Merge branch 'master' into master

This commit is contained in:
Zoltan Baldaszti
2019-11-02 01:14:04 +01:00
committed by GitHub
17 changed files with 857 additions and 294 deletions

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@@ -72,7 +72,7 @@ void Discreet3DSImporter::ReplaceDefaultMaterial()
unsigned int idx( NotSet );
for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
{
std::string &s = mScene->mMaterials[i].mName;
std::string s = mScene->mMaterials[i].mName;
for ( std::string::iterator it = s.begin(); it != s.end(); ++it ) {
*it = static_cast< char >( ::tolower( *it ) );
}

View File

@@ -682,6 +682,8 @@ SET( PostProcessing_SRCS
PostProcessing/MakeVerboseFormat.h
PostProcessing/ScaleProcess.cpp
PostProcessing/ScaleProcess.h
PostProcessing/ArmaturePopulate.cpp
PostProcessing/ArmaturePopulate.h
PostProcessing/GenBoundingBoxesProcess.cpp
PostProcessing/GenBoundingBoxesProcess.h
)

View File

@@ -131,11 +131,15 @@ corresponding preprocessor flag to selectively disable steps.
#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
# include "PostProcessing/ScaleProcess.h"
#endif
#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
# include "PostProcessing/ArmaturePopulate.h"
#endif
#if (!defined ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS)
# include "PostProcessing/GenBoundingBoxesProcess.h"
#endif
namespace Assimp {
// ------------------------------------------------------------------------------------------------
@@ -180,6 +184,9 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out)
#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
out.push_back( new ScaleProcess());
#endif
#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
out.push_back( new ArmaturePopulate());
#endif
#if (!defined ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS)
out.push_back( new PretransformVertices());
#endif

View File

@@ -44,23 +44,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
aiNode::aiNode()
: mName("")
, mParent(NULL)
, mParent(nullptr)
, mNumChildren(0)
, mChildren(NULL)
, mChildren(nullptr)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL) {
, mMeshes(nullptr)
, mMetaData(nullptr) {
// empty
}
aiNode::aiNode(const std::string& name)
: mName(name)
, mParent(NULL)
, mParent(nullptr)
, mNumChildren(0)
, mChildren(NULL)
, mChildren(nullptr)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL) {
, mMeshes(nullptr)
, mMetaData(nullptr) {
// empty
}
@@ -68,7 +68,7 @@ aiNode::aiNode(const std::string& name)
aiNode::~aiNode() {
// delete all children recursively
// to make sure we won't crash if the data is invalid ...
if (mChildren && mNumChildren)
if (mNumChildren && mChildren)
{
for (unsigned int a = 0; a < mNumChildren; a++)
delete mChildren[a];

