].Set(PropertyGet<std::string>(props, "UDP3DSMAX", ""));
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// find user defined properties (3ds Max)
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data->mKeys[index].Set("UserProperties");
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data->mValues[index].Set(PropertyGet<std::string>(props, "UDP3DSMAX", ""));
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++index;
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// preserve the info that a node was marked as Null node in the original file.
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data->mKeys[MetadataKeys_IsNull].Set("IsNull");
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data->mValues[MetadataKeys_IsNull].Set(model.IsNull() ? "true" : "false");
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data->mKeys[index].Set("IsNull");
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data->mValues[index].Set(model.IsNull() ? "true" : "false");
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++index;
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// add unparsed properties to the node's metadata
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BOOST_FOREACH(const DirectPropertyMap::value_type& prop, unparsedProperties) {
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// all values are converted to strings using the following stringstream
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std::stringstream ss;
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bool parse_succeeded = false;
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// Interpret the property as a concrete type
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if (const TypedProperty<std::string>* interpreted = prop.second->As<TypedProperty<std::string>>())
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ss << interpreted->Value();
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else if (const TypedProperty<bool>* interpreted = prop.second->As<TypedProperty<bool>>())
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ss << interpreted->Value();
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else if (const TypedProperty<int>* interpreted = prop.second->As<TypedProperty<int>>())
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ss << interpreted->Value();
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else if (const TypedProperty<uint64_t>* interpreted = prop.second->As<TypedProperty<uint64_t>>())
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ss << interpreted->Value();
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else if (const TypedProperty<float>* interpreted = prop.second->As<TypedProperty<float>>())
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ss << interpreted->Value();
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else if (const TypedProperty<aiVector3D>* interpreted = prop.second->As<TypedProperty<aiVector3D>>())
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{
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aiVector3D v = interpreted->Value();
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ss << v.x << ";" << v.y << ";" << v.z;
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}
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// add property to meta data
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data->mKeys[index].Set(prop.first);
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data->mValues[index].Set(ss.str());
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++index;
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}
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}
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// ------------------------------------------------------------------------------------------------
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