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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/FBX
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/FBX')
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXAnimation.cpp290
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXBinaryTokenizer.cpp485
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXCommon.h89
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXCompileConfig.h78
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXConverter.cpp3679
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXConverter.h476
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXDeformer.cpp213
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXDocument.cpp722
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXDocument.h1186
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXDocumentUtil.cpp135
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXDocumentUtil.h120
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXExportNode.cpp561
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXExportNode.h270
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXExportProperty.cpp385
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXExportProperty.h129
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXExporter.cpp2799
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXExporter.h177
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXImportSettings.h158
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXImporter.cpp200
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXImporter.h98
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXMaterial.cpp376
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXMeshGeometry.cpp728
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXMeshGeometry.h235
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXModel.cpp146
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXNodeAttribute.cpp170
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXParser.cpp1314
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXParser.h235
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXProperties.cpp270
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXProperties.h185
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXTokenizer.cpp250
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXTokenizer.h188
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXUtil.cpp241
-rw-r--r--libs/assimp/code/AssetLib/FBX/FBXUtil.h130
33 files changed, 16718 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/FBX/FBXAnimation.cpp b/libs/assimp/code/AssetLib/FBX/FBXAnimation.cpp
new file mode 100644
index 0000000..2fa3b7b
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXAnimation.cpp
@@ -0,0 +1,290 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXAnimation.cpp
+ * @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
+ * Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXImporter.h"
+#include "FBXParser.h"
+
+namespace Assimp {
+namespace FBX {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+AnimationCurve::AnimationCurve(uint64_t id, const Element &element, const std::string &name, const Document & /*doc*/) :
+ Object(id, element, name) {
+ const Scope &sc = GetRequiredScope(element);
+ const Element &KeyTime = GetRequiredElement(sc, "KeyTime");
+ const Element &KeyValueFloat = GetRequiredElement(sc, "KeyValueFloat");
+
+ ParseVectorDataArray(keys, KeyTime);
+ ParseVectorDataArray(values, KeyValueFloat);
+
+ if (keys.size() != values.size()) {
+ DOMError("the number of key times does not match the number of keyframe values", &KeyTime);
+ }
+
+ // check if the key times are well-ordered
+ if (!std::equal(keys.begin(), keys.end() - 1, keys.begin() + 1, std::less<KeyTimeList::value_type>())) {
+ DOMError("the keyframes are not in ascending order", &KeyTime);
+ }
+
+ const Element *KeyAttrDataFloat = sc["KeyAttrDataFloat"];
+ if (KeyAttrDataFloat) {
+ ParseVectorDataArray(attributes, *KeyAttrDataFloat);
+ }
+
+ const Element *KeyAttrFlags = sc["KeyAttrFlags"];
+ if (KeyAttrFlags) {
+ ParseVectorDataArray(flags, *KeyAttrFlags);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationCurve::~AnimationCurve() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element &element, const std::string &name,
+ const Document &doc, const char *const *target_prop_whitelist /*= nullptr*/,
+ size_t whitelist_size /*= 0*/) :
+ Object(id, element, name), target(), doc(doc) {
+ const Scope &sc = GetRequiredScope(element);
+
+ // find target node
+ const char *whitelist[] = { "Model", "NodeAttribute", "Deformer" };
+ const std::vector<const Connection *> &conns = doc.GetConnectionsBySourceSequenced(ID(), whitelist, 3);
+
+ for (const Connection *con : conns) {
+
+ // link should go for a property
+ if (!con->PropertyName().length()) {
+ continue;
+ }
+
+ if (target_prop_whitelist) {
+ const char *const s = con->PropertyName().c_str();
+ bool ok = false;
+ for (size_t i = 0; i < whitelist_size; ++i) {
+ if (!strcmp(s, target_prop_whitelist[i])) {
+ ok = true;
+ break;
+ }
+ }
+
+ if (!ok) {
+ throw std::range_error("AnimationCurveNode target property is not in whitelist");
+ }
+ }
+
+ const Object *const ob = con->DestinationObject();
+ if (!ob) {
+ DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring", &element);
+ continue;
+ }
+
+ target = ob;
+ if (!target) {
+ continue;
+ }
+
+ prop = con->PropertyName();
+ break;
+ }
+
+ if (!target) {
+ DOMWarning("failed to resolve target Model/NodeAttribute/Constraint for AnimationCurveNode", &element);
+ }
+
+ props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationCurveNode::~AnimationCurveNode() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+const AnimationCurveMap &AnimationCurveNode::Curves() const {
+ if (curves.empty()) {
+ // resolve attached animation curves
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurve");
+
+ for (const Connection *con : conns) {
+
+ // link should go for a property
+ if (!con->PropertyName().length()) {
+ continue;
+ }
+
+ const Object *const ob = con->SourceObject();
+ if (nullptr == ob) {
+ DOMWarning("failed to read source object for AnimationCurve->AnimationCurveNode link, ignoring", &element);
+ continue;
+ }
+
+ const AnimationCurve *const anim = dynamic_cast<const AnimationCurve *>(ob);
+ if (nullptr == anim) {
+ DOMWarning("source object for ->AnimationCurveNode link is not an AnimationCurve", &element);
+ continue;
+ }
+
+ curves[con->PropertyName()] = anim;
+ }
+ }
+
+ return curves;
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationLayer::AnimationLayer(uint64_t id, const Element &element, const std::string &name, const Document &doc) :
+ Object(id, element, name), doc(doc) {
+ const Scope &sc = GetRequiredScope(element);
+
+ // note: the props table here bears little importance and is usually absent
+ props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationLayer::~AnimationLayer() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist /*= nullptr*/,
+ size_t whitelist_size /*= 0*/) const {
+ AnimationCurveNodeList nodes;
+
+ // resolve attached animation nodes
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurveNode");
+ nodes.reserve(conns.size());
+
+ for (const Connection *con : conns) {
+
+ // link should not go to a property
+ if (con->PropertyName().length()) {
+ continue;
+ }
+
+ const Object *const ob = con->SourceObject();
+ if (!ob) {
+ DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring", &element);
+ continue;
+ }
+
+ const AnimationCurveNode *const anim = dynamic_cast<const AnimationCurveNode *>(ob);
+ if (!anim) {
+ DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode", &element);
+ continue;
+ }
+
+ if (target_prop_whitelist) {
+ const char *s = anim->TargetProperty().c_str();
+ bool ok = false;
+ for (size_t i = 0; i < whitelist_size; ++i) {
+ if (!strcmp(s, target_prop_whitelist[i])) {
+ ok = true;
+ break;
+ }
+ }
+ if (!ok) {
+ continue;
+ }
+ }
+ nodes.push_back(anim);
+ }
+
+ return nodes; // pray for NRVO
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationStack::AnimationStack(uint64_t id, const Element &element, const std::string &name, const Document &doc) :
+ Object(id, element, name) {
+ const Scope &sc = GetRequiredScope(element);
+
+ // note: we don't currently use any of these properties so we shouldn't bother if it is missing
+ props = GetPropertyTable(doc, "AnimationStack.FbxAnimStack", element, sc, true);
+
+ // resolve attached animation layers
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationLayer");
+ layers.reserve(conns.size());
+
+ for (const Connection *con : conns) {
+
+ // link should not go to a property
+ if (con->PropertyName().length()) {
+ continue;
+ }
+
+ const Object *const ob = con->SourceObject();
+ if (!ob) {
+ DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring", &element);
+ continue;
+ }
+
+ const AnimationLayer *const anim = dynamic_cast<const AnimationLayer *>(ob);
+ if (!anim) {
+ DOMWarning("source object for ->AnimationStack link is not an AnimationLayer", &element);
+ continue;
+ }
+ layers.push_back(anim);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationStack::~AnimationStack() {
+ // empty
+}
+
+} // namespace FBX
+} // namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_FBX_IMPORTER
diff --git a/libs/assimp/code/AssetLib/FBX/FBXBinaryTokenizer.cpp b/libs/assimp/code/AssetLib/FBX/FBXBinaryTokenizer.cpp
new file mode 100644
index 0000000..1a4d118
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXBinaryTokenizer.cpp
@@ -0,0 +1,485 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+/** @file FBXBinaryTokenizer.cpp
+ * @brief Implementation of a fake lexer for binary fbx files -
+ * we emit tokens so the parser needs almost no special handling
+ * for binary files.
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXTokenizer.h"
+#include "FBXUtil.h"
+#include <assimp/defs.h>
+#include <stdint.h>
+#include <assimp/Exceptional.h>
+#include <assimp/ByteSwapper.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/StringUtils.h>
+
+namespace Assimp {
+namespace FBX {
+
+//enum Flag
+//{
+// e_unknown_0 = 1 << 0,
+// e_unknown_1 = 1 << 1,
+// e_unknown_2 = 1 << 2,
+// e_unknown_3 = 1 << 3,
+// e_unknown_4 = 1 << 4,
+// e_unknown_5 = 1 << 5,
+// e_unknown_6 = 1 << 6,
+// e_unknown_7 = 1 << 7,
+// e_unknown_8 = 1 << 8,
+// e_unknown_9 = 1 << 9,
+// e_unknown_10 = 1 << 10,
+// e_unknown_11 = 1 << 11,
+// e_unknown_12 = 1 << 12,
+// e_unknown_13 = 1 << 13,
+// e_unknown_14 = 1 << 14,
+// e_unknown_15 = 1 << 15,
+// e_unknown_16 = 1 << 16,
+// e_unknown_17 = 1 << 17,
+// e_unknown_18 = 1 << 18,
+// e_unknown_19 = 1 << 19,
+// e_unknown_20 = 1 << 20,
+// e_unknown_21 = 1 << 21,
+// e_unknown_22 = 1 << 22,
+// e_unknown_23 = 1 << 23,
+// e_flag_field_size_64_bit = 1 << 24, // Not sure what is
+// e_unknown_25 = 1 << 25,
+// e_unknown_26 = 1 << 26,
+// e_unknown_27 = 1 << 27,
+// e_unknown_28 = 1 << 28,
+// e_unknown_29 = 1 << 29,
+// e_unknown_30 = 1 << 30,
+// e_unknown_31 = 1 << 31
+//};
+//
+//bool check_flag(uint32_t flags, Flag to_check)
+//{
+// return (flags & to_check) != 0;
+//}
+// ------------------------------------------------------------------------------------------------
+Token::Token(const char* sbegin, const char* send, TokenType type, size_t offset)
+ :
+ #ifdef DEBUG
+ contents(sbegin, static_cast<size_t>(send-sbegin)),
+ #endif
+ sbegin(sbegin)
+ , send(send)
+ , type(type)
+ , line(offset)
+ , column(BINARY_MARKER)
+{
+ ai_assert(sbegin);
+ ai_assert(send);
+
+ // binary tokens may have zero length because they are sometimes dummies
+ // inserted by TokenizeBinary()
+ ai_assert(send >= sbegin);
+}
+
+
+namespace {
+
+// ------------------------------------------------------------------------------------------------
+// signal tokenization error, this is always unrecoverable. Throws DeadlyImportError.
+AI_WONT_RETURN void TokenizeError(const std::string& message, size_t offset) AI_WONT_RETURN_SUFFIX;
+AI_WONT_RETURN void TokenizeError(const std::string& message, size_t offset)
+{
+ throw DeadlyImportError("FBX-Tokenize", Util::GetOffsetText(offset), message);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+size_t Offset(const char* begin, const char* cursor) {
+ ai_assert(begin <= cursor);
+
+ return cursor - begin;
+}
+
+// ------------------------------------------------------------------------------------------------
+void TokenizeError(const std::string& message, const char* begin, const char* cursor) {
+ TokenizeError(message, Offset(begin, cursor));
+}
+
+// ------------------------------------------------------------------------------------------------
+uint32_t ReadWord(const char* input, const char*& cursor, const char* end) {
+ const size_t k_to_read = sizeof( uint32_t );
+ if(Offset(cursor, end) < k_to_read ) {
+ TokenizeError("cannot ReadWord, out of bounds",input, cursor);
+ }
+
+ uint32_t word;
+ ::memcpy(&word, cursor, 4);
+ AI_SWAP4(word);
+
+ cursor += k_to_read;
+
+ return word;
+}
+
+// ------------------------------------------------------------------------------------------------
+uint64_t ReadDoubleWord(const char* input, const char*& cursor, const char* end) {
+ const size_t k_to_read = sizeof(uint64_t);
+ if(Offset(cursor, end) < k_to_read) {
+ TokenizeError("cannot ReadDoubleWord, out of bounds",input, cursor);
+ }
+
+ uint64_t dword /*= *reinterpret_cast<const uint64_t*>(cursor)*/;
+ ::memcpy( &dword, cursor, sizeof( uint64_t ) );
+ AI_SWAP8(dword);
+
+ cursor += k_to_read;
+
+ return dword;
+}
+
+// ------------------------------------------------------------------------------------------------
+uint8_t ReadByte(const char* input, const char*& cursor, const char* end) {
+ if(Offset(cursor, end) < sizeof( uint8_t ) ) {
+ TokenizeError("cannot ReadByte, out of bounds",input, cursor);
+ }
+
+ uint8_t word;/* = *reinterpret_cast< const uint8_t* >( cursor )*/
+ ::memcpy( &word, cursor, sizeof( uint8_t ) );
+ ++cursor;
+
+ return word;
+}
+
+// ------------------------------------------------------------------------------------------------
+unsigned int ReadString(const char*& sbegin_out, const char*& send_out, const char* input,
+ const char*& cursor, const char* end, bool long_length = false, bool allow_null = false) {
+ const uint32_t len_len = long_length ? 4 : 1;
+ if(Offset(cursor, end) < len_len) {
+ TokenizeError("cannot ReadString, out of bounds reading length",input, cursor);
+ }
+
+ const uint32_t length = long_length ? ReadWord(input, cursor, end) : ReadByte(input, cursor, end);
+
+ if (Offset(cursor, end) < length) {
+ TokenizeError("cannot ReadString, length is out of bounds",input, cursor);
+ }
+
+ sbegin_out = cursor;
+ cursor += length;
+
+ send_out = cursor;
+
+ if(!allow_null) {
+ for (unsigned int i = 0; i < length; ++i) {
+ if(sbegin_out[i] == '\0') {
+ TokenizeError("failed ReadString, unexpected NUL character in string",input, cursor);
+ }
+ }
+ }
+
+ return length;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ReadData(const char*& sbegin_out, const char*& send_out, const char* input, const char*& cursor, const char* end) {
+ if(Offset(cursor, end) < 1) {
+ TokenizeError("cannot ReadData, out of bounds reading length",input, cursor);
+ }
+
+ const char type = *cursor;
+ sbegin_out = cursor++;
+
+ switch(type)
+ {
+ // 16 bit int
+ case 'Y':
+ cursor += 2;
+ break;
+
+ // 1 bit bool flag (yes/no)
+ case 'C':
+ cursor += 1;
+ break;
+
+ // 32 bit int
+ case 'I':
+ // <- fall through
+
+ // float
+ case 'F':
+ cursor += 4;
+ break;
+
+ // double
+ case 'D':
+ cursor += 8;
+ break;
+
+ // 64 bit int
+ case 'L':
+ cursor += 8;
+ break;
+
+ // note: do not write cursor += ReadWord(...cursor) as this would be UB
+
+ // raw binary data
+ case 'R':
+ {
+ const uint32_t length = ReadWord(input, cursor, end);
+ cursor += length;
+ break;
+ }
+
+ case 'b':
+ // TODO: what is the 'b' type code? Right now we just skip over it /
+ // take the full range we could get
+ cursor = end;
+ break;
+
+ // array of *
+ case 'f':
+ case 'd':
+ case 'l':
+ case 'i':
+ case 'c': {
+ const uint32_t length = ReadWord(input, cursor, end);
+ const uint32_t encoding = ReadWord(input, cursor, end);
+
+ const uint32_t comp_len = ReadWord(input, cursor, end);
+
+ // compute length based on type and check against the stored value
+ if(encoding == 0) {
+ uint32_t stride = 0;
+ switch(type)
+ {
+ case 'f':
+ case 'i':
+ stride = 4;
+ break;
+
+ case 'd':
+ case 'l':
+ stride = 8;
+ break;
+
+ case 'c':
+ stride = 1;
+ break;
+
+ default:
+ ai_assert(false);
+ };
+ ai_assert(stride > 0);
+ if(length * stride != comp_len) {
+ TokenizeError("cannot ReadData, calculated data stride differs from what the file claims",input, cursor);
+ }
+ }
+ // zip/deflate algorithm (encoding==1)? take given length. anything else? die
+ else if (encoding != 1) {
+ TokenizeError("cannot ReadData, unknown encoding",input, cursor);
+ }
+ cursor += comp_len;
+ break;
+ }
+
+ // string
+ case 'S': {
+ const char* sb, *se;
+ // 0 characters can legally happen in such strings
+ ReadString(sb, se, input, cursor, end, true, true);
+ break;
+ }
+ default:
+ TokenizeError("cannot ReadData, unexpected type code: " + std::string(&type, 1),input, cursor);
+ }
+
+ if(cursor > end) {
+ TokenizeError("cannot ReadData, the remaining size is too small for the data type: " + std::string(&type, 1),input, cursor);
+ }
+
+ // the type code is contained in the returned range
+ send_out = cursor;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+bool ReadScope(TokenList& output_tokens, const char* input, const char*& cursor, const char* end, bool const is64bits)
+{
+ // the first word contains the offset at which this block ends
+ const uint64_t end_offset = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
+
+ // we may get 0 if reading reached the end of the file -
+ // fbx files have a mysterious extra footer which I don't know
+ // how to extract any information from, but at least it always
+ // starts with a 0.
+ if(!end_offset) {
+ return false;
+ }
+
+ if(end_offset > Offset(input, end)) {
+ TokenizeError("block offset is out of range",input, cursor);
+ }
+ else if(end_offset < Offset(input, cursor)) {
+ TokenizeError("block offset is negative out of range",input, cursor);
+ }
+
+ // the second data word contains the number of properties in the scope
+ const uint64_t prop_count = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
+
+ // the third data word contains the length of the property list
+ const uint64_t prop_length = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
+
+ // now comes the name of the scope/key
+ const char* sbeg, *send;
+ ReadString(sbeg, send, input, cursor, end);
+
+ output_tokens.push_back(new_Token(sbeg, send, TokenType_KEY, Offset(input, cursor) ));
+
+ // now come the individual properties
+ const char* begin_cursor = cursor;
+
+ if ((begin_cursor + prop_length) > end) {
+ TokenizeError("property length out of bounds reading length ", input, cursor);
+ }
+
+ for (unsigned int i = 0; i < prop_count; ++i) {
+ ReadData(sbeg, send, input, cursor, begin_cursor + prop_length);
+
+ output_tokens.push_back(new_Token(sbeg, send, TokenType_DATA, Offset(input, cursor) ));
+
+ if(i != prop_count-1) {
+ output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_COMMA, Offset(input, cursor) ));
+ }
+ }
+
+ if (Offset(begin_cursor, cursor) != prop_length) {
+ TokenizeError("property length not reached, something is wrong",input, cursor);
+ }
+
+ // at the end of each nested block, there is a NUL record to indicate
+ // that the sub-scope exists (i.e. to distinguish between P: and P : {})
+ // this NUL record is 13 bytes long on 32 bit version and 25 bytes long on 64 bit.
+ const size_t sentinel_block_length = is64bits ? (sizeof(uint64_t)* 3 + 1) : (sizeof(uint32_t)* 3 + 1);
+
+ if (Offset(input, cursor) < end_offset) {
+ if (end_offset - Offset(input, cursor) < sentinel_block_length) {
+ TokenizeError("insufficient padding bytes at block end",input, cursor);
+ }
+
+ output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_OPEN_BRACKET, Offset(input, cursor) ));
+
+ // XXX this is vulnerable to stack overflowing ..
+ while(Offset(input, cursor) < end_offset - sentinel_block_length) {
+ ReadScope(output_tokens, input, cursor, input + end_offset - sentinel_block_length, is64bits);
+ }
+ output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_CLOSE_BRACKET, Offset(input, cursor) ));
+
+ for (unsigned int i = 0; i < sentinel_block_length; ++i) {
+ if(cursor[i] != '\0') {
+ TokenizeError("failed to read nested block sentinel, expected all bytes to be 0",input, cursor);
+ }
+ }
+ cursor += sentinel_block_length;
+ }
+
+ if (Offset(input, cursor) != end_offset) {
+ TokenizeError("scope length not reached, something is wrong",input, cursor);
+ }
+
+ return true;
+}
+
+} // anonymous namespace
+
+// ------------------------------------------------------------------------------------------------
+// TODO: Test FBX Binary files newer than the 7500 version to check if the 64 bits address behaviour is consistent
+void TokenizeBinary(TokenList& output_tokens, const char* input, size_t length)
+{
+ ai_assert(input);
+ ASSIMP_LOG_DEBUG("Tokenizing binary FBX file");
+
+ if(length < 0x1b) {
+ TokenizeError("file is too short",0);
+ }
+
+ //uint32_t offset = 0x15;
+/* const char* cursor = input + 0x15;
+
+ const uint32_t flags = ReadWord(input, cursor, input + length);
+
+ const uint8_t padding_0 = ReadByte(input, cursor, input + length); // unused
+ const uint8_t padding_1 = ReadByte(input, cursor, input + length); // unused*/
+
+ if (strncmp(input,"Kaydara FBX Binary",18)) {
+ TokenizeError("magic bytes not found",0);
+ }
+
+ const char* cursor = input + 18;
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ const uint32_t version = ReadWord(input, cursor, input + length);
+ ASSIMP_LOG_DEBUG("FBX version: ", version);
+ const bool is64bits = version >= 7500;
+ const char *end = input + length;
+ try
+ {
+ while (cursor < end ) {
+ if (!ReadScope(output_tokens, input, cursor, input + length, is64bits)) {
+ break;
+ }
+ }
+ }
+ catch (const DeadlyImportError& e)
+ {
+ if (!is64bits && (length > std::numeric_limits<std::uint32_t>::max())) {
+ throw DeadlyImportError("The FBX file is invalid. This may be because the content is too big for this older version (", ai_to_string(version), ") of the FBX format. (", e.what(), ")");
+ }
+ throw;
+ }
+}
+
+} // !FBX
+} // !Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXCommon.h b/libs/assimp/code/AssetLib/FBX/FBXCommon.h
new file mode 100644
index 0000000..ec7459c
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXCommon.h
@@ -0,0 +1,89 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXCommon.h
+* Some useful constants and enums for dealing with FBX files.
+*/
+#ifndef AI_FBXCOMMON_H_INC
+#define AI_FBXCOMMON_H_INC
+
+#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
+
+namespace Assimp {
+namespace FBX {
+
+const std::string NULL_RECORD = { // 25 null bytes in 64-bit and 13 null bytes in 32-bit
+ '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0',
+ '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0'
+}; // who knows why, it looks like two integers 32/64 bit (compressed and uncompressed sizes?) + 1 byte (might be compression type?)
+const std::string SEPARATOR = { '\x00', '\x01' }; // for use inside strings
+const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
+const int64_t SECOND = 46186158000; // FBX's kTime unit
+
+// rotation order. We'll probably use EulerXYZ for everything
+enum RotOrder {
+ RotOrder_EulerXYZ = 0,
+ RotOrder_EulerXZY,
+ RotOrder_EulerYZX,
+ RotOrder_EulerYXZ,
+ RotOrder_EulerZXY,
+ RotOrder_EulerZYX,
+
+ RotOrder_SphericXYZ,
+
+ RotOrder_MAX // end-of-enum sentinel
+};
+
+// transformation inheritance method. Most of the time RSrs
+enum TransformInheritance {
+ TransformInheritance_RrSs = 0,
+ TransformInheritance_RSrs,
+ TransformInheritance_Rrs,
+
+ TransformInheritance_MAX // end-of-enum sentinel
+};
+
+} // namespace FBX
+} // namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#endif // AI_FBXCOMMON_H_INC
diff --git a/libs/assimp/code/AssetLib/FBX/FBXCompileConfig.h b/libs/assimp/code/AssetLib/FBX/FBXCompileConfig.h
new file mode 100644
index 0000000..75787d3
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXCompileConfig.h
@@ -0,0 +1,78 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXCompileConfig.h
+ * @brief FBX importer compile-time switches
+ */
+#ifndef INCLUDED_AI_FBX_COMPILECONFIG_H
+#define INCLUDED_AI_FBX_COMPILECONFIG_H
+
+#include <map>
+#include <set>
+
+//
+#if _MSC_VER > 1500 || (defined __GNUC___)
+# define ASSIMP_FBX_USE_UNORDERED_MULTIMAP
+# else
+# define fbx_unordered_map map
+# define fbx_unordered_multimap multimap
+# define fbx_unordered_set set
+# define fbx_unordered_multiset multiset
+#endif
+
+#ifdef ASSIMP_FBX_USE_UNORDERED_MULTIMAP
+# include <unordered_map>
+# include <unordered_set>
+# if defined(_MSC_VER) && _MSC_VER <= 1600
+# define fbx_unordered_map tr1::unordered_map
+# define fbx_unordered_multimap tr1::unordered_multimap
+# define fbx_unordered_set tr1::unordered_set
+# define fbx_unordered_multiset tr1::unordered_multiset
+# else
+# define fbx_unordered_map unordered_map
+# define fbx_unordered_multimap unordered_multimap
+# define fbx_unordered_set unordered_set
+# define fbx_unordered_multiset unordered_multiset
+# endif
+#endif
+
+#endif // INCLUDED_AI_FBX_COMPILECONFIG_H
diff --git a/libs/assimp/code/AssetLib/FBX/FBXConverter.cpp b/libs/assimp/code/AssetLib/FBX/FBXConverter.cpp
new file mode 100644
index 0000000..3287210
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXConverter.cpp
@@ -0,0 +1,3679 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXConverter.cpp
+ * @brief Implementation of the FBX DOM -> aiScene converter
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXConverter.h"
+#include "FBXDocument.h"
+#include "FBXImporter.h"
+#include "FBXMeshGeometry.h"
+#include "FBXParser.h"
+#include "FBXProperties.h"
+#include "FBXUtil.h"
+
+#include <assimp/MathFunctions.h>
+#include <assimp/StringComparison.h>
+
+#include <assimp/scene.h>
+
+#include <assimp/CreateAnimMesh.h>
+#include <assimp/StringUtils.h>
+#include <assimp/commonMetaData.h>
+
+#include <stdlib.h>
+#include <cstdint>
+#include <iomanip>
+#include <iostream>
+#include <iterator>
+#include <memory>
+#include <sstream>
+#include <tuple>
+#include <vector>
+
+namespace Assimp {
+namespace FBX {
+
+using namespace Util;
+
+#define MAGIC_NODE_TAG "_$AssimpFbx$"
+
+#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
+
+FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) :
+ defaultMaterialIndex(),
+ mMeshes(),
+ lights(),
+ cameras(),
+ textures(),
+ materials_converted(),
+ textures_converted(),
+ meshes_converted(),
+ node_anim_chain_bits(),
+ mNodeNames(),
+ anim_fps(),
+ mSceneOut(out),
+ doc(doc),
+ mRemoveEmptyBones(removeEmptyBones) {
+ // animations need to be converted first since this will
+ // populate the node_anim_chain_bits map, which is needed
+ // to determine which nodes need to be generated.
+ ConvertAnimations();
+ // Embedded textures in FBX could be connected to nothing but to itself,
+ // for instance Texture -> Video connection only but not to the main graph,
+ // The idea here is to traverse all objects to find these Textures and convert them,
+ // so later during material conversion it will find converted texture in the textures_converted array.
+ if (doc.Settings().readTextures) {
+ ConvertOrphanedEmbeddedTextures();
+ }
+ ConvertRootNode();
+
+ if (doc.Settings().readAllMaterials) {
+ // unfortunately this means we have to evaluate all objects
+ for (const ObjectMap::value_type &v : doc.Objects()) {
+
+ const Object *ob = v.second->Get();
+ if (!ob) {
+ continue;
+ }
+
+ const Material *mat = dynamic_cast<const Material *>(ob);
+ if (mat) {
+
+ if (materials_converted.find(mat) == materials_converted.end()) {
+ ConvertMaterial(*mat, 0);
+ }
+ }
+ }
+ }
+
+ ConvertGlobalSettings();
+ TransferDataToScene();
+
+ // if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
+ // to make sure the scene passes assimp's validation. FBX files
+ // need not contain geometry (i.e. camera animations, raw armatures).
+ if (out->mNumMeshes == 0) {
+ out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+}
+
+FBXConverter::~FBXConverter() {
+ std::for_each(mMeshes.begin(), mMeshes.end(), Util::delete_fun<aiMesh>());
+ std::for_each(materials.begin(), materials.end(), Util::delete_fun<aiMaterial>());
+ std::for_each(animations.begin(), animations.end(), Util::delete_fun<aiAnimation>());
+ std::for_each(lights.begin(), lights.end(), Util::delete_fun<aiLight>());
+ std::for_each(cameras.begin(), cameras.end(), Util::delete_fun<aiCamera>());
+ std::for_each(textures.begin(), textures.end(), Util::delete_fun<aiTexture>());
+}
+
+void FBXConverter::ConvertRootNode() {
+ mSceneOut->mRootNode = new aiNode();
+ std::string unique_name;
+ GetUniqueName("RootNode", unique_name);
+ mSceneOut->mRootNode->mName.Set(unique_name);
+
+ // root has ID 0
+ ConvertNodes(0L, mSceneOut->mRootNode, mSceneOut->mRootNode);
+}
+
+static std::string getAncestorBaseName(const aiNode *node) {
+ const char *nodeName = nullptr;
+ size_t length = 0;
+ while (node && (!nodeName || length == 0)) {
+ nodeName = node->mName.C_Str();
+ length = node->mName.length;
+ node = node->mParent;
+ }
+
+ if (!nodeName || length == 0) {
+ return {};
+ }
+ // could be std::string_view if c++17 available
+ return std::string(nodeName, length);
+}
+
+// Make unique name
+std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiNode &parent) {
+ std::string original_name = FixNodeName(model->Name());
+ if (original_name.empty()) {
+ original_name = getAncestorBaseName(&parent);
+ }
+ std::string unique_name;
+ GetUniqueName(original_name, unique_name);
+ return unique_name;
+}
+
+/// This struct manages nodes which may or may not end up in the node hierarchy.
+/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
+struct FBXConverter::PotentialNode
+{
+ PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
+ PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
+ aiNode* operator->() { return mNode; }
+ std::unique_ptr<aiNode> mOwnership;
+ aiNode* mNode;
+};
+
+/// 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<PotentialNode> nodes;
+ nodes.reserve(conns.size());
+
+ std::vector<PotentialNode> nodes_chain;
+ std::vector<PotentialNode> post_nodes_chain;
+
+ for (const Connection *con : conns) {
+ // ignore object-property links
+ if (con->PropertyName().length()) {
+ // 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::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->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.