View File

@@ -68,7 +68,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream>
#include <iomanip>
#include <cstdint>
#include <iostream>
#include <stdlib.h>
namespace Assimp {
namespace FBX {
@@ -145,7 +146,7 @@ namespace Assimp {
out->mRootNode->mName.Set(unique_name);
// root has ID 0
ConvertNodes(0L, *out->mRootNode);
ConvertNodes(0L, out->mRootNode, out->mRootNode);
}
static std::string getAncestorBaseName(const aiNode* node)
@@ -179,8 +180,11 @@ namespace Assimp {
GetUniqueName(original_name, unique_name);
return unique_name;
}
void FBXConverter::ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform) {
/// todo: pre-build node hierarchy
/// todo: get bone from stack
/// todo: make map of aiBone* to aiNode*
/// then update convert clusters to the new format
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
std::vector<aiNode*> nodes;
@@ -191,62 +195,69 @@ namespace Assimp {
try {
for (const Connection* con : conns) {
// ignore object-property links
if (con->PropertyName().length()) {
continue;
// really important we document why this is ignored.
FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
continue; //?
}
// convert connection source object into Object base class
const Object* const object = con->SourceObject();
if (nullptr == object) {
FBXImporter::LogWarn("failed to convert source object for Model link");
FBXImporter::LogError("failed to convert source object for Model link");
continue;
}
// FBX Model::Cube, Model::Bone001, etc elements
// This detects if we can cast the object into this model structure.
const Model* const model = dynamic_cast<const Model*>(object);
if (nullptr != model) {
nodes_chain.clear();
post_nodes_chain.clear();
aiMatrix4x4 new_abs_transform = parent_transform;
std::string unique_name = MakeUniqueNodeName(model, parent);
aiMatrix4x4 new_abs_transform = parent->mTransformation;
std::string node_name = FixNodeName(model->Name());
// even though there is only a single input node, the design of
// assimp (or rather: the complicated transformation chain that
// is employed by fbx) means that we may need multiple aiNode's
// to represent a fbx node's transformation.
const bool need_additional_node = GenerateTransformationNodeChain(*model, unique_name, nodes_chain, post_nodes_chain);
// generate node transforms - this includes pivot data
// if need_additional_node is true then you t
const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
// assert that for the current node we must have at least a single transform
ai_assert(nodes_chain.size());
if (need_additional_node) {
nodes_chain.push_back(new aiNode(unique_name));
nodes_chain.push_back(new aiNode(node_name));
}
//setup metadata on newest node
SetupNodeMetadata(*model, *nodes_chain.back());
// link all nodes in a row
aiNode* last_parent = &parent;
for (aiNode* prenode : nodes_chain) {
ai_assert(prenode);
aiNode* last_parent = parent;
for (aiNode* child : nodes_chain) {
ai_assert(child);
if (last_parent != &parent) {
if (last_parent != parent) {
last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode*[1];
last_parent->mChildren[0] = prenode;
last_parent->mChildren[0] = child;
}
prenode->mParent = last_parent;
last_parent = prenode;
child->mParent = last_parent;
last_parent = child;
new_abs_transform *= prenode->mTransformation;
new_abs_transform *= child->mTransformation;
}
// attach geometry
ConvertModel(*model, *nodes_chain.back(), new_abs_transform);
ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
// check if there will be any child nodes
const std::vector<const Connection*>& child_conns
@@ -258,7 +269,7 @@ namespace Assimp {
for (aiNode* postnode : post_nodes_chain) {
ai_assert(postnode);
if (last_parent != &parent) {
if (last_parent != parent) {
last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode*[1];
last_parent->mChildren[0] = postnode;
@@ -280,15 +291,15 @@ namespace Assimp {
);
}
// attach sub-nodes (if any)
ConvertNodes(model->ID(), *last_parent, new_abs_transform);
// recursion call - child nodes
ConvertNodes(model->ID(), last_parent, root_node);
if (doc.Settings().readLights) {
ConvertLights(*model, unique_name);
ConvertLights(*model, node_name);
}
if (doc.Settings().readCameras) {
ConvertCameras(*model, unique_name);
ConvertCameras(*model, node_name);
}
nodes.push_back(nodes_chain.front());
@@ -297,11 +308,17 @@ namespace Assimp {
}
if (nodes.size()) {
parent.mChildren = new aiNode*[nodes.size()]();
parent.mNumChildren = static_cast<unsigned int>(nodes.size());
parent->mChildren = new aiNode*[nodes.size()]();
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
std::swap_ranges(nodes.begin(), nodes.end(), parent.mChildren);
std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
}
else
{
parent->mNumChildren = 0;
parent->mChildren = nullptr;
}
}
catch (std::exception&) {
Util::delete_fun<aiNode> deleter;
@@ -803,7 +820,7 @@ namespace Assimp {
// is_complex needs to be consistent with NeedsComplexTransformationChain()
// or the interplay between this code and the animation converter would
// not be guaranteed.
ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
//ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
// now, if we have more than just Translation, Scaling and Rotation,
// we need to generate a full node chain to accommodate for assimp's
@@ -905,7 +922,8 @@ namespace Assimp {
}
}
void FBXConverter::ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform)
void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{
const std::vector<const Geometry*>& geos = model.GetGeometry();
@@ -917,11 +935,12 @@ namespace Assimp {
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
const LineGeometry* const line = dynamic_cast<const LineGeometry*>(geo);
if (mesh) {
const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, parent, root_node,
absolute_transform);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
}
else if (line) {
const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
const std::vector<unsigned int>& indices = ConvertLine(*line, model, parent, root_node);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
}
else {
@@ -930,15 +949,16 @@ namespace Assimp {
}
if (meshes.size()) {
nd.mMeshes = new unsigned int[meshes.size()]();
nd.mNumMeshes = static_cast<unsigned int>(meshes.size());
parent->mMeshes = new unsigned int[meshes.size()]();
parent->mNumMeshes = static_cast<unsigned int>(meshes.size());
std::swap_ranges(meshes.begin(), meshes.end(), nd.mMeshes);
std::swap_ranges(meshes.begin(), meshes.end(), parent->mMeshes);
}
}
std::vector<unsigned int> FBXConverter::ConvertMesh(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
std::vector<unsigned int>
FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{
std::vector<unsigned int> temp;
@@ -962,18 +982,18 @@ namespace Assimp {
const MatIndexArray::value_type base = mindices[0];
for (MatIndexArray::value_type index : mindices) {
if (index != base) {
return ConvertMeshMultiMaterial(mesh, model, node_global_transform, nd);
return ConvertMeshMultiMaterial(mesh, model, parent, root_node, absolute_transform);
}
}
}
// faster code-path, just copy the data
temp.push_back(ConvertMeshSingleMaterial(mesh, model, node_global_transform, nd));
temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
return temp;
}
std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
aiNode *parent, aiNode *root_node)
{
std::vector<unsigned int> temp;
@@ -984,7 +1004,7 @@ namespace Assimp {
return temp;
}
aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
aiMesh* const out_mesh = SetupEmptyMesh(line, root_node);
out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
// copy vertices
@@ -1019,7 +1039,7 @@ namespace Assimp {
return temp;
}
aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode *parent)
{
aiMesh* const out_mesh = new aiMesh();
meshes.push_back(out_mesh);
@@ -1036,17 +1056,18 @@ namespace Assimp {
}
else
{
out_mesh->mName = nd.mName;
out_mesh->mName = parent->mName;
}
return out_mesh;
}
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *root_node)
{
const MatIndexArray& mindices = mesh.GetMaterialIndices();
aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
@@ -1113,7 +1134,7 @@ namespace Assimp {
binormals = &tempBinormals;
}
else {
binormals = NULL;
binormals = nullptr;
}
}
@@ -1163,8 +1184,9 @@ namespace Assimp {
ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