+
+ // 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.emplace_back(PotentialNode(node_name));
+ }
+
+ //setup metadata on newest node
+ SetupNodeMetadata(*model, *nodes_chain.back().mNode);
+
+ // link all nodes in a row
+ aiNode *last_parent = parent;
+ for (PotentialNode& child : nodes_chain) {
+ ai_assert(child.mNode);
+
+ if (last_parent != parent) {
+ last_parent->mNumChildren = 1;
+ last_parent->mChildren = new aiNode *[1];
+ last_parent->mChildren[0] = child.mOwnership.release();
+ }
+
+ child->mParent = last_parent;
+ last_parent = child.mNode;
+
+ new_abs_transform *= child->mTransformation;
+ }
+
+ // attach geometry
+ ConvertModel(*model, nodes_chain.back().mNode, root_node, new_abs_transform);
+
+ // check if there will be any child nodes
+ const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
+
+ // if so, link the geometric transform inverse nodes
+ // before we attach any child nodes
+ if (child_conns.size()) {
+ for (PotentialNode& postnode : post_nodes_chain) {
+ ai_assert(postnode.mNode);
+
+ if (last_parent != parent) {
+ last_parent->mNumChildren = 1;
+ last_parent->mChildren = new aiNode *[1];
+ last_parent->mChildren[0] = postnode.mOwnership.release();
+ }
+
+ postnode->mParent = last_parent;
+ last_parent = postnode.mNode;
+
+ new_abs_transform *= postnode->mTransformation;
+ }
+ } else {
+ // free the nodes we allocated as we don't need them
+ post_nodes_chain.clear();
+ }
+
+ // recursion call - child nodes
+ ConvertNodes(model->ID(), last_parent, root_node);
+
+ if (doc.Settings().readLights) {
+ ConvertLights(*model, node_name);
+ }
+
+ if (doc.Settings().readCameras) {
+ ConvertCameras(*model, node_name);
+ }
+
+ nodes.push_back(std::move(nodes_chain.front()));
+ nodes_chain.clear();
+ }
+ }
+
+ if (nodes.size()) {
+ parent->mChildren = new aiNode *[nodes.size()]();
+ parent->mNumChildren = static_cast<unsigned int>(nodes.size());
+
+ for (unsigned int i = 0; i < nodes.size(); ++i)
+ {
+ parent->mChildren[i] = nodes[i].mOwnership.release();
+ }
+ nodes.clear();
+ } else {
+ parent->mNumChildren = 0;
+ parent->mChildren = nullptr;
+ }
+}
+
+void FBXConverter::ConvertLights(const Model &model, const std::string &orig_name) {
+ const std::vector<const NodeAttribute *> &node_attrs = model.GetAttributes();
+ for (const NodeAttribute *attr : node_attrs) {
+ const Light *const light = dynamic_cast<const Light *>(attr);
+ if (light) {
+ ConvertLight(*light, orig_name);
+ }
+ }
+}
+
+void FBXConverter::ConvertCameras(const Model &model, const std::string &orig_name) {
+ const std::vector<const NodeAttribute *> &node_attrs = model.GetAttributes();
+ for (const NodeAttribute *attr : node_attrs) {
+ const Camera *const cam = dynamic_cast<const Camera *>(attr);
+ if (cam) {
+ ConvertCamera(*cam, orig_name);
+ }
+ }
+}
+
+void FBXConverter::ConvertLight(const Light &light, const std::string &orig_name) {
+ lights.push_back(new aiLight());
+ aiLight *const out_light = lights.back();
+
+ out_light->mName.Set(orig_name);
+
+ const float intensity = light.Intensity() / 100.0f;
+ const aiVector3D &col = light.Color();
+
+ out_light->mColorDiffuse = aiColor3D(col.x, col.y, col.z);
+ out_light->mColorDiffuse.r *= intensity;
+ out_light->mColorDiffuse.g *= intensity;
+ out_light->mColorDiffuse.b *= intensity;
+
+ out_light->mColorSpecular = out_light->mColorDiffuse;
+
+ //lights are defined along negative y direction
+ out_light->mPosition = aiVector3D(0.0f);
+ out_light->mDirection = aiVector3D(0.0f, -1.0f, 0.0f);
+ out_light->mUp = aiVector3D(0.0f, 0.0f, -1.0f);
+
+ switch (light.LightType()) {
+ case Light::Type_Point:
+ out_light->mType = aiLightSource_POINT;
+ break;
+
+ case Light::Type_Directional:
+ out_light->mType = aiLightSource_DIRECTIONAL;
+ break;
+
+ case Light::Type_Spot:
+ out_light->mType = aiLightSource_SPOT;
+ out_light->mAngleOuterCone = AI_DEG_TO_RAD(light.OuterAngle());
+ out_light->mAngleInnerCone = AI_DEG_TO_RAD(light.InnerAngle());
+ break;
+
+ case Light::Type_Area:
+ FBXImporter::LogWarn("cannot represent area light, set to UNDEFINED");
+ out_light->mType = aiLightSource_UNDEFINED;
+ break;
+
+ case Light::Type_Volume:
+ FBXImporter::LogWarn("cannot represent volume light, set to UNDEFINED");
+ out_light->mType = aiLightSource_UNDEFINED;
+ break;
+ default:
+ ai_assert(false);
+ }
+
+ float decay = light.DecayStart();
+ switch (light.DecayType()) {
+ case Light::Decay_None:
+ out_light->mAttenuationConstant = decay;
+ out_light->mAttenuationLinear = 0.0f;
+ out_light->mAttenuationQuadratic = 0.0f;
+ break;
+ case Light::Decay_Linear:
+ out_light->mAttenuationConstant = 0.0f;
+ out_light->mAttenuationLinear = 2.0f / decay;
+ out_light->mAttenuationQuadratic = 0.0f;
+ break;
+ case Light::Decay_Quadratic:
+ out_light->mAttenuationConstant = 0.0f;
+ out_light->mAttenuationLinear = 0.0f;
+ out_light->mAttenuationQuadratic = 2.0f / (decay * decay);
+ break;
+ case Light::Decay_Cubic:
+ FBXImporter::LogWarn("cannot represent cubic attenuation, set to Quadratic");
+ out_light->mAttenuationQuadratic = 1.0f;
+ break;
+ default:
+ ai_assert(false);
+ break;
+ }
+}
+
+void FBXConverter::ConvertCamera(const Camera &cam, const std::string &orig_name) {
+ cameras.push_back(new aiCamera());
+ aiCamera *const out_camera = cameras.back();
+
+ out_camera->mName.Set(orig_name);
+
+ out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
+
+ out_camera->mPosition = aiVector3D(0.0f);
+ out_camera->mLookAt = aiVector3D(1.0f, 0.0f, 0.0f);
+ out_camera->mUp = aiVector3D(0.0f, 1.0f, 0.0f);
+
+ out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
+
+ out_camera->mClipPlaneNear = cam.NearPlane();
+ out_camera->mClipPlaneFar = cam.FarPlane();
+
+ out_camera->mHorizontalFOV = AI_DEG_TO_RAD(cam.FieldOfView());
+ out_camera->mClipPlaneNear = cam.NearPlane();
+ out_camera->mClipPlaneFar = cam.FarPlane();
+}
+
+void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueName) {
+ uniqueName = name;
+ auto it_pair = mNodeNames.insert({ name, 0 }); // duplicate node name instance count
+ unsigned int &i = it_pair.first->second;
+ while (!it_pair.second) {
+ i++;
+ std::ostringstream ext;
+ ext << name << std::setfill('0') << std::setw(3) << i;
+ uniqueName = ext.str();
+ it_pair = mNodeNames.insert({ uniqueName, 0 });
+ }
+}
+
+const char *FBXConverter::NameTransformationComp(TransformationComp comp) {
+ switch (comp) {
+ case TransformationComp_Translation:
+ return "Translation";
+ case TransformationComp_RotationOffset:
+ return "RotationOffset";
+ case TransformationComp_RotationPivot:
+ return "RotationPivot";
+ case TransformationComp_PreRotation:
+ return "PreRotation";
+ case TransformationComp_Rotation:
+ return "Rotation";
+ case TransformationComp_PostRotation:
+ return "PostRotation";
+ case TransformationComp_RotationPivotInverse:
+ return "RotationPivotInverse";
+ case TransformationComp_ScalingOffset:
+ return "ScalingOffset";
+ case TransformationComp_ScalingPivot:
+ return "ScalingPivot";
+ case TransformationComp_Scaling:
+ return "Scaling";
+ case TransformationComp_ScalingPivotInverse:
+ return "ScalingPivotInverse";
+ case TransformationComp_GeometricScaling:
+ return "GeometricScaling";
+ case TransformationComp_GeometricRotation:
+ return "GeometricRotation";
+ case TransformationComp_GeometricTranslation:
+ return "GeometricTranslation";
+ case TransformationComp_GeometricScalingInverse:
+ return "GeometricScalingInverse";
+ case TransformationComp_GeometricRotationInverse:
+ return "GeometricRotationInverse";
+ case TransformationComp_GeometricTranslationInverse:
+ return "GeometricTranslationInverse";
+ case TransformationComp_MAXIMUM: // this is to silence compiler warnings
+ default:
+ break;
+ }
+
+ ai_assert(false);
+
+ return nullptr;
+}
+
+const char *FBXConverter::NameTransformationCompProperty(TransformationComp comp) {
+ switch (comp) {
+ case TransformationComp_Translation:
+ return "Lcl Translation";
+ case TransformationComp_RotationOffset:
+ return "RotationOffset";
+ case TransformationComp_RotationPivot:
+ return "RotationPivot";
+ case TransformationComp_PreRotation:
+ return "PreRotation";
+ case TransformationComp_Rotation:
+ return "Lcl Rotation";
+ case TransformationComp_PostRotation:
+ return "PostRotation";
+ case TransformationComp_RotationPivotInverse:
+ return "RotationPivotInverse";
+ case TransformationComp_ScalingOffset:
+ return "ScalingOffset";
+ case TransformationComp_ScalingPivot:
+ return "ScalingPivot";
+ case TransformationComp_Scaling:
+ return "Lcl Scaling";
+ case TransformationComp_ScalingPivotInverse:
+ return "ScalingPivotInverse";
+ case TransformationComp_GeometricScaling:
+ return "GeometricScaling";
+ case TransformationComp_GeometricRotation:
+ return "GeometricRotation";
+ case TransformationComp_GeometricTranslation:
+ return "GeometricTranslation";
+ case TransformationComp_GeometricScalingInverse:
+ return "GeometricScalingInverse";
+ case TransformationComp_GeometricRotationInverse:
+ return "GeometricRotationInverse";
+ case TransformationComp_GeometricTranslationInverse:
+ return "GeometricTranslationInverse";
+ case TransformationComp_MAXIMUM: // this is to silence compiler warnings
+ break;
+ }
+
+ ai_assert(false);
+
+ return nullptr;
+}
+
+aiVector3D FBXConverter::TransformationCompDefaultValue(TransformationComp comp) {
+ // XXX a neat way to solve the never-ending special cases for scaling
+ // would be to do everything in log space!
+ return comp == TransformationComp_Scaling ? aiVector3D(1.f, 1.f, 1.f) : aiVector3D();
+}
+
+void FBXConverter::GetRotationMatrix(Model::RotOrder mode, const aiVector3D &rotation, aiMatrix4x4 &out) {
+ if (mode == Model::RotOrder_SphericXYZ) {
+ FBXImporter::LogError("Unsupported RotationMode: SphericXYZ");
+ out = aiMatrix4x4();
+ return;
+ }
+
+ const float angle_epsilon = Math::getEpsilon<float>();
+
+ out = aiMatrix4x4();
+
+ bool is_id[3] = { true, true, true };
+
+ aiMatrix4x4 temp[3];
+ if (std::fabs(rotation.z) > angle_epsilon) {
+ aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(rotation.z), temp[2]);
+ is_id[2] = false;
+ }
+ if (std::fabs(rotation.y) > angle_epsilon) {
+ aiMatrix4x4::RotationY(AI_DEG_TO_RAD(rotation.y), temp[1]);
+ is_id[1] = false;
+ }
+ if (std::fabs(rotation.x) > angle_epsilon) {
+ aiMatrix4x4::RotationX(AI_DEG_TO_RAD(rotation.x), temp[0]);
+ is_id[0] = false;
+ }
+
+ int order[3] = { -1, -1, -1 };
+
+ // note: rotation order is inverted since we're left multiplying as is usual in assimp
+ switch (mode) {
+ case Model::RotOrder_EulerXYZ:
+ order[0] = 2;
+ order[1] = 1;
+ order[2] = 0;
+ break;
+
+ case Model::RotOrder_EulerXZY:
+ order[0] = 1;
+ order[1] = 2;
+ order[2] = 0;
+ break;
+
+ case Model::RotOrder_EulerYZX:
+ order[0] = 0;
+ order[1] = 2;
+ order[2] = 1;
+ break;
+
+ case Model::RotOrder_EulerYXZ:
+ order[0] = 2;
+ order[1] = 0;
+ order[2] = 1;
+ break;
+
+ case Model::RotOrder_EulerZXY:
+ order[0] = 1;
+ order[1] = 0;
+ order[2] = 2;
+ break;
+
+ case Model::RotOrder_EulerZYX:
+ order[0] = 0;
+ order[1] = 1;
+ order[2] = 2;
+ break;
+
+ default:
+ ai_assert(false);
+ break;
+ }
+
+ ai_assert(order[0] >= 0);
+ ai_assert(order[0] <= 2);
+ ai_assert(order[1] >= 0);
+ ai_assert(order[1] <= 2);
+ ai_assert(order[2] >= 0);
+ ai_assert(order[2] <= 2);
+
+ if (!is_id[order[0]]) {
+ out = temp[order[0]];
+ }
+
+ if (!is_id[order[1]]) {
+ out = out * temp[order[1]];
+ }
+
+ if (!is_id[order[2]]) {
+ out = out * temp[order[2]];
+ }
+}
+
+bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
+ const PropertyTable &props = model.Props();
+ bool ok;
+
+ const float zero_epsilon = ai_epsilon;
+ const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
+ for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
+ const TransformationComp comp = static_cast<TransformationComp>(i);
+
+ if (comp == TransformationComp_Rotation || comp == TransformationComp_Scaling || comp == TransformationComp_Translation ||
+ comp == TransformationComp_PreRotation || comp == TransformationComp_PostRotation) {
+ continue;
+ }
+
+ bool scale_compare = (comp == TransformationComp_GeometricScaling || comp == TransformationComp_Scaling);
+
+ const aiVector3D &v = PropertyGet<aiVector3D>(props, NameTransformationCompProperty(comp), ok);
+ if (ok && scale_compare) {
+ if ((v - all_ones).SquareLength() > zero_epsilon) {
+ return true;
+ }
+ } else if (ok) {
+ if (v.SquareLength() > zero_epsilon) {
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+std::string FBXConverter::NameTransformationChainNode(const std::string &name, TransformationComp comp) {
+ return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
+}
+
+bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<PotentialNode> &output_nodes,
+ std::vector<PotentialNode> &post_output_nodes) {
+ const PropertyTable &props = model.Props();
+ const Model::RotOrder rot = model.RotationOrder();
+
+ bool ok;
+
+ aiMatrix4x4 chain[TransformationComp_MAXIMUM];
+
+ ai_assert(TransformationComp_MAXIMUM < 32);
+ std::uint32_t chainBits = 0;
+ // A node won't need a node chain if it only has these.
+ const std::uint32_t chainMaskSimple = (1 << TransformationComp_Translation) + (1 << TransformationComp_Scaling) + (1 << TransformationComp_Rotation);
+ // A node will need a node chain if it has any of these.
+ const std::uint32_t chainMaskComplex = ((1 << (TransformationComp_MAXIMUM)) - 1) - chainMaskSimple;
+
+ std::fill_n(chain, static_cast<unsigned int>(TransformationComp_MAXIMUM), aiMatrix4x4());
+
+ // generate transformation matrices for all the different transformation components
+ const float zero_epsilon = Math::getEpsilon<float>();
+ const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
+
+ const aiVector3D &PreRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
+ if (ok && PreRotation.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_PreRotation);
+
+ GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PreRotation, chain[TransformationComp_PreRotation]);
+ }
+
+ const aiVector3D &PostRotation = PropertyGet<aiVector3D>(props, "PostRotation", ok);
+ if (ok && PostRotation.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_PostRotation);
+
+ GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PostRotation, chain[TransformationComp_PostRotation]);
+ }
+
+ const aiVector3D &RotationPivot = PropertyGet<aiVector3D>(props, "RotationPivot", ok);
+ if (ok && RotationPivot.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_RotationPivot) | (1 << TransformationComp_RotationPivotInverse);
+
+ aiMatrix4x4::Translation(RotationPivot, chain[TransformationComp_RotationPivot]);
+ aiMatrix4x4::Translation(-RotationPivot, chain[TransformationComp_RotationPivotInverse]);
+ }
+
+ const aiVector3D &RotationOffset = PropertyGet<aiVector3D>(props, "RotationOffset", ok);
+ if (ok && RotationOffset.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_RotationOffset);
+
+ aiMatrix4x4::Translation(RotationOffset, chain[TransformationComp_RotationOffset]);
+ }
+
+ const aiVector3D &ScalingOffset = PropertyGet<aiVector3D>(props, "ScalingOffset", ok);
+ if (ok && ScalingOffset.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_ScalingOffset);
+
+ aiMatrix4x4::Translation(ScalingOffset, chain[TransformationComp_ScalingOffset]);
+ }
+
+ const aiVector3D &ScalingPivot = PropertyGet<aiVector3D>(props, "ScalingPivot", ok);
+ if (ok && ScalingPivot.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_ScalingPivot) | (1 << TransformationComp_ScalingPivotInverse);
+
+ aiMatrix4x4::Translation(ScalingPivot, chain[TransformationComp_ScalingPivot]);
+ aiMatrix4x4::Translation(-ScalingPivot, chain[TransformationComp_ScalingPivotInverse]);
+ }
+
+ const aiVector3D &Translation = PropertyGet<aiVector3D>(props, "Lcl Translation", ok);
+ if (ok && Translation.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_Translation);
+
+ aiMatrix4x4::Translation(Translation, chain[TransformationComp_Translation]);
+ }
+
+ const aiVector3D &Scaling = PropertyGet<aiVector3D>(props, "Lcl Scaling", ok);
+ if (ok && (Scaling - all_ones).SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_Scaling);
+
+ aiMatrix4x4::Scaling(Scaling, chain[TransformationComp_Scaling]);
+ }
+
+ const aiVector3D &Rotation = PropertyGet<aiVector3D>(props, "Lcl Rotation", ok);
+ if (ok && Rotation.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_Rotation);
+
+ GetRotationMatrix(rot, Rotation, chain[TransformationComp_Rotation]);
+ }
+
+ const aiVector3D &GeometricScaling = PropertyGet<aiVector3D>(props, "GeometricScaling", ok);
+ if (ok && (GeometricScaling - all_ones).SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_GeometricScaling);
+ aiMatrix4x4::Scaling(GeometricScaling, chain[TransformationComp_GeometricScaling]);
+ aiVector3D GeometricScalingInverse = GeometricScaling;
+ bool canscale = true;
+ for (unsigned int i = 0; i < 3; ++i) {
+ if (std::fabs(GeometricScalingInverse[i]) > zero_epsilon) {
+ GeometricScalingInverse[i] = 1.0f / GeometricScaling[i];
+ } else {
+ FBXImporter::LogError("cannot invert geometric scaling matrix with a 0.0 scale component");
+ canscale = false;
+ break;
+ }
+ }
+ if (canscale) {
+ chainBits = chainBits | (1 << TransformationComp_GeometricScalingInverse);
+ aiMatrix4x4::Scaling(GeometricScalingInverse, chain[TransformationComp_GeometricScalingInverse]);
+ }
+ }
+
+ const aiVector3D &GeometricRotation = PropertyGet<aiVector3D>(props, "GeometricRotation", ok);
+ if (ok && GeometricRotation.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_GeometricRotation) | (1 << TransformationComp_GeometricRotationInverse);
+ GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotation]);
+ GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotationInverse]);
+ chain[TransformationComp_GeometricRotationInverse].Inverse();
+ }
+
+ const aiVector3D &GeometricTranslation = PropertyGet<aiVector3D>(props, "GeometricTranslation", ok);
+ if (ok && GeometricTranslation.SquareLength() > zero_epsilon) {
+ chainBits = chainBits | (1 << TransformationComp_GeometricTranslation) | (1 << TransformationComp_GeometricTranslationInverse);
+ aiMatrix4x4::Translation(GeometricTranslation, chain[TransformationComp_GeometricTranslation]);
+ aiMatrix4x4::Translation(-GeometricTranslation, chain[TransformationComp_GeometricTranslationInverse]);
+ }
+
+ // now, if we have more than just Translation, Scaling and Rotation,
+ // we need to generate a full node chain to accommodate for assimp's
+ // lack to express pivots and offsets.
+ if ((chainBits & chainMaskComplex) && doc.Settings().preservePivots) {
+ FBXImporter::LogInfo("generating full transformation chain for node: ", name);
+
+ // query the anim_chain_bits dictionary to find out which chain elements
+ // have associated node animation channels. These can not be dropped
+ // even if they have identity transform in bind pose.
+ NodeAnimBitMap::const_iterator it = node_anim_chain_bits.find(name);
+ const unsigned int anim_chain_bitmask = (it == node_anim_chain_bits.end() ? 0 : (*it).second);
+
+ unsigned int bit = 0x1;
+ for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1) {
+ const TransformationComp comp = static_cast<TransformationComp>(i);
+
+ if ((chainBits & bit) == 0 && (anim_chain_bitmask & bit) == 0) {
+ continue;
+ }
+
+ if (comp == TransformationComp_PostRotation) {
+ chain[i] = chain[i].Inverse();
+ }
+
+ PotentialNode nd;
+ nd->mName.Set(NameTransformationChainNode(name, comp));
+ nd->mTransformation = chain[i];
+
+ // geometric inverses go in a post-node chain
+ if (comp == TransformationComp_GeometricScalingInverse ||
+ comp == TransformationComp_GeometricRotationInverse ||
+ comp == TransformationComp_GeometricTranslationInverse) {
+ post_output_nodes.emplace_back(std::move(nd));
+ } else {
+ output_nodes.emplace_back(std::move(nd));
+ }
+ }
+
+ ai_assert(output_nodes.size());
+ return true;
+ }
+
+ // else, we can just multiply the matrices together
+ PotentialNode nd;
+
+ // name passed to the method is already unique
+ nd->mName.Set(name);
+ // for (const auto &transform : chain) {
+ // skip inverse chain for no preservePivots
+ for (unsigned int i = TransformationComp_Translation; i < TransformationComp_MAXIMUM; i++) {
+ nd->mTransformation = nd->mTransformation * chain[i];
+ }
+ output_nodes.push_back(std::move(nd));
+ return false;
+}
+
+void FBXConverter::SetupNodeMetadata(const Model &model, aiNode &nd) {
+ const PropertyTable &props = model.Props();
+ DirectPropertyMap unparsedProperties = props.GetUnparsedProperties();
+
+ // create metadata on node
+ const std::size_t numStaticMetaData = 2;
+ aiMetadata *data = aiMetadata::Alloc(static_cast<unsigned int>(unparsedProperties.size() + numStaticMetaData));
+ nd.mMetaData = data;
+ int index = 0;
+
+ // find user defined properties (3ds Max)
+ data->Set(index++, "UserProperties", aiString(PropertyGet<std::string>(props, "UDP3DSMAX", "")));
+ // preserve the info that a node was marked as Null node in the original file.
+ data->Set(index++, "IsNull", model.IsNull() ? true : false);
+
+ // add unparsed properties to the node's metadata
+ for (const DirectPropertyMap::value_type &prop : unparsedProperties) {
+ // Interpret the property as a concrete type
+ if (const TypedProperty<bool> *interpretedBool = prop.second->As<TypedProperty<bool>>()) {
+ data->Set(index++, prop.first, interpretedBool->Value());
+ } else if (const TypedProperty<int> *interpretedInt = prop.second->As<TypedProperty<int>>()) {
+ data->Set(index++, prop.first, interpretedInt->Value());
+ } else if (const TypedProperty<uint64_t> *interpretedUint64 = prop.second->As<TypedProperty<uint64_t>>()) {
+ data->Set(index++, prop.first, interpretedUint64->Value());
+ } else if (const TypedProperty<float> *interpretedFloat = prop.second->As<TypedProperty<float>>()) {
+ data->Set(index++, prop.first, interpretedFloat->Value());
+ } else if (const TypedProperty<std::string> *interpretedString = prop.second->As<TypedProperty<std::string>>()) {
+ data->Set(index++, prop.first, aiString(interpretedString->Value()));
+ } else if (const TypedProperty<aiVector3D> *interpretedVec3 = prop.second->As<TypedProperty<aiVector3D>>()) {
+ data->Set(index++, prop.first, interpretedVec3->Value());
+ } else {
+ ai_assert(false);
+ }
+ }
+}
+
+void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
+ const aiMatrix4x4 &absolute_transform) {
+ const std::vector<const Geometry *> &geos = model.GetGeometry();
+
+ std::vector<unsigned int> meshes;
+ meshes.reserve(geos.size());
+
+ for (const Geometry *geo : geos) {
+
+ 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, 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, root_node);
+ std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
+ } else if (geo) {
+ FBXImporter::LogWarn("ignoring unrecognized geometry: ", geo->Name());
+ } else {
+ FBXImporter::LogWarn("skipping null geometry");
+ }
+ }
+
+ if (meshes.size()) {
+ parent->mMeshes = new unsigned int[meshes.size()]();
+ parent->mNumMeshes = static_cast<unsigned int>(meshes.size());
+
+ std::swap_ranges(meshes.begin(), meshes.end(), parent->mMeshes);
+ }
+}
+
+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;
+
+ MeshMap::const_iterator it = meshes_converted.find(&mesh);
+ if (it != meshes_converted.end()) {
+ std::copy((*it).second.begin(), (*it).second.end(), std::back_inserter(temp));
+ return temp;
+ }
+
+ const std::vector<aiVector3D> &vertices = mesh.GetVertices();
+ const std::vector<unsigned int> &faces = mesh.GetFaceIndexCounts();
+ if (vertices.empty() || faces.empty()) {
+ FBXImporter::LogWarn("ignoring empty geometry: ", mesh.Name());
+ return temp;
+ }
+
+ // one material per mesh maps easily to aiMesh. Multiple material
+ // meshes need to be split.
+ const MatIndexArray &mindices = mesh.GetMaterialIndices();
+ if (doc.Settings().readMaterials && !mindices.empty()) {
+ const MatIndexArray::value_type base = mindices[0];
+ for (MatIndexArray::value_type index : mindices) {
+ if (index != base) {
+ return ConvertMeshMultiMaterial(mesh, model, parent, root_node, absolute_transform);
+ }
+ }
+ }
+
+ // faster code-path, just copy the data
+ temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
+ return temp;
+}
+
+std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry &line, aiNode *root_node) {
+ std::vector<unsigned int> temp;
+
+ const std::vector<aiVector3D> &vertices = line.GetVertices();
+ const std::vector<int> &indices = line.GetIndices();
+ if (vertices.empty() || indices.empty()) {
+ FBXImporter::LogWarn("ignoring empty line: ", line.Name());
+ return temp;
+ }
+
+ aiMesh *const out_mesh = SetupEmptyMesh(line, root_node);
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+
+ // copy vertices
+ out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
+ out_mesh->mVertices = new aiVector3D[out_mesh->mNumVertices];
+ std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
+
+ //Number of line segments (faces) is "Number of Points - Number of Endpoints"
+ //N.B.: Endpoints in FbxLine are denoted by negative indices.
+ //If such an Index is encountered, add 1 and multiply by -1 to get the real index.
+ unsigned int epcount = 0;
+ for (unsigned i = 0; i < indices.size(); i++) {
+ if (indices[i] < 0) {
+ epcount++;
+ }
+ }
+ unsigned int pcount = static_cast<unsigned int>(indices.size());
+ unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
+
+ aiFace *fac = out_mesh->mFaces = new aiFace[scount]();
+ for (unsigned int i = 0; i < pcount; ++i) {
+ if (indices[i] < 0) continue;
+ aiFace &f = *fac++;
+ f.mNumIndices = 2; //2 == aiPrimitiveType_LINE
+ f.mIndices = new unsigned int[2];
+ f.mIndices[0] = indices[i];
+ int segid = indices[(i + 1 == pcount ? 0 : i + 1)]; //If we have reached he last point, wrap around
+ f.mIndices[1] = (segid < 0 ? (segid + 1) * -1 : segid); //Convert EndPoint Index to normal Index
+ }
+ temp.push_back(static_cast<unsigned int>(mMeshes.size() - 1));
+ return temp;
+}
+
+aiMesh *FBXConverter::SetupEmptyMesh(const Geometry &mesh, aiNode *parent) {
+ aiMesh *const out_mesh = new aiMesh();
+ mMeshes.push_back(out_mesh);
+ meshes_converted[&mesh].push_back(static_cast<unsigned int>(mMeshes.size() - 1));
+
+ // set name
+ std::string name = mesh.Name();
+ if (name.substr(0, 10) == "Geometry::") {
+ name = name.substr(10);
+ }
+
+ if (name.length()) {
+ out_mesh->mName.Set(name);
+ } else {
+ out_mesh->mName = parent->mName;
+ }
+
+ return out_mesh;
+}
+
+unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
+ const aiMatrix4x4 &absolute_transform, aiNode *parent,
+ aiNode *) {
+ const MatIndexArray &mindices = mesh.GetMaterialIndices();
+ aiMesh *const out_mesh = SetupEmptyMesh(mesh, parent);
+
+ const std::vector<aiVector3D> &vertices = mesh.GetVertices();
+ const std::vector<unsigned int> &faces = mesh.GetFaceIndexCounts();
+
+ // copy vertices
+ out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
+ out_mesh->mVertices = new aiVector3D[vertices.size()];
+
+ std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
+
+ // generate dummy faces
+ out_mesh->mNumFaces = static_cast<unsigned int>(faces.size());
+ aiFace *fac = out_mesh->mFaces = new aiFace[faces.size()]();
+
+ unsigned int cursor = 0;
+ for (unsigned int pcount : faces) {
+ aiFace &f = *fac++;
+ f.mNumIndices = pcount;
+ f.mIndices = new unsigned int[pcount];
+ switch (pcount) {
+ case 1:
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ break;
+ case 2:
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ break;
+ case 3:
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ break;
+ }
+ for (unsigned int i = 0; i < pcount; ++i) {
+ f.mIndices[i] = cursor++;
+ }
+ }
+
+ // copy normals
+ const std::vector<aiVector3D> &normals = mesh.GetNormals();
+ if (normals.size()) {
+ ai_assert(normals.size() == vertices.size());
+
+ out_mesh->mNormals = new aiVector3D[vertices.size()];
+ std::copy(normals.begin(), normals.end(), out_mesh->mNormals);
+ }
+
+ // copy tangents - assimp requires both tangents and bitangents (binormals)
+ // to be present, or neither of them. Compute binormals from normals
+ // and tangents if needed.
+ const std::vector<aiVector3D> &tangents = mesh.GetTangents();
+ const std::vector<aiVector3D> *binormals = &mesh.GetBinormals();
+
+ if (tangents.size()) {
+ std::vector<aiVector3D> tempBinormals;
+ if (!binormals->size()) {
+ if (normals.size()) {
+ tempBinormals.resize(normals.size());
+ for (unsigned int i = 0; i < tangents.size(); ++i) {
+ tempBinormals[i] = normals[i] ^ tangents[i];
+ }
+
+ binormals = &tempBinormals;
+ } else {
+ binormals = nullptr;
+ }
+ }
+
+ if (binormals) {
+ ai_assert(tangents.size() == vertices.size());
+ ai_assert(binormals->size() == vertices.size());
+
+ out_mesh->mTangents = new aiVector3D[vertices.size()];
+ std::copy(tangents.begin(), tangents.end(), out_mesh->mTangents);
+
+ out_mesh->mBitangents = new aiVector3D[vertices.size()];
+ std::copy(binormals->begin(), binormals->end(), out_mesh->mBitangents);
+ }
+ }
+
+ // copy texture coords
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ const std::vector<aiVector2D> &uvs = mesh.GetTextureCoords(i);
+ if (uvs.empty()) {
+ break;
+ }
+
+ aiVector3D *out_uv = out_mesh->mTextureCoords[i] = new aiVector3D[vertices.size()];
+ for (const aiVector2D &v : uvs) {
+ *out_uv++ = aiVector3D(v.x, v.y, 0.0f);
+ }
+
+ out_mesh->SetTextureCoordsName(i, aiString(mesh.GetTextureCoordChannelName(i)));
+
+ out_mesh->mNumUVComponents[i] = 2;
+ }
+
+ // copy vertex colors
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
+ const std::vector<aiColor4D> &colors = mesh.GetVertexColors(i);
+ if (colors.empty()) {
+ break;
+ }
+
+ out_mesh->mColors[i] = new aiColor4D[vertices.size()];
+ std::copy(colors.begin(), colors.end(), out_mesh->mColors[i]);
+ }
+
+ if (!doc.Settings().readMaterials || mindices.empty()) {
+ FBXImporter::LogError("no material assigned to mesh, setting default material");
+ out_mesh->mMaterialIndex = GetDefaultMaterial();
+ } else {
+ ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
+ }
+
+ if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
+ ConvertWeights(out_mesh, mesh, absolute_transform, parent, NO_MATERIAL_SEPARATION, nullptr);
+ }
+
+ std::vector<aiAnimMesh *> animMeshes;
+ for (const BlendShape *blendShape : mesh.GetBlendShapes()) {
+ for (const BlendShapeChannel *blendShapeChannel : blendShape->BlendShapeChannels()) {
+ const std::vector<const ShapeGeometry *> &shapeGeometries = blendShapeChannel->GetShapeGeometries();
+ for (size_t i = 0; i < shapeGeometries.size(); i++) {
+ aiAnimMesh *animMesh = aiCreateAnimMesh(out_mesh);
+ const ShapeGeometry *shapeGeometry = shapeGeometries.at(i);
+ const std::vector<aiVector3D> &curVertices = shapeGeometry->GetVertices();
+ const std::vector<aiVector3D> &curNormals = shapeGeometry->GetNormals();
+ const std::vector<unsigned int> &curIndices = shapeGeometry->GetIndices();
+ //losing channel name if using shapeGeometry->Name()
+ animMesh->mName.Set(FixAnimMeshName(blendShapeChannel->Name()));
+ for (size_t j = 0; j < curIndices.size(); j++) {
+ const unsigned int curIndex = curIndices.at(j);
+ aiVector3D vertex = curVertices.at(j);
+ aiVector3D normal = curNormals.at(j);
+ unsigned int count = 0;
+ const unsigned int *outIndices = mesh.ToOutputVertexIndex(curIndex, count);
+ for (unsigned int k = 0; k < count; k++) {
+ unsigned int index = outIndices[k];
+ animMesh->mVertices[index] += vertex;
+ if (animMesh->mNormals != nullptr) {
+ animMesh->mNormals[index] += normal;
+ animMesh->mNormals[index].NormalizeSafe();
+ }
+ }
+ }
+ animMesh->mWeight = shapeGeometries.size() > 1 ? blendShapeChannel->DeformPercent() / 100.0f : 1.0f;
+ animMeshes.push_back(animMesh);
+ }
+ }
+ }
+ const size_t numAnimMeshes = animMeshes.size();
+ if (numAnimMeshes > 0) {
+ out_mesh->mNumAnimMeshes = static_cast<unsigned int>(numAnimMeshes);
+ out_mesh->mAnimMeshes = new aiAnimMesh *[numAnimMeshes];
+ for (size_t i = 0; i < numAnimMeshes; i++) {
+ out_mesh->mAnimMeshes[i] = animMeshes.at(i);
+ }
+ }
+ return static_cast<unsigned int>(mMeshes.size() - 1);
+}
+
+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());
+
+ std::set<MatIndexArray::value_type> had;
+ std::vector<unsigned int> indices;
+
+ for (MatIndexArray::value_type index : mindices) {
+ if (had.find(index) == had.end()) {
+
+ indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node, absolute_transform));
+ had.insert(index);
+ }
+ }
+
+ return indices;
+}
+
+unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
+ MatIndexArray::value_type index,
+ aiNode *parent, aiNode *,
+ const aiMatrix4x4 &absolute_transform) {
+ 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() != nullptr;
+
+ unsigned int count_faces = 0;
+ unsigned int count_vertices = 0;
+
+ // count faces
+ std::vector<unsigned int>::const_iterator itf = faces.begin();
+ for (MatIndexArray::const_iterator it = mindices.begin(),
+ end = mindices.end();
+ it != end; ++it, ++itf) {
+ if ((*it) != index) {
+ continue;
+ }
+ ++count_faces;
+ count_vertices += *itf;
+ }
+
+ ai_assert(count_faces);
+ ai_assert(count_vertices);
+
+ // mapping from output indices to DOM indexing, needed to resolve weights or blendshapes
+ std::vector<unsigned int> reverseMapping;
+ std::map<unsigned int, unsigned int> translateIndexMap;
+ if (process_weights || mesh.GetBlendShapes().size() > 0) {
+ reverseMapping.resize(count_vertices);
+ }
+
+ // allocate output data arrays, but don't fill them yet
+ out_mesh->mNumVertices = count_vertices;
+ out_mesh->mVertices = new aiVector3D[count_vertices];
+
+ out_mesh->mNumFaces = count_faces;
+ aiFace *fac = out_mesh->mFaces = new aiFace[count_faces]();
+
+ // allocate normals
+ const std::vector<aiVector3D> &normals = mesh.GetNormals();
+ if (normals.size()) {
+ ai_assert(normals.size() == vertices.size());
+ out_mesh->mNormals = new aiVector3D[count_vertices];
+ }
+
+ // allocate tangents, binormals.
+ const std::vector<aiVector3D> &tangents = mesh.GetTangents();
+ const std::vector<aiVector3D> *binormals = &mesh.GetBinormals();
+ std::vector<aiVector3D> tempBinormals;
+
+ if (tangents.size()) {
+ if (!binormals->size()) {
+ if (normals.size()) {
+ // XXX this computes the binormals for the entire mesh, not only
+ // the part for which we need them.