}
if (doc.Settings().readWeights && mesh.DeformerSkin() != NULL) {
ConvertWeights(out_mesh, model, mesh, node_global_transform, NO_MATERIAL_SEPARATION);
if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
nullptr);
}
std::vector<aiAnimMesh*> animMeshes;
@@ -1209,8 +1231,10 @@ namespace Assimp {
return static_cast<unsigned int>(meshes.size() - 1);
}
std::vector<unsigned int> FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
std::vector<unsigned int>
FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{
const MatIndexArray& mindices = mesh.GetMaterialIndices();
ai_assert(mindices.size());
@@ -1221,7 +1245,7 @@ namespace Assimp {
for (MatIndexArray::value_type index : mindices) {
if (had.find(index) == had.end()) {
indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, node_global_transform, nd));
indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node, absolute_transform));
had.insert(index);
}
}
@@ -1229,18 +1253,18 @@ namespace Assimp {
return indices;
}
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
MatIndexArray::value_type index,
const aiMatrix4x4& node_global_transform,
aiNode& nd)
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
MatIndexArray::value_type index,
aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{
aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
const MatIndexArray& mindices = mesh.GetMaterialIndices();
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != NULL;
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != nullptr;
unsigned int count_faces = 0;
unsigned int count_vertices = 0;
@@ -1300,7 +1324,7 @@ namespace Assimp {
binormals = &tempBinormals;
}
else {
binormals = NULL;
binormals = nullptr;
}
}
@@ -1399,7 +1423,7 @@ namespace Assimp {
ConvertMaterialForMesh(out_mesh, model, mesh, index);
if (process_weights) {
ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping);
ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, index, &reverseMapping);
}
std::vector<aiAnimMesh*> animMeshes;
@@ -1449,10 +1473,10 @@ namespace Assimp {
return static_cast<unsigned int>(meshes.size() - 1);
}
void FBXConverter::ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
const aiMatrix4x4& node_global_transform,
unsigned int materialIndex,
std::vector<unsigned int>* outputVertStartIndices)
void FBXConverter::ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo,
const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node, unsigned int materialIndex,
std::vector<unsigned int> *outputVertStartIndices)
{
ai_assert(geo.DeformerSkin());
@@ -1463,13 +1487,12 @@ namespace Assimp {
const Skin& sk = *geo.DeformerSkin();
std::vector<aiBone*> bones;
bones.reserve(sk.Clusters().size());
const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
ai_assert(no_mat_check || outputVertStartIndices);
try {
// iterate over the sub deformers
for (const Cluster* cluster : sk.Clusters()) {
ai_assert(cluster);
@@ -1483,15 +1506,16 @@ namespace Assimp {
index_out_indices.clear();
out_indices.clear();
// now check if *any* of these weights is contained in the output mesh,
// taking notes so we don't need to do it twice.
for (WeightIndexArray::value_type index : indices) {
unsigned int count = 0;
const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
// ToOutputVertexIndex only returns NULL if index is out of bounds
// ToOutputVertexIndex only returns nullptr if index is out of bounds
// which should never happen
ai_assert(out_idx != NULL);
ai_assert(out_idx != nullptr);
index_out_indices.push_back(no_index_sentinel);
count_out_indices.push_back(0);
@@ -1520,68 +1544,107 @@ namespace Assimp {
}
}
}
// if we found at least one, generate the output bones
// XXX this could be heavily simplified by collecting the bone
// data in a single step.
ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
count_out_indices, node_global_transform);
ConvertCluster(bones, cluster, out_indices, index_out_indices,
count_out_indices, absolute_transform, parent, root_node);
}
bone_map.clear();
}
catch (std::exception&) {
catch (std::exception&e) {
std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>());
throw;
}
if (bones.empty()) {
out->mBones = nullptr;
out->mNumBones = 0;
return;
} else {
out->mBones = new aiBone *[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
}
out->mBones = new aiBone*[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
}
void FBXConverter::ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
std::vector<size_t>& out_indices,
std::vector<size_t>& index_out_indices,
std::vector<size_t>& count_out_indices,
const aiMatrix4x4& node_global_transform)
const aiNode* FBXConverter::GetNodeByName( const aiString& name, aiNode *current_node )
{
aiNode * iter = current_node;
//printf("Child count: %d", iter->mNumChildren);
return iter;
}
aiBone* const bone = new aiBone();
bones.push_back(bone);
void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node) {
ai_assert(cl); // make sure cluster valid
std::string deformer_name = cl->TargetNode()->Name();
aiString bone_name = aiString(FixNodeName(deformer_name));
bone->mName = FixNodeName(cl.TargetNode()->Name());
aiBone *bone = nullptr;
bone->mOffsetMatrix = cl.TransformLink();
bone->mOffsetMatrix.Inverse();
if (bone_map.count(deformer_name)) {
std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name
<< std::endl;
bone = bone_map[deformer_name];
} else {
std::cout << "created new bone " << bone_name.C_Str() << ". Deformer: " << deformer_name << std::endl;
bone = new aiBone();
bone->mName = bone_name;
bone->mOffsetMatrix = bone->mOffsetMatrix * node_global_transform;
// store local transform link for post processing
bone->mOffsetMatrix = cl->TransformLink();
bone->mOffsetMatrix.Inverse();
bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
aiVertexWeight* cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
const WeightArray& weights = cl.GetWeights();
bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
const size_t c = index_out_indices.size();
for (size_t i = 0; i < c; ++i) {
const size_t index_index = index_out_indices[i];
if (index_index == no_index_sentinel) {
continue;
//
// Now calculate the aiVertexWeights
//
aiVertexWeight *cursor = nullptr;
bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
const WeightArray& weights = cl->GetWeights();
const size_t c = index_out_indices.size();
for (size_t i = 0; i < c; ++i) {
const size_t index_index = index_out_indices[i];
if (index_index == no_index_sentinel) {
continue;
}
const size_t cc = count_out_indices[i];
for (size_t j = 0; j < cc; ++j) {
// cursor runs from first element relative to the start
// or relative to the start of the next indexes.
aiVertexWeight& out_weight = *cursor++;
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
out_weight.mWeight = weights[i];
}
}
const size_t cc = count_out_indices[i];
for (size_t j = 0; j < cc; ++j) {
aiVertexWeight& out_weight = *cursor++;
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
out_weight.mWeight = weights[i];
}
bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
}
std::cout << "bone research: Indicies size: " << out_indices.size() << std::endl;
// lookup must be populated in case something goes wrong
// this also allocates bones to mesh instance outside
local_mesh_bones.push_back(bone);
}
void FBXConverter::ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@@ -2677,7 +2740,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
// sanity check whether the input is ok
static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves,
bool strictMode) {
const Object* target(NULL);
const Object* target(nullptr);
for (const AnimationCurveNode* node : curves) {
if (!target) {
target = node->Target();
@@ -2708,7 +2771,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
#ifdef ASSIMP_BUILD_DEBUG
validateAnimCurveNodes(curves, doc.Settings().strictMode);
#endif
const AnimationCurveNode* curve_node = NULL;
const AnimationCurveNode* curve_node = nullptr;
for (const AnimationCurveNode* node : curves) {
ai_assert(node);
@@ -3556,7 +3619,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
ai_assert(!out->mMeshes);
ai_assert(!out->mNumMeshes);
// note: the trailing () ensures initialization with NULL - not
// note: the trailing () ensures initialization with nullptr - not
// many C++ users seem to know this, so pointing it out to avoid
// confusion why this code works.