+ tempBinormals.resize(normals.size());
+ for (unsigned int i = 0; i < tangents.size(); ++i) {
+ tempBinormals[i] = normals[i] ^ tangents[i];
+ }
+
+ binormals = &tempBinormals;
+ } else {
+ binormals = nullptr;
+ }
+ }
+
+ if (binormals) {
+ ai_assert(tangents.size() == vertices.size());
+ ai_assert(binormals->size() == vertices.size());
+
+ out_mesh->mTangents = new aiVector3D[count_vertices];
+ out_mesh->mBitangents = new aiVector3D[count_vertices];
+ }
+ }
+
+ // allocate texture coords
+ unsigned int num_uvs = 0;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i, ++num_uvs) {
+ const std::vector<aiVector2D> &uvs = mesh.GetTextureCoords(i);
+ if (uvs.empty()) {
+ break;
+ }
+
+ out_mesh->mTextureCoords[i] = new aiVector3D[count_vertices];
+ out_mesh->mNumUVComponents[i] = 2;
+ }
+
+ // allocate vertex colors
+ unsigned int num_vcs = 0;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i, ++num_vcs) {
+ const std::vector<aiColor4D> &colors = mesh.GetVertexColors(i);
+ if (colors.empty()) {
+ break;
+ }
+
+ out_mesh->mColors[i] = new aiColor4D[count_vertices];
+ }
+
+ unsigned int cursor = 0, in_cursor = 0;
+
+ itf = faces.begin();
+ for (MatIndexArray::const_iterator it = mindices.begin(), end = mindices.end(); it != end; ++it, ++itf) {
+ const unsigned int pcount = *itf;
+ if ((*it) != index) {
+ in_cursor += pcount;
+ continue;
+ }
+
+ aiFace &f = *fac++;
+
+ f.mNumIndices = pcount;
+ f.mIndices = new unsigned int[pcount];
+ switch (pcount) {
+ case 1:
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ break;
+ case 2:
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ break;
+ case 3:
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ break;
+ }
+ for (unsigned int i = 0; i < pcount; ++i, ++cursor, ++in_cursor) {
+ f.mIndices[i] = cursor;
+
+ if (reverseMapping.size()) {
+ reverseMapping[cursor] = in_cursor;
+ translateIndexMap[in_cursor] = cursor;
+ }
+
+ out_mesh->mVertices[cursor] = vertices[in_cursor];
+
+ if (out_mesh->mNormals) {
+ out_mesh->mNormals[cursor] = normals[in_cursor];
+ }
+
+ if (out_mesh->mTangents) {
+ out_mesh->mTangents[cursor] = tangents[in_cursor];
+ out_mesh->mBitangents[cursor] = (*binormals)[in_cursor];
+ }
+
+ for (unsigned int j = 0; j < num_uvs; ++j) {
+ const std::vector<aiVector2D> &uvs = mesh.GetTextureCoords(j);
+ out_mesh->mTextureCoords[j][cursor] = aiVector3D(uvs[in_cursor].x, uvs[in_cursor].y, 0.0f);
+ }
+
+ for (unsigned int j = 0; j < num_vcs; ++j) {
+ const std::vector<aiColor4D> &cols = mesh.GetVertexColors(j);
+ out_mesh->mColors[j][cursor] = cols[in_cursor];
+ }
+ }
+ }
+
+ ConvertMaterialForMesh(out_mesh, model, mesh, index);
+
+ if (process_weights) {
+ ConvertWeights(out_mesh, mesh, absolute_transform, parent, index, &reverseMapping);
+ }
+
+ std::vector<aiAnimMesh *> animMeshes;
+ for (const BlendShape *blendShape : mesh.GetBlendShapes()) {
+ for (const BlendShapeChannel *blendShapeChannel : blendShape->BlendShapeChannels()) {
+ const std::vector<const ShapeGeometry *> &shapeGeometries = blendShapeChannel->GetShapeGeometries();
+ for (size_t i = 0; i < shapeGeometries.size(); i++) {
+ aiAnimMesh *animMesh = aiCreateAnimMesh(out_mesh);
+ const ShapeGeometry *shapeGeometry = shapeGeometries.at(i);
+ const std::vector<aiVector3D> &curVertices = shapeGeometry->GetVertices();
+ const std::vector<aiVector3D> &curNormals = shapeGeometry->GetNormals();
+ const std::vector<unsigned int> &curIndices = shapeGeometry->GetIndices();
+ animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
+ for (size_t j = 0; j < curIndices.size(); j++) {
+ unsigned int curIndex = curIndices.at(j);
+ aiVector3D vertex = curVertices.at(j);
+ aiVector3D normal = curNormals.at(j);
+ unsigned int count = 0;
+ const unsigned int *outIndices = mesh.ToOutputVertexIndex(curIndex, count);
+ for (unsigned int k = 0; k < count; k++) {
+ unsigned int outIndex = outIndices[k];
+ if (translateIndexMap.find(outIndex) == translateIndexMap.end())
+ continue;
+ unsigned int transIndex = translateIndexMap[outIndex];
+ animMesh->mVertices[transIndex] += vertex;
+ if (animMesh->mNormals != nullptr) {
+ animMesh->mNormals[transIndex] += normal;
+ animMesh->mNormals[transIndex].NormalizeSafe();
+ }
+ }
+ }
+ animMesh->mWeight = shapeGeometries.size() > 1 ? blendShapeChannel->DeformPercent() / 100.0f : 1.0f;
+ animMeshes.push_back(animMesh);
+ }
+ }
+ }
+
+ const size_t numAnimMeshes = animMeshes.size();
+ if (numAnimMeshes > 0) {
+ out_mesh->mNumAnimMeshes = static_cast<unsigned int>(numAnimMeshes);
+ out_mesh->mAnimMeshes = new aiAnimMesh *[numAnimMeshes];
+ for (size_t i = 0; i < numAnimMeshes; i++) {
+ out_mesh->mAnimMeshes[i] = animMeshes.at(i);
+ }
+ }
+
+ return static_cast<unsigned int>(mMeshes.size() - 1);
+}
+
+void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
+ const aiMatrix4x4 &absolute_transform,
+ aiNode *parent, unsigned int materialIndex,
+ std::vector<unsigned int> *outputVertStartIndices) {
+ ai_assert(geo.DeformerSkin());
+
+ std::vector<size_t> out_indices;
+ std::vector<size_t> index_out_indices;
+ std::vector<size_t> count_out_indices;
+
+ const Skin &sk = *geo.DeformerSkin();
+
+ std::vector<aiBone *> bones;
+
+ 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);
+
+ const WeightIndexArray &indices = cluster->GetIndices();
+
+ const MatIndexArray &mats = geo.GetMaterialIndices();
+
+ const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
+
+ count_out_indices.clear();
+ 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 nullptr if index is out of bounds
+ // which should never happen
+ ai_assert(out_idx != nullptr);
+
+ index_out_indices.push_back(no_index_sentinel);
+ count_out_indices.push_back(0);
+
+ for (unsigned int i = 0; i < count; ++i) {
+ if (no_mat_check || static_cast<size_t>(mats[geo.FaceForVertexIndex(out_idx[i])]) == materialIndex) {
+
+ if (index_out_indices.back() == no_index_sentinel) {
+ index_out_indices.back() = out_indices.size();
+ }
+
+ if (no_mat_check) {
+ out_indices.push_back(out_idx[i]);
+ } else {
+ // this extra lookup is in O(logn), so the entire algorithm becomes O(nlogn)
+ const std::vector<unsigned int>::iterator it = std::lower_bound(
+ outputVertStartIndices->begin(),
+ outputVertStartIndices->end(),
+ out_idx[i]);
+
+ out_indices.push_back(std::distance(outputVertStartIndices->begin(), it));
+ }
+
+ ++count_out_indices.back();
+ }
+ }
+ }
+
+ // 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, cluster, out_indices, index_out_indices,
+ count_out_indices, absolute_transform, parent);
+ }
+
+ bone_map.clear();
+ } catch (std::exception &) {
+ 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);
+ }
+}
+
+const aiNode *GetNodeByName(aiNode *current_node) {
+ aiNode *iter = current_node;
+ //printf("Child count: %d", iter->mNumChildren);
+ return iter;
+}
+
+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 *) {
+ ai_assert(cl); // make sure cluster valid
+ std::string deformer_name = cl->TargetNode()->Name();
+ aiString bone_name = aiString(FixNodeName(deformer_name));
+
+ aiBone *bone = nullptr;
+
+ if (bone_map.count(deformer_name)) {
+ ASSIMP_LOG_VERBOSE_DEBUG("retrieved bone from lookup ", bone_name.C_Str(), ". Deformer:", deformer_name);
+ bone = bone_map[deformer_name];
+ } else {
+ ASSIMP_LOG_VERBOSE_DEBUG("created new bone ", bone_name.C_Str(), ". Deformer: ", deformer_name);
+ bone = new aiBone();
+ bone->mName = bone_name;
+
+ // store local transform link for post processing
+ bone->mOffsetMatrix = cl->TransformLink();
+ bone->mOffsetMatrix.Inverse();
+
+ aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
+
+ bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
+
+ //
+ // 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];
+ }
+ }
+
+ bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
+ }
+
+ ASSIMP_LOG_DEBUG("bone research: Indices size: ", out_indices.size());
+
+ // 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,
+ MatIndexArray::value_type materialIndex) {
+ // locate source materials for this mesh
+ const std::vector<const Material *> &mats = model.GetMaterials();
+ if (static_cast<unsigned int>(materialIndex) >= mats.size() || materialIndex < 0) {
+ FBXImporter::LogError("material index out of bounds, setting default material");
+ out->mMaterialIndex = GetDefaultMaterial();
+ return;
+ }
+
+ const Material *const mat = mats[materialIndex];
+ MaterialMap::const_iterator it = materials_converted.find(mat);
+ if (it != materials_converted.end()) {
+ out->mMaterialIndex = (*it).second;
+ return;
+ }
+
+ out->mMaterialIndex = ConvertMaterial(*mat, &geo);
+ materials_converted[mat] = out->mMaterialIndex;
+}
+
+unsigned int FBXConverter::GetDefaultMaterial() {
+ if (defaultMaterialIndex) {
+ return defaultMaterialIndex - 1;
+ }
+
+ aiMaterial *out_mat = new aiMaterial();
+ materials.push_back(out_mat);
+
+ const aiColor3D diffuse = aiColor3D(0.8f, 0.8f, 0.8f);
+ out_mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+
+ aiString s;
+ s.Set(AI_DEFAULT_MATERIAL_NAME);
+
+ out_mat->AddProperty(&s, AI_MATKEY_NAME);
+
+ defaultMaterialIndex = static_cast<unsigned int>(materials.size());
+ return defaultMaterialIndex - 1;
+}
+
+unsigned int FBXConverter::ConvertMaterial(const Material &material, const MeshGeometry *const mesh) {
+ const PropertyTable &props = material.Props();
+
+ // generate empty output material
+ aiMaterial *out_mat = new aiMaterial();
+ materials_converted[&material] = static_cast<unsigned int>(materials.size());
+
+ materials.push_back(out_mat);
+
+ aiString str;
+
+ // strip Material:: prefix
+ std::string name = material.Name();
+ if (name.substr(0, 10) == "Material::") {
+ name = name.substr(10);
+ }
+
+ // set material name if not empty - this could happen
+ // and there should be no key for it in this case.
+ if (name.length()) {
+ str.Set(name);
+ out_mat->AddProperty(&str, AI_MATKEY_NAME);
+ }
+
+ // Set the shading mode as best we can: The FBX specification only mentions Lambert and Phong, and only Phong is mentioned in Assimp's aiShadingMode enum.
+ if (material.GetShadingModel() == "phong") {
+ aiShadingMode shadingMode = aiShadingMode_Phong;
+ out_mat->AddProperty<aiShadingMode>(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
+ }
+
+ // shading stuff and colors
+ SetShadingPropertiesCommon(out_mat, props);
+ SetShadingPropertiesRaw(out_mat, props, material.Textures(), mesh);
+
+ // texture assignments
+ SetTextureProperties(out_mat, material.Textures(), mesh);
+ SetTextureProperties(out_mat, material.LayeredTextures(), mesh);
+
+ return static_cast<unsigned int>(materials.size() - 1);
+}
+
+unsigned int FBXConverter::ConvertVideo(const Video &video) {
+ // generate empty output texture
+ aiTexture *out_tex = new aiTexture();
+ textures.push_back(out_tex);
+
+ // assuming the texture is compressed
+ out_tex->mWidth = static_cast<unsigned int>(video.ContentLength()); // total data size
+ out_tex->mHeight = 0; // fixed to 0
+
+ // steal the data from the Video to avoid an additional copy
+ out_tex->pcData = reinterpret_cast<aiTexel *>(const_cast<Video &>(video).RelinquishContent());
+
+ // try to extract a hint from the file extension
+ const std::string &filename = video.RelativeFilename().empty() ? video.FileName() : video.RelativeFilename();
+ std::string ext = BaseImporter::GetExtension(filename);
+
+ if (ext == "jpeg") {
+ ext = "jpg";
+ }
+
+ if (ext.size() <= 3) {
+ memcpy(out_tex->achFormatHint, ext.c_str(), ext.size());
+ }
+
+ out_tex->mFilename.Set(filename.c_str());
+
+ return static_cast<unsigned int>(textures.size() - 1);
+}
+
+aiString FBXConverter::GetTexturePath(const Texture *tex) {
+ aiString path;
+ path.Set(tex->RelativeFilename());
+
+ const Video *media = tex->Media();
+ if (media != nullptr) {
+ bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
+ unsigned int index=0;
+
+ VideoMap::const_iterator it = textures_converted.find(media);
+ if (it != textures_converted.end()) {
+ index = (*it).second;
+ textureReady = true;
+ } else {
+ if (media->ContentLength() > 0) {
+ index = ConvertVideo(*media);
+ textures_converted[media] = index;
+ textureReady = true;
+ }
+ }
+
+ // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture), if the texture is ready
+ if (doc.Settings().useLegacyEmbeddedTextureNaming) {
+ if (textureReady) {
+ // TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
+ // In FBX files textures are now stored internally by Assimp with their filename included
+ // Now Assimp can lookup through the loaded textures after all data is processed
+ // We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
+ // This may occur on this case too, it has to be studied
+ path.data[0] = '*';
+ path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
+ }
+ }
+ }
+
+ return path;
+}
+
+void FBXConverter::TrySetTextureProperties(aiMaterial *out_mat, const TextureMap &_textures,
+ const std::string &propName,
+ aiTextureType target, const MeshGeometry *const mesh) {
+ TextureMap::const_iterator it = _textures.find(propName);
+ if (it == _textures.end()) {
+ return;
+ }
+
+ const Texture *const tex = (*it).second;
+ if (tex != nullptr) {
+ aiString path = GetTexturePath(tex);
+ out_mat->AddProperty(&path, _AI_MATKEY_TEXTURE_BASE, target, 0);
+
+ aiUVTransform uvTrafo;
+ // XXX handle all kinds of UV transformations
+ uvTrafo.mScaling = tex->UVScaling();
+ uvTrafo.mTranslation = tex->UVTranslation();
+ uvTrafo.mRotation = tex->UVRotation();
+ out_mat->AddProperty(&uvTrafo, 1, _AI_MATKEY_UVTRANSFORM_BASE, target, 0);
+
+ const PropertyTable &props = tex->Props();
+
+ int uvIndex = 0;
+
+ bool ok;
+ const std::string &uvSet = PropertyGet<std::string>(props, "UVSet", ok);
+ if (ok) {
+ // "default" is the name which usually appears in the FbxFileTexture template
+ if (uvSet != "default" && uvSet.length()) {
+ // this is a bit awkward - we need to find a mesh that uses this
+ // material and scan its UV channels for the given UV name because
+ // assimp references UV channels by index, not by name.
+
+ // XXX: the case that UV channels may appear in different orders
+ // in meshes is unhandled. A possible solution would be to sort
+ // the UV channels alphabetically, but this would have the side
+ // effect that the primary (first) UV channel would sometimes
+ // be moved, causing trouble when users read only the first
+ // UV channel and ignore UV channel assignments altogether.
+
+ const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(),
+ std::find(materials.begin(), materials.end(), out_mat)));
+
+ uvIndex = -1;
+ if (!mesh) {
+ for (const MeshMap::value_type &v : meshes_converted) {
+ const MeshGeometry *const meshGeom = dynamic_cast<const MeshGeometry *>(v.first);
+ if (!meshGeom) {
+ continue;
+ }
+
+ const MatIndexArray &mats = meshGeom->GetMaterialIndices();
+ MatIndexArray::const_iterator curIt = std::find(mats.begin(), mats.end(), (int) matIndex);
+ if (curIt == mats.end()) {
+ continue;
+ }
+
+ int index = -1;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (meshGeom->GetTextureCoords(i).empty()) {
+ break;
+ }
+ const std::string &name = meshGeom->GetTextureCoordChannelName(i);
+ if (name == uvSet) {
+ index = static_cast<int>(i);
+ break;
+ }
+ }
+ if (index == -1) {
+ FBXImporter::LogWarn("did not find UV channel named ", uvSet, " in a mesh using this material");
+ continue;
+ }
+
+ if (uvIndex == -1) {
+ uvIndex = index;
+ } else {
+ FBXImporter::LogWarn("the UV channel named ", uvSet,
+ " appears at different positions in meshes, results will be wrong");
+ }
+ }
+ } else {
+ int index = -1;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (mesh->GetTextureCoords(i).empty()) {
+ break;
+ }
+ const std::string &name = mesh->GetTextureCoordChannelName(i);
+ if (name == uvSet) {
+ index = static_cast<int>(i);
+ break;
+ }
+ }
+ if (index == -1) {
+ FBXImporter::LogWarn("did not find UV channel named ", uvSet, " in a mesh using this material");
+ }
+
+ if (uvIndex == -1) {
+ uvIndex = index;
+ }
+ }
+
+ if (uvIndex == -1) {
+ FBXImporter::LogWarn("failed to resolve UV channel ", uvSet, ", using first UV channel");
+ uvIndex = 0;
+ }
+ }
+ }
+
+ out_mat->AddProperty(&uvIndex, 1, _AI_MATKEY_UVWSRC_BASE, target, 0);
+ }
+}
+
+void FBXConverter::TrySetTextureProperties(aiMaterial *out_mat, const LayeredTextureMap &layeredTextures,
+ const std::string &propName,
+ aiTextureType target, const MeshGeometry *const mesh) {
+ LayeredTextureMap::const_iterator it = layeredTextures.find(propName);
+ if (it == layeredTextures.end()) {
+ return;
+ }
+
+ int texCount = (*it).second->textureCount();
+
+ // Set the blend mode for layered textures
+ int blendmode = (*it).second->GetBlendMode();
+ out_mat->AddProperty(&blendmode, 1, _AI_MATKEY_TEXOP_BASE, target, 0);
+
+ for (int texIndex = 0; texIndex < texCount; texIndex++) {
+
+ const Texture *const tex = (*it).second->getTexture(texIndex);
+
+ aiString path = GetTexturePath(tex);
+ out_mat->AddProperty(&path, _AI_MATKEY_TEXTURE_BASE, target, texIndex);
+
+ aiUVTransform uvTrafo;
+ // XXX handle all kinds of UV transformations
+ uvTrafo.mScaling = tex->UVScaling();
+ uvTrafo.mTranslation = tex->UVTranslation();
+ uvTrafo.mRotation = tex->UVRotation();
+ out_mat->AddProperty(&uvTrafo, 1, _AI_MATKEY_UVTRANSFORM_BASE, target, texIndex);
+
+ const PropertyTable &props = tex->Props();
+
+ int uvIndex = 0;
+
+ bool ok;
+ const std::string &uvSet = PropertyGet<std::string>(props, "UVSet", ok);
+ if (ok) {
+ // "default" is the name which usually appears in the FbxFileTexture template
+ if (uvSet != "default" && uvSet.length()) {
+ // this is a bit awkward - we need to find a mesh that uses this
+ // material and scan its UV channels for the given UV name because
+ // assimp references UV channels by index, not by name.
+
+ // XXX: the case that UV channels may appear in different orders
+ // in meshes is unhandled. A possible solution would be to sort
+ // the UV channels alphabetically, but this would have the side
+ // effect that the primary (first) UV channel would sometimes
+ // be moved, causing trouble when users read only the first
+ // UV channel and ignore UV channel assignments altogether.
+
+ const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(),
+ std::find(materials.begin(), materials.end(), out_mat)));
+
+ uvIndex = -1;
+ if (!mesh) {
+ for (const MeshMap::value_type &v : meshes_converted) {
+ const MeshGeometry *const meshGeom = dynamic_cast<const MeshGeometry *>(v.first);
+ if (!meshGeom) {
+ continue;
+ }
+
+ const MatIndexArray &mats = meshGeom->GetMaterialIndices();
+ MatIndexArray::const_iterator curIt = std::find(mats.begin(), mats.end(), (int) matIndex);
+ if ( curIt == mats.end()) {
+ continue;
+ }
+
+ int index = -1;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (meshGeom->GetTextureCoords(i).empty()) {
+ break;
+ }
+ const std::string &name = meshGeom->GetTextureCoordChannelName(i);
+ if (name == uvSet) {
+ index = static_cast<int>(i);
+ break;
+ }
+ }
+ if (index == -1) {
+ FBXImporter::LogWarn("did not find UV channel named ", uvSet, " in a mesh using this material");
+ continue;
+ }
+
+ if (uvIndex == -1) {
+ uvIndex = index;
+ } else {
+ FBXImporter::LogWarn("the UV channel named ", uvSet,
+ " appears at different positions in meshes, results will be wrong");
+ }
+ }
+ } else {
+ int index = -1;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (mesh->GetTextureCoords(i).empty()) {
+ break;
+ }
+ const std::string &name = mesh->GetTextureCoordChannelName(i);
+ if (name == uvSet) {
+ index = static_cast<int>(i);
+ break;
+ }
+ }
+ if (index == -1) {
+ FBXImporter::LogWarn("did not find UV channel named ", uvSet, " in a mesh using this material");
+ }
+
+ if (uvIndex == -1) {
+ uvIndex = index;
+ }
+ }
+
+ if (uvIndex == -1) {
+ FBXImporter::LogWarn("failed to resolve UV channel ", uvSet, ", using first UV channel");
+ uvIndex = 0;
+ }
+ }
+ }
+
+ out_mat->AddProperty(&uvIndex, 1, _AI_MATKEY_UVWSRC_BASE, target, texIndex);
+ }
+}
+
+void FBXConverter::SetTextureProperties(aiMaterial *out_mat, const TextureMap &_textures, const MeshGeometry *const mesh) {
+ TrySetTextureProperties(out_mat, _textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh);
+ TrySetTextureProperties(out_mat, _textures, "AmbientColor", aiTextureType_AMBIENT, mesh);
+ TrySetTextureProperties(out_mat, _textures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
+ TrySetTextureProperties(out_mat, _textures, "SpecularColor", aiTextureType_SPECULAR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "SpecularFactor", aiTextureType_SPECULAR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "TransparentColor", aiTextureType_OPACITY, mesh);
+ TrySetTextureProperties(out_mat, _textures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
+ TrySetTextureProperties(out_mat, _textures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
+ TrySetTextureProperties(out_mat, _textures, "NormalMap", aiTextureType_NORMALS, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Bump", aiTextureType_HEIGHT, mesh);
+ TrySetTextureProperties(out_mat, _textures, "ShininessExponent", aiTextureType_SHININESS, mesh);
+ TrySetTextureProperties(out_mat, _textures, "TransparencyFactor", aiTextureType_OPACITY, mesh);
+ TrySetTextureProperties(out_mat, _textures, "EmissiveFactor", aiTextureType_EMISSIVE, mesh);
+ TrySetTextureProperties(out_mat, _textures, "ReflectionFactor", aiTextureType_METALNESS, mesh);
+ //Maya counterparts
+ TrySetTextureProperties(out_mat, _textures, "Maya|DiffuseTexture", aiTextureType_DIFFUSE, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|NormalTexture", aiTextureType_NORMALS, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|SpecularTexture", aiTextureType_SPECULAR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|FalloffTexture", aiTextureType_OPACITY, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|ReflectionMapTexture", aiTextureType_REFLECTION, mesh);
+
+ // Maya PBR
+ TrySetTextureProperties(out_mat, _textures, "Maya|baseColor", aiTextureType_BASE_COLOR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|normalCamera", aiTextureType_NORMAL_CAMERA, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|emissionColor", aiTextureType_EMISSION_COLOR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|metalness", aiTextureType_METALNESS, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|diffuseRoughness", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
+
+ // Maya stingray
+ TrySetTextureProperties(out_mat, _textures, "Maya|TEX_color_map", aiTextureType_BASE_COLOR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|TEX_normal_map", aiTextureType_NORMAL_CAMERA, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|TEX_emissive_map", aiTextureType_EMISSION_COLOR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|TEX_metallic_map", aiTextureType_METALNESS, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|TEX_roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
+ TrySetTextureProperties(out_mat, _textures, "Maya|TEX_ao_map", aiTextureType_AMBIENT_OCCLUSION, mesh);
+
+ // 3DSMax Physical material
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|base_color_map", aiTextureType_BASE_COLOR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|bump_map", aiTextureType_NORMAL_CAMERA, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|emission_map", aiTextureType_EMISSION_COLOR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|metalness_map", aiTextureType_METALNESS, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|Parameters|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
+
+ // 3DSMax PBR materials
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|base_color_map", aiTextureType_BASE_COLOR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|norm_map", aiTextureType_NORMAL_CAMERA, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|emit_color_map", aiTextureType_EMISSION_COLOR, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|ao_map", aiTextureType_AMBIENT_OCCLUSION, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|opacity_map", aiTextureType_OPACITY, mesh);
+ // Metalness/Roughness material type
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|metalness_map", aiTextureType_METALNESS, mesh);
+ // Specular/Gloss material type
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|specular_map", aiTextureType_SPECULAR, mesh);
+
+ // Glossiness vs roughness in 3ds Max Pbr Materials
+ int useGlossiness;
+ if (out_mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness) == aiReturn_SUCCESS) {
+ // These textures swap meaning if ((useGlossiness == 1) != (material type is Specular/Gloss))
+ if (useGlossiness == 1) {
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|roughness_map", aiTextureType_SHININESS, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|glossiness_map", aiTextureType_SHININESS, mesh);
+ }
+ else if (useGlossiness == 2) {
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|roughness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
+ TrySetTextureProperties(out_mat, _textures, "3dsMax|main|glossiness_map", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
+ }
+ else {
+ FBXImporter::LogWarn("A 3dsMax Pbr Material must have a useGlossiness value to correctly interpret roughness and glossiness textures.");
+ }
+ }
+}
+
+void FBXConverter::SetTextureProperties(aiMaterial *out_mat, const LayeredTextureMap &layeredTextures, const MeshGeometry *const mesh) {
+ TrySetTextureProperties(out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "SpecularFactor", aiTextureType_SPECULAR, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "EmissiveFactor", aiTextureType_EMISSIVE, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "TransparencyFactor", aiTextureType_OPACITY, mesh);
+ TrySetTextureProperties(out_mat, layeredTextures, "ReflectionFactor", aiTextureType_METALNESS, mesh);
+}
+
+aiColor3D FBXConverter::GetColorPropertyFactored(const PropertyTable &props, const std::string &colorName,
+ const std::string &factorName, bool &result, bool useTemplate) {
+ result = true;
+
+ bool ok;
+ aiVector3D BaseColor = PropertyGet<aiVector3D>(props, colorName, ok, useTemplate);
+ if (!ok) {
+ result = false;
+ return aiColor3D(0.0f, 0.0f, 0.0f);
+ }
+
+ // if no factor name, return the colour as is
+ if (factorName.empty()) {
+ return aiColor3D(BaseColor.x, BaseColor.y, BaseColor.z);
+ }
+
+ // otherwise it should be multiplied by the factor, if found.
+ float factor = PropertyGet<float>(props, factorName, ok, useTemplate);
+ if (ok) {
+ BaseColor *= factor;
+ }
+ return aiColor3D(BaseColor.x, BaseColor.y, BaseColor.z);
+}
+
+aiColor3D FBXConverter::GetColorPropertyFromMaterial(const PropertyTable &props, const std::string &baseName,
+ bool &result) {
+ return GetColorPropertyFactored(props, baseName + "Color", baseName + "Factor", result, true);
+}
+
+aiColor3D FBXConverter::GetColorProperty(const PropertyTable &props, const std::string &colorName,
+ bool &result, bool useTemplate) {
+ result = true;
+ bool ok;
+ const aiVector3D &ColorVec = PropertyGet<aiVector3D>(props, colorName, ok, useTemplate);
+ if (!ok) {
+ result = false;
+ return aiColor3D(0.0f, 0.0f, 0.0f);
+ }
+ return aiColor3D(ColorVec.x, ColorVec.y, ColorVec.z);
+}
+
+void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const PropertyTable &props) {
+ // Set shading properties.
+ // Modern FBX Files have two separate systems for defining these,
+ // with only the more comprehensive one described in the property template.
+ // Likely the other values are a legacy system,
+ // which is still always exported by the official FBX SDK.
+ //
+ // Blender's FBX import and export mostly ignore this legacy system,
+ // and as we only support recent versions of FBX anyway, we can do the same.
+ bool ok;
+
+ const aiColor3D &Diffuse = GetColorPropertyFromMaterial(props, "Diffuse", ok);
+ if (ok) {
+ out_mat->AddProperty(&Diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ }
+
+ const aiColor3D &Emissive = GetColorPropertyFromMaterial(props, "Emissive", ok);
+ if (ok) {
+ out_mat->AddProperty(&Emissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+ } else {
+ const aiColor3D &emissiveColor = GetColorProperty(props, "Maya|emissive", ok);
+ if (ok) {
+ out_mat->AddProperty(&emissiveColor, 1, AI_MATKEY_COLOR_EMISSIVE);
+ }
+ }
+
+ const aiColor3D &Ambient = GetColorPropertyFromMaterial(props, "Ambient", ok);
+ if (ok) {
+ out_mat->AddProperty(&Ambient, 1, AI_MATKEY_COLOR_AMBIENT);
+ }
+
+ // we store specular factor as SHININESS_STRENGTH, so just get the color
+ const aiColor3D &Specular = GetColorProperty(props, "SpecularColor", ok, true);
+ if (ok) {
+ out_mat->AddProperty(&Specular, 1, AI_MATKEY_COLOR_SPECULAR);
+ }
+
+ // and also try to get SHININESS_STRENGTH
+ const float SpecularFactor = PropertyGet<float>(props, "SpecularFactor", ok, true);
+ if (ok) {
+ out_mat->AddProperty(&SpecularFactor, 1, AI_MATKEY_SHININESS_STRENGTH);
+ }
+
+ // and the specular exponent
+ const float ShininessExponent = PropertyGet<float>(props, "ShininessExponent", ok);
+ if (ok) {
+ out_mat->AddProperty(&ShininessExponent, 1, AI_MATKEY_SHININESS);
+ }
+
+ // TransparentColor / TransparencyFactor... gee thanks FBX :rolleyes:
+ const aiColor3D &Transparent = GetColorPropertyFactored(props, "TransparentColor", "TransparencyFactor", ok);
+ float CalculatedOpacity = 1.0f;
+ if (ok) {
+ out_mat->AddProperty(&Transparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
+ // as calculated by FBX SDK 2017:
+ CalculatedOpacity = 1.0f - ((Transparent.r + Transparent.g + Transparent.b) / 3.0f);
+ }
+
+ // try to get the transparency factor
+ const float TransparencyFactor = PropertyGet<float>(props, "TransparencyFactor", ok);
+ if (ok) {
+ out_mat->AddProperty(&TransparencyFactor, 1, AI_MATKEY_TRANSPARENCYFACTOR);
+ }
+
+ // use of TransparencyFactor is inconsistent.
+ // Maya always stores it as 1.0,
+ // so we can't use it to set AI_MATKEY_OPACITY.
+ // Blender is more sensible and stores it as the alpha value.
+ // However both the FBX SDK and Blender always write an additional
+ // legacy "Opacity" field, so we can try to use that.
+ //
+ // If we can't find it,
+ // we can fall back to the value which the FBX SDK calculates
+ // from transparency colour (RGB) and factor (F) as
+ // 1.0 - F*((R+G+B)/3).
+ //
+ // There's no consistent way to interpret this opacity value,
+ // so it's up to clients to do the correct thing.
+ const float Opacity = PropertyGet<float>(props, "Opacity", ok);
+ if (ok) {
+ out_mat->AddProperty(&Opacity, 1, AI_MATKEY_OPACITY);
+ } else if (CalculatedOpacity != 1.0) {
+ out_mat->AddProperty(&CalculatedOpacity, 1, AI_MATKEY_OPACITY);
+ }
+
+ // reflection color and factor are stored separately
+ const aiColor3D &Reflection = GetColorProperty(props, "ReflectionColor", ok, true);
+ if (ok) {
+ out_mat->AddProperty(&Reflection, 1, AI_MATKEY_COLOR_REFLECTIVE);
+ }
+
+ float ReflectionFactor = PropertyGet<float>(props, "ReflectionFactor", ok, true);
+ if (ok) {
+ out_mat->AddProperty(&ReflectionFactor, 1, AI_MATKEY_REFLECTIVITY);
+ }
+
+ const float BumpFactor = PropertyGet<float>(props, "BumpFactor", ok);
+ if (ok) {
+ out_mat->AddProperty(&BumpFactor, 1, AI_MATKEY_BUMPSCALING);
+ }
+
+ const float DispFactor = PropertyGet<float>(props, "DisplacementFactor", ok);
+ if (ok) {
+ out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0);
+ }
+
+ // PBR material information
+ const aiColor3D &baseColor = GetColorProperty(props, "Maya|base_color", ok);
+ if (ok) {
+ out_mat->AddProperty(&baseColor, 1, AI_MATKEY_BASE_COLOR);
+ }
+
+ const float useColorMap = PropertyGet<float>(props, "Maya|use_color_map", ok);
+ if (ok) {
+ out_mat->AddProperty(&useColorMap, 1, AI_MATKEY_USE_COLOR_MAP);
+ }
+
+ const float useMetallicMap = PropertyGet<float>(props, "Maya|use_metallic_map", ok);
+ if (ok) {
+ out_mat->AddProperty(&useMetallicMap, 1, AI_MATKEY_USE_METALLIC_MAP);
+ }
+
+ const float metallicFactor = PropertyGet<float>(props, "Maya|metallic", ok);
+ if (ok) {
+ out_mat->AddProperty(&metallicFactor, 1, AI_MATKEY_METALLIC_FACTOR);
+ }
+
+ const float useRoughnessMap = PropertyGet<float>(props, "Maya|use_roughness_map", ok);
+ if (ok) {
+ out_mat->AddProperty(&useRoughnessMap, 1, AI_MATKEY_USE_ROUGHNESS_MAP);
+ }
+
+ const float roughnessFactor = PropertyGet<float>(props, "Maya|roughness", ok);
+ if (ok) {
+ out_mat->AddProperty(&roughnessFactor, 1, AI_MATKEY_ROUGHNESS_FACTOR);
+ }
+
+ const float useEmissiveMap = PropertyGet<float>(props, "Maya|use_emissive_map", ok);
+ if (ok) {
+ out_mat->AddProperty(&useEmissiveMap, 1, AI_MATKEY_USE_EMISSIVE_MAP);
+ }
+
+ const float emissiveIntensity = PropertyGet<float>(props, "Maya|emissive_intensity", ok);
+ if (ok) {
+ out_mat->AddProperty(&emissiveIntensity, 1, AI_MATKEY_EMISSIVE_INTENSITY);
+ }
+
+ const float useAOMap = PropertyGet<float>(props, "Maya|use_ao_map", ok);
+ if (ok) {
+ out_mat->AddProperty(&useAOMap, 1, AI_MATKEY_USE_AO_MAP);
+ }
+}
+
+void FBXConverter::SetShadingPropertiesRaw(aiMaterial *out_mat, const PropertyTable &props, const TextureMap &_textures, const MeshGeometry *const mesh) {
+ // Add all the unparsed properties with a "$raw." prefix
+
+ const std::string prefix = "$raw.";
+
+ for (const DirectPropertyMap::value_type &prop : props.GetUnparsedProperties()) {
+
+ std::string name = prefix + prop.first;
+
+ if (const TypedProperty<aiVector3D> *interpretedVec3 = prop.second->As<TypedProperty<aiVector3D>>()) {
+ out_mat->AddProperty(&interpretedVec3->Value(), 1, name.c_str(), 0, 0);
+ } else if (const TypedProperty<aiColor3D> *interpretedCol3 = prop.second->As<TypedProperty<aiColor3D>>()) {
+ out_mat->AddProperty(&interpretedCol3->Value(), 1, name.c_str(), 0, 0);
+ } else if (const TypedProperty<aiColor4D> *interpretedCol4 = prop.second->As<TypedProperty<aiColor4D>>()) {
+ out_mat->AddProperty(&interpretedCol4->Value(), 1, name.c_str(), 0, 0);
+ } else if (const TypedProperty<float> *interpretedFloat = prop.second->As<TypedProperty<float>>()) {
+ out_mat->AddProperty(&interpretedFloat->Value(), 1, name.c_str(), 0, 0);
+ } else if (const TypedProperty<int> *interpretedInt = prop.second->As<TypedProperty<int>>()) {
+ out_mat->AddProperty(&interpretedInt->Value(), 1, name.c_str(), 0, 0);
+ } else if (const TypedProperty<bool> *interpretedBool = prop.second->As<TypedProperty<bool>>()) {
+ int value = interpretedBool->Value() ? 1 : 0;
+ out_mat->AddProperty(&value, 1, name.c_str(), 0, 0);
+ } else if (const TypedProperty<std::string> *interpretedString = prop.second->As<TypedProperty<std::string>>()) {
+ const aiString value = aiString(interpretedString->Value());
+ out_mat->AddProperty(&value, name.c_str(), 0, 0);
+ }
+ }
+
+ // Add the textures' properties
+
+ for (TextureMap::const_iterator it = _textures.begin(); it != _textures.end(); ++it) {
+
+ std::string name = prefix + it->first;
+
+ const Texture *const tex = it->second;
+ if (tex != nullptr) {
+ aiString path;
+ path.Set(tex->RelativeFilename());
+
+ const Video *media = tex->Media();
+ if (media != nullptr && media->ContentLength() > 0) {
+ unsigned int index;
+
+ VideoMap::const_iterator videoIt = textures_converted.find(media);
+ if (videoIt != textures_converted.end()) {
+ index = videoIt->second;
+ } else {
+ index = ConvertVideo(*media);
+ textures_converted[media] = index;
+ }
+
+ // setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
+ path.data[0] = '*';
+ path.length = 1 + ASSIMP_itoa10(path.data + 1, MAXLEN - 1, index);
+ }
+
+ out_mat->AddProperty(&path, (name + "|file").c_str(), aiTextureType_UNKNOWN, 0);
+
+ aiUVTransform uvTrafo;
+ // XXX handle all kinds of UV transformations
+ uvTrafo.mScaling = tex->UVScaling();
+ uvTrafo.mTranslation = tex->UVTranslation();
+ uvTrafo.mRotation = tex->UVRotation();
+ out_mat->AddProperty(&uvTrafo, 1, (name + "|uvtrafo").c_str(), aiTextureType_UNKNOWN, 0);
+
+ int uvIndex = 0;
+
+ bool uvFound = false;
+ const std::string &uvSet = PropertyGet<std::string>(tex->Props(), "UVSet", uvFound);
+ if (uvFound) {
+ // "default" is the name which usually appears in the FbxFileTexture template
+ if (uvSet != "default" && uvSet.length()) {
+ // this is a bit awkward - we need to find a mesh that uses this
+ // material and scan its UV channels for the given UV name because
+ // assimp references UV channels by index, not by name.
+
+ // XXX: the case that UV channels may appear in different orders
+ // in meshes is unhandled. A possible solution would be to sort
+ // the UV channels alphabetically, but this would have the side
+ // effect that the primary (first) UV channel would sometimes
+ // be moved, causing trouble when users read only the first
+ // UV channel and ignore UV channel assignments altogether.
+
+ std::vector<aiMaterial *>::iterator materialIt = std::find(materials.begin(), materials.end(), out_mat);
+ const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(), materialIt));
+
+ uvIndex = -1;
+ if (!mesh) {
+ for (const MeshMap::value_type &v : meshes_converted) {
+ const MeshGeometry *const meshGeom = dynamic_cast<const MeshGeometry *>(v.first);
+ if (!meshGeom) {
+ continue;
+ }
+
+ const MatIndexArray &mats = meshGeom->GetMaterialIndices();
+ if (std::find(mats.begin(), mats.end(), (int)matIndex) == mats.end()) {
+ continue;
+ }
+
+ int index = -1;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (meshGeom->GetTextureCoords(i).empty()) {
+ break;
+ }
+ const std::string &curName = meshGeom->GetTextureCoordChannelName(i);
+ if (curName == uvSet) {
+ index = static_cast<int>(i);
+ break;
+ }
+ }
+ if (index == -1) {
+ FBXImporter::LogWarn("did not find UV channel named ", uvSet, " in a mesh using this material");
+ continue;
+ }
+
+ if (uvIndex == -1) {
+ uvIndex = index;
+ } else {
+ FBXImporter::LogWarn("the UV channel named ", uvSet, " appears at different positions in meshes, results will be wrong");
+ }
+ }
+ } else {
+ int index = -1;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (mesh->GetTextureCoords(i).empty()) {
+ break;
+ }
+ const std::string &curName = mesh->GetTextureCoordChannelName(i);
+ if (curName == uvSet) {
+ index = static_cast<int>(i);
+ break;
+ }
+ }
+ if (index == -1) {
+ FBXImporter::LogWarn("did not find UV channel named ", uvSet, " in a mesh using this material");
+ }
+
+ if (uvIndex == -1) {
+ uvIndex = index;
+ }
+ }
+
+ if (uvIndex == -1) {
+ FBXImporter::LogWarn("failed to resolve UV channel ", uvSet, ", using first UV channel");
+ uvIndex = 0;
+ }
+ }
+ }
+
+ out_mat->AddProperty(&uvIndex, 1, (name + "|uvwsrc").c_str(), aiTextureType_UNKNOWN, 0);
+ }
+ }
+}
+
+double FBXConverter::FrameRateToDouble(FileGlobalSettings::FrameRate fp, double customFPSVal) {
+ switch (fp) {
+ case FileGlobalSettings::FrameRate_DEFAULT:
+ return 1.0;
+
+ case FileGlobalSettings::FrameRate_120:
+ return 120.0;
+
+ case FileGlobalSettings::FrameRate_100:
+ return 100.0;
+
+ case FileGlobalSettings::FrameRate_60:
+ return 60.0;
+
+ case FileGlobalSettings::FrameRate_50:
+ return 50.0;
+
+ case FileGlobalSettings::FrameRate_48:
+ return 48.0;
+
+ case FileGlobalSettings::FrameRate_30:
+ case FileGlobalSettings::FrameRate_30_DROP:
+ return 30.0;
+
+ case FileGlobalSettings::FrameRate_NTSC_DROP_FRAME:
+ case FileGlobalSettings::FrameRate_NTSC_FULL_FRAME:
+ return 29.9700262;
+
+ case FileGlobalSettings::FrameRate_PAL:
+ return 25.0;
+
+ case FileGlobalSettings::FrameRate_CINEMA:
+ return 24.0;
+
+ case FileGlobalSettings::FrameRate_1000:
+ return 1000.0;
+
+ case FileGlobalSettings::FrameRate_CINEMA_ND:
+ return 23.976;
+
+ case FileGlobalSettings::FrameRate_CUSTOM:
+ return customFPSVal;
+
+ case FileGlobalSettings::FrameRate_MAX: // this is to silence compiler warnings
+ break;
+ }
+
+ ai_assert(false);
+
+ return -1.0f;
+}
+
+void FBXConverter::ConvertAnimations() {
+ // first of all determine framerate
+ const FileGlobalSettings::FrameRate fps = doc.GlobalSettings().TimeMode();
+ const float custom = doc.GlobalSettings().CustomFrameRate();
+ anim_fps = FrameRateToDouble(fps, custom);
+
+ const std::vector<const AnimationStack *> &curAnimations = doc.AnimationStacks();
+ for (const AnimationStack *stack : curAnimations) {
+ ConvertAnimationStack(*stack);
+ }
+}
+
+std::string FBXConverter::FixNodeName(const std::string &name) {
+ // strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
+ // this causes ambiguities, well possible between empty identifiers,
+ // such as "Model::" and ""). Make sure the behaviour is consistent
+ // across multiple calls to FixNodeName().
+ if (name.substr(0, 7) == "Model::") {
+ std::string temp = name.substr(7);
+ return temp;
+ }
+
+ return name;
+}
+
+std::string FBXConverter::FixAnimMeshName(const std::string &name) {
+ if (name.length()) {
+ size_t indexOf = name.find_first_of("::");
+ if (indexOf != std::string::npos && indexOf < name.size() - 2) {
+ return name.substr(indexOf + 2);
+ }
+ }
+ return name.length() ? name : "AnimMesh";
+}
+
+void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
+ const AnimationLayerList &layers = st.Layers();
+ if (layers.empty()) {
+ return;
+ }
+
+ aiAnimation *const anim = new aiAnimation();
+ animations.push_back(anim);
+
+ // strip AnimationStack:: prefix
+ std::string name = st.Name();
+ if (name.substr(0, 16) == "AnimationStack::") {
+ name = name.substr(16);
+ } else if (name.substr(0, 11) == "AnimStack::") {
+ name = name.substr(11);
+ }
+
+ anim->mName.Set(name);
+
+ // need to find all nodes for which we need to generate node animations -
+ // it may happen that we need to merge multiple layers, though.
+ NodeMap node_map;
+
+ // reverse mapping from curves to layers, much faster than querying
+ // the FBX DOM for it.
+ LayerMap layer_map;
+
+ const char *prop_whitelist[] = {
+ "Lcl Scaling",
+ "Lcl Rotation",
+ "Lcl Translation",
+ "DeformPercent"
+ };
+
+ std::map<std::string, morphAnimData *> morphAnimDatas;
+
+ for (const AnimationLayer *layer : layers) {
+ ai_assert(layer);
+ const AnimationCurveNodeList &nodes = layer->Nodes(prop_whitelist, 4);
+ for (const AnimationCurveNode *node : nodes) {
+ ai_assert(node);
+ const Model *const model = dynamic_cast<const Model *>(node->Target());
+ if (model) {
+ const std::string &curName = FixNodeName(model->Name());
+ node_map[curName].push_back(node);
+ layer_map[node] = layer;
+ continue;
+ }
+ const BlendShapeChannel *const bsc = dynamic_cast<const BlendShapeChannel *>(node->Target());
+ if (bsc) {
+ ProcessMorphAnimDatas(&morphAnimDatas, bsc, node);
+ }
+ }
+ }
+
+ // generate node animations
+ std::vector<aiNodeAnim *> node_anims;
+
+ double min_time = 1e10;
+ double max_time = -1e10;
+
+ int64_t start_time = st.LocalStart();
+ int64_t stop_time = st.LocalStop();
+ bool has_local_startstop = start_time != 0 || stop_time != 0;
+ if (!has_local_startstop) {
+ // no time range given, so accept every keyframe and use the actual min/max time
+ // the numbers are INT64_MIN/MAX, the 20000 is for safety because GenerateNodeAnimations uses an epsilon of 10000
+ start_time = -9223372036854775807ll + 20000;
+ stop_time = 9223372036854775807ll - 20000;
+ }
+
+ try {
+ for (const NodeMap::value_type &kv : node_map) {
+ GenerateNodeAnimations(node_anims,
+ kv.first,
+ kv.second,
+ layer_map,
+ start_time, stop_time,
+ max_time,
+ min_time);
+ }
+ } catch (std::exception &) {
+ std::for_each(node_anims.begin(), node_anims.end(), Util::delete_fun<aiNodeAnim>());
+ throw;
+ }
+
+ if (node_anims.size() || morphAnimDatas.size()) {
+ if (node_anims.size()) {
+ anim->mChannels = new aiNodeAnim *[node_anims.size()]();
+ anim->mNumChannels = static_cast<unsigned int>(node_anims.size());
+ std::swap_ranges(node_anims.begin(), node_anims.end(), anim->mChannels);
+ }
+ if (morphAnimDatas.size()) {
+ unsigned int numMorphMeshChannels = static_cast<unsigned int>(morphAnimDatas.size());
+ anim->mMorphMeshChannels = new aiMeshMorphAnim *[numMorphMeshChannels];
+ anim->mNumMorphMeshChannels = numMorphMeshChannels;
+ unsigned int i = 0;
+ for (const auto &morphAnimIt : morphAnimDatas) {
+ morphAnimData *animData = morphAnimIt.second;
+ unsigned int numKeys = static_cast<unsigned int>(animData->size());
+ aiMeshMorphAnim *meshMorphAnim = new aiMeshMorphAnim();
+ meshMorphAnim->mName.Set(morphAnimIt.first);
+ meshMorphAnim->mNumKeys = numKeys;
+ meshMorphAnim->mKeys = new aiMeshMorphKey[numKeys];
+ unsigned int j = 0;
+ for (auto animIt : *animData) {
+ morphKeyData *keyData = animIt.second;
+ unsigned int numValuesAndWeights = static_cast<unsigned int>(keyData->values.size());
+ meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
+ meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
+ meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
+ meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first) * anim_fps;
+ for (unsigned int k = 0; k < numValuesAndWeights; k++) {
+ meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
+ meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
+ }
+ j++;
+ }
+ anim->mMorphMeshChannels[i++] = meshMorphAnim;
+ }
+ }
+ } else {
+ // empty animations would fail validation, so drop them
+ delete anim;
+ animations.pop_back();
+ FBXImporter::LogInfo("ignoring empty AnimationStack (using IK?): ", name);
+ return;
+ }
+
+ double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time;
+ double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time;
+
+ // adjust relative timing for animation
+ for (unsigned int c = 0; c < anim->mNumChannels; c++) {
+ aiNodeAnim *channel = anim->mChannels[c];
+ for (uint32_t i = 0; i < channel->mNumPositionKeys; i++) {
+ channel->mPositionKeys[i].mTime -= start_time_fps;
+ }
+ for (uint32_t i = 0; i < channel->mNumRotationKeys; i++) {
+ channel->mRotationKeys[i].mTime -= start_time_fps;
+ }
+ for (uint32_t i = 0; i < channel->mNumScalingKeys; i++) {
+ channel->mScalingKeys[i].mTime -= start_time_fps;
+ }
+ }
+ for (unsigned int c = 0; c < anim->mNumMorphMeshChannels; c++) {
+ aiMeshMorphAnim *channel = anim->mMorphMeshChannels[c];
+ for (uint32_t i = 0; i < channel->mNumKeys; i++) {
+ channel->mKeys[i].mTime -= start_time_fps;
+ }
+ }
+
+ // for some mysterious reason, mDuration is simply the maximum key -- the
+ // validator always assumes animations to start at zero.
+ anim->mDuration = stop_time_fps - start_time_fps;
+ anim->mTicksPerSecond = anim_fps;
+}
+
+// ------------------------------------------------------------------------------------------------
+void FBXConverter::ProcessMorphAnimDatas(std::map<std::string, morphAnimData *> *morphAnimDatas, const BlendShapeChannel *bsc, const AnimationCurveNode *node) {
+ std::vector<const Connection *> bscConnections = doc.GetConnectionsBySourceSequenced(bsc->ID(), "Deformer");
+ for (const Connection *bscConnection : bscConnections) {
+ auto bs = dynamic_cast<const BlendShape *>(bscConnection->DestinationObject());
+ if (bs) {
+ auto channelIt = std::find(bs->BlendShapeChannels().begin(), bs->BlendShapeChannels().end(), bsc);
+ if (channelIt != bs->BlendShapeChannels().end()) {
+ auto channelIndex = static_cast<unsigned int>(std::distance(bs->BlendShapeChannels().begin(), channelIt));
+ std::vector<const Connection *> bsConnections = doc.GetConnectionsBySourceSequenced(bs->ID(), "Geometry");
+ for (const Connection *bsConnection : bsConnections) {
+ auto geo = dynamic_cast<const Geometry *>(bsConnection->DestinationObject());
+ if (geo) {
+ std::vector<const Connection *> geoConnections = doc.GetConnectionsBySourceSequenced(geo->ID(), "Model");
+ for (const Connection *geoConnection : geoConnections) {
+ auto model = dynamic_cast<const Model *>(geoConnection->DestinationObject());
+ if (model) {
+ auto geoIt = std::find(model->GetGeometry().begin(), model->GetGeometry().end(), geo);
+ auto geoIndex = static_cast<unsigned int>(std::distance(model->GetGeometry().begin(), geoIt));
+ auto name = aiString(FixNodeName(model->Name() + "*"));
+ name.length = 1 + ASSIMP_itoa10(name.data + name.length, MAXLEN - 1, geoIndex);
+ morphAnimData *animData;
+ auto animIt = morphAnimDatas->find(name.C_Str());
+ if (animIt == morphAnimDatas->end()) {
+ animData = new morphAnimData();
+ morphAnimDatas->insert(std::make_pair(name.C_Str(), animData));
+ } else {
+ animData = animIt->second;
+ }
+ for (std::pair<std::string, const AnimationCurve *> curvesIt : node->Curves()) {
+ if (curvesIt.first == "d|DeformPercent") {
+ const AnimationCurve *animationCurve = curvesIt.second;
+ const KeyTimeList &keys = animationCurve->GetKeys();
+ const KeyValueList &values = animationCurve->GetValues();
+ unsigned int k = 0;
+ for (auto key : keys) {
+ morphKeyData *keyData;
+ auto keyIt = animData->find(key);
+ if (keyIt == animData->end()) {
+ keyData = new morphKeyData();
+ animData->insert(std::make_pair(key, keyData));
+ } else {
+ keyData = keyIt->second;
+ }
+ keyData->values.push_back(channelIndex);
+ keyData->weights.push_back(values.at(k) / 100.0f);
+ k++;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+#ifdef ASSIMP_BUILD_DEBUG
+// ------------------------------------------------------------------------------------------------
+// sanity check whether the input is ok
+static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode *> &curves,
+ bool strictMode) {
+ const Object *target(nullptr);
+ for (const AnimationCurveNode *node : curves) {
+ if (!target) {
+ target = node->Target();
+ }
+ if (node->Target() != target) {
+ FBXImporter::LogWarn("Node target is nullptr type.");
+ }
+ if (strictMode) {
+ ai_assert(node->Target() == target);
+ }
+ }
+}
+#endif // ASSIMP_BUILD_DEBUG
+
+// ------------------------------------------------------------------------------------------------
+void FBXConverter::GenerateNodeAnimations(std::vector<aiNodeAnim *> &node_anims,
+ const std::string &fixed_name,
+ const std::vector<const AnimationCurveNode *> &curves,
+ const LayerMap &layer_map,
+ int64_t start, int64_t stop,
+ double &max_time,
+ double &min_time) {
+
+ NodeMap node_property_map;
+ ai_assert(curves.size());
+
+#ifdef ASSIMP_BUILD_DEBUG
+ validateAnimCurveNodes(curves, doc.Settings().strictMode);
+#endif
+ const AnimationCurveNode *curve_node = nullptr;
+ for (const AnimationCurveNode *node : curves) {
+ ai_assert(node);
+
+ if (node->TargetProperty().empty()) {
+ FBXImporter::LogWarn("target property for animation curve not set: ", node->Name());
+ continue;
+ }
+
+ curve_node = node;
+ if (node->Curves().empty()) {
+ FBXImporter::LogWarn("no animation curves assigned to AnimationCurveNode: ", node->Name());
+ continue;
+ }
+
+ node_property_map[node->TargetProperty()].push_back(node);
+ }
+
+ ai_assert(curve_node);
+ ai_assert(curve_node->TargetAsModel());
+
+ const Model &target = *curve_node->TargetAsModel();
+
+ // check for all possible transformation components
+ NodeMap::const_iterator chain[TransformationComp_MAXIMUM];
+
+ bool has_any = false;
+ bool has_complex = false;
+
+ for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
+ const TransformationComp comp = static_cast<TransformationComp>(i);
+
+ // inverse pivots don't exist in the input, we just generate them
+ if (comp == TransformationComp_RotationPivotInverse || comp == TransformationComp_ScalingPivotInverse) {
+ chain[i] = node_property_map.end();
+ continue;
+ }
+
+ chain[i] = node_property_map.find(NameTransformationCompProperty(comp));
+ if (chain[i] != node_property_map.end()) {
+
+ // check if this curves contains redundant information by looking
+ // up the corresponding node's transformation chain.
+ if (doc.Settings().optimizeEmptyAnimationCurves &&
+ IsRedundantAnimationData(target, comp, (chain[i]->second))) {
+
+ FBXImporter::LogVerboseDebug("dropping redundant animation channel for node ", target.Name());
+ continue;
+ }
+
+ has_any = true;
+
+ if (comp != TransformationComp_Rotation && comp != TransformationComp_Scaling && comp != TransformationComp_Translation) {
+ has_complex = true;
+ }
+ }
+ }
+
+ if (!has_any) {
+ FBXImporter::LogWarn("ignoring node animation, did not find any transformation key frames");
+ return;
+ }
+
+ // this needs to play nicely with GenerateTransformationNodeChain() which will
+ // be invoked _later_ (animations come first). If this node has only rotation,
+ // scaling and translation _and_ there are no animated other components either,
+ // we can use a single node and also a single node animation channel.
+ if( !has_complex && !NeedsComplexTransformationChain(target)) {
+ aiNodeAnim* const nd = GenerateSimpleNodeAnim(fixed_name, target, chain,
+ node_property_map.end(),
+ start, stop,
+ max_time,
+ min_time
+ );
+
+ ai_assert(nd);
+ if (nd->mNumPositionKeys == 0 && nd->mNumRotationKeys == 0 && nd->mNumScalingKeys == 0) {
+ delete nd;
+ } else {
+ node_anims.push_back(nd);
+ }
+ return;
+ }
+
+ // otherwise, things get gruesome and we need separate animation channels
+ // for each part of the transformation chain. Remember which channels
+ // we generated and pass this information to the node conversion
+ // code to avoid nodes that have identity transform, but non-identity
+ // animations, being dropped.
+ unsigned int flags = 0, bit = 0x1;
+ for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1) {
+ const TransformationComp comp = static_cast<TransformationComp>(i);
+
+ if (chain[i] != node_property_map.end()) {
+ flags |= bit;
+
+ ai_assert(comp != TransformationComp_RotationPivotInverse);
+ ai_assert(comp != TransformationComp_ScalingPivotInverse);
+
+ const std::string &chain_name = NameTransformationChainNode(fixed_name, comp);
+
+ aiNodeAnim *na = nullptr;
+ switch (comp) {
+ case TransformationComp_Rotation:
+ case TransformationComp_PreRotation:
+ case TransformationComp_PostRotation:
+ case TransformationComp_GeometricRotation:
+ na = GenerateRotationNodeAnim(chain_name,
+ target,
+ (*chain[i]).second,
+ layer_map,
+ start, stop,
+ max_time,
+ min_time);
+
+ break;
+
+ case TransformationComp_RotationOffset:
+ case TransformationComp_RotationPivot:
+ case TransformationComp_ScalingOffset:
+ case TransformationComp_ScalingPivot:
+ case TransformationComp_Translation:
+ case TransformationComp_GeometricTranslation:
+ na = GenerateTranslationNodeAnim(chain_name,
+ target,
+ (*chain[i]).second,
+ layer_map,
+ start, stop,
+ max_time,
+ min_time);
+
+ // pivoting requires us to generate an implicit inverse channel to undo the pivot translation
+ if (comp == TransformationComp_RotationPivot) {
+ const std::string &invName = NameTransformationChainNode(fixed_name,
+ TransformationComp_RotationPivotInverse);
+
+ aiNodeAnim *const inv = GenerateTranslationNodeAnim(invName,
+ target,
+ (*chain[i]).second,
+ layer_map,
+ start, stop,
+ max_time,
+ min_time,
+ true);
+
+ ai_assert(inv);
+ if (inv->mNumPositionKeys == 0 && inv->mNumRotationKeys == 0 && inv->mNumScalingKeys == 0) {
+ delete inv;
+ } else {
+ node_anims.push_back(inv);
+ }
+
+ ai_assert(TransformationComp_RotationPivotInverse > i);
+ flags |= bit << (TransformationComp_RotationPivotInverse - i);
+ } else if (comp == TransformationComp_ScalingPivot) {
+ const std::string &invName = NameTransformationChainNode(fixed_name,
+ TransformationComp_ScalingPivotInverse);
+
+ aiNodeAnim *const inv = GenerateTranslationNodeAnim(invName,
+ target,
+ (*chain[i]).second,
+ layer_map,
+ start, stop,
+ max_time,
+ min_time,
+ true);
+
+ ai_assert(inv);
+ if (inv->mNumPositionKeys == 0 && inv->mNumRotationKeys == 0 && inv->mNumScalingKeys == 0) {
+ delete inv;
+ } else {
+ node_anims.push_back(inv);
+ }
+
+ ai_assert(TransformationComp_RotationPivotInverse > i);
+ flags |= bit << (TransformationComp_RotationPivotInverse - i);
+ }
+
+ break;
+
+ case TransformationComp_Scaling:
+ case TransformationComp_GeometricScaling:
+ na = GenerateScalingNodeAnim(chain_name,
+ target,
+ (*chain[i]).second,
+ layer_map,
+ start, stop,
+ max_time,
+ min_time);
+
+ break;
+
+ default:
+ ai_assert(false);
+ }
+
+ ai_assert(na);
+ if (na->mNumPositionKeys == 0 && na->mNumRotationKeys == 0 && na->mNumScalingKeys == 0) {
+ delete na;
+ } else {
+ node_anims.push_back(na);
+ }
+ continue;
+ }
+ }
+
+ node_anim_chain_bits[fixed_name] = flags;
+}
+
+bool FBXConverter::IsRedundantAnimationData(const Model &target,
+ TransformationComp comp,
+ const std::vector<const AnimationCurveNode *> &curves) {
+ ai_assert(curves.size());
+
+ // look for animation nodes with
+ // * sub channels for all relevant components set
+ // * one key/value pair per component
+ // * combined values match up the corresponding value in the bind pose node transformation
+ // only such nodes are 'redundant' for this function.
+
+ if (curves.size() > 1) {
+ return false;
+ }
+
+ const AnimationCurveNode &nd = *curves.front();
+ const AnimationCurveMap &sub_curves = nd.Curves();
+
+ const AnimationCurveMap::const_iterator dx = sub_curves.find("d|X");
+ const AnimationCurveMap::const_iterator dy = sub_curves.find("d|Y");
+ const AnimationCurveMap::const_iterator dz = sub_curves.find("d|Z");
+
+ if (dx == sub_curves.end() || dy == sub_curves.end() || dz == sub_curves.end()) {
+ return false;
+ }
+
+ const KeyValueList &vx = (*dx).second->GetValues();
+ const KeyValueList &vy = (*dy).second->GetValues();
+ const KeyValueList &vz = (*dz).second->GetValues();
+
+ if (vx.size() != 1 || vy.size() != 1 || vz.size() != 1) {
+ return false;
+ }
+
+ const aiVector3D dyn_val = aiVector3D(vx[0], vy[0], vz[0]);
+ const aiVector3D &static_val = PropertyGet<aiVector3D>(target.Props(),
+ NameTransformationCompProperty(comp),
+ TransformationCompDefaultValue(comp));
+
+ const float epsilon = Math::getEpsilon<float>();
+ return (dyn_val - static_val).SquareLength() < epsilon;
+}
+
+aiNodeAnim *FBXConverter::GenerateRotationNodeAnim(const std::string &name,
+ const Model &target,
+ const std::vector<const AnimationCurveNode *> &curves,
+ const LayerMap &layer_map,
+ int64_t start, int64_t stop,
+ double &max_time,
+ double &min_time) {
+ std::unique_ptr<aiNodeAnim> na(new aiNodeAnim());
+ na->mNodeName.Set(name);
+
+ ConvertRotationKeys(na.get(), curves, layer_map, start, stop, max_time, min_time, target.RotationOrder());
+
+ // dummy scaling key
+ na->mScalingKeys = new aiVectorKey[1];
+ na->mNumScalingKeys = 1;
+
+ na->mScalingKeys[0].mTime = 0.;
+ na->mScalingKeys[0].mValue = aiVector3D(1.0f, 1.0f, 1.0f);
+
+ // dummy position key
+ na->mPositionKeys = new aiVectorKey[1];
+ na->mNumPositionKeys = 1;
+
+ na->mPositionKeys[0].mTime = 0.;
+ na->mPositionKeys[0].mValue = aiVector3D();
+
+ return na.release();
+}
+
+aiNodeAnim *FBXConverter::GenerateScalingNodeAnim(const std::string &name,
+ const Model & /*target*/,
+ const std::vector<const AnimationCurveNode *> &curves,
+ const LayerMap &layer_map,
+ int64_t start, int64_t stop,
+ double &max_time,
+ double &min_time) {
+ std::unique_ptr<aiNodeAnim> na(new aiNodeAnim());
+ na->mNodeName.Set(name);
+
+ ConvertScaleKeys(na.get(), curves, layer_map, start, stop, max_time, min_time);
+
+ // dummy rotation key
+ na->mRotationKeys = new aiQuatKey[1];
+ na->mNumRotationKeys = 1;
+
+ na->mRotationKeys[0].mTime = 0.;
+ na->mRotationKeys[0].mValue = aiQuaternion();
+
+ // dummy position key
+ na->mPositionKeys = new aiVectorKey[1];
+ na->mNumPositionKeys = 1;
+
+ na->mPositionKeys[0].mTime = 0.;
+ na->mPositionKeys[0].mValue = aiVector3D();
+
+ return na.release();
+}
+
+aiNodeAnim *FBXConverter::GenerateTranslationNodeAnim(const std::string &name,
+ const Model & /*target*/,
+ const std::vector<const AnimationCurveNode *> &curves,
+ const LayerMap &layer_map,
+ int64_t start, int64_t stop,
+ double &max_time,
+ double &min_time,
+ bool inverse) {
+ std::unique_ptr<aiNodeAnim> na(new aiNodeAnim());
+ na->mNodeName.Set(name);
+
+ ConvertTranslationKeys(na.get(), curves, layer_map, start, stop, max_time, min_time);
+
+ if (inverse) {
+ for (unsigned int i = 0; i < na->mNumPositionKeys; ++i) {
+ na->mPositionKeys[i].mValue *= -1.0f;
+ }
+ }
+
+ // dummy scaling key
+ na->mScalingKeys = new aiVectorKey[1];
+ na->mNumScalingKeys = 1;
+
+ na->mScalingKeys[0].mTime = 0.;
+ na->mScalingKeys[0].mValue = aiVector3D(1.0f, 1.0f, 1.0f);
+
+ // dummy rotation key
+ na->mRotationKeys = new aiQuatKey[1];
+ na->mNumRotationKeys = 1;
+
+ na->mRotationKeys[0].mTime = 0.;
+ na->mRotationKeys[0].mValue = aiQuaternion();
+
+ return na.release();
+}
+
+aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
+ const Model& target,
+ NodeMap::const_iterator chain[TransformationComp_MAXIMUM],
+ NodeMap::const_iterator iterEnd,
+ int64_t start, int64_t stop,
+ double& maxTime,
+ double& minTime)
+{
+ std::unique_ptr<aiNodeAnim> na(new aiNodeAnim());
+ na->mNodeName.Set(name);
+
+ const PropertyTable &props = target.Props();
+
+ // collect unique times and keyframe lists
+ KeyFrameListList keyframeLists[TransformationComp_MAXIMUM];
+ KeyTimeList keytimes;
+
+ for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
+ if (chain[i] == iterEnd)
+ continue;
+
+ if (i == TransformationComp_Rotation || i == TransformationComp_PreRotation
+ || i == TransformationComp_PostRotation || i == TransformationComp_GeometricRotation) {
+ keyframeLists[i] = GetRotationKeyframeList((*chain[i]).second, start, stop);
+ } else {
+ keyframeLists[i] = GetKeyframeList((*chain[i]).second, start, stop);
+ }
+
+ for (KeyFrameListList::const_iterator it = keyframeLists[i].begin(); it != keyframeLists[i].end(); ++it) {
+ const KeyTimeList& times = *std::get<0>(*it);
+ keytimes.insert(keytimes.end(), times.begin(), times.end());
+ }
+
+ // remove duplicates
+ std::sort(keytimes.begin(), keytimes.end());
+
+ auto last = std::unique(keytimes.begin(), keytimes.end());
+ keytimes.erase(last, keytimes.end());
+ }
+
+ const Model::RotOrder rotOrder = target.RotationOrder();
+ const size_t keyCount = keytimes.size();
+
+ aiVector3D defTranslate = PropertyGet(props, "Lcl Translation", aiVector3D(0.f, 0.f, 0.f));
+ aiVector3D defRotation = PropertyGet(props, "Lcl Rotation", aiVector3D(0.f, 0.f, 0.f));
+ aiVector3D defScale = PropertyGet(props, "Lcl Scaling", aiVector3D(1.f, 1.f, 1.f));
+ aiQuaternion defQuat = EulerToQuaternion(defRotation, rotOrder);
+
+ aiVectorKey* outTranslations = new aiVectorKey[keyCount];
+ aiQuatKey* outRotations = new aiQuatKey[keyCount];
+ aiVectorKey* outScales = new aiVectorKey[keyCount];
+
+ if (keyframeLists[TransformationComp_Translation].size() > 0) {
+ InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
+ } else {
+ for (size_t i = 0; i < keyCount; ++i) {
+ outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
+ outTranslations[i].mValue = defTranslate;
+ }
+ }
+
+ if (keyframeLists[TransformationComp_Rotation].size() > 0) {
+ InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
+ } else {
+ for (size_t i = 0; i < keyCount; ++i) {
+ outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
+ outRotations[i].mValue = defQuat;
+ }
+ }
+
+ if (keyframeLists[TransformationComp_Scaling].size() > 0) {
+ InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
+ } else {
+ for (size_t i = 0; i < keyCount; ++i) {
+ outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
+ outScales[i].mValue = defScale;
+ }
+ }
+
+ bool ok = false;
+
+ const float zero_epsilon = ai_epsilon;
+
+ const aiVector3D& preRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
+ if (ok && preRotation.SquareLength() > zero_epsilon) {
+ const aiQuaternion preQuat = EulerToQuaternion(preRotation, Model::RotOrder_EulerXYZ);
+ for (size_t i = 0; i < keyCount; ++i) {
+ outRotations[i].mValue = preQuat * outRotations[i].mValue;
+ }
+ }
+
+ const aiVector3D& postRotation = PropertyGet<aiVector3D>(props, "PostRotation", ok);
+ if (ok && postRotation.SquareLength() > zero_epsilon) {
+ const aiQuaternion postQuat = EulerToQuaternion(postRotation, Model::RotOrder_EulerXYZ);
+ for (size_t i = 0; i < keyCount; ++i) {
+ outRotations[i].mValue = outRotations[i].mValue * postQuat;
+ }
+ }
+
+ // convert TRS to SRT
+ for (size_t i = 0; i < keyCount; ++i) {
+ aiQuaternion& r = outRotations[i].mValue;
+ aiVector3D& s = outScales[i].mValue;
+ aiVector3D& t = outTranslations[i].mValue;
+
+ aiMatrix4x4 mat, temp;
+ aiMatrix4x4::Translation(t, mat);
+ mat *= aiMatrix4x4(r.GetMatrix());
+ mat *= aiMatrix4x4::Scaling(s, temp);
+
+ mat.Decompose(s, r, t);
+ }
+
+ na->mNumScalingKeys = static_cast<unsigned int>(keyCount);
+ na->mNumRotationKeys = na->mNumScalingKeys;
+ na->mNumPositionKeys = na->mNumScalingKeys;
+
+ na->mScalingKeys = outScales;
+ na->mRotationKeys = outRotations;
+ na->mPositionKeys = outTranslations;
+
+ return na.release();
+}
+
+FBXConverter::KeyFrameListList FBXConverter::GetKeyframeList(const std::vector<const AnimationCurveNode *> &nodes, int64_t start, int64_t stop) {
+ KeyFrameListList inputs;
+ inputs.reserve(nodes.size() * 3);
+
+ //give some breathing room for rounding errors
+ int64_t adj_start = start - 10000;
+ int64_t adj_stop = stop + 10000;
+
+ for (const AnimationCurveNode *node : nodes) {
+ ai_assert(node);
+
+ const AnimationCurveMap &curves = node->Curves();
+ for (const AnimationCurveMap::value_type &kv : curves) {
+
+ unsigned int mapto;
+ if (kv.first == "d|X") {
+ mapto = 0;
+ } else if (kv.first == "d|Y") {
+ mapto = 1;
+ } else if (kv.first == "d|Z") {
+ mapto = 2;
+ } else {
+ FBXImporter::LogWarn("ignoring scale animation curve, did not recognize target component");
+ continue;
+ }
+
+ const AnimationCurve *const curve = kv.second;
+ ai_assert(curve->GetKeys().size() == curve->GetValues().size());
+ ai_assert(curve->GetKeys().size());
+
+ //get values within the start/stop time window
+ std::shared_ptr<KeyTimeList> Keys(new KeyTimeList());
+ std::shared_ptr<KeyValueList> Values(new KeyValueList());
+ const size_t count = curve->GetKeys().size();
+ Keys->reserve(count);
+ Values->reserve(count);
+ for (size_t n = 0; n < count; n++) {
+ int64_t k = curve->GetKeys().at(n);
+ if (k >= adj_start && k <= adj_stop) {
+ Keys->push_back(k);
+ Values->push_back(curve->GetValues().at(n));
+ }
+ }
+
+ inputs.push_back(std::make_tuple(Keys, Values, mapto));
+ }
+ }
+ return inputs; // pray for NRVO :-)
+}
+
+FBXConverter::KeyFrameListList FBXConverter::GetRotationKeyframeList(const std::vector<const AnimationCurveNode *> &nodes,
+ int64_t start, int64_t stop) {
+ KeyFrameListList inputs;
+ inputs.reserve(nodes.size() * 3);
+
+ //give some breathing room for rounding errors
+ const int64_t adj_start = start - 10000;
+ const int64_t adj_stop = stop + 10000;
+
+ for (const AnimationCurveNode *node : nodes) {
+ ai_assert(node);
+
+ const AnimationCurveMap &curves = node->Curves();
+ for (const AnimationCurveMap::value_type &kv : curves) {
+
+ unsigned int mapto;
+ if (kv.first == "d|X") {
+ mapto = 0;
+ } else if (kv.first == "d|Y") {
+ mapto = 1;
+ } else if (kv.first == "d|Z") {
+ mapto = 2;
+ } else {
+ FBXImporter::LogWarn("ignoring scale animation curve, did not recognize target component");
+ continue;
+ }
+
+ const AnimationCurve *const curve = kv.second;
+ ai_assert(curve->GetKeys().size() == curve->GetValues().size());
+ ai_assert(curve->GetKeys().size());
+
+ //get values within the start/stop time window
+ std::shared_ptr<KeyTimeList> Keys(new KeyTimeList());
+ std::shared_ptr<KeyValueList> Values(new KeyValueList());
+ const size_t count = curve->GetKeys().size();
+
+ int64_t tp = curve->GetKeys().at(0);
+ float vp = curve->GetValues().at(0);
+ Keys->push_back(tp);
+ Values->push_back(vp);
+ if (count > 1) {
+ int64_t tc = curve->GetKeys().at(1);
+ float vc = curve->GetValues().at(1);
+ for (size_t n = 1; n < count; n++) {
+ while (std::abs(vc - vp) >= 180.0f) {
+ float step = std::floor(float(tc - tp) / (vc - vp) * 179.0f);
+ int64_t tnew = tp + int64_t(step);
+ float vnew = vp + (vc - vp) * step / float(tc - tp);
+ if (tnew >= adj_start && tnew <= adj_stop) {
+ Keys->push_back(tnew);
+ Values->push_back(vnew);
+ }
+ tp = tnew;
+ vp = vnew;
+ }
+ if (tc >= adj_start && tc <= adj_stop) {
+ Keys->push_back(tc);
+ Values->push_back(vc);
+ }
+ if (n + 1 < count) {
+ tp = tc;
+ vp = vc;
+ tc = curve->GetKeys().at(n + 1);
+ vc = curve->GetValues().at(n + 1);
+ }
+ }
+ }
+ inputs.push_back(std::make_tuple(Keys, Values, mapto));
+ }
+ }
+ return inputs;
+}
+
+KeyTimeList FBXConverter::GetKeyTimeList(const KeyFrameListList &inputs) {
+ ai_assert(!inputs.empty());
+
+ // reserve some space upfront - it is likely that the key-frame lists
+ // have matching time values, so max(of all key-frame lists) should
+ // be a good estimate.