View File

@@ -123,7 +123,7 @@ private:
// ------------------------------------------------------------------------------------------------
// collect and assign child nodes
void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4());
void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
void ConvertLights(const Model& model, const std::string &orig_name );
@@ -179,32 +179,35 @@ private:
void SetupNodeMetadata(const Model& model, aiNode& nd);
// ------------------------------------------------------------------------------------------------
void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform);
void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
std::vector<unsigned int>
ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode& nd);
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *root_node);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
std::vector<unsigned int>
ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
MatIndexArray::value_type index,
const aiMatrix4x4& node_global_transform, aiNode& nd);
unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
@@ -217,17 +220,17 @@ private:
* - outputVertStartIndices is only used when a material index is specified, it gives for
* each output vertex the DOM index it maps to.
*/
void ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int>* outputVertStartIndices = NULL);
void ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent = NULL, aiNode *root_node = NULL,
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int> *outputVertStartIndices = NULL);
// lookup
static const aiNode* GetNodeByName( const aiString& name, aiNode *current_node );
// ------------------------------------------------------------------------------------------------
void ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
std::vector<size_t>& out_indices,
std::vector<size_t>& index_out_indices,
std::vector<size_t>& count_out_indices,
const aiMatrix4x4& node_global_transform);
void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@@ -452,10 +455,30 @@ private:
using NodeNameCache = std::unordered_map<std::string, unsigned int>;
NodeNameCache mNodeNames;
// Deformer name is not the same as a bone name - it does contain the bone name though :)
// Deformer names in FBX are always unique in an FBX file.
std::map<const std::string, aiBone *> bone_map;
double anim_fps;
aiScene* const out;
const FBX::Document& doc;
static void BuildBoneList(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
std::vector<aiBone*>& bones);
void BuildBoneStack(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode*> &node_stack );
static void BuildNodeList(aiNode *current_node, std::vector<aiNode *> &nodes);
static aiNode *GetNodeFromStack(const aiString &node_name, std::vector<aiNode *> &nodes);
static aiNode *GetArmatureRoot(aiNode *bone_node, std::vector<aiBone*> &bone_list);
static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones);
};
}