+ KeyTimeList keys;
+
+ size_t estimate = 0;
+ for (const KeyFrameList &kfl : inputs) {
+ estimate = std::max(estimate, std::get<0>(kfl)->size());
+ }
+
+ keys.reserve(estimate);
+
+ std::vector<unsigned int> next_pos;
+ next_pos.resize(inputs.size(), 0);
+
+ const size_t count = inputs.size();
+ while (true) {
+
+ int64_t min_tick = std::numeric_limits<int64_t>::max();
+ for (size_t i = 0; i < count; ++i) {
+ const KeyFrameList &kfl = inputs[i];
+
+ if (std::get<0>(kfl)->size() > next_pos[i] && std::get<0>(kfl)->at(next_pos[i]) < min_tick) {
+ min_tick = std::get<0>(kfl)->at(next_pos[i]);
+ }
+ }
+
+ if (min_tick == std::numeric_limits<int64_t>::max()) {
+ break;
+ }
+ keys.push_back(min_tick);
+
+ for (size_t i = 0; i < count; ++i) {
+ const KeyFrameList &kfl = inputs[i];
+
+ while (std::get<0>(kfl)->size() > next_pos[i] && std::get<0>(kfl)->at(next_pos[i]) == min_tick) {
+ ++next_pos[i];
+ }
+ }
+ }
+
+ return keys;
+}
+
+void FBXConverter::InterpolateKeys(aiVectorKey *valOut, const KeyTimeList &keys, const KeyFrameListList &inputs,
+ const aiVector3D &def_value,
+ double &max_time,
+ double &min_time) {
+ ai_assert(!keys.empty());
+ ai_assert(nullptr != valOut);
+
+ std::vector<unsigned int> next_pos;
+ const size_t count(inputs.size());
+
+ next_pos.resize(inputs.size(), 0);
+
+ for (KeyTimeList::value_type time : keys) {
+ ai_real result[3] = { def_value.x, def_value.y, def_value.z };
+
+ for (size_t i = 0; i < count; ++i) {
+ const KeyFrameList &kfl = inputs[i];
+
+ const size_t ksize = std::get<0>(kfl)->size();
+ if (ksize == 0) {
+ continue;
+ }
+ if (ksize > next_pos[i] && std::get<0>(kfl)->at(next_pos[i]) == time) {
+ ++next_pos[i];
+ }
+
+ const size_t id0 = next_pos[i] > 0 ? next_pos[i] - 1 : 0;
+ const size_t id1 = next_pos[i] == ksize ? ksize - 1 : next_pos[i];
+
+ // use lerp for interpolation
+ const KeyValueList::value_type valueA = std::get<1>(kfl)->at(id0);
+ const KeyValueList::value_type valueB = std::get<1>(kfl)->at(id1);
+
+ const KeyTimeList::value_type timeA = std::get<0>(kfl)->at(id0);
+ const KeyTimeList::value_type timeB = std::get<0>(kfl)->at(id1);
+
+ const ai_real factor = timeB == timeA ? ai_real(0.) : static_cast<ai_real>((time - timeA)) / (timeB - timeA);
+ const ai_real interpValue = static_cast<ai_real>(valueA + (valueB - valueA) * factor);
+
+ result[std::get<2>(kfl)] = interpValue;
+ }
+
+ // magic value to convert fbx times to seconds
+ valOut->mTime = CONVERT_FBX_TIME(time) * anim_fps;
+
+ min_time = std::min(min_time, valOut->mTime);
+ max_time = std::max(max_time, valOut->mTime);
+
+ valOut->mValue.x = result[0];
+ valOut->mValue.y = result[1];
+ valOut->mValue.z = result[2];
+
+ ++valOut;
+ }
+}
+
+void FBXConverter::InterpolateKeys(aiQuatKey *valOut, const KeyTimeList &keys, const KeyFrameListList &inputs,
+ const aiVector3D &def_value,
+ double &maxTime,
+ double &minTime,
+ Model::RotOrder order) {
+ ai_assert(!keys.empty());
+ ai_assert(nullptr != valOut);
+
+ std::unique_ptr<aiVectorKey[]> temp(new aiVectorKey[keys.size()]);
+ InterpolateKeys(temp.get(), keys, inputs, def_value, maxTime, minTime);
+
+ aiMatrix4x4 m;
+
+ aiQuaternion lastq;
+
+ for (size_t i = 0, c = keys.size(); i < c; ++i) {
+
+ valOut[i].mTime = temp[i].mTime;
+
+ GetRotationMatrix(order, temp[i].mValue, m);
+ aiQuaternion quat = aiQuaternion(aiMatrix3x3(m));
+
+ // take shortest path by checking the inner product
+ // http://www.3dkingdoms.com/weekly/weekly.php?a=36
+ if (quat.x * lastq.x + quat.y * lastq.y + quat.z * lastq.z + quat.w * lastq.w < 0) {
+ quat.Conjugate();
+ quat.w = -quat.w;
+ }
+ lastq = quat;
+
+ valOut[i].mValue = quat;
+ }
+}
+
+aiQuaternion FBXConverter::EulerToQuaternion(const aiVector3D &rot, Model::RotOrder order) {
+ aiMatrix4x4 m;
+ GetRotationMatrix(order, rot, m);
+
+ return aiQuaternion(aiMatrix3x3(m));
+}
+
+void FBXConverter::ConvertScaleKeys(aiNodeAnim *na, const std::vector<const AnimationCurveNode *> &nodes, const LayerMap & /*layers*/,
+ int64_t start, int64_t stop,
+ double &maxTime,
+ double &minTime) {
+ ai_assert(nodes.size());
+
+ // XXX for now, assume scale should be blended geometrically (i.e. two
+ // layers should be multiplied with each other). There is a FBX
+ // property in the layer to specify the behaviour, though.
+
+ const KeyFrameListList &inputs = GetKeyframeList(nodes, start, stop);
+ const KeyTimeList &keys = GetKeyTimeList(inputs);
+
+ na->mNumScalingKeys = static_cast<unsigned int>(keys.size());
+ na->mScalingKeys = new aiVectorKey[keys.size()];
+ if (keys.size() > 0) {
+ InterpolateKeys(na->mScalingKeys, keys, inputs, aiVector3D(1.0f, 1.0f, 1.0f), maxTime, minTime);
+ }
+}
+
+void FBXConverter::ConvertTranslationKeys(aiNodeAnim *na, const std::vector<const AnimationCurveNode *> &nodes,
+ const LayerMap & /*layers*/,
+ int64_t start, int64_t stop,
+ double &maxTime,
+ double &minTime) {
+ ai_assert(nodes.size());
+
+ // XXX see notes in ConvertScaleKeys()
+ const KeyFrameListList &inputs = GetKeyframeList(nodes, start, stop);
+ const KeyTimeList &keys = GetKeyTimeList(inputs);
+
+ na->mNumPositionKeys = static_cast<unsigned int>(keys.size());
+ na->mPositionKeys = new aiVectorKey[keys.size()];
+ if (keys.size() > 0)
+ InterpolateKeys(na->mPositionKeys, keys, inputs, aiVector3D(0.0f, 0.0f, 0.0f), maxTime, minTime);
+}
+
+void FBXConverter::ConvertRotationKeys(aiNodeAnim *na, const std::vector<const AnimationCurveNode *> &nodes,
+ const LayerMap & /*layers*/,
+ int64_t start, int64_t stop,
+ double &maxTime,
+ double &minTime,
+ Model::RotOrder order) {
+ ai_assert(nodes.size());
+
+ // XXX see notes in ConvertScaleKeys()
+ const std::vector<KeyFrameList> &inputs = GetRotationKeyframeList(nodes, start, stop);
+ const KeyTimeList &keys = GetKeyTimeList(inputs);
+
+ na->mNumRotationKeys = static_cast<unsigned int>(keys.size());
+ na->mRotationKeys = new aiQuatKey[keys.size()];
+ if (!keys.empty()) {
+ InterpolateKeys(na->mRotationKeys, keys, inputs, aiVector3D(0.0f, 0.0f, 0.0f), maxTime, minTime, order);
+ }
+}
+
+void FBXConverter::ConvertGlobalSettings() {
+ if (nullptr == mSceneOut) {
+ return;
+ }
+
+ const bool hasGenerator = !doc.Creator().empty();
+
+ mSceneOut->mMetaData = aiMetadata::Alloc(16 + (hasGenerator ? 1 : 0));
+ mSceneOut->mMetaData->Set(0, "UpAxis", doc.GlobalSettings().UpAxis());
+ mSceneOut->mMetaData->Set(1, "UpAxisSign", doc.GlobalSettings().UpAxisSign());
+ mSceneOut->mMetaData->Set(2, "FrontAxis", doc.GlobalSettings().FrontAxis());
+ mSceneOut->mMetaData->Set(3, "FrontAxisSign", doc.GlobalSettings().FrontAxisSign());
+ mSceneOut->mMetaData->Set(4, "CoordAxis", doc.GlobalSettings().CoordAxis());
+ mSceneOut->mMetaData->Set(5, "CoordAxisSign", doc.GlobalSettings().CoordAxisSign());
+ mSceneOut->mMetaData->Set(6, "OriginalUpAxis", doc.GlobalSettings().OriginalUpAxis());
+ mSceneOut->mMetaData->Set(7, "OriginalUpAxisSign", doc.GlobalSettings().OriginalUpAxisSign());
+ //const double unitScaleFactor = (double)doc.GlobalSettings().UnitScaleFactor();
+ mSceneOut->mMetaData->Set(8, "UnitScaleFactor", doc.GlobalSettings().UnitScaleFactor());
+ mSceneOut->mMetaData->Set(9, "OriginalUnitScaleFactor", doc.GlobalSettings().OriginalUnitScaleFactor());
+ mSceneOut->mMetaData->Set(10, "AmbientColor", doc.GlobalSettings().AmbientColor());
+ mSceneOut->mMetaData->Set(11, "FrameRate", (int)doc.GlobalSettings().TimeMode());
+ mSceneOut->mMetaData->Set(12, "TimeSpanStart", doc.GlobalSettings().TimeSpanStart());
+ mSceneOut->mMetaData->Set(13, "TimeSpanStop", doc.GlobalSettings().TimeSpanStop());
+ mSceneOut->mMetaData->Set(14, "CustomFrameRate", doc.GlobalSettings().CustomFrameRate());
+ mSceneOut->mMetaData->Set(15, AI_METADATA_SOURCE_FORMAT_VERSION, aiString(ai_to_string(doc.FBXVersion())));
+ if (hasGenerator) {
+ mSceneOut->mMetaData->Set(16, AI_METADATA_SOURCE_GENERATOR, aiString(doc.Creator()));
+ }
+}
+
+void FBXConverter::TransferDataToScene() {
+ ai_assert(!mSceneOut->mMeshes);
+ ai_assert(!mSceneOut->mNumMeshes);
+
+ // 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.
+
+ if (!mMeshes.empty()) {
+ mSceneOut->mMeshes = new aiMesh *[mMeshes.size()]();
+ mSceneOut->mNumMeshes = static_cast<unsigned int>(mMeshes.size());
+
+ std::swap_ranges(mMeshes.begin(), mMeshes.end(), mSceneOut->mMeshes);
+ }
+
+ if (!materials.empty()) {
+ mSceneOut->mMaterials = new aiMaterial *[materials.size()]();
+ mSceneOut->mNumMaterials = static_cast<unsigned int>(materials.size());
+
+ std::swap_ranges(materials.begin(), materials.end(), mSceneOut->mMaterials);
+ }
+
+ if (!animations.empty()) {
+ mSceneOut->mAnimations = new aiAnimation *[animations.size()]();
+ mSceneOut->mNumAnimations = static_cast<unsigned int>(animations.size());
+
+ std::swap_ranges(animations.begin(), animations.end(), mSceneOut->mAnimations);
+ }
+
+ if (!lights.empty()) {
+ mSceneOut->mLights = new aiLight *[lights.size()]();
+ mSceneOut->mNumLights = static_cast<unsigned int>(lights.size());
+
+ std::swap_ranges(lights.begin(), lights.end(), mSceneOut->mLights);
+ }
+
+ if (!cameras.empty()) {
+ mSceneOut->mCameras = new aiCamera *[cameras.size()]();
+ mSceneOut->mNumCameras = static_cast<unsigned int>(cameras.size());
+
+ std::swap_ranges(cameras.begin(), cameras.end(), mSceneOut->mCameras);
+ }
+
+ if (!textures.empty()) {
+ mSceneOut->mTextures = new aiTexture *[textures.size()]();
+ mSceneOut->mNumTextures = static_cast<unsigned int>(textures.size());
+
+ std::swap_ranges(textures.begin(), textures.end(), mSceneOut->mTextures);
+ }
+}
+
+void FBXConverter::ConvertOrphanedEmbeddedTextures() {
+ // in C++14 it could be:
+ // for (auto&& [id, object] : objects)
+ for (auto &&id_and_object : doc.Objects()) {
+ auto &&id = std::get<0>(id_and_object);
+ auto &&object = std::get<1>(id_and_object);
+ // If an object doesn't have parent
+ if (doc.ConnectionsBySource().count(id) == 0) {
+ const Texture *realTexture = nullptr;
+ try {
+ const auto &element = object->GetElement();
+ const Token &key = element.KeyToken();
+ const char *obtype = key.begin();
+ const size_t length = static_cast<size_t>(key.end() - key.begin());
+ if (strncmp(obtype, "Texture", length) == 0) {
+ if (const Texture *texture = static_cast<const Texture *>(object->Get())) {
+ if (texture->Media() && texture->Media()->ContentLength() > 0) {
+ realTexture = texture;
+ }
+ }
+ }
+ } catch (...) {
+ // do nothing
+ }
+ if (realTexture) {
+ const Video *media = realTexture->Media();
+ unsigned int index = ConvertVideo(*media);
+ textures_converted[media] = index;
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertToAssimpScene(aiScene *out, const Document &doc, bool removeEmptyBones) {
+ FBXConverter converter(out, doc, removeEmptyBones);
+}
+
+} // namespace FBX
+} // namespace Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXConverter.h b/libs/assimp/code/AssetLib/FBX/FBXConverter.h
new file mode 100644
index 0000000..becfdb3
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXConverter.h
@@ -0,0 +1,476 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXDConverter.h
+ * @brief FBX DOM to aiScene conversion
+ */
+#ifndef INCLUDED_AI_FBX_CONVERTER_H
+#define INCLUDED_AI_FBX_CONVERTER_H
+
+#include "FBXParser.h"
+#include "FBXMeshGeometry.h"
+#include "FBXDocument.h"
+#include "FBXUtil.h"
+#include "FBXProperties.h"
+#include "FBXImporter.h"
+
+#include <assimp/anim.h>
+#include <assimp/material.h>
+#include <assimp/light.h>
+#include <assimp/texture.h>
+#include <assimp/camera.h>
+#include <assimp/StringComparison.h>
+#include <unordered_map>
+#include <unordered_set>
+
+struct aiScene;
+struct aiNode;
+struct aiMaterial;
+
+struct morphKeyData {
+ std::vector<unsigned int> values;
+ std::vector<float> weights;
+};
+typedef std::map<int64_t, morphKeyData*> morphAnimData;
+
+namespace Assimp {
+namespace FBX {
+
+class Document;
+/**
+ * Convert a FBX #Document to #aiScene
+ * @param out Empty scene to be populated
+ * @param doc Parsed FBX document
+ * @param removeEmptyBones Will remove bones, which do not have any references to vertices.
+ */
+void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones);
+
+/** Dummy class to encapsulate the conversion process */
+class FBXConverter {
+public:
+ /**
+ * The different parts that make up the final local transformation of a fbx-node
+ */
+ enum TransformationComp {
+ TransformationComp_GeometricScalingInverse = 0,
+ TransformationComp_GeometricRotationInverse,
+ TransformationComp_GeometricTranslationInverse,
+ TransformationComp_Translation,
+ TransformationComp_RotationOffset,
+ TransformationComp_RotationPivot,
+ TransformationComp_PreRotation,
+ TransformationComp_Rotation,
+ TransformationComp_PostRotation,
+ TransformationComp_RotationPivotInverse,
+ TransformationComp_ScalingOffset,
+ TransformationComp_ScalingPivot,
+ TransformationComp_Scaling,
+ TransformationComp_ScalingPivotInverse,
+ TransformationComp_GeometricTranslation,
+ TransformationComp_GeometricRotation,
+ TransformationComp_GeometricScaling,
+
+ TransformationComp_MAXIMUM
+ };
+
+public:
+ FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones);
+ ~FBXConverter();
+
+private:
+ // ------------------------------------------------------------------------------------------------
+ // find scene root and trigger recursive scene conversion
+ void ConvertRootNode();
+
+ // ------------------------------------------------------------------------------------------------
+ // collect and assign child nodes
+ void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node);
+
+ // ------------------------------------------------------------------------------------------------
+ void ConvertLights(const Model& model, const std::string &orig_name );
+
+ // ------------------------------------------------------------------------------------------------
+ void ConvertCameras(const Model& model, const std::string &orig_name );
+
+ // ------------------------------------------------------------------------------------------------
+ void ConvertLight( const Light& light, const std::string &orig_name );
+
+ // ------------------------------------------------------------------------------------------------
+ void ConvertCamera( const Camera& cam, const std::string &orig_name );
+
+ // ------------------------------------------------------------------------------------------------
+ void GetUniqueName( const std::string &name, std::string& uniqueName );
+
+ // ------------------------------------------------------------------------------------------------
+ // this returns unified names usable within assimp identifiers (i.e. no space characters -
+ // while these would be allowed, they are a potential trouble spot so better not use them).
+ const char* NameTransformationComp(TransformationComp comp);
+
+ // ------------------------------------------------------------------------------------------------
+ // Returns an unique name for a node or traverses up a hierarchy until a non-empty name is found and
+ // then makes this name unique
+ std::string MakeUniqueNodeName(const Model* const model, const aiNode& parent);
+
+ // ------------------------------------------------------------------------------------------------
+ // note: this returns the REAL fbx property names
+ const char* NameTransformationCompProperty(TransformationComp comp);
+
+ // ------------------------------------------------------------------------------------------------
+ aiVector3D TransformationCompDefaultValue(TransformationComp comp);
+
+ // ------------------------------------------------------------------------------------------------
+ void GetRotationMatrix(Model::RotOrder mode, const aiVector3D& rotation, aiMatrix4x4& out);
+ // ------------------------------------------------------------------------------------------------
+ /**
+ * checks if a node has more than just scaling, rotation and translation components
+ */
+ bool NeedsComplexTransformationChain(const Model& model);
+
+ // ------------------------------------------------------------------------------------------------
+ // note: name must be a FixNodeName() result
+ std::string NameTransformationChainNode(const std::string& name, TransformationComp comp);
+
+ // ------------------------------------------------------------------------------------------------
+ /**
+ * note: memory for output_nodes is managed by the caller, via the PotentialNode struct.
+ */
+ struct PotentialNode;
+ bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<PotentialNode>& output_nodes, std::vector<PotentialNode>& post_output_nodes);
+
+ // ------------------------------------------------------------------------------------------------
+ void SetupNodeMetadata(const Model& model, aiNode& nd);
+
+ // ------------------------------------------------------------------------------------------------
+ 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, aiNode *parent, aiNode *root_node,
+ const aiMatrix4x4 &absolute_transform);
+
+ // ------------------------------------------------------------------------------------------------
+ std::vector<unsigned int> ConvertLine(const LineGeometry& line, aiNode *root_node);
+
+ // ------------------------------------------------------------------------------------------------
+ aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
+
+ // ------------------------------------------------------------------------------------------------
+ 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, aiNode *parent, aiNode *root_node,
+ const aiMatrix4x4 &absolute_transform);
+
+ // ------------------------------------------------------------------------------------------------
+ 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() */
+ static_cast<unsigned int>(-1);
+
+ // ------------------------------------------------------------------------------------------------
+ /**
+ * - if materialIndex == NO_MATERIAL_SEPARATION, materials are not taken into
+ * account when determining which weights to include.
+ * - 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 MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
+ aiNode *parent = nullptr, unsigned int materialIndex = NO_MATERIAL_SEPARATION,
+ std::vector<unsigned int> *outputVertStartIndices = nullptr);
+
+ // ------------------------------------------------------------------------------------------------
+ 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 );
+
+ // ------------------------------------------------------------------------------------------------
+ void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
+ MatIndexArray::value_type materialIndex);
+
+ // ------------------------------------------------------------------------------------------------
+ unsigned int GetDefaultMaterial();
+
+ // ------------------------------------------------------------------------------------------------
+ // Material -> aiMaterial
+ unsigned int ConvertMaterial(const Material& material, const MeshGeometry* const mesh);
+
+ // ------------------------------------------------------------------------------------------------
+ // Video -> aiTexture
+ unsigned int ConvertVideo(const Video& video);
+
+ // ------------------------------------------------------------------------------------------------
+ // convert embedded texture if necessary and return actual texture path
+ aiString GetTexturePath(const Texture* tex);
+
+ // ------------------------------------------------------------------------------------------------
+ void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
+ const std::string& propName,
+ aiTextureType target, const MeshGeometry* const mesh);
+
+ // ------------------------------------------------------------------------------------------------
+ void TrySetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
+ const std::string& propName,
+ aiTextureType target, const MeshGeometry* const mesh);
+
+ // ------------------------------------------------------------------------------------------------
+ void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh);
+
+ // ------------------------------------------------------------------------------------------------
+ void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh);
+
+ // ------------------------------------------------------------------------------------------------
+ aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props, const std::string& baseName,
+ bool& result);
+ aiColor3D GetColorPropertyFactored(const PropertyTable& props, const std::string& colorName,
+ const std::string& factorName, bool& result, bool useTemplate = true);
+ aiColor3D GetColorProperty(const PropertyTable& props, const std::string& colorName,
+ bool& result, bool useTemplate = true);
+
+ // ------------------------------------------------------------------------------------------------
+ void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props);
+ void SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTable& props, const TextureMap& textures, const MeshGeometry* const mesh);
+
+ // ------------------------------------------------------------------------------------------------
+ // get the number of fps for a FrameRate enumerated value
+ static double FrameRateToDouble(FileGlobalSettings::FrameRate fp, double customFPSVal = -1.0);
+
+ // ------------------------------------------------------------------------------------------------
+ // convert animation data to aiAnimation et al
+ void ConvertAnimations();
+
+ // ------------------------------------------------------------------------------------------------
+ // takes a fbx node name and returns the identifier to be used in the assimp output scene.
+ // the function is guaranteed to provide consistent results over multiple invocations
+ // UNLESS RenameNode() is called for a particular node name.
+ std::string FixNodeName(const std::string& name);
+ std::string FixAnimMeshName(const std::string& name);
+
+ typedef std::map<const AnimationCurveNode*, const AnimationLayer*> LayerMap;
+
+ // XXX: better use multi_map ..
+ typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
+
+ // ------------------------------------------------------------------------------------------------
+ void ConvertAnimationStack(const AnimationStack& st);
+
+ // ------------------------------------------------------------------------------------------------
+ void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas, const BlendShapeChannel* bsc, const AnimationCurveNode* node);
+
+ // ------------------------------------------------------------------------------------------------
+ void GenerateNodeAnimations(std::vector<aiNodeAnim*>& node_anims,
+ const std::string& fixed_name,
+ const std::vector<const AnimationCurveNode*>& curves,
+ const LayerMap& layer_map,
+ int64_t start, int64_t stop,
+ double& max_time,
+ double& min_time);
+
+ // ------------------------------------------------------------------------------------------------
+ bool IsRedundantAnimationData(const Model& target,
+ TransformationComp comp,
+ const std::vector<const AnimationCurveNode*>& curves);
+
+ // ------------------------------------------------------------------------------------------------
+ aiNodeAnim* GenerateRotationNodeAnim(const std::string& name,
+ const Model& target,
+ const std::vector<const AnimationCurveNode*>& curves,
+ const LayerMap& layer_map,
+ int64_t start, int64_t stop,
+ double& max_time,
+ double& min_time);
+
+ // ------------------------------------------------------------------------------------------------
+ aiNodeAnim* GenerateScalingNodeAnim(const std::string& name,
+ const Model& /*target*/,
+ const std::vector<const AnimationCurveNode*>& curves,
+ const LayerMap& layer_map,
+ int64_t start, int64_t stop,
+ double& max_time,
+ double& min_time);
+
+ // ------------------------------------------------------------------------------------------------
+ aiNodeAnim* GenerateTranslationNodeAnim(const std::string& name,
+ const Model& /*target*/,
+ const std::vector<const AnimationCurveNode*>& curves,
+ const LayerMap& layer_map,
+ int64_t start, int64_t stop,
+ double& max_time,
+ double& min_time,
+ bool inverse = false);
+
+ // ------------------------------------------------------------------------------------------------
+ // generate node anim, extracting only Rotation, Scaling and Translation from the given chain
+ aiNodeAnim* GenerateSimpleNodeAnim(const std::string& name,
+ const Model& target,
+ NodeMap::const_iterator chain[TransformationComp_MAXIMUM],
+ NodeMap::const_iterator iterEnd,
+ int64_t start, int64_t stop,
+ double& maxTime,
+ double& minTime);
+
+ // key (time), value, mapto (component index)
+ typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
+ typedef std::vector<KeyFrameList> KeyFrameListList;
+
+ // ------------------------------------------------------------------------------------------------
+ KeyFrameListList GetKeyframeList(const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop);
+ KeyFrameListList GetRotationKeyframeList(const std::vector<const AnimationCurveNode*>& nodes, int64_t start, int64_t stop);
+
+ // ------------------------------------------------------------------------------------------------
+ KeyTimeList GetKeyTimeList(const KeyFrameListList& inputs);
+
+ // ------------------------------------------------------------------------------------------------
+ void InterpolateKeys(aiVectorKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
+ const aiVector3D& def_value,
+ double& max_time,
+ double& min_time);
+
+ // ------------------------------------------------------------------------------------------------
+ void InterpolateKeys(aiQuatKey* valOut, const KeyTimeList& keys, const KeyFrameListList& inputs,
+ const aiVector3D& def_value,
+ double& maxTime,
+ double& minTime,
+ Model::RotOrder order);
+
+ // ------------------------------------------------------------------------------------------------
+ // euler xyz -> quat
+ aiQuaternion EulerToQuaternion(const aiVector3D& rot, Model::RotOrder order);
+
+ // ------------------------------------------------------------------------------------------------
+ void ConvertScaleKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes, const LayerMap& /*layers*/,
+ int64_t start, int64_t stop,
+ double& maxTime,
+ double& minTime);
+
+ // ------------------------------------------------------------------------------------------------
+ void ConvertTranslationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
+ const LayerMap& /*layers*/,
+ int64_t start, int64_t stop,
+ double& maxTime,
+ double& minTime);
+
+ // ------------------------------------------------------------------------------------------------
+ void ConvertRotationKeys(aiNodeAnim* na, const std::vector<const AnimationCurveNode*>& nodes,
+ const LayerMap& /*layers*/,
+ int64_t start, int64_t stop,
+ double& maxTime,
+ double& minTime,
+ Model::RotOrder order);
+
+ // ------------------------------------------------------------------------------------------------
+ // Copy global geometric data and some information about the source asset into scene metadata.
+ void ConvertGlobalSettings();
+
+ // ------------------------------------------------------------------------------------------------
+ // copy generated meshes, animations, lights, cameras and textures to the output scene
+ void TransferDataToScene();
+
+ // ------------------------------------------------------------------------------------------------
+ // FBX file could have embedded textures not connected to anything
+ void ConvertOrphanedEmbeddedTextures();
+
+private:
+ // 0: not assigned yet, others: index is value - 1
+ unsigned int defaultMaterialIndex;
+
+ std::vector<aiMesh*> mMeshes;
+ std::vector<aiMaterial*> materials;
+ std::vector<aiAnimation*> animations;
+ std::vector<aiLight*> lights;
+ std::vector<aiCamera*> cameras;
+ std::vector<aiTexture*> textures;
+
+ using MaterialMap = std::fbx_unordered_map<const Material*, unsigned int>;
+ MaterialMap materials_converted;
+
+ using VideoMap = std::fbx_unordered_map<const Video*, unsigned int>;
+ VideoMap textures_converted;
+
+ using MeshMap = std::fbx_unordered_map<const Geometry*, std::vector<unsigned int> >;
+ MeshMap meshes_converted;
+
+ // fixed node name -> which trafo chain components have animations?
+ using NodeAnimBitMap = std::fbx_unordered_map<std::string, unsigned int> ;
+ NodeAnimBitMap node_anim_chain_bits;
+
+ // number of nodes with the same name
+ using NodeNameCache = std::fbx_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 mSceneOut;
+ const FBX::Document& doc;
+ bool mRemoveEmptyBones;
+ 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);
+};
+
+}
+}
+
+#endif // INCLUDED_AI_FBX_CONVERTER_H
diff --git a/libs/assimp/code/AssetLib/FBX/FBXDeformer.cpp b/libs/assimp/code/AssetLib/FBX/FBXDeformer.cpp
new file mode 100644
index 0000000..ba245ed
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXDeformer.cpp
@@ -0,0 +1,213 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXNoteAttribute.cpp
+ * @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXParser.h"
+#include "FBXDocument.h"
+#include "FBXMeshGeometry.h"
+#include "FBXImporter.h"
+#include "FBXDocumentUtil.h"
+
+namespace Assimp {
+namespace FBX {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Deformer::Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+ : Object(id,element,name)
+{
+ const Scope& sc = GetRequiredScope(element);
+
+ const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
+ props = GetPropertyTable(doc,"Deformer.Fbx" + classname,element,sc,true);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Deformer::~Deformer()
+{
+
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Cluster::Cluster(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+: Deformer(id,element,doc,name)
+, node()
+{
+ const Scope& sc = GetRequiredScope(element);
+
+ const Element* const Indexes = sc["Indexes"];
+ const Element* const Weights = sc["Weights"];
+
+ const Element& Transform = GetRequiredElement(sc,"Transform",&element);
+ const Element& TransformLink = GetRequiredElement(sc,"TransformLink",&element);
+
+ transform = ReadMatrix(Transform);
+ transformLink = ReadMatrix(TransformLink);
+
+ // it is actually possible that there be Deformer's with no weights
+ if (!!Indexes != !!Weights) {
+ DOMError("either Indexes or Weights are missing from Cluster",&element);
+ }
+
+ if(Indexes) {
+ ParseVectorDataArray(indices,*Indexes);
+ ParseVectorDataArray(weights,*Weights);
+ }
+
+ if(indices.size() != weights.size()) {
+ DOMError("sizes of index and weight array don't match up",&element);
+ }
+
+ // read assigned node
+ const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Model");
+ for(const Connection* con : conns) {
+ const Model* const mod = ProcessSimpleConnection<Model>(*con, false, "Model -> Cluster", element);
+ if(mod) {
+ node = mod;
+ break;
+ }
+ }
+
+ if (!node) {
+ DOMError("failed to read target Node for Cluster",&element);
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Cluster::~Cluster()
+{
+
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Skin::Skin(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+: Deformer(id,element,doc,name)
+, accuracy( 0.0f ) {
+ const Scope& sc = GetRequiredScope(element);
+
+ const Element* const Link_DeformAcuracy = sc["Link_DeformAcuracy"];
+ if(Link_DeformAcuracy) {
+ accuracy = ParseTokenAsFloat(GetRequiredToken(*Link_DeformAcuracy,0));
+ }
+
+ // resolve assigned clusters
+ const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer");
+
+ clusters.reserve(conns.size());
+ for(const Connection* con : conns) {
+
+ const Cluster* const cluster = ProcessSimpleConnection<Cluster>(*con, false, "Cluster -> Skin", element);
+ if(cluster) {
+ clusters.push_back(cluster);
+ continue;
+ }
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Skin::~Skin()
+{
+
+}
+// ------------------------------------------------------------------------------------------------
+BlendShape::BlendShape(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+ : Deformer(id, element, doc, name)
+{
+ const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
+ blendShapeChannels.reserve(conns.size());
+ for (const Connection* con : conns) {
+ const BlendShapeChannel* const bspc = ProcessSimpleConnection<BlendShapeChannel>(*con, false, "BlendShapeChannel -> BlendShape", element);
+ if (bspc) {
+ blendShapeChannels.push_back(bspc);
+ continue;
+ }
+ }
+}
+// ------------------------------------------------------------------------------------------------
+BlendShape::~BlendShape()
+{
+
+}
+// ------------------------------------------------------------------------------------------------
+BlendShapeChannel::BlendShapeChannel(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+ : Deformer(id, element, doc, name)
+{
+ const Scope& sc = GetRequiredScope(element);
+ const Element* const DeformPercent = sc["DeformPercent"];
+ if (DeformPercent) {
+ percent = ParseTokenAsFloat(GetRequiredToken(*DeformPercent, 0));
+ }
+ const Element* const FullWeights = sc["FullWeights"];
+ if (FullWeights) {
+ ParseVectorDataArray(fullWeights, *FullWeights);
+ }
+ const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(), "Geometry");
+ shapeGeometries.reserve(conns.size());
+ for (const Connection* con : conns) {
+ const ShapeGeometry* const sg = ProcessSimpleConnection<ShapeGeometry>(*con, false, "Shape -> BlendShapeChannel", element);
+ if (sg) {
+ shapeGeometries.push_back(sg);
+ continue;
+ }
+ }
+}
+// ------------------------------------------------------------------------------------------------
+BlendShapeChannel::~BlendShapeChannel()
+{
+
+}
+// ------------------------------------------------------------------------------------------------
+}
+}
+#endif
+
diff --git a/libs/assimp/code/AssetLib/FBX/FBXDocument.cpp b/libs/assimp/code/AssetLib/FBX/FBXDocument.cpp
new file mode 100644
index 0000000..f228b17
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXDocument.cpp
@@ -0,0 +1,722 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXDocument.cpp
+ * @brief Implementation of the FBX DOM classes
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXDocument.h"
+#include "FBXMeshGeometry.h"
+#include "FBXParser.h"
+#include "FBXUtil.h"
+#include "FBXImporter.h"
+#include "FBXImportSettings.h"
+#include "FBXDocumentUtil.h"
+#include "FBXProperties.h"
+
+#include <assimp/DefaultLogger.hpp>
+
+#include <functional>
+#include <map>
+#include <memory>
+#include <utility>
+
+namespace Assimp {
+namespace FBX {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc)
+: doc(doc)
+, element(element)
+, id(id)
+, flags() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject::~LazyObject()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+const Object* LazyObject::Get(bool dieOnError)
+{
+ if(IsBeingConstructed() || FailedToConstruct()) {
+ return nullptr;
+ }
+
+ if (object.get()) {
+ return object.get();
+ }
+
+ const Token& key = element.KeyToken();
+ const TokenList& tokens = element.Tokens();
+
+ if(tokens.size() < 3) {
+ DOMError("expected at least 3 tokens: id, name and class tag",&element);
+ }
+
+ const char* err;
+ std::string name = ParseTokenAsString(*tokens[1],err);
+ if (err) {
+ DOMError(err,&element);
+ }
+
+ // small fix for binary reading: binary fbx files don't use
+ // prefixes such as Model:: in front of their names. The
+ // loading code expects this at many places, though!
+ // so convert the binary representation (a 0x0001) to the
+ // double colon notation.
+ if(tokens[1]->IsBinary()) {
+ for (size_t i = 0; i < name.length(); ++i) {
+ if (name[i] == 0x0 && name[i+1] == 0x1) {
+ name = name.substr(i+2) + "::" + name.substr(0,i);
+ }
+ }
+ }
+
+ const std::string classtag = ParseTokenAsString(*tokens[2],err);
+ if (err) {
+ DOMError(err,&element);
+ }
+
+ // prevent recursive calls
+ flags |= BEING_CONSTRUCTED;
+
+ try {
+ // this needs to be relatively fast since it happens a lot,
+ // so avoid constructing strings all the time.
+ const char* obtype = key.begin();
+ const size_t length = static_cast<size_t>(key.end()-key.begin());
+
+ // For debugging
+ //dumpObjectClassInfo( objtype, classtag );
+
+ if (!strncmp(obtype,"Geometry",length)) {
+ if (!strcmp(classtag.c_str(),"Mesh")) {
+ object.reset(new MeshGeometry(id,element,name,doc));
+ }
+ if (!strcmp(classtag.c_str(), "Shape")) {
+ object.reset(new ShapeGeometry(id, element, name, doc));
+ }
+ if (!strcmp(classtag.c_str(), "Line")) {
+ object.reset(new LineGeometry(id, element, name, doc));
+ }
+ }
+ else if (!strncmp(obtype,"NodeAttribute",length)) {
+ if (!strcmp(classtag.c_str(),"Camera")) {
+ object.reset(new Camera(id,element,doc,name));
+ }
+ else if (!strcmp(classtag.c_str(),"CameraSwitcher")) {
+ object.reset(new CameraSwitcher(id,element,doc,name));
+ }
+ else if (!strcmp(classtag.c_str(),"Light")) {
+ object.reset(new Light(id,element,doc,name));
+ }
+ else if (!strcmp(classtag.c_str(),"Null")) {
+ object.reset(new Null(id,element,doc,name));
+ }
+ else if (!strcmp(classtag.c_str(),"LimbNode")) {
+ object.reset(new LimbNode(id,element,doc,name));
+ }
+ }
+ else if (!strncmp(obtype,"Deformer",length)) {
+ if (!strcmp(classtag.c_str(),"Cluster")) {
+ object.reset(new Cluster(id,element,doc,name));
+ }
+ else if (!strcmp(classtag.c_str(),"Skin")) {
+ object.reset(new Skin(id,element,doc,name));
+ }
+ else if (!strcmp(classtag.c_str(), "BlendShape")) {
+ object.reset(new BlendShape(id, element, doc, name));
+ }
+ else if (!strcmp(classtag.c_str(), "BlendShapeChannel")) {
+ object.reset(new BlendShapeChannel(id, element, doc, name));
+ }
+ }
+ else if ( !strncmp( obtype, "Model", length ) ) {
+ // FK and IK effectors are not supported
+ if ( strcmp( classtag.c_str(), "IKEffector" ) && strcmp( classtag.c_str(), "FKEffector" ) ) {
+ object.reset( new Model( id, element, doc, name ) );
+ }
+ }
+ else if (!strncmp(obtype,"Material",length)) {
+ object.reset(new Material(id,element,doc,name));
+ }
+ else if (!strncmp(obtype,"Texture",length)) {
+ object.reset(new Texture(id,element,doc,name));
+ }
+ else if (!strncmp(obtype,"LayeredTexture",length)) {
+ object.reset(new LayeredTexture(id,element,doc,name));
+ }
+ else if (!strncmp(obtype,"Video",length)) {
+ object.reset(new Video(id,element,doc,name));
+ }
+ else if (!strncmp(obtype,"AnimationStack",length)) {
+ object.reset(new AnimationStack(id,element,name,doc));
+ }
+ else if (!strncmp(obtype,"AnimationLayer",length)) {
+ object.reset(new AnimationLayer(id,element,name,doc));
+ }
+ // note: order matters for these two
+ else if (!strncmp(obtype,"AnimationCurve",length)) {
+ object.reset(new AnimationCurve(id,element,name,doc));
+ }
+ else if (!strncmp(obtype,"AnimationCurveNode",length)) {
+ object.reset(new AnimationCurveNode(id,element,name,doc));
+ }
+ }
+ catch(std::exception& ex) {
+ flags &= ~BEING_CONSTRUCTED;
+ flags |= FAILED_TO_CONSTRUCT;
+
+ if(dieOnError || doc.Settings().strictMode) {
+ throw;
+ }
+
+ // note: the error message is already formatted, so raw logging is ok
+ if(!DefaultLogger::isNullLogger()) {
+ ASSIMP_LOG_ERROR(ex.what());
+ }
+ return nullptr;
+ }
+
+ if (!object.get()) {
+ //DOMError("failed to convert element to DOM object, class: " + classtag + ", name: " + name,&element);
+ }
+
+ flags &= ~BEING_CONSTRUCTED;
+ return object.get();
+}
+
+// ------------------------------------------------------------------------------------------------
+Object::Object(uint64_t id, const Element& element, const std::string& name)
+: element(element)
+, name(name)
+, id(id)
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Object::~Object()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+FileGlobalSettings::FileGlobalSettings(const Document &doc, std::shared_ptr<const PropertyTable> props) :
+ props(std::move(props)), doc(doc) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+FileGlobalSettings::~FileGlobalSettings()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Document::Document(const Parser& parser, const ImportSettings& settings)
+: settings(settings)
+, parser(parser)
+{
+ ASSIMP_LOG_DEBUG("Creating FBX Document");
+
+ // Cannot use array default initialization syntax because vc8 fails on it
+ for (auto &timeStamp : creationTimeStamp) {
+ timeStamp = 0;
+ }
+
+ ReadHeader();
+ ReadPropertyTemplates();
+
+ ReadGlobalSettings();
+
+ // This order is important, connections need parsed objects to check
+ // whether connections are ok or not. Objects may not be evaluated yet,
+ // though, since this may require valid connections.
+ ReadObjects();
+ ReadConnections();
+}
+
+// ------------------------------------------------------------------------------------------------
+Document::~Document()
+{
+ for(ObjectMap::value_type& v : objects) {
+ delete v.second;
+ }
+
+ for(ConnectionMap::value_type& v : src_connections) {
+ delete v.second;
+ }
+ // |dest_connections| contain the same Connection objects as the |src_connections|
+}
+
+// ------------------------------------------------------------------------------------------------
+static const unsigned int LowerSupportedVersion = 7100;
+static const unsigned int UpperSupportedVersion = 7400;
+
+void Document::ReadHeader() {
+ // Read ID objects from "Objects" section
+ const Scope& sc = parser.GetRootScope();
+ const Element* const ehead = sc["FBXHeaderExtension"];
+ if(!ehead || !ehead->Compound()) {
+ DOMError("no FBXHeaderExtension dictionary found");
+ }
+
+ const Scope& shead = *ehead->Compound();
+ fbxVersion = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(shead,"FBXVersion",ehead),0));
+ ASSIMP_LOG_DEBUG("FBX Version: ", fbxVersion);
+
+ // While we may have some success with newer files, we don't support
+ // the older 6.n fbx format
+ if(fbxVersion < LowerSupportedVersion ) {
+ DOMError("unsupported, old format version, supported are only FBX 2011, FBX 2012 and FBX 2013");
+ }
+ if(fbxVersion > UpperSupportedVersion ) {
+ if(Settings().strictMode) {
+ DOMError("unsupported, newer format version, supported are only FBX 2011, FBX 2012 and FBX 2013"
+ " (turn off strict mode to try anyhow) ");
+ }
+ else {
+ DOMWarning("unsupported, newer format version, supported are only FBX 2011, FBX 2012 and FBX 2013,"
+ " trying to read it nevertheless");
+ }
+ }
+
+ const Element* const ecreator = shead["Creator"];
+ if(ecreator) {
+ creator = ParseTokenAsString(GetRequiredToken(*ecreator,0));
+ }
+
+ const Element* const etimestamp = shead["CreationTimeStamp"];
+ if(etimestamp && etimestamp->Compound()) {
+ const Scope& stimestamp = *etimestamp->Compound();
+ creationTimeStamp[0] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Year"),0));
+ creationTimeStamp[1] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Month"),0));
+ creationTimeStamp[2] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Day"),0));
+ creationTimeStamp[3] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Hour"),0));
+ creationTimeStamp[4] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Minute"),0));
+ creationTimeStamp[5] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Second"),0));
+ creationTimeStamp[6] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp,"Millisecond"),0));
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadGlobalSettings()
+{
+ const Scope& sc = parser.GetRootScope();
+ const Element* const ehead = sc["GlobalSettings"];
+ if ( nullptr == ehead || !ehead->Compound() ) {
+ DOMWarning( "no GlobalSettings dictionary found" );
+ globals.reset(new FileGlobalSettings(*this, std::make_shared<const PropertyTable>()));
+ return;
+ }
+
+ std::shared_ptr<const PropertyTable> props = GetPropertyTable( *this, "", *ehead, *ehead->Compound(), true );
+
+ //double v = PropertyGet<float>( *props.get(), std::string("UnitScaleFactor"), 1.0 );
+
+ if(!props) {
+ DOMError("GlobalSettings dictionary contains no property table");
+ }
+
+ globals.reset(new FileGlobalSettings(*this, props));
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadObjects()
+{
+ // read ID objects from "Objects" section
+ const Scope& sc = parser.GetRootScope();
+ const Element* const eobjects = sc["Objects"];
+ if(!eobjects || !eobjects->Compound()) {
+ DOMError("no Objects dictionary found");
+ }
+
+ // add a dummy entry to represent the Model::RootNode object (id 0),
+ // which is only indirectly defined in the input file
+ objects[0] = new LazyObject(0L, *eobjects, *this);
+
+ const Scope& sobjects = *eobjects->Compound();
+ for(const ElementMap::value_type& el : sobjects.Elements()) {
+
+ // extract ID
+ const TokenList& tok = el.second->Tokens();
+
+ if (tok.empty()) {
+ DOMError("expected ID after object key",el.second);
+ }
+
+ const char* err;
+ const uint64_t id = ParseTokenAsID(*tok[0], err);
+ if(err) {
+ DOMError(err,el.second);
+ }
+
+ // id=0 is normally implicit
+ if(id == 0L) {
+ DOMError("encountered object with implicitly defined id 0",el.second);
+ }
+
+ if(objects.find(id) != objects.end()) {
+ DOMWarning("encountered duplicate object id, ignoring first occurrence",el.second);
+ }
+
+ objects[id] = new LazyObject(id, *el.second, *this);
+
+ // grab all animation stacks upfront since there is no listing of them
+ if(!strcmp(el.first.c_str(),"AnimationStack")) {
+ animationStacks.push_back(id);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadPropertyTemplates()
+{
+ const Scope& sc = parser.GetRootScope();
+ // read property templates from "Definitions" section
+ const Element* const edefs = sc["Definitions"];
+ if(!edefs || !edefs->Compound()) {
+ DOMWarning("no Definitions dictionary found");
+ return;
+ }
+
+ const Scope& sdefs = *edefs->Compound();
+ const ElementCollection otypes = sdefs.GetCollection("ObjectType");
+ for(ElementMap::const_iterator it = otypes.first; it != otypes.second; ++it) {
+ const Element& el = *(*it).second;
+ const Scope* curSc = el.Compound();
+ if (!curSc) {
+ DOMWarning("expected nested scope in ObjectType, ignoring",&el);
+ continue;
+ }
+
+ const TokenList& tok = el.Tokens();
+ if(tok.empty()) {
+ DOMWarning("expected name for ObjectType element, ignoring",&el);
+ continue;
+ }
+
+ const std::string& oname = ParseTokenAsString(*tok[0]);
+
+ const ElementCollection templs = curSc->GetCollection("PropertyTemplate");
+ for (ElementMap::const_iterator elemIt = templs.first; elemIt != templs.second; ++elemIt) {
+ const Element &innerEl = *(*elemIt).second;
+ const Scope *innerSc = innerEl.Compound();
+ if (!innerSc) {
+ DOMWarning("expected nested scope in PropertyTemplate, ignoring",&el);
+ continue;
+ }
+
+ const TokenList &curTok = innerEl.Tokens();
+ if (curTok.empty()) {
+ DOMWarning("expected name for PropertyTemplate element, ignoring",&el);
+ continue;
+ }
+
+ const std::string &pname = ParseTokenAsString(*curTok[0]);
+
+ const Element *Properties70 = (*innerSc)["Properties70"];
+ if(Properties70) {
+ std::shared_ptr<const PropertyTable> props = std::make_shared<const PropertyTable>(
+ *Properties70, std::shared_ptr<const PropertyTable>(static_cast<const PropertyTable *>(nullptr))
+ );
+
+ templates[oname+"."+pname] = props;
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadConnections()
+{
+ const Scope& sc = parser.GetRootScope();
+ // read property templates from "Definitions" section
+ const Element* const econns = sc["Connections"];
+ if(!econns || !econns->Compound()) {
+ DOMError("no Connections dictionary found");
+ }
+
+ uint64_t insertionOrder = 0l;
+ const Scope& sconns = *econns->Compound();
+ const ElementCollection conns = sconns.GetCollection("C");
+ for(ElementMap::const_iterator it = conns.first; it != conns.second; ++it) {
+ const Element& el = *(*it).second;
+ const std::string& type = ParseTokenAsString(GetRequiredToken(el,0));
+
+ // PP = property-property connection, ignored for now
+ // (tokens: "PP", ID1, "Property1", ID2, "Property2")
+ if ( type == "PP" ) {
+ continue;
+ }
+
+ const uint64_t src = ParseTokenAsID(GetRequiredToken(el,1));
+ const uint64_t dest = ParseTokenAsID(GetRequiredToken(el,2));
+
+ // OO = object-object connection
+ // OP = object-property connection, in which case the destination property follows the object ID
+ const std::string& prop = (type == "OP" ? ParseTokenAsString(GetRequiredToken(el,3)) : "");
+
+ if(objects.find(src) == objects.end()) {
+ DOMWarning("source object for connection does not exist",&el);
+ continue;
+ }
+
+ // dest may be 0 (root node) but we added a dummy object before
+ if(objects.find(dest) == objects.end()) {
+ DOMWarning("destination object for connection does not exist",&el);
+ continue;
+ }
+
+ // add new connection
+ const Connection* const c = new Connection(insertionOrder++,src,dest,prop,*this);
+ src_connections.insert(ConnectionMap::value_type(src,c));
+ dest_connections.insert(ConnectionMap::value_type(dest,c));
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<const AnimationStack*>& Document::AnimationStacks() const
+{
+ if (!animationStacksResolved.empty() || animationStacks.empty()) {
+ return animationStacksResolved;
+ }
+
+ animationStacksResolved.reserve(animationStacks.size());
+ for(uint64_t id : animationStacks) {
+ LazyObject* const lazy = GetObject(id);
+ const AnimationStack *stack = lazy->Get<AnimationStack>();
+ if(!lazy || nullptr == stack ) {
+ DOMWarning("failed to read AnimationStack object");
+ continue;
+ }
+ animationStacksResolved.push_back(stack);
+ }
+
+ return animationStacksResolved;
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject* Document::GetObject(uint64_t id) const
+{
+ ObjectMap::const_iterator it = objects.find(id);
+ return it == objects.end() ? nullptr : (*it).second;
+}
+
+#define MAX_CLASSNAMES 6
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, const ConnectionMap& conns) const
+{
+ std::vector<const Connection*> temp;
+
+ const std::pair<ConnectionMap::const_iterator,ConnectionMap::const_iterator> range =
+ conns.equal_range(id);
+
+ temp.reserve(std::distance(range.first,range.second));
+ for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
+ temp.push_back((*it).second);
+ }
+
+ std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
+
+ return temp; // NRVO should handle this
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bool is_src,
+ const ConnectionMap& conns,
+ const char* const* classnames,
+ size_t count) const
+
+{
+ ai_assert(classnames);
+ ai_assert( count != 0 );
+ ai_assert( count <= MAX_CLASSNAMES);
+
+ size_t lengths[MAX_CLASSNAMES];
+
+ const size_t c = count;
+ for (size_t i = 0; i < c; ++i) {
+ lengths[ i ] = strlen(classnames[i]);
+ }
+
+ std::vector<const Connection*> temp;
+ const std::pair<ConnectionMap::const_iterator,ConnectionMap::const_iterator> range =
+ conns.equal_range(id);
+
+ temp.reserve(std::distance(range.first,range.second));
+ for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
+ const Token& key = (is_src
+ ? (*it).second->LazyDestinationObject()
+ : (*it).second->LazySourceObject()
+ ).GetElement().KeyToken();
+
+ const char* obtype = key.begin();
+
+ for (size_t i = 0; i < c; ++i) {
+ ai_assert(classnames[i]);
+ if(static_cast<size_t>(std::distance(key.begin(),key.end())) == lengths[i] && !strncmp(classnames[i],obtype,lengths[i])) {
+ obtype = nullptr;
+ break;
+ }
+ }
+
+ if(obtype) {
+ continue;
+ }
+
+ temp.push_back((*it).second);
+ }
+
+ std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
+ return temp; // NRVO should handle this
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t source) const
+{
+ return GetConnectionsSequenced(source, ConnectionsBySource());
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t src, const char* classname) const
+{
+ const char* arr[] = {classname};
+ return GetConnectionsBySourceSequenced(src, arr,1);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t source,
+ const char* const* classnames, size_t count) const
+{
+ return GetConnectionsSequenced(source, true, ConnectionsBySource(),classnames, count);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
+ const char* classname) const
+{
+ const char* arr[] = {classname};
+ return GetConnectionsByDestinationSequenced(dest, arr,1);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest) const
+{
+ return GetConnectionsSequenced(dest, ConnectionsByDestination());
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
+ const char* const* classnames, size_t count) const
+
+{
+ return GetConnectionsSequenced(dest, false, ConnectionsByDestination(),classnames, count);
+}
+
+// ------------------------------------------------------------------------------------------------
+Connection::Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string& prop,
+ const Document& doc)
+
+: insertionOrder(insertionOrder)
+, prop(prop)
+, src(src)
+, dest(dest)
+, doc(doc)
+{
+ ai_assert(doc.Objects().find(src) != doc.Objects().end());
+ // dest may be 0 (root node)
+ ai_assert(!dest || doc.Objects().find(dest) != doc.Objects().end());
+}
+
+// ------------------------------------------------------------------------------------------------
+Connection::~Connection()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject& Connection::LazySourceObject() const
+{
+ LazyObject* const lazy = doc.GetObject(src);
+ ai_assert(lazy);
+ return *lazy;
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject& Connection::LazyDestinationObject() const
+{
+ LazyObject* const lazy = doc.GetObject(dest);
+ ai_assert(lazy);
+ return *lazy;
+}
+
+// ------------------------------------------------------------------------------------------------
+const Object* Connection::SourceObject() const
+{
+ LazyObject* const lazy = doc.GetObject(src);
+ ai_assert(lazy);
+ return lazy->Get();
+}
+
+// ------------------------------------------------------------------------------------------------
+const Object* Connection::DestinationObject() const
+{
+ LazyObject* const lazy = doc.GetObject(dest);
+ ai_assert(lazy);
+ return lazy->Get();
+}
+
+} // !FBX
+} // !Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXDocument.h b/libs/assimp/code/AssetLib/FBX/FBXDocument.h
new file mode 100644
index 0000000..bac7e77
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXDocument.h
@@ -0,0 +1,1186 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXDocument.h
+ * @brief FBX DOM
+ */
+#ifndef INCLUDED_AI_FBX_DOCUMENT_H
+#define INCLUDED_AI_FBX_DOCUMENT_H
+
+#include <numeric>
+#include <stdint.h>
+#include <assimp/mesh.h>
+#include "FBXProperties.h"
+#include "FBXParser.h"
+
+#define _AI_CONCAT(a,b) a ## b
+#define AI_CONCAT(a,b) _AI_CONCAT(a,b)
+
+namespace Assimp {
+namespace FBX {
+
+class Parser;
+class Object;
+struct ImportSettings;
+
+class PropertyTable;
+class Document;
+class Material;
+class ShapeGeometry;
+class LineGeometry;
+class Geometry;
+
+class Video;
+
+class AnimationCurve;
+class AnimationCurveNode;
+class AnimationLayer;
+class AnimationStack;
+
+class BlendShapeChannel;
+class BlendShape;
+class Skin;
+class Cluster;
+
+
+/** Represents a delay-parsed FBX objects. Many objects in the scene
+ * are not needed by assimp, so it makes no sense to parse them
+ * upfront. */
+class LazyObject {
+public:
+ LazyObject(uint64_t id, const Element& element, const Document& doc);
+
+ ~LazyObject();
+
+ const Object* Get(bool dieOnError = false);
+
+ template <typename T>
+ const T* Get(bool dieOnError = false) {
+ const Object* const ob = Get(dieOnError);
+ return ob ? dynamic_cast<const T *>(ob) : nullptr;
+ }
+
+ uint64_t ID() const {
+ return id;
+ }
+
+ bool IsBeingConstructed() const {
+ return (flags & BEING_CONSTRUCTED) != 0;
+ }
+
+ bool FailedToConstruct() const {
+ return (flags & FAILED_TO_CONSTRUCT) != 0;
+ }
+
+ const Element& GetElement() const {
+ return element;
+ }
+
+ const Document& GetDocument() const {
+ return doc;
+ }
+
+private:
+ const Document& doc;
+ const Element& element;
+ std::unique_ptr<const Object> object;
+
+ const uint64_t id;
+
+ enum Flags {
+ BEING_CONSTRUCTED = 0x1,
+ FAILED_TO_CONSTRUCT = 0x2
+ };
+
+ unsigned int flags;
+};
+
+/** Base class for in-memory (DOM) representations of FBX objects */
+class Object {
+public:
+ Object(uint64_t id, const Element& element, const std::string& name);
+
+ virtual ~Object();
+
+ const Element& SourceElement() const {
+ return element;
+ }
+
+ const std::string& Name() const {
+ return name;
+ }
+
+ uint64_t ID() const {
+ return id;
+ }
+
+protected:
+ const Element& element;
+ const std::string name;
+ const uint64_t id;
+};
+
+/** DOM class for generic FBX NoteAttribute blocks. NoteAttribute's just hold a property table,
+ * fixed members are added by deriving classes. */
+class NodeAttribute : public Object {
+public:
+ NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~NodeAttribute();
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+private:
+ std::shared_ptr<const PropertyTable> props;
+};
+
+/** DOM base class for FBX camera settings attached to a node */
+class CameraSwitcher : public NodeAttribute {
+public:
+ CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~CameraSwitcher();
+
+ int CameraID() const {
+ return cameraId;
+ }
+
+ const std::string& CameraName() const {
+ return cameraName;
+ }
+
+ const std::string& CameraIndexName() const {
+ return cameraIndexName;
+ }
+
+private:
+ int cameraId;
+ std::string cameraName;
+ std::string cameraIndexName;
+};
+
+#define fbx_stringize(a) #a
+
+#define fbx_simple_property(name, type, default_value) \
+ type name() const { \
+ return PropertyGet<type>(Props(), fbx_stringize(name), (default_value)); \
+ }
+
+// XXX improve logging
+#define fbx_simple_enum_property(name, type, default_value) \
+ type name() const { \
+ const int ival = PropertyGet<int>(Props(), fbx_stringize(name), static_cast<int>(default_value)); \
+ if (ival < 0 || ival >= AI_CONCAT(type, _MAX)) { \
+ ai_assert(static_cast<int>(default_value) >= 0); \
+ ai_assert(static_cast<int>(default_value) < AI_CONCAT(type, _MAX)); \
+ return static_cast<type>(default_value); \
+ } \
+ return static_cast<type>(ival); \
+}
+
+
+/** DOM base class for FBX cameras attached to a node */
+class Camera : public NodeAttribute {
+public:
+ Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~Camera();
+
+ fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0))
+ fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0))
+ fbx_simple_property(InterestPosition, aiVector3D, aiVector3D(0,0,0))
+
+ fbx_simple_property(AspectWidth, float, 1.0f)
+ fbx_simple_property(AspectHeight, float, 1.0f)
+ fbx_simple_property(FilmWidth, float, 1.0f)
+ fbx_simple_property(FilmHeight, float, 1.0f)
+
+ fbx_simple_property(NearPlane, float, 0.1f)
+ fbx_simple_property(FarPlane, float, 100.0f)
+
+ fbx_simple_property(FilmAspectRatio, float, 1.0f)
+ fbx_simple_property(ApertureMode, int, 0)
+
+ fbx_simple_property(FieldOfView, float, 1.0f)
+ fbx_simple_property(FocalLength, float, 1.0f)
+};
+
+/** DOM base class for FBX null markers attached to a node */
+class Null : public NodeAttribute {
+public:
+ Null(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+ virtual ~Null();
+};
+
+/** DOM base class for FBX limb node markers attached to a node */
+class LimbNode : public NodeAttribute {
+public:
+ LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+ virtual ~LimbNode();
+};
+
+/** DOM base class for FBX lights attached to a node */
+class Light : public NodeAttribute {
+public:
+ Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+ virtual ~Light();
+
+ enum Type
+ {
+ Type_Point,
+ Type_Directional,
+ Type_Spot,
+ Type_Area,
+ Type_Volume,
+
+ Type_MAX // end-of-enum sentinel
+ };
+
+ enum Decay
+ {
+ Decay_None,
+ Decay_Linear,
+ Decay_Quadratic,
+ Decay_Cubic,
+
+ Decay_MAX // end-of-enum sentinel
+ };
+
+ fbx_simple_property(Color, aiVector3D, aiVector3D(1,1,1))
+ fbx_simple_enum_property(LightType, Type, 0)
+ fbx_simple_property(CastLightOnObject, bool, false)
+ fbx_simple_property(DrawVolumetricLight, bool, true)
+ fbx_simple_property(DrawGroundProjection, bool, true)
+ fbx_simple_property(DrawFrontFacingVolumetricLight, bool, false)
+ fbx_simple_property(Intensity, float, 100.0f)
+ fbx_simple_property(InnerAngle, float, 0.0f)
+ fbx_simple_property(OuterAngle, float, 45.0f)
+ fbx_simple_property(Fog, int, 50)
+ fbx_simple_enum_property(DecayType, Decay, 2)
+ fbx_simple_property(DecayStart, float, 1.0f)
+ fbx_simple_property(FileName, std::string, "")
+
+ fbx_simple_property(EnableNearAttenuation, bool, false)
+ fbx_simple_property(NearAttenuationStart, float, 0.0f)
+ fbx_simple_property(NearAttenuationEnd, float, 0.0f)
+ fbx_simple_property(EnableFarAttenuation, bool, false)
+ fbx_simple_property(FarAttenuationStart, float, 0.0f)
+ fbx_simple_property(FarAttenuationEnd, float, 0.0f)
+
+ fbx_simple_property(CastShadows, bool, true)
+ fbx_simple_property(ShadowColor, aiVector3D, aiVector3D(0,0,0))
+
+ fbx_simple_property(AreaLightShape, int, 0)
+
+ fbx_simple_property(LeftBarnDoor, float, 20.0f)
+ fbx_simple_property(RightBarnDoor, float, 20.0f)
+ fbx_simple_property(TopBarnDoor, float, 20.0f)
+ fbx_simple_property(BottomBarnDoor, float, 20.0f)
+ fbx_simple_property(EnableBarnDoor, bool, true)
+};
+
+/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
+class Model : public Object {
+public:
+ enum RotOrder {
+ RotOrder_EulerXYZ = 0,
+ RotOrder_EulerXZY,
+ RotOrder_EulerYZX,
+ RotOrder_EulerYXZ,
+ RotOrder_EulerZXY,
+ RotOrder_EulerZYX,
+
+ RotOrder_SphericXYZ,
+
+ RotOrder_MAX // end-of-enum sentinel
+ };
+
+ enum TransformInheritance {
+ TransformInheritance_RrSs = 0,
+ TransformInheritance_RSrs,
+ TransformInheritance_Rrs,
+
+ TransformInheritance_MAX // end-of-enum sentinel
+ };
+
+ Model(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~Model();
+
+ fbx_simple_property(QuaternionInterpolate, int, 0)
+
+ fbx_simple_property(RotationOffset, aiVector3D, aiVector3D())
+ fbx_simple_property(RotationPivot, aiVector3D, aiVector3D())
+ fbx_simple_property(ScalingOffset, aiVector3D, aiVector3D())
+ fbx_simple_property(ScalingPivot, aiVector3D, aiVector3D())
+ fbx_simple_property(TranslationActive, bool, false)
+
+ fbx_simple_property(TranslationMin, aiVector3D, aiVector3D())
+ fbx_simple_property(TranslationMax, aiVector3D, aiVector3D())
+
+ fbx_simple_property(TranslationMinX, bool, false)
+ fbx_simple_property(TranslationMaxX, bool, false)
+ fbx_simple_property(TranslationMinY, bool, false)
+ fbx_simple_property(TranslationMaxY, bool, false)
+ fbx_simple_property(TranslationMinZ, bool, false)
+ fbx_simple_property(TranslationMaxZ, bool, false)
+
+ fbx_simple_enum_property(RotationOrder, RotOrder, 0)
+ fbx_simple_property(RotationSpaceForLimitOnly, bool, false)
+ fbx_simple_property(RotationStiffnessX, float, 0.0f)
+ fbx_simple_property(RotationStiffnessY, float, 0.0f)
+ fbx_simple_property(RotationStiffnessZ, float, 0.0f)
+ fbx_simple_property(AxisLen, float, 0.0f)
+
+ fbx_simple_property(PreRotation, aiVector3D, aiVector3D())
+ fbx_simple_property(PostRotation, aiVector3D, aiVector3D())
+ fbx_simple_property(RotationActive, bool, false)
+
+ fbx_simple_property(RotationMin, aiVector3D, aiVector3D())
+ fbx_simple_property(RotationMax, aiVector3D, aiVector3D())
+
+ fbx_simple_property(RotationMinX, bool, false)
+ fbx_simple_property(RotationMaxX, bool, false)
+ fbx_simple_property(RotationMinY, bool, false)
+ fbx_simple_property(RotationMaxY, bool, false)
+ fbx_simple_property(RotationMinZ, bool, false)
+ fbx_simple_property(RotationMaxZ, bool, false)
+ fbx_simple_enum_property(InheritType, TransformInheritance, 0)
+
+ fbx_simple_property(ScalingActive, bool, false)
+ fbx_simple_property(ScalingMin, aiVector3D, aiVector3D())
+ fbx_simple_property(ScalingMax, aiVector3D, aiVector3D(1.f,1.f,1.f))
+ fbx_simple_property(ScalingMinX, bool, false)
+ fbx_simple_property(ScalingMaxX, bool, false)
+ fbx_simple_property(ScalingMinY, bool, false)
+ fbx_simple_property(ScalingMaxY, bool, false)
+ fbx_simple_property(ScalingMinZ, bool, false)
+ fbx_simple_property(ScalingMaxZ, bool, false)
+
+ fbx_simple_property(GeometricTranslation, aiVector3D, aiVector3D())
+ fbx_simple_property(GeometricRotation, aiVector3D, aiVector3D())
+ fbx_simple_property(GeometricScaling, aiVector3D, aiVector3D(1.f, 1.f, 1.f))
+
+ fbx_simple_property(MinDampRangeX, float, 0.0f)
+ fbx_simple_property(MinDampRangeY, float, 0.0f)
+ fbx_simple_property(MinDampRangeZ, float, 0.0f)
+ fbx_simple_property(MaxDampRangeX, float, 0.0f)
+ fbx_simple_property(MaxDampRangeY, float, 0.0f)
+ fbx_simple_property(MaxDampRangeZ, float, 0.0f)
+
+ fbx_simple_property(MinDampStrengthX, float, 0.0f)
+ fbx_simple_property(MinDampStrengthY, float, 0.0f)
+ fbx_simple_property(MinDampStrengthZ, float, 0.0f)
+ fbx_simple_property(MaxDampStrengthX, float, 0.0f)
+ fbx_simple_property(MaxDampStrengthY, float, 0.0f)
+ fbx_simple_property(MaxDampStrengthZ, float, 0.0f)
+
+ fbx_simple_property(PreferredAngleX, float, 0.0f)
+ fbx_simple_property(PreferredAngleY, float, 0.0f)
+ fbx_simple_property(PreferredAngleZ, float, 0.0f)
+
+ fbx_simple_property(Show, bool, true)
+ fbx_simple_property(LODBox, bool, false)
+ fbx_simple_property(Freeze, bool, false)
+
+ const std::string& Shading() const {
+ return shading;
+ }
+
+ const std::string& Culling() const {
+ return culling;
+ }
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+ /** Get material links */
+ const std::vector<const Material*>& GetMaterials() const {
+ return materials;
+ }
+
+ /** Get geometry links */
+ const std::vector<const Geometry*>& GetGeometry() const {
+ return geometry;
+ }
+
+ /** Get node attachments */
+ const std::vector<const NodeAttribute*>& GetAttributes() const {
+ return attributes;
+ }
+
+ /** convenience method to check if the node has a Null node marker */
+ bool IsNull() const;
+
+private:
+ void ResolveLinks(const Element& element, const Document& doc);
+
+private:
+ std::vector<const Material*> materials;
+ std::vector<const Geometry*> geometry;
+ std::vector<const NodeAttribute*> attributes;
+
+ std::string shading;
+ std::string culling;
+ std::shared_ptr<const PropertyTable> props;
+};
+
+/** DOM class for generic FBX textures */
+class Texture : public Object {
+public:
+ Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~Texture();
+
+ const std::string& Type() const {
+ return type;
+ }
+
+ const std::string& FileName() const {
+ return fileName;
+ }
+
+ const std::string& RelativeFilename() const {
+ return relativeFileName;
+ }
+
+ const std::string& AlphaSource() const {
+ return alphaSource;
+ }
+
+ const aiVector2D& UVTranslation() const {
+ return uvTrans;
+ }
+
+ const aiVector2D& UVScaling() const {
+ return uvScaling;
+ }
+
+ const ai_real &UVRotation() const {
+ return uvRotation;
+ }
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+ // return a 4-tuple
+ const unsigned int* Crop() const {
+ return crop;
+ }
+
+ const Video* Media() const {
+ return media;
+ }
+
+private:
+ aiVector2D uvTrans;
+ aiVector2D uvScaling;
+ ai_real uvRotation;
+
+ std::string type;
+ std::string relativeFileName;
+ std::string fileName;
+ std::string alphaSource;
+ std::shared_ptr<const PropertyTable> props;
+
+ unsigned int crop[4];
+
+ const Video* media;
+};
+
+/** DOM class for layered FBX textures */
+class LayeredTexture : public Object {
+public:
+ LayeredTexture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+ virtual ~LayeredTexture();
+
+ // Can only be called after construction of the layered texture object due to construction flag.
+ void fillTexture(const Document& doc);
+
+ enum BlendMode {
+ BlendMode_Translucent,
+ BlendMode_Additive,
+ BlendMode_Modulate,
+ BlendMode_Modulate2,
+ BlendMode_Over,
+ BlendMode_Normal,
+ BlendMode_Dissolve,
+ BlendMode_Darken,
+ BlendMode_ColorBurn,
+ BlendMode_LinearBurn,
+ BlendMode_DarkerColor,
+ BlendMode_Lighten,
+ BlendMode_Screen,
+ BlendMode_ColorDodge,
+ BlendMode_LinearDodge,
+ BlendMode_LighterColor,
+ BlendMode_SoftLight,
+ BlendMode_HardLight,
+ BlendMode_VividLight,
+ BlendMode_LinearLight,
+ BlendMode_PinLight,
+ BlendMode_HardMix,
+ BlendMode_Difference,
+ BlendMode_Exclusion,
+ BlendMode_Subtract,
+ BlendMode_Divide,
+ BlendMode_Hue,
+ BlendMode_Saturation,
+ BlendMode_Color,
+ BlendMode_Luminosity,
+ BlendMode_Overlay,
+ BlendMode_BlendModeCount
+ };
+
+ const Texture* getTexture(int index=0) const
+ {
+ return textures[index];
+
+ }
+ int textureCount() const {
+ return static_cast<int>(textures.size());
+ }
+ BlendMode GetBlendMode() const
+ {
+ return blendMode;
+ }
+ float Alpha()
+ {
+ return alpha;
+ }
+private:
+ std::vector<const Texture*> textures;
+ BlendMode blendMode;
+ float alpha;
+};
+
+typedef std::fbx_unordered_map<std::string, const Texture*> TextureMap;
+typedef std::fbx_unordered_map<std::string, const LayeredTexture*> LayeredTextureMap;
+
+
+/** DOM class for generic FBX videos */
+class Video : public Object {
+public:
+ Video(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~Video();
+
+ const std::string& Type() const {
+ return type;
+ }
+
+ const std::string& FileName() const {
+ return fileName;
+ }
+
+ const std::string& RelativeFilename() const {
+ return relativeFileName;
+ }
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+ const uint8_t* Content() const {
+ ai_assert(content);
+ return content;
+ }
+
+ uint64_t ContentLength() const {
+ return contentLength;
+ }
+
+ uint8_t* RelinquishContent() {
+ uint8_t* ptr = content;
+ content = 0;
+ return ptr;
+ }
+
+private:
+ std::string type;
+ std::string relativeFileName;
+ std::string fileName;
+ std::shared_ptr<const PropertyTable> props;
+
+ uint64_t contentLength;
+ uint8_t* content;
+};
+
+/** DOM class for generic FBX materials */
+class Material : public Object {
+public:
+ Material(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~Material();
+
+ const std::string& GetShadingModel() const {
+ return shading;
+ }
+
+ bool IsMultilayer() const {
+ return multilayer;
+ }
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+ const TextureMap& Textures() const {
+ return textures;
+ }
+
+ const LayeredTextureMap& LayeredTextures() const {
+ return layeredTextures;
+ }
+
+private:
+ std::string shading;
+ bool multilayer;
+ std::shared_ptr<const PropertyTable> props;
+
+ TextureMap textures;
+ LayeredTextureMap layeredTextures;
+};
+
+typedef std::vector<int64_t> KeyTimeList;
+typedef std::vector<float> KeyValueList;
+
+/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefore) */
+class AnimationCurve : public Object {
+public:
+ AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
+ virtual ~AnimationCurve();
+
+ /** get list of keyframe positions (time).
+ * Invariant: |GetKeys()| > 0 */
+ const KeyTimeList& GetKeys() const {
+ return keys;
+ }
+
+ /** get list of keyframe values.
+ * Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
+ const KeyValueList& GetValues() const {
+ return values;
+ }
+
+ const std::vector<float>& GetAttributes() const {
+ return attributes;
+ }
+
+ const std::vector<unsigned int>& GetFlags() const {
+ return flags;
+ }
+
+private:
+ KeyTimeList keys;
+ KeyValueList values;
+ std::vector<float> attributes;
+ std::vector<unsigned int> flags;
+};
+
+// property-name -> animation curve
+typedef std::map<std::string, const AnimationCurve*> AnimationCurveMap;
+
+/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
+class AnimationCurveNode : public Object {
+public:
+ /* the optional white list specifies a list of property names for which the caller
+ wants animations for. If the curve node does not match one of these, std::range_error
+ will be thrown. */
+ AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc,
+ const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
+
+ virtual ~AnimationCurveNode();
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+
+ const AnimationCurveMap& Curves() const;
+
+ /** Object the curve is assigned to, this can be nullptr if the
+ * target object has no DOM representation or could not
+ * be read for other reasons.*/
+ const Object* Target() const {
+ return target;
+ }
+
+ const Model* TargetAsModel() const {
+ return dynamic_cast<const Model*>(target);
+ }
+
+ const NodeAttribute* TargetAsNodeAttribute() const {
+ return dynamic_cast<const NodeAttribute*>(target);
+ }
+
+ /** Property of Target() that is being animated*/
+ const std::string& TargetProperty() const {
+ return prop;
+ }
+
+private:
+ const Object* target;
+ std::shared_ptr<const PropertyTable> props;
+ mutable AnimationCurveMap curves;
+
+ std::string prop;
+ const Document& doc;
+};
+
+typedef std::vector<const AnimationCurveNode*> AnimationCurveNodeList;
+
+/** Represents a FBX animation layer (i.e. a list of node animations) */
+class AnimationLayer : public Object {
+public:
+ AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
+ virtual ~AnimationLayer();
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+ /* the optional white list specifies a list of property names for which the caller
+ wants animations for. Curves not matching this list will not be added to the
+ animation layer. */
+ AnimationCurveNodeList Nodes(const char* const * target_prop_whitelist = nullptr, size_t whitelist_size = 0) const;
+
+private:
+ std::shared_ptr<const PropertyTable> props;
+ const Document& doc;
+};
+
+typedef std::vector<const AnimationLayer*> AnimationLayerList;
+
+/** Represents a FBX animation stack (i.e. a list of animation layers) */
+class AnimationStack : public Object {
+public:
+ AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
+ virtual ~AnimationStack();
+
+ fbx_simple_property(LocalStart, int64_t, 0L)
+ fbx_simple_property(LocalStop, int64_t, 0L)
+ fbx_simple_property(ReferenceStart, int64_t, 0L)
+ fbx_simple_property(ReferenceStop, int64_t, 0L)
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+ const AnimationLayerList& Layers() const {
+ return layers;
+ }
+
+private:
+ std::shared_ptr<const PropertyTable> props;
+ AnimationLayerList layers;
+};
+
+
+/** DOM class for deformers */
+class Deformer : public Object {
+public:
+ Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+ virtual ~Deformer();
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+private:
+ std::shared_ptr<const PropertyTable> props;
+};
+
+typedef std::vector<float> WeightArray;
+typedef std::vector<unsigned int> WeightIndexArray;
+
+
+/** DOM class for BlendShapeChannel deformers */
+class BlendShapeChannel : public Deformer {
+public:
+ BlendShapeChannel(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~BlendShapeChannel();
+
+ float DeformPercent() const {
+ return percent;
+ }
+
+ const WeightArray& GetFullWeights() const {
+ return fullWeights;
+ }
+
+ const std::vector<const ShapeGeometry*>& GetShapeGeometries() const {
+ return shapeGeometries;
+ }
+
+private:
+ float percent;
+ WeightArray fullWeights;
+ std::vector<const ShapeGeometry*> shapeGeometries;
+};
+
+/** DOM class for BlendShape deformers */
+class BlendShape : public Deformer {
+public:
+ BlendShape(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~BlendShape();
+
+ const std::vector<const BlendShapeChannel*>& BlendShapeChannels() const {
+ return blendShapeChannels;
+ }
+
+private:
+ std::vector<const BlendShapeChannel*> blendShapeChannels;
+};
+
+/** DOM class for skin deformer clusters (aka sub-deformers) */
+class Cluster : public Deformer {
+public:
+ Cluster(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~Cluster();
+
+ /** get the list of deformer weights associated with this cluster.
+ * Use #GetIndices() to get the associated vertices. Both arrays
+ * have the same size (and may also be empty). */
+ const WeightArray& GetWeights() const {
+ return weights;
+ }
+
+ /** get indices into the vertex data of the geometry associated
+ * with this cluster. Use #GetWeights() to get the associated weights.
+ * Both arrays have the same size (and may also be empty). */
+ const WeightIndexArray& GetIndices() const {
+ return indices;
+ }
+
+ /** */
+ const aiMatrix4x4& Transform() const {
+ return transform;
+ }
+
+ const aiMatrix4x4& TransformLink() const {
+ return transformLink;
+ }
+
+ const Model* TargetNode() const {
+ return node;
+ }
+
+private:
+ WeightArray weights;
+ WeightIndexArray indices;
+
+ aiMatrix4x4 transform;
+ aiMatrix4x4 transformLink;
+
+ const Model* node;
+};
+
+/** DOM class for skin deformers */
+class Skin : public Deformer {
+public:
+ Skin(uint64_t id, const Element& element, const Document& doc, const std::string& name);
+
+ virtual ~Skin();
+
+ float DeformAccuracy() const {
+ return accuracy;
+ }
+
+ const std::vector<const Cluster*>& Clusters() const {
+ return clusters;
+ }
+
+private:
+ float accuracy;
+ std::vector<const Cluster*> clusters;
+};
+
+/** Represents a link between two FBX objects. */
+class Connection {
+public:
+ Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string& prop, const Document& doc);
+
+ ~Connection();
+
+ // note: a connection ensures that the source and dest objects exist, but
+ // not that they have DOM representations, so the return value of one of
+ // these functions can still be nullptr.
+ const Object* SourceObject() const;
+ const Object* DestinationObject() const;
+
+ // these, however, are always guaranteed to be valid
+ LazyObject& LazySourceObject() const;
+ LazyObject& LazyDestinationObject() const;
+
+
+ /** return the name of the property the connection is attached to.
+ * this is an empty string for object to object (OO) connections. */
+ const std::string& PropertyName() const {
+ return prop;
+ }
+
+ uint64_t InsertionOrder() const {
+ return insertionOrder;
+ }
+
+ int CompareTo(const Connection* c) const {
+ ai_assert( nullptr != c );
+
+ // note: can't subtract because this would overflow uint64_t
+ if(InsertionOrder() > c->InsertionOrder()) {
+ return 1;
+ }
+ else if(InsertionOrder() < c->InsertionOrder()) {
+ return -1;
+ }
+ return 0;
+ }
+
+ bool Compare(const Connection* c) const {
+ ai_assert( nullptr != c );
+
+ return InsertionOrder() < c->InsertionOrder();
+ }
+
+public:
+ uint64_t insertionOrder;
+ const std::string prop;
+
+ uint64_t src, dest;
+ const Document& doc;
+};
+
+// XXX again, unique_ptr would be useful. shared_ptr is too
+// bloated since the objects have a well-defined single owner
+// during their entire lifetime (Document). FBX files have
+// up to many thousands of objects (most of which we never use),
+// so the memory overhead for them should be kept at a minimum.
+typedef std::fbx_unordered_map<uint64_t, LazyObject*> ObjectMap;
+typedef std::fbx_unordered_map<std::string, std::shared_ptr<const PropertyTable> > PropertyTemplateMap;
+
+typedef std::fbx_unordered_multimap<uint64_t, const Connection*> ConnectionMap;
+
+/** DOM class for global document settings, a single instance per document can
+ * be accessed via Document.Globals(). */
+class FileGlobalSettings {
+public:
+ FileGlobalSettings(const Document& doc, std::shared_ptr<const PropertyTable> props);
+
+ ~FileGlobalSettings();
+
+ const PropertyTable& Props() const {
+ ai_assert(props.get());
+ return *props.get();
+ }
+
+ const Document& GetDocument() const {
+ return doc;
+ }
+
+ fbx_simple_property(UpAxis, int, 1)
+ fbx_simple_property(UpAxisSign, int, 1)
+ fbx_simple_property(FrontAxis, int, 2)
+ fbx_simple_property(FrontAxisSign, int, 1)
+ fbx_simple_property(CoordAxis, int, 0)
+ fbx_simple_property(CoordAxisSign, int, 1)
+ fbx_simple_property(OriginalUpAxis, int, 0)
+ fbx_simple_property(OriginalUpAxisSign, int, 1)
+ fbx_simple_property(UnitScaleFactor, float, 1)
+ fbx_simple_property(OriginalUnitScaleFactor, float, 1)
+ fbx_simple_property(AmbientColor, aiVector3D, aiVector3D(0,0,0))
+ fbx_simple_property(DefaultCamera, std::string, "")
+
+
+ enum FrameRate {
+ FrameRate_DEFAULT = 0,
+ FrameRate_120 = 1,
+ FrameRate_100 = 2,
+ FrameRate_60 = 3,
+ FrameRate_50 = 4,
+ FrameRate_48 = 5,
+ FrameRate_30 = 6,
+ FrameRate_30_DROP = 7,
+ FrameRate_NTSC_DROP_FRAME = 8,
+ FrameRate_NTSC_FULL_FRAME = 9,
+ FrameRate_PAL = 10,
+ FrameRate_CINEMA = 11,
+ FrameRate_1000 = 12,
+ FrameRate_CINEMA_ND = 13,
+ FrameRate_CUSTOM = 14,
+
+ FrameRate_MAX// end-of-enum sentinel
+ };
+
+ fbx_simple_enum_property(TimeMode, FrameRate, FrameRate_DEFAULT)
+ fbx_simple_property(TimeSpanStart, uint64_t, 0L)
+ fbx_simple_property(TimeSpanStop, uint64_t, 0L)
+ fbx_simple_property(CustomFrameRate, float, -1.0f)
+
+private:
+ std::shared_ptr<const PropertyTable> props;
+ const Document& doc;
+};
+
+/** DOM root for a FBX file */
+class Document {
+public:
+ Document(const Parser& parser, const ImportSettings& settings);
+
+ ~Document();
+
+ LazyObject* GetObject(uint64_t id) const;
+
+ bool IsBinary() const {
+ return parser.IsBinary();
+ }
+
+ unsigned int FBXVersion() const {
+ return fbxVersion;
+ }
+
+ const std::string& Creator() const {
+ return creator;
+ }
+
+ // elements (in this order): Year, Month, Day, Hour, Second, Millisecond
+ const unsigned int* CreationTimeStamp() const {
+ return creationTimeStamp;
+ }
+
+ const FileGlobalSettings& GlobalSettings() const {
+ ai_assert(globals.get());
+ return *globals.get();
+ }
+
+ const PropertyTemplateMap& Templates() const {
+ return templates;
+ }
+
+ const ObjectMap& Objects() const {
+ return objects;
+ }
+
+ const ImportSettings& Settings() const {
+ return settings;
+ }
+
+ const ConnectionMap& ConnectionsBySource() const {
+ return src_connections;
+ }
+
+ const ConnectionMap& ConnectionsByDestination() const {
+ return dest_connections;
+ }
+
+ // note: the implicit rule in all DOM classes is to always resolve
+ // from destination to source (since the FBX object hierarchy is,
+ // with very few exceptions, a DAG, this avoids cycles). In all
+ // cases that may involve back-facing edges in the object graph,
+ // use LazyObject::IsBeingConstructed() to check.
+
+ std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source) const;
+ std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest) const;
+
+ std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source, const char* classname) const;
+ std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest, const char* classname) const;
+
+ std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source,
+ const char* const* classnames, size_t count) const;
+ std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest,
+ const char* const* classnames,
+ size_t count) const;
+
+ const std::vector<const AnimationStack*>& AnimationStacks() const;
+
+private:
+ std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, const ConnectionMap&) const;
+ std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, bool is_src,
+ const ConnectionMap&,
+ const char* const* classnames,
+ size_t count) const;
+ void ReadHeader();
+ void ReadObjects();
+ void ReadPropertyTemplates();
+ void ReadConnections();
+ void ReadGlobalSettings();
+
+private:
+ const ImportSettings& settings;
+
+ ObjectMap objects;
+ const Parser& parser;
+
+ PropertyTemplateMap templates;
+ ConnectionMap src_connections;
+ ConnectionMap dest_connections;
+
+ unsigned int fbxVersion;
+ std::string creator;
+ unsigned int creationTimeStamp[7];
+
+ std::vector<uint64_t> animationStacks;
+ mutable std::vector<const AnimationStack*> animationStacksResolved;
+
+ std::unique_ptr<FileGlobalSettings> globals;
+};
+
+} // Namespace FBX
+} // Namespace Assimp
+
+#endif // INCLUDED_AI_FBX_DOCUMENT_H
diff --git a/libs/assimp/code/AssetLib/FBX/FBXDocumentUtil.cpp b/libs/assimp/code/AssetLib/FBX/FBXDocumentUtil.cpp
new file mode 100644
index 0000000..68185e5
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXDocumentUtil.cpp
@@ -0,0 +1,135 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXDocumentUtil.cpp
+ * @brief Implementation of the FBX DOM utility functions declared in FBXDocumentUtil.h
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXParser.h"
+#include "FBXDocument.h"
+#include "FBXUtil.h"
+#include "FBXDocumentUtil.h"
+#include "FBXProperties.h"
+
+
+namespace Assimp {
+namespace FBX {
+namespace Util {
+
+// ------------------------------------------------------------------------------------------------
+// signal DOM construction error, this is always unrecoverable. Throws DeadlyImportError.
+void DOMError(const std::string& message, const Token& token)
+{
+ throw DeadlyImportError("FBX-DOM", Util::GetTokenText(&token), message);
+}
+
+// ------------------------------------------------------------------------------------------------
+void DOMError(const std::string& message, const Element* element /*= nullptr*/)
+{
+ if(element) {
+ DOMError(message,element->KeyToken());
+ }
+ throw DeadlyImportError("FBX-DOM ", message);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// print warning, do return
+void DOMWarning(const std::string& message, const Token& token)
+{
+ if(DefaultLogger::get()) {
+ ASSIMP_LOG_WARN("FBX-DOM", Util::GetTokenText(&token), message);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void DOMWarning(const std::string& message, const Element* element /*= nullptr*/)
+{
+ if(element) {
+ DOMWarning(message,element->KeyToken());
+ return;
+ }
+ if(DefaultLogger::get()) {
+ ASSIMP_LOG_WARN("FBX-DOM: ", message);
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// fetch a property table and the corresponding property template
+std::shared_ptr<const PropertyTable> GetPropertyTable(const Document& doc,
+ const std::string& templateName,
+ const Element &element,
+ const Scope& sc,
+ bool no_warn /*= false*/)
+{
+ const Element* const Properties70 = sc["Properties70"];
+ std::shared_ptr<const PropertyTable> templateProps = std::shared_ptr<const PropertyTable>(
+ static_cast<const PropertyTable *>(nullptr));
+
+ if(templateName.length()) {
+ PropertyTemplateMap::const_iterator it = doc.Templates().find(templateName);
+ if(it != doc.Templates().end()) {
+ templateProps = (*it).second;
+ }
+ }
+
+ if(!Properties70 || !Properties70->Compound()) {
+ if(!no_warn) {
+ DOMWarning("property table (Properties70) not found",&element);
+ }
+ if(templateProps) {
+ return templateProps;
+ }
+ else {
+ return std::make_shared<const PropertyTable>();
+ }
+ }
+ return std::make_shared<const PropertyTable>(*Properties70,templateProps);
+}
+} // !Util
+} // !FBX
+} // !Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXDocumentUtil.h b/libs/assimp/code/AssetLib/FBX/FBXDocumentUtil.h
new file mode 100644
index 0000000..2d76ee0
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXDocumentUtil.h
@@ -0,0 +1,120 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXDocumentUtil.h
+ * @brief FBX internal utilities used by the DOM reading code
+ */
+#ifndef INCLUDED_AI_FBX_DOCUMENT_UTIL_H
+#define INCLUDED_AI_FBX_DOCUMENT_UTIL_H
+
+#include <assimp/defs.h>
+#include <string>
+#include <memory>
+#include "FBXDocument.h"
+
+struct Token;
+struct Element;
+
+namespace Assimp {
+namespace FBX {
+namespace Util {
+
+/* DOM/Parse error reporting - does not return */
+AI_WONT_RETURN void DOMError(const std::string& message, const Token& token) AI_WONT_RETURN_SUFFIX;
+AI_WONT_RETURN void DOMError(const std::string& message, const Element* element = NULL) AI_WONT_RETURN_SUFFIX;
+
+// does return
+void DOMWarning(const std::string& message, const Token& token);
+void DOMWarning(const std::string& message, const Element* element = NULL);
+
+
+// fetch a property table and the corresponding property template
+std::shared_ptr<const PropertyTable> GetPropertyTable(const Document& doc,
+ const std::string& templateName,
+ const Element &element,
+ const Scope& sc,
+ bool no_warn = false);
+
+// ------------------------------------------------------------------------------------------------
+template <typename T>
+inline
+const T* ProcessSimpleConnection(const Connection& con,
+ bool is_object_property_conn,
+ const char* name,
+ const Element& element,
+ const char** propNameOut = nullptr)
+{
+ if (is_object_property_conn && !con.PropertyName().length()) {
+ DOMWarning("expected incoming " + std::string(name) +
+ " link to be an object-object connection, ignoring",
+ &element
+ );
+ return nullptr;
+ }
+ else if (!is_object_property_conn && con.PropertyName().length()) {
+ DOMWarning("expected incoming " + std::string(name) +
+ " link to be an object-property connection, ignoring",
+ &element
+ );
+ return nullptr;
+ }
+
+ if(is_object_property_conn && propNameOut) {
+ // note: this is ok, the return value of PropertyValue() is guaranteed to
+ // remain valid and unchanged as long as the document exists.
+ *propNameOut = con.PropertyName().c_str();
+ }
+
+ const Object* const ob = con.SourceObject();
+ if(!ob) {
+ DOMWarning("failed to read source object for incoming " + std::string(name) +
+ " link, ignoring",
+ &element);
+ return nullptr;
+ }
+
+ return dynamic_cast<const T*>(ob);
+}
+
+} //!Util
+} //!FBX
+} //!Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXExportNode.cpp b/libs/assimp/code/AssetLib/FBX/FBXExportNode.cpp
new file mode 100644
index 0000000..21c61b2
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXExportNode.cpp
@@ -0,0 +1,561 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#include "FBXExportNode.h"
+#include "FBXCommon.h"
+
+#include <assimp/StreamWriter.h> // StreamWriterLE
+#include <assimp/Exceptional.h> // DeadlyExportError
+#include <assimp/ai_assert.h>
+#include <assimp/StringUtils.h> // ai_snprintf
+
+#include <string>
+#include <ostream>
+#include <sstream> // ostringstream
+#include <memory> // shared_ptr
+
+namespace Assimp {
+// AddP70<type> helpers... there's no usable pattern here,
+// so all are defined as separate functions.
+// Even "animatable" properties are often completely different
+// from the standard (nonanimated) property definition,
+// so they are specified with an 'A' suffix.
+
+void FBX::Node::AddP70int(
+ const std::string& cur_name, int32_t value
+) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "int", "Integer", "", value);
+ AddChild(n);
+}
+
+void FBX::Node::AddP70bool(
+ const std::string& cur_name, bool value
+) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "bool", "", "", int32_t(value));
+ AddChild(n);
+}
+
+void FBX::Node::AddP70double(
+ const std::string &cur_name, double value) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "double", "Number", "", value);
+ AddChild(n);
+}
+
+void FBX::Node::AddP70numberA(
+ const std::string &cur_name, double value) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "Number", "", "A", value);
+ AddChild(n);
+}
+
+void FBX::Node::AddP70color(
+ const std::string &cur_name, double r, double g, double b) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "ColorRGB", "Color", "", r, g, b);
+ AddChild(n);
+}
+
+void FBX::Node::AddP70colorA(
+ const std::string &cur_name, double r, double g, double b) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "Color", "", "A", r, g, b);
+ AddChild(n);
+}
+
+void FBX::Node::AddP70vector(
+ const std::string &cur_name, double x, double y, double z) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "Vector3D", "Vector", "", x, y, z);
+ AddChild(n);
+}
+
+void FBX::Node::AddP70vectorA(
+ const std::string &cur_name, double x, double y, double z) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "Vector", "", "A", x, y, z);
+ AddChild(n);
+}
+
+void FBX::Node::AddP70string(
+ const std::string &cur_name, const std::string &value) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "KString", "", "", value);
+ AddChild(n);
+}
+
+void FBX::Node::AddP70enum(
+ const std::string &cur_name, int32_t value) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "enum", "", "", value);
+ AddChild(n);
+}
+
+void FBX::Node::AddP70time(
+ const std::string &cur_name, int64_t value) {
+ FBX::Node n("P");
+ n.AddProperties(cur_name, "KTime", "Time", "", value);
+ AddChild(n);
+}
+
+
+// public member functions for writing nodes to stream
+
+void FBX::Node::Dump(
+ const std::shared_ptr<Assimp::IOStream> &outfile,
+ bool binary, int indent) {
+ if (binary) {
+ Assimp::StreamWriterLE outstream(outfile);
+ DumpBinary(outstream);
+ } else {
+ std::ostringstream ss;
+ DumpAscii(ss, indent);
+ std::string s = ss.str();
+ outfile->Write(s.c_str(), s.size(), 1);
+ }
+}
+
+void FBX::Node::Dump(
+ Assimp::StreamWriterLE &outstream,
+ bool binary, int indent
+) {
+ if (binary) {
+ DumpBinary(outstream);
+ } else {
+ std::ostringstream ss;
+ DumpAscii(ss, indent);
+ outstream.PutString(ss.str());
+ }
+}
+
+
+// public member functions for low-level writing
+
+void FBX::Node::Begin(
+ Assimp::StreamWriterLE &s,
+ bool binary, int indent
+) {
+ if (binary) {
+ BeginBinary(s);
+ } else {
+ // assume we're at the correct place to start already
+ (void)indent;
+ std::ostringstream ss;
+ BeginAscii(ss, indent);
+ s.PutString(ss.str());
+ }
+}
+
+void FBX::Node::DumpProperties(
+ Assimp::StreamWriterLE& s,
+ bool binary, int indent
+) {
+ if (binary) {
+ DumpPropertiesBinary(s);
+ } else {
+ std::ostringstream ss;
+ DumpPropertiesAscii(ss, indent);
+ s.PutString(ss.str());
+ }
+}
+
+void FBX::Node::EndProperties(
+ Assimp::StreamWriterLE &s,
+ bool binary, int indent
+) {
+ EndProperties(s, binary, indent, properties.size());
+}
+
+void FBX::Node::EndProperties(
+ Assimp::StreamWriterLE &s,
+ bool binary, int indent,
+ size_t num_properties
+) {
+ if (binary) {
+ EndPropertiesBinary(s, num_properties);
+ } else {
+ // nothing to do
+ (void)indent;
+ }
+}
+
+void FBX::Node::BeginChildren(
+ Assimp::StreamWriterLE &s,
+ bool binary, int indent
+) {
+ if (binary) {
+ // nothing to do
+ } else {
+ std::ostringstream ss;
+ BeginChildrenAscii(ss, indent);
+ s.PutString(ss.str());
+ }
+}
+
+void FBX::Node::DumpChildren(
+ Assimp::StreamWriterLE& s,
+ bool binary, int indent
+) {
+ if (binary) {
+ DumpChildrenBinary(s);
+ } else {
+ std::ostringstream ss;
+ DumpChildrenAscii(ss, indent);
+ if (ss.tellp() > 0)
+ s.PutString(ss.str());
+ }
+}
+
+void FBX::Node::End(
+ Assimp::StreamWriterLE &s,
+ bool binary, int indent,
+ bool has_children
+) {
+ if (binary) {
+ EndBinary(s, has_children);
+ } else {
+ std::ostringstream ss;
+ EndAscii(ss, indent, has_children);
+ if (ss.tellp() > 0)
+ s.PutString(ss.str());
+ }
+}
+
+
+// public member functions for writing to binary fbx
+
+void FBX::Node::DumpBinary(Assimp::StreamWriterLE &s)
+{
+ // write header section (with placeholders for some things)
+ BeginBinary(s);
+
+ // write properties
+ DumpPropertiesBinary(s);
+
+ // go back and fill in property related placeholders
+ EndPropertiesBinary(s, properties.size());
+
+ // write children
+ DumpChildrenBinary(s);
+
+ // finish, filling in end offset placeholder
+ EndBinary(s, force_has_children || !children.empty());
+}
+
+
+// public member functions for writing to ascii fbx
+
+void FBX::Node::DumpAscii(std::ostream &s, int indent)
+{
+ // write name
+ BeginAscii(s, indent);
+
+ // write properties
+ DumpPropertiesAscii(s, indent);
+
+ if (force_has_children || !children.empty()) {
+ // begin children (with a '{')
+ BeginChildrenAscii(s, indent + 1);
+ // write children
+ DumpChildrenAscii(s, indent + 1);
+ }
+
+ // finish (also closing the children bracket '}')
+ EndAscii(s, indent, force_has_children || !children.empty());
+}
+
+
+// private member functions for low-level writing to fbx
+
+void FBX::Node::BeginBinary(Assimp::StreamWriterLE &s)
+{
+ // remember start pos so we can come back and write the end pos
+ this->start_pos = s.Tell();
+
+ // placeholders for end pos and property section info
+ s.PutU8(0); // end pos
+ s.PutU8(0); // number of properties
+ s.PutU8(0); // total property section length
+
+ // node name
+ s.PutU1(uint8_t(name.size())); // length of node name
+ s.PutString(name); // node name as raw bytes
+
+ // property data comes after here
+ this->property_start = s.Tell();
+}
+
+void FBX::Node::DumpPropertiesBinary(Assimp::StreamWriterLE& s)
+{
+ for (auto &p : properties) {
+ p.DumpBinary(s);
+ }
+}
+
+void FBX::Node::EndPropertiesBinary(
+ Assimp::StreamWriterLE &s,
+ size_t num_properties
+) {
+ if (num_properties == 0) { return; }
+ size_t pos = s.Tell();
+ ai_assert(pos > property_start);
+ size_t property_section_size = pos - property_start;
+ s.Seek(start_pos + 8); // 8 bytes of uint64_t of end_pos
+ s.PutU8(num_properties);
+ s.PutU8(property_section_size);
+ s.Seek(pos);
+}
+
+void FBX::Node::DumpChildrenBinary(Assimp::StreamWriterLE& s)
+{
+ for (FBX::Node& child : children) {
+ child.DumpBinary(s);
+ }
+}
+
+void FBX::Node::EndBinary(
+ Assimp::StreamWriterLE &s,
+ bool has_children
+) {
+ // if there were children, add a null record
+ if (has_children) { s.PutString(Assimp::FBX::NULL_RECORD); }
+
+ // now go back and write initial pos
+ this->end_pos = s.Tell();
+ s.Seek(start_pos);
+ s.PutU8(end_pos);
+ s.Seek(end_pos);
+}
+
+
+void FBX::Node::BeginAscii(std::ostream& s, int indent)
+{
+ s << '\n';
+ for (int i = 0; i < indent; ++i) { s << '\t'; }
+ s << name << ": ";
+}
+
+void FBX::Node::DumpPropertiesAscii(std::ostream &s, int indent)
+{
+ for (size_t i = 0; i < properties.size(); ++i) {
+ if (i > 0) { s << ", "; }
+ properties[i].DumpAscii(s, indent);
+ }
+}
+
+void FBX::Node::BeginChildrenAscii(std::ostream& s, int indent)
+{
+ // only call this if there are actually children
+ s << " {";
+ (void)indent;
+}
+
+void FBX::Node::DumpChildrenAscii(std::ostream& s, int indent)
+{
+ // children will need a lot of padding and corralling
+ if (children.size() || force_has_children) {
+ for (size_t i = 0; i < children.size(); ++i) {
+ // no compression in ascii files, so skip this node if it exists
+ if (children[i].name == "EncryptionType") { continue; }
+ // the child can dump itself
+ children[i].DumpAscii(s, indent);
+ }
+ }
+}
+
+void FBX::Node::EndAscii(std::ostream& s, int indent, bool has_children)
+{
+ if (!has_children) { return; } // nothing to do
+ s << '\n';
+ for (int i = 0; i < indent; ++i) { s << '\t'; }
+ s << "}";
+}
+
+// private helpers for static member functions
+
+// ascii property node from vector of doubles
+void FBX::Node::WritePropertyNodeAscii(
+ const std::string& name,
+ const std::vector<double>& v,
+ Assimp::StreamWriterLE& s,
+ int indent
+){
+ char buffer[32];
+ FBX::Node node(name);
+ node.Begin(s, false, indent);
+ std::string vsize = ai_to_string(v.size());
+ // *<size> {
+ s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
+ // indent + 1
+ for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
+ // a: value,value,value,...
+ s.PutString("a: ");
+ int count = 0;
+ for (size_t i = 0; i < v.size(); ++i) {
+ if (i > 0) { s.PutChar(','); }
+ int len = ai_snprintf(buffer, sizeof(buffer), "%f", v[i]);
+ count += len;
+ if (count > 2048) { s.PutChar('\n'); count = 0; }
+ if (len < 0 || len > 31) {
+ // this should never happen
+ throw DeadlyExportError("failed to convert double to string");
+ }
+ for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
+ }
+ // }
+ s.PutChar('\n');
+ for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
+ s.PutChar('}'); s.PutChar(' ');
+ node.End(s, false, indent, false);
+}
+
+// ascii property node from vector of int32_t
+void FBX::Node::WritePropertyNodeAscii(
+ const std::string& name,
+ const std::vector<int32_t>& v,
+ Assimp::StreamWriterLE& s,
+ int indent
+){
+ char buffer[32];
+ FBX::Node node(name);
+ node.Begin(s, false, indent);
+ std::string vsize = ai_to_string(v.size());
+ // *<size> {
+ s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
+ // indent + 1
+ for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
+ // a: value,value,value,...
+ s.PutString("a: ");
+ int count = 0;
+ for (size_t i = 0; i < v.size(); ++i) {
+ if (i > 0) { s.PutChar(','); }
+ int len = ai_snprintf(buffer, sizeof(buffer), "%d", v[i]);
+ count += len;
+ if (count > 2048) { s.PutChar('\n'); count = 0; }
+ if (len < 0 || len > 31) {
+ // this should never happen
+ throw DeadlyExportError("failed to convert double to string");
+ }
+ for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
+ }
+ // }
+ s.PutChar('\n');
+ for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
+ s.PutChar('}'); s.PutChar(' ');
+ node.End(s, false, indent, false);
+}
+
+// binary property node from vector of doubles
+// TODO: optional zip compression!
+void FBX::Node::WritePropertyNodeBinary(
+ const std::string& name,
+ const std::vector<double>& v,
+ Assimp::StreamWriterLE& s
+){
+ FBX::Node node(name);
+ node.BeginBinary(s);
+ s.PutU1('d');
+ s.PutU4(uint32_t(v.size())); // number of elements
+ s.PutU4(0); // no encoding (1 would be zip-compressed)
+ s.PutU4(uint32_t(v.size()) * 8); // data size
+ for (auto it = v.begin(); it != v.end(); ++it) { s.PutF8(*it); }
+ node.EndPropertiesBinary(s, 1);
+ node.EndBinary(s, false);
+}
+
+// binary property node from vector of int32_t
+// TODO: optional zip compression!
+void FBX::Node::WritePropertyNodeBinary(
+ const std::string& name,
+ const std::vector<int32_t>& v,
+ Assimp::StreamWriterLE& s
+){
+ FBX::Node node(name);
+ node.BeginBinary(s);
+ s.PutU1('i');
+ s.PutU4(uint32_t(v.size())); // number of elements
+ s.PutU4(0); // no encoding (1 would be zip-compressed)
+ s.PutU4(uint32_t(v.size()) * 4); // data size
+ for (auto it = v.begin(); it != v.end(); ++it) { s.PutI4(*it); }
+ node.EndPropertiesBinary(s, 1);
+ node.EndBinary(s, false);
+}
+
+// public static member functions
+
+// convenience function to create and write a property node,
+// holding a single property which is an array of values.
+// does not copy the data, so is efficient for large arrays.
+void FBX::Node::WritePropertyNode(
+ const std::string& name,
+ const std::vector<double>& v,
+ Assimp::StreamWriterLE& s,
+ bool binary, int indent
+){
+ if (binary) {
+ FBX::Node::WritePropertyNodeBinary(name, v, s);
+ } else {
+ FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
+ }
+}
+
+// convenience function to create and write a property node,
+// holding a single property which is an array of values.
+// does not copy the data, so is efficient for large arrays.
+void FBX::Node::WritePropertyNode(
+ const std::string& name,
+ const std::vector<int32_t>& v,
+ Assimp::StreamWriterLE& s,
+ bool binary, int indent
+){
+ if (binary) {
+ FBX::Node::WritePropertyNodeBinary(name, v, s);
+ } else {
+ FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
+ }
+}
+}
+#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT
diff --git a/libs/assimp/code/AssetLib/FBX/FBXExportNode.h b/libs/assimp/code/AssetLib/FBX/FBXExportNode.h
new file mode 100644
index 0000000..c6c4549
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXExportNode.h
@@ -0,0 +1,270 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXExportNode.h
+* Declares the FBX::Node helper class for fbx export.
+*/
+#ifndef AI_FBXEXPORTNODE_H_INC
+#define AI_FBXEXPORTNODE_H_INC
+
+#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#include "FBXExportProperty.h"
+
+#include <assimp/StreamWriter.h> // StreamWriterLE
+
+#include <string>
+#include <vector>
+
+namespace Assimp {
+namespace FBX {
+ class Node;
+}
+
+class FBX::Node {
+public:
+ // TODO: accessors
+ std::string name; // node name
+ std::vector<FBX::FBXExportProperty> properties; // node properties
+ std::vector<FBX::Node> children; // child nodes
+
+ // some nodes always pretend they have children...
+ bool force_has_children = false;
+
+public: // constructors
+ /// The default class constructor.
+ Node() = default;
+
+ /// The class constructor with the name.
+ Node(const std::string& n)
+ : name(n)
+ , properties()
+ , children()
+ , force_has_children( false ) {
+ // empty
+ }
+
+ // convenience template to construct with properties directly
+ template <typename... More>
+ Node(const std::string& n, const More... more)
+ : name(n)
+ , properties()
+ , children()
+ , force_has_children(false) {
+ AddProperties(more...);
+ }
+
+public: // functions to add properties or children
+ // add a single property to the node
+ template <typename T>
+ void AddProperty(T value) {
+ properties.emplace_back(value);
+ }
+
+ // convenience function to add multiple properties at once
+ template <typename T, typename... More>
+ void AddProperties(T value, More... more) {
+ properties.emplace_back(value);
+ AddProperties(more...);
+ }
+ void AddProperties() {}
+
+ // add a child node directly
+ void AddChild(const Node& node) { children.push_back(node); }
+
+ // convenience function to add a child node with a single property
+ template <typename... More>
+ void AddChild(
+ const std::string& name,
+ More... more
+ ) {
+ FBX::Node c(name);
+ c.AddProperties(more...);
+ children.push_back(c);
+ }
+
+public: // support specifically for dealing with Properties70 nodes
+
+ // it really is simpler to make these all separate functions.
+ // the versions with 'A' suffixes are for animatable properties.
+ // those often follow a completely different format internally in FBX.
+ void AddP70int(const std::string& name, int32_t value);
+ void AddP70bool(const std::string& name, bool value);
+ void AddP70double(const std::string& name, double value);
+ void AddP70numberA(const std::string& name, double value);
+ void AddP70color(const std::string& name, double r, double g, double b);
+ void AddP70colorA(const std::string& name, double r, double g, double b);
+ void AddP70vector(const std::string& name, double x, double y, double z);
+ void AddP70vectorA(const std::string& name, double x, double y, double z);
+ void AddP70string(const std::string& name, const std::string& value);
+ void AddP70enum(const std::string& name, int32_t value);
+ void AddP70time(const std::string& name, int64_t value);
+
+ // template for custom P70 nodes.
+ // anything that doesn't fit in the above can be created manually.
+ template <typename... More>
+ void AddP70(
+ const std::string& name,
+ const std::string& type,
+ const std::string& type2,
+ const std::string& flags,
+ More... more
+ ) {
+ Node n("P");
+ n.AddProperties(name, type, type2, flags, more...);
+ AddChild(n);
+ }
+
+public: // member functions for writing data to a file or stream
+
+ // write the full node to the given file or stream
+ void Dump(
+ const std::shared_ptr<Assimp::IOStream> &outfile,
+ bool binary, int indent);
+ void Dump(Assimp::StreamWriterLE &s, bool binary, int indent);
+
+ // these other functions are for writing data piece by piece.
+ // they must be used carefully.
+ // for usage examples see FBXExporter.cpp.
+ void Begin(Assimp::StreamWriterLE &s, bool binary, int indent);
+ void DumpProperties(Assimp::StreamWriterLE& s, bool binary, int indent);
+ void EndProperties(Assimp::StreamWriterLE &s, bool binary, int indent);
+ void EndProperties(
+ Assimp::StreamWriterLE &s, bool binary, int indent,
+ size_t num_properties
+ );
+ void BeginChildren(Assimp::StreamWriterLE &s, bool binary, int indent);
+ void DumpChildren(Assimp::StreamWriterLE& s, bool binary, int indent);
+ void End(
+ Assimp::StreamWriterLE &s, bool binary, int indent,
+ bool has_children
+ );
+
+private: // internal functions used for writing
+
+ void DumpBinary(Assimp::StreamWriterLE &s);
+ void DumpAscii(Assimp::StreamWriterLE &s, int indent);
+ void DumpAscii(std::ostream &s, int indent);
+
+ void BeginBinary(Assimp::StreamWriterLE &s);
+ void DumpPropertiesBinary(Assimp::StreamWriterLE& s);
+ void EndPropertiesBinary(Assimp::StreamWriterLE &s);
+ void EndPropertiesBinary(Assimp::StreamWriterLE &s, size_t num_properties);
+ void DumpChildrenBinary(Assimp::StreamWriterLE& s);
+ void EndBinary(Assimp::StreamWriterLE &s, bool has_children);
+
+ void BeginAscii(std::ostream &s, int indent);
+ void DumpPropertiesAscii(std::ostream &s, int indent);
+ void BeginChildrenAscii(std::ostream &s, int indent);
+ void DumpChildrenAscii(std::ostream &s, int indent);
+ void EndAscii(std::ostream &s, int indent, bool has_children);
+
+private: // data used for binary dumps
+ size_t start_pos; // starting position in stream
+ size_t end_pos; // ending position in stream
+ size_t property_start; // starting position of property section
+
+public: // static member functions
+
+ // convenience function to create a node with a single property,
+ // and write it to the stream.
+ template <typename T>
+ static void WritePropertyNode(
+ const std::string& name,
+ const T value,
+ Assimp::StreamWriterLE& s,
+ bool binary, int indent
+ ) {
+ FBX::FBXExportProperty p(value);
+ FBX::Node node(name, p);
+ node.Dump(s, binary, indent);
+ }
+
+ // convenience function to create and write a property node,
+ // holding a single property which is an array of values.
+ // does not copy the data, so is efficient for large arrays.
+ static void WritePropertyNode(
+ const std::string& name,
+ const std::vector<double>& v,
+ Assimp::StreamWriterLE& s,
+ bool binary, int indent
+ );
+
+ // convenience function to create and write a property node,
+ // holding a single property which is an array of values.
+ // does not copy the data, so is efficient for large arrays.
+ static void WritePropertyNode(
+ const std::string& name,
+ const std::vector<int32_t>& v,
+ Assimp::StreamWriterLE& s,
+ bool binary, int indent
+ );
+
+private: // static helper functions
+ static void WritePropertyNodeAscii(
+ const std::string& name,
+ const std::vector<double>& v,
+ Assimp::StreamWriterLE& s,
+ int indent
+ );
+ static void WritePropertyNodeAscii(
+ const std::string& name,
+ const std::vector<int32_t>& v,
+ Assimp::StreamWriterLE& s,
+ int indent
+ );
+ static void WritePropertyNodeBinary(
+ const std::string& name,
+ const std::vector<double>& v,
+ Assimp::StreamWriterLE& s
+ );
+ static void WritePropertyNodeBinary(
+ const std::string& name,
+ const std::vector<int32_t>& v,
+ Assimp::StreamWriterLE& s
+ );
+
+};
+}
+
+#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#endif // AI_FBXEXPORTNODE_H_INC
diff --git a/libs/assimp/code/AssetLib/FBX/FBXExportProperty.cpp b/libs/assimp/code/AssetLib/FBX/FBXExportProperty.cpp
new file mode 100644
index 0000000..3216d7d
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXExportProperty.cpp
@@ -0,0 +1,385 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#include "FBXExportProperty.h"
+
+#include <assimp/StreamWriter.h> // StreamWriterLE
+#include <assimp/Exceptional.h> // DeadlyExportError
+
+#include <string>
+#include <vector>
+#include <ostream>
+#include <locale>
+#include <sstream> // ostringstream
+
+namespace Assimp {
+namespace FBX {
+
+// constructors for single element properties
+
+FBXExportProperty::FBXExportProperty(bool v)
+: type('C')
+, data(1, uint8_t(v)) {}
+
+FBXExportProperty::FBXExportProperty(int16_t v)
+: type('Y')
+, data(2) {
+ uint8_t* d = data.data();
+ (reinterpret_cast<int16_t*>(d))[0] = v;
+}
+
+FBXExportProperty::FBXExportProperty(int32_t v)
+: type('I')
+, data(4) {
+ uint8_t* d = data.data();
+ (reinterpret_cast<int32_t*>(d))[0] = v;
+}
+
+FBXExportProperty::FBXExportProperty(float v)
+: type('F')
+, data(4) {
+ uint8_t* d = data.data();
+ (reinterpret_cast<float*>(d))[0] = v;
+}
+
+FBXExportProperty::FBXExportProperty(double v)
+: type('D')
+, data(8) {
+ uint8_t* d = data.data();
+ (reinterpret_cast<double*>(d))[0] = v;
+}
+
+FBXExportProperty::FBXExportProperty(int64_t v)
+: type('L')
+, data(8) {
+ uint8_t* d = data.data();
+ (reinterpret_cast<int64_t*>(d))[0] = v;
+}
+
+// constructors for array-type properties
+
+FBXExportProperty::FBXExportProperty(const char* c, bool raw)
+: FBXExportProperty(std::string(c), raw) {
+ // empty
+}
+
+// strings can either be saved as "raw" (R) data, or "string" (S) data
+FBXExportProperty::FBXExportProperty(const std::string& s, bool raw)
+: type(raw ? 'R' : 'S')
+, data(s.size()) {
+ for (size_t i = 0; i < s.size(); ++i) {
+ data[i] = uint8_t(s[i]);
+ }
+}
+
+FBXExportProperty::FBXExportProperty(const std::vector<uint8_t>& r)
+: type('R')
+, data(r) {
+ // empty
+}
+
+FBXExportProperty::FBXExportProperty(const std::vector<int32_t>& va)
+: type('i')
+, data(4 * va.size() ) {
+ int32_t* d = reinterpret_cast<int32_t*>(data.data());
+ for (size_t i = 0; i < va.size(); ++i) {
+ d[i] = va[i];
+ }
+}
+
+FBXExportProperty::FBXExportProperty(const std::vector<int64_t>& va)
+: type('l')
+, data(8 * va.size()) {
+ int64_t* d = reinterpret_cast<int64_t*>(data.data());
+ for (size_t i = 0; i < va.size(); ++i) {
+ d[i] = va[i];
+ }
+}
+
+FBXExportProperty::FBXExportProperty(const std::vector<float>& va)
+: type('f')
+, data(4 * va.size()) {
+ float* d = reinterpret_cast<float*>(data.data());
+ for (size_t i = 0; i < va.size(); ++i) {
+ d[i] = va[i];
+ }
+}
+
+FBXExportProperty::FBXExportProperty(const std::vector<double>& va)
+: type('d')
+, data(8 * va.size()) {
+ double* d = reinterpret_cast<double*>(data.data());
+ for (size_t i = 0; i < va.size(); ++i) {
+ d[i] = va[i];
+ }
+}
+
+FBXExportProperty::FBXExportProperty(const aiMatrix4x4& vm)
+: type('d')
+, data(8 * 16) {
+ double* d = reinterpret_cast<double*>(data.data());
+ for (unsigned int c = 0; c < 4; ++c) {
+ for (unsigned int r = 0; r < 4; ++r) {
+ d[4 * c + r] = vm[r][c];
+ }
+ }
+}
+
+// public member functions
+
+size_t FBXExportProperty::size() {
+ switch (type) {
+ case 'C':
+ case 'Y':
+ case 'I':
+ case 'F':
+ case 'D':
+ case 'L':
+ return data.size() + 1;
+ case 'S':
+ case 'R':
+ return data.size() + 5;
+ case 'i':
+ case 'd':
+ return data.size() + 13;
+ default:
+ throw DeadlyExportError("Requested size on property of unknown type");
+ }
+}
+
+void FBXExportProperty::DumpBinary(Assimp::StreamWriterLE& s) {
+ s.PutU1(type);
+ uint8_t* d = data.data();
+ size_t N;
+ switch (type) {
+ case 'C': s.PutU1(*(reinterpret_cast<uint8_t*>(d))); return;
+ case 'Y': s.PutI2(*(reinterpret_cast<int16_t*>(d))); return;
+ case 'I': s.PutI4(*(reinterpret_cast<int32_t*>(d))); return;
+ case 'F': s.PutF4(*(reinterpret_cast<float*>(d))); return;
+ case 'D': s.PutF8(*(reinterpret_cast<double*>(d))); return;
+ case 'L': s.PutI8(*(reinterpret_cast<int64_t*>(d))); return;
+ case 'S':
+ case 'R':
+ s.PutU4(uint32_t(data.size()));
+ for (size_t i = 0; i < data.size(); ++i) { s.PutU1(data[i]); }
+ return;
+ case 'i':
+ N = data.size() / 4;
+ s.PutU4(uint32_t(N)); // number of elements
+ s.PutU4(0); // no encoding (1 would be zip-compressed)
+ // TODO: compress if large?
+ s.PutU4(uint32_t(data.size())); // data size
+ for (size_t i = 0; i < N; ++i) {
+ s.PutI4((reinterpret_cast<int32_t*>(d))[i]);
+ }
+ return;
+ case 'l':
+ N = data.size() / 8;
+ s.PutU4(uint32_t(N)); // number of elements
+ s.PutU4(0); // no encoding (1 would be zip-compressed)
+ // TODO: compress if large?
+ s.PutU4(uint32_t(data.size())); // data size
+ for (size_t i = 0; i < N; ++i) {
+ s.PutI8((reinterpret_cast<int64_t*>(d))[i]);
+ }
+ return;
+ case 'f':
+ N = data.size() / 4;
+ s.PutU4(uint32_t(N)); // number of elements
+ s.PutU4(0); // no encoding (1 would be zip-compressed)
+ // TODO: compress if large?
+ s.PutU4(uint32_t(data.size())); // data size
+ for (size_t i = 0; i < N; ++i) {
+ s.PutF4((reinterpret_cast<float*>(d))[i]);
+ }
+ return;
+ case 'd':
+ N = data.size() / 8;
+ s.PutU4(uint32_t(N)); // number of elements
+ s.PutU4(0); // no encoding (1 would be zip-compressed)
+ // TODO: compress if large?
+ s.PutU4(uint32_t(data.size())); // data size
+ for (size_t i = 0; i < N; ++i) {
+ s.PutF8((reinterpret_cast<double*>(d))[i]);
+ }
+ return;
+ default:
+ std::ostringstream err;
+ err << "Tried to dump property with invalid type '";
+ err << type << "'!";
+ throw DeadlyExportError(err.str());
+ }
+}
+
+void FBXExportProperty::DumpAscii(Assimp::StreamWriterLE& outstream, int indent) {
+ std::ostringstream ss;
+ ss.imbue(std::locale::classic());
+ ss.precision(15); // this seems to match official FBX SDK exports
+ DumpAscii(ss, indent);
+ outstream.PutString(ss.str());
+}
+
+void FBXExportProperty::DumpAscii(std::ostream& s, int indent) {
+ // no writing type... or anything. just shove it into the stream.
+ uint8_t* d = data.data();
+ size_t N;
+ size_t swap = data.size();
+ size_t count = 0;
+ switch (type) {
+ case 'C':
+ if (*(reinterpret_cast<uint8_t*>(d))) { s << 'T'; }
+ else { s << 'F'; }
+ return;
+ case 'Y': s << *(reinterpret_cast<int16_t*>(d)); return;
+ case 'I': s << *(reinterpret_cast<int32_t*>(d)); return;
+ case 'F': s << *(reinterpret_cast<float*>(d)); return;
+ case 'D': s << *(reinterpret_cast<double*>(d)); return;
+ case 'L': s << *(reinterpret_cast<int64_t*>(d)); return;
+ case 'S':
+ // first search to see if it has "\x00\x01" in it -
+ // which separates fields which are reversed in the ascii version.
+ // yeah.
+ // FBX, yeah.
+ for (size_t i = 0; i < data.size(); ++i) {
+ if (data[i] == '\0') {
+ swap = i;
+ break;
+ }
+ }
+ case 'R':
+ s << '"';
+ // we might as well check this now,
+ // probably it will never happen
+ for (size_t i = 0; i < data.size(); ++i) {
+ char c = data[i];
+ if (c == '"') {
+ throw runtime_error("can't handle quotes in property string");
+ }
+ }
+ // first write the SWAPPED member (if any)
+ for (size_t i = swap + 2; i < data.size(); ++i) {
+ char c = data[i];
+ s << c;
+ }
+ // then a separator
+ if (swap != data.size()) {
+ s << "::";
+ }
+ // then the initial member
+ for (size_t i = 0; i < swap; ++i) {
+ char c = data[i];
+ s << c;
+ }
+ s << '"';
+ return;
+ case 'i':
+ N = data.size() / 4; // number of elements
+ s << '*' << N << " {\n";
+ for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
+ s << "a: ";
+ for (size_t i = 0; i < N; ++i) {
+ if (i > 0) { s << ','; }
+ if (count++ > 120) { s << '\n'; count = 0; }
+ s << (reinterpret_cast<int32_t*>(d))[i];
+ }
+ s << '\n';
+ for (int i = 0; i < indent; ++i) { s << '\t'; }
+ s << "} ";
+ return;
+ case 'l':
+ N = data.size() / 8;
+ s << '*' << N << " {\n";
+ for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
+ s << "a: ";
+ for (size_t i = 0; i < N; ++i) {
+ if (i > 0) { s << ','; }
+ if (count++ > 120) { s << '\n'; count = 0; }
+ s << (reinterpret_cast<int64_t*>(d))[i];
+ }
+ s << '\n';
+ for (int i = 0; i < indent; ++i) { s << '\t'; }
+ s << "} ";
+ return;
+ case 'f':
+ N = data.size() / 4;
+ s << '*' << N << " {\n";
+ for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
+ s << "a: ";
+ for (size_t i = 0; i < N; ++i) {
+ if (i > 0) { s << ','; }
+ if (count++ > 120) { s << '\n'; count = 0; }
+ s << (reinterpret_cast<float*>(d))[i];
+ }
+ s << '\n';
+ for (int i = 0; i < indent; ++i) { s << '\t'; }
+ s << "} ";
+ return;
+ case 'd':
+ N = data.size() / 8;
+ s << '*' << N << " {\n";
+ for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
+ s << "a: ";
+ // set precision to something that can handle doubles
+ s.precision(15);
+ for (size_t i = 0; i < N; ++i) {
+ if (i > 0) { s << ','; }
+ if (count++ > 120) { s << '\n'; count = 0; }
+ s << (reinterpret_cast<double*>(d))[i];
+ }
+ s << '\n';
+ for (int i = 0; i < indent; ++i) { s << '\t'; }
+ s << "} ";
+ return;
+ default:
+ std::ostringstream err;
+ err << "Tried to dump property with invalid type '";
+ err << type << "'!";
+ throw runtime_error(err.str());
+ }
+}
+
+} // Namespace FBX
+} // Namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT
diff --git a/libs/assimp/code/AssetLib/FBX/FBXExportProperty.h b/libs/assimp/code/AssetLib/FBX/FBXExportProperty.h
new file mode 100644
index 0000000..26d0cf2
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXExportProperty.h
@@ -0,0 +1,129 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXExportProperty.h
+* Declares the FBX::Property helper class for fbx export.
+*/
+#ifndef AI_FBXEXPORTPROPERTY_H_INC
+#define AI_FBXEXPORTPROPERTY_H_INC
+
+#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#include <assimp/types.h> // aiMatrix4x4
+#include <assimp/StreamWriter.h> // StreamWriterLE
+
+#include <string>
+#include <vector>
+#include <ostream>
+#include <type_traits> // is_void
+
+namespace Assimp {
+namespace FBX {
+
+/** @brief FBX::Property
+ *
+ * Holds a value of any of FBX's recognized types,
+ * each represented by a particular one-character code.
+ * C : 1-byte uint8, usually 0x00 or 0x01 to represent boolean false and true
+ * Y : 2-byte int16
+ * I : 4-byte int32
+ * F : 4-byte float
+ * D : 8-byte double
+ * L : 8-byte int64
+ * i : array of int32
+ * f : array of float
+ * d : array of double
+ * l : array of int64
+ * b : array of 1-byte booleans (0x00 or 0x01)
+ * S : string (array of 1-byte char)
+ * R : raw data (array of bytes)
+ */
+class FBXExportProperty {
+public:
+ // constructors for basic types.
+ // all explicit to avoid accidental typecasting
+ explicit FBXExportProperty(bool v);
+ // TODO: determine if there is actually a byte type,
+ // or if this always means <bool>. 'C' seems to imply <char>,
+ // so possibly the above was intended to represent both.
+ explicit FBXExportProperty(int16_t v);
+ explicit FBXExportProperty(int32_t v);
+ explicit FBXExportProperty(float v);
+ explicit FBXExportProperty(double v);
+ explicit FBXExportProperty(int64_t v);
+ // strings can either be stored as 'R' (raw) or 'S' (string) type
+ explicit FBXExportProperty(const char* c, bool raw = false);
+ explicit FBXExportProperty(const std::string& s, bool raw = false);
+ explicit FBXExportProperty(const std::vector<uint8_t>& r);
+ explicit FBXExportProperty(const std::vector<int32_t>& va);
+ explicit FBXExportProperty(const std::vector<int64_t>& va);
+ explicit FBXExportProperty(const std::vector<double>& va);
+ explicit FBXExportProperty(const std::vector<float>& va);
+ explicit FBXExportProperty(const aiMatrix4x4& vm);
+
+ // this will catch any type not defined above,
+ // so that we don't accidentally convert something we don't want.
+ // for example (const char*) --> (bool)... seriously wtf C++
+ template <class T>
+ explicit FBXExportProperty(T v) : type('X') {
+ static_assert(std::is_void<T>::value, "TRIED TO CREATE FBX PROPERTY WITH UNSUPPORTED TYPE, CHECK YOUR PROPERTY INSTANTIATION");
+ } // note: no line wrap so it appears verbatim on the compiler error
+
+ // the size of this property node in a binary file, in bytes
+ size_t size();
+
+ // write this property node as binary data to the given stream
+ void DumpBinary(Assimp::StreamWriterLE& s);
+ void DumpAscii(Assimp::StreamWriterLE& s, int indent = 0);
+ void DumpAscii(std::ostream& s, int indent = 0);
+ // note: make sure the ostream is in classic "C" locale
+
+private:
+ char type;
+ std::vector<uint8_t> data;
+};
+
+} // Namespace FBX
+} // Namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#endif // AI_FBXEXPORTPROPERTY_H_INC
diff --git a/libs/assimp/code/AssetLib/FBX/FBXExporter.cpp b/libs/assimp/code/AssetLib/FBX/FBXExporter.cpp
new file mode 100644
index 0000000..6956728
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXExporter.cpp
@@ -0,0 +1,2799 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#include "FBXExporter.h"
+#include "FBXExportNode.h"
+#include "FBXExportProperty.h"
+#include "FBXCommon.h"
+#include "FBXUtil.h"
+
+#include <assimp/version.h> // aiGetVersion
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/StreamWriter.h> // StreamWriterLE
+#include <assimp/Exceptional.h> // DeadlyExportError
+#include <assimp/material.h> // aiTextureType
+#include <assimp/scene.h>
+#include <assimp/mesh.h>
+
+// Header files, standard library.
+#include <memory> // shared_ptr
+#include <string>
+#include <sstream> // stringstream
+#include <ctime> // localtime, tm_*
+#include <map>
+#include <set>
+#include <vector>
+#include <array>
+#include <unordered_set>
+#include <numeric>
+
+// RESOURCES:
+// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
+// https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
+
+const ai_real DEG = ai_real( 57.29577951308232087679815481 ); // degrees per radian
+
+using namespace Assimp;
+using namespace Assimp::FBX;
+
+// some constants that we'll use for writing metadata
+namespace Assimp {
+namespace FBX {
+ const std::string EXPORT_VERSION_STR = "7.5.0";
+ const uint32_t EXPORT_VERSION_INT = 7500; // 7.5 == 2016+
+ // FBX files have some hashed values that depend on the creation time field,
+ // but for now we don't actually know how to generate these.
+ // what we can do is set them to a known-working version.
+ // this is the data that Blender uses in their FBX export process.
+ const std::string GENERIC_CTIME = "1970-01-01 10:00:00:000";
+ const std::string GENERIC_FILEID =
+ "\x28\xb3\x2a\xeb\xb6\x24\xcc\xc2\xbf\xc8\xb0\x2a\xa9\x2b\xfc\xf1";
+ const std::string GENERIC_FOOTID =
+ "\xfa\xbc\xab\x09\xd0\xc8\xd4\x66\xb1\x76\xfb\x83\x1c\xf7\x26\x7e";
+ const std::string FOOT_MAGIC =
+ "\xf8\x5a\x8c\x6a\xde\xf5\xd9\x7e\xec\xe9\x0c\xe3\x75\x8f\x29\x0b";
+ const std::string COMMENT_UNDERLINE =
+ ";------------------------------------------------------------------";
+}
+
+ // ---------------------------------------------------------------------
+ // Worker function for exporting a scene to binary FBX.
+ // Prototyped and registered in Exporter.cpp
+ void ExportSceneFBX (
+ const char* pFile,
+ IOSystem* pIOSystem,
+ const aiScene* pScene,
+ const ExportProperties* pProperties
+ ){
+ // initialize the exporter
+ FBXExporter exporter(pScene, pProperties);
+
+ // perform binary export
+ exporter.ExportBinary(pFile, pIOSystem);
+ }
+
+ // ---------------------------------------------------------------------
+ // Worker function for exporting a scene to ASCII FBX.
+ // Prototyped and registered in Exporter.cpp
+ void ExportSceneFBXA (
+ const char* pFile,
+ IOSystem* pIOSystem,
+ const aiScene* pScene,
+ const ExportProperties* pProperties
+
+ ){
+ // initialize the exporter
+ FBXExporter exporter(pScene, pProperties);
+
+ // perform ascii export
+ exporter.ExportAscii(pFile, pIOSystem);
+ }
+
+} // end of namespace Assimp
+
+FBXExporter::FBXExporter ( const aiScene* pScene, const ExportProperties* pProperties )
+: binary(false)
+, mScene(pScene)
+, mProperties(pProperties)
+, outfile()
+, connections()
+, mesh_uids()
+, material_uids()
+, node_uids() {
+ // will probably need to determine UIDs, connections, etc here.
+ // basically anything that needs to be known
+ // before we start writing sections to the stream.
+}
+
+void FBXExporter::ExportBinary (
+ const char* pFile,
+ IOSystem* pIOSystem
+){
+ // remember that we're exporting in binary mode
+ binary = true;
+
+ // we're not currently using these preferences,
+ // but clang will cry about it if we never touch it.
+ // TODO: some of these might be relevant to export
+ (void)mProperties;
+
+ // open the indicated file for writing (in binary mode)
+ outfile.reset(pIOSystem->Open(pFile,"wb"));
+ if (!outfile) {
+ throw DeadlyExportError(
+ "could not open output .fbx file: " + std::string(pFile)
+ );
+ }
+
+ // first a binary-specific file header
+ WriteBinaryHeader();
+
+ // the rest of the file is in node entries.
+ // we have to serialize each entry before we write to the output,
+ // as the first thing we write is the byte offset of the _next_ entry.
+ // Either that or we can skip back to write the offset when we finish.
+ WriteAllNodes();
+
+ // finally we have a binary footer to the file
+ WriteBinaryFooter();
+
+ // explicitly release file pointer,
+ // so we don't have to rely on class destruction.
+ outfile.reset();
+}
+
+void FBXExporter::ExportAscii (
+ const char* pFile,
+ IOSystem* pIOSystem
+){
+ // remember that we're exporting in ascii mode
+ binary = false;
+
+ // open the indicated file for writing in text mode
+ outfile.reset(pIOSystem->Open(pFile,"wt"));
+ if (!outfile) {
+ throw DeadlyExportError(
+ "could not open output .fbx file: " + std::string(pFile)
+ );
+ }
+
+ // write the ascii header
+ WriteAsciiHeader();
+
+ // write all the sections
+ WriteAllNodes();
+
+ // make sure the file ends with a newline.
+ // note: if the file is opened in text mode,
+ // this should do the right cross-platform thing.
+ outfile->Write("\n", 1, 1);
+
+ // explicitly release file pointer,
+ // so we don't have to rely on class destruction.
+ outfile.reset();
+}
+
+void FBXExporter::WriteAsciiHeader()
+{
+ // basically just a comment at the top of the file
+ std::stringstream head;
+ head << "; FBX " << EXPORT_VERSION_STR << " project file\n";
+ head << "; Created by the Open Asset Import Library (Assimp)\n";
+ head << "; http://assimp.org\n";
+ head << "; -------------------------------------------------\n";
+ const std::string ascii_header = head.str();
+ outfile->Write(ascii_header.c_str(), ascii_header.size(), 1);
+}
+
+void FBXExporter::WriteAsciiSectionHeader(const std::string& title)
+{
+ StreamWriterLE outstream(outfile);
+ std::stringstream s;
+ s << "\n\n; " << title << '\n';
+ s << FBX::COMMENT_UNDERLINE << "\n";
+ outstream.PutString(s.str());
+}
+
+void FBXExporter::WriteBinaryHeader()
+{
+ // first a specific sequence of 23 bytes, always the same
+ const char binary_header[24] = "Kaydara FBX Binary\x20\x20\x00\x1a\x00";
+ outfile->Write(binary_header, 1, 23);
+
+ // then FBX version number, "multiplied" by 1000, as little-endian uint32.
+ // so 7.3 becomes 7300 == 0x841C0000, 7.4 becomes 7400 == 0xE81C0000, etc
+ {
+ StreamWriterLE outstream(outfile);
+ outstream.PutU4(EXPORT_VERSION_INT);
+ } // StreamWriter destructor writes the data to the file
+
+ // after this the node data starts immediately
+ // (probably with the FBXHEaderExtension node)
+}
+
+void FBXExporter::WriteBinaryFooter()
+{
+ outfile->Write(NULL_RECORD.c_str(), NULL_RECORD.size(), 1);
+
+ outfile->Write(GENERIC_FOOTID.c_str(), GENERIC_FOOTID.size(), 1);
+
+ // here some padding is added for alignment to 16 bytes.
+ // if already aligned, the full 16 bytes is added.
+ size_t pos = outfile->Tell();
+ size_t pad = 16 - (pos % 16);
+ for (size_t i = 0; i < pad; ++i) {
+ outfile->Write("\x00", 1, 1);
+ }
+
+ // not sure what this is, but it seems to always be 0 in modern files
+ for (size_t i = 0; i < 4; ++i) {
+ outfile->Write("\x00", 1, 1);
+ }
+
+ // now the file version again
+ {
+ StreamWriterLE outstream(outfile);
+ outstream.PutU4(EXPORT_VERSION_INT);
+ } // StreamWriter destructor writes the data to the file
+
+ // and finally some binary footer added to all files
+ for (size_t i = 0; i < 120; ++i) {
+ outfile->Write("\x00", 1, 1);
+ }
+ outfile->Write(FOOT_MAGIC.c_str(), FOOT_MAGIC.size(), 1);
+}
+
+void FBXExporter::WriteAllNodes ()
+{
+ // header
+ // (and fileid, creation time, creator, if binary)
+ WriteHeaderExtension();
+
+ // global settings
+ WriteGlobalSettings();
+
+ // documents
+ WriteDocuments();
+
+ // references
+ WriteReferences();
+
+ // definitions
+ WriteDefinitions();
+
+ // objects
+ WriteObjects();
+
+ // connections
+ WriteConnections();
+
+ // WriteTakes? (deprecated since at least 2015 (fbx