View File

@@ -48,26 +48,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXImporter.h"
#include "FBXTokenizer.h"
#include "FBXParser.h"
#include "FBXUtil.h"
#include "FBXDocument.h"
#include "FBXConverter.h"
#include "FBXDocument.h"
#include "FBXParser.h"
#include "FBXTokenizer.h"
#include "FBXUtil.h"
#include <assimp/StreamReader.h>
#include <assimp/MemoryIOWrapper.h>
#include <assimp/Importer.hpp>
#include <assimp/StreamReader.h>
#include <assimp/importerdesc.h>
#include <assimp/Importer.hpp>
namespace Assimp {
template<>
const char* LogFunctions<FBXImporter>::Prefix() {
static auto prefix = "FBX: ";
return prefix;
template <>
const char *LogFunctions<FBXImporter>::Prefix() {
static auto prefix = "FBX: ";
return prefix;
}
}
} // namespace Assimp
using namespace Assimp;
using namespace Assimp::Formatter;
@@ -76,131 +76,123 @@ using namespace Assimp::FBX;
namespace {
static const aiImporterDesc desc = {
"Autodesk FBX Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"fbx"
"Autodesk FBX Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"fbx"
};
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by #Importer
FBXImporter::FBXImporter()
{
FBXImporter::FBXImporter() {
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
FBXImporter::~FBXImporter()
{
FBXImporter::~FBXImporter() {
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool FBXImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string& extension = GetExtension(pFile);
if (extension == std::string( desc.mFileExtensions ) ) {
return true;
}
bool FBXImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
const std::string &extension = GetExtension(pFile);
if (extension == std::string(desc.mFileExtensions)) {
return true;
}
else if ((!extension.length() || checkSig) && pIOHandler) {
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
const char* tokens[] = {"fbx"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
else if ((!extension.length() || checkSig) && pIOHandler) {
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
const char *tokens[] = { "fbx" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// List all extensions handled by this loader
const aiImporterDesc* FBXImporter::GetInfo () const
{
return &desc;
const aiImporterDesc *FBXImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void FBXImporter::SetupProperties(const Importer* pImp)
{
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
void FBXImporter::SetupProperties(const Importer *pImp) {
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
if (!stream) {
ThrowException("Could not open file for reading");
}
void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
if (!stream) {
ThrowException("Could not open file for reading");
}
// read entire file into memory - no streaming for this, fbx
// files can grow large, but the assimp output data structure
// then becomes very large, too. Assimp doesn't support
// streaming for its output data structures so the net win with
// streaming input data would be very low.
std::vector<char> contents;
contents.resize(stream->FileSize()+1);
stream->Read( &*contents.begin(), 1, contents.size()-1 );
contents[ contents.size() - 1 ] = 0;
const char* const begin = &*contents.begin();
// read entire file into memory - no streaming for this, fbx
// files can grow large, but the assimp output data structure
// then becomes very large, too. Assimp doesn't support
// streaming for its output data structures so the net win with
// streaming input data would be very low.
std::vector<char> contents;
contents.resize(stream->FileSize() + 1);
stream->Read(&*contents.begin(), 1, contents.size() - 1);
contents[contents.size() - 1] = 0;
const char *const begin = &*contents.begin();
// broadphase tokenizing pass in which we identify the core
// syntax elements of FBX (brackets, commas, key:value mappings)
TokenList tokens;
try {
// broadphase tokenizing pass in which we identify the core
// syntax elements of FBX (brackets, commas, key:value mappings)
TokenList tokens;
try {
bool is_binary = false;
if (!strncmp(begin,"Kaydara FBX Binary",18)) {
is_binary = true;
TokenizeBinary(tokens,begin,contents.size());
}
else {
Tokenize(tokens,begin);
}
bool is_binary = false;
if (!strncmp(begin, "Kaydara FBX Binary", 18)) {
is_binary = true;
TokenizeBinary(tokens, begin, contents.size());
} else {
Tokenize(tokens, begin);
}
// use this information to construct a very rudimentary
// parse-tree representing the FBX scope structure
Parser parser(tokens, is_binary);
// use this information to construct a very rudimentary
// parse-tree representing the FBX scope structure
Parser parser(tokens, is_binary);
// take the raw parse-tree and convert it to a FBX DOM
Document doc(parser,settings);
// take the raw parse-tree and convert it to a FBX DOM
Document doc(parser, settings);
// convert the FBX DOM to aiScene
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
// convert the FBX DOM to aiScene
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
// size relative to cm
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
// size relative to cm
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
// Set FBX file scale is relative to CM must be converted to M for
// assimp universal format (M)
SetFileScale( size_relative_to_cm * 0.01f);
// Set FBX file scale is relative to CM must be converted to M for
// assimp universal format (M)
SetFileScale(size_relative_to_cm * 0.01f);
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
}
catch(std::exception&) {
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
throw;
}
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
} catch (std::exception &) {
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
throw;
}
}
#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER

View File

@@ -0,0 +1,268 @@
/*
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.
----------------------------------------------------------------------
*/
#include "ArmaturePopulate.h"
#include <assimp/BaseImporter.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <iostream>
namespace Assimp {
/// The default class constructor.
ArmaturePopulate::ArmaturePopulate() : BaseProcess()
{}
/// The class destructor.
ArmaturePopulate::~ArmaturePopulate()
{}
bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_PopulateArmatureData) != 0;
}
void ArmaturePopulate::SetupProperties(const Importer *pImp) {
// do nothing
}
void ArmaturePopulate::Execute(aiScene *out) {
// Now convert all bone positions to the correct mOffsetMatrix
std::vector<aiBone *> bones;
std::vector<aiNode *> nodes;
std::map<aiBone *, aiNode *> bone_stack;
BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
BuildNodeList(out->mRootNode, nodes);
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
aiBone *bone = kvp.first;
aiNode *bone_node = kvp.second;
ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
// lcl transform grab - done in generate_nodes :)
// bone->mOffsetMatrix = bone_node->mTransformation;
aiNode *armature = GetArmatureRoot(bone_node, bones);
ai_assert(armature);
// set up bone armature id
bone->mArmature = armature;
// set this bone node to be referenced properly
ai_assert(bone_node);
bone->mNode = bone_node;
}
}
/* Reprocess all nodes to calculate bone transforms properly based on the REAL
* mOffsetMatrix not the local. */
/* Before this would use mesh transforms which is wrong for bone transforms */
/* Before this would work for simple character skeletons but not complex meshes
* with multiple origins */
/* Source: sketch fab log cutter fbx */
void ArmaturePopulate::BuildBoneList(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
std::vector<aiBone *> &bones) {
ai_assert(scene);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
// check for bones
for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
ai_assert(child->mMeshes);
unsigned int mesh_index = child->mMeshes[meshId];
aiMesh *mesh = scene->mMeshes[mesh_index];
ai_assert(mesh);
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
aiBone *bone = mesh->mBones[boneId];
ai_assert(bone);
// duplicate meshes exist with the same bones sometimes :)
// so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once
bones.push_back(bone);
}
}
// find mesh and get bones
// then do recursive lookup for bones in root node hierarchy
}
BuildBoneList(child, root_node, scene, bones);
}
}
/* Prepare flat node list which can be used for non recursive lookups later */
void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) {
ai_assert(current_node);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
nodes.push_back(child);
BuildNodeList(child, nodes);
}
}
/* A bone stack allows us to have multiple armatures, with the same bone names
* A bone stack allows us also to retrieve bones true transform even with
* duplicate names :)
*/
void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack) {
ai_assert(scene);
ai_assert(root_node);
ai_assert(!node_stack.empty());
for (aiBone *bone : bones) {
ai_assert(bone);
aiNode *node = GetNodeFromStack(bone->mName, node_stack);
if (node == nullptr) {
node_stack.clear();
BuildNodeList(root_node, node_stack);
ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
node = GetNodeFromStack(bone->mName, node_stack);
if (!node) {
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
continue;
}
}
ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
}
}
/* Returns the armature root node */
/* This is required to be detected for a bone initially, it will recurse up
* until it cannot find another bone and return the node No known failure
* points. (yet)
*/
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) {
while (bone_node) {
if (!IsBoneNode(bone_node->mName, bone_list)) {
ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
return bone_node;
}
bone_node = bone_node->mParent;
}
ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
return nullptr;
}
/* Simple IsBoneNode check if this could be a bone */
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) {
if (bone->mName == bone_name) {
return true;
}
}
return false;
}
/* Pop this node by name from the stack if found */
/* Used in multiple armature situations with duplicate node / bone names */
/* Known flaw: cannot have nodes with bone names, will be fixed in later release
*/
/* (serious to be fixed) Known flaw: nodes which have more than one bone could
* be prematurely dropped from stack */
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes) {
std::vector<aiNode *>::iterator iter;
aiNode *found = nullptr;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter;
ai_assert(element);
// node valid and node name matches
if (element->mName == node_name) {
found = element;
break;
}
}
if (found != nullptr) {
ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
// now pop the element from the node list
nodes.erase(iter);
return found;
}
// unique names can cause this problem
ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
return nullptr;
}
} // Namespace Assimp

View File

@@ -0,0 +1,112 @@
/*
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.
----------------------------------------------------------------------
*/
#ifndef ARMATURE_POPULATE_H_
#define ARMATURE_POPULATE_H_
#include "Common/BaseProcess.h"
#include <assimp/BaseImporter.h>
#include <vector>
#include <map>
struct aiNode;
struct aiBone;
namespace Assimp {
// ---------------------------------------------------------------------------
/** Armature Populate: This is a post process designed
* To save you time when importing models into your game engines
* This was originally designed only for fbx but will work with other formats
* it is intended to auto populate aiBone data with armature and the aiNode
* This is very useful when dealing with skinned meshes
* or when dealing with many different skeletons
* It's off by default but recommend that you try it and use it
* It should reduce down any glue code you have in your
* importers
* You can contact RevoluPowered <gordon@gordonite.tech>
* For more info about this
*/
class ASSIMP_API ArmaturePopulate : public BaseProcess {
public:
/// The default class constructor.
ArmaturePopulate();
/// The class destructor.
virtual ~ArmaturePopulate();
/// Overwritten, @see BaseProcess
virtual bool IsActive( unsigned int pFlags ) const;
/// Overwritten, @see BaseProcess
virtual void SetupProperties( const Importer* pImp );
/// Overwritten, @see BaseProcess
virtual void Execute( aiScene* pScene );
static aiNode *GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list);
static bool IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones);
static aiNode *GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes);
static void BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes);
static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
const aiScene *scene,
std::vector<aiBone *> &bones);
static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack);
};
} // Namespace Assimp
#endif // SCALE_PROCESS_H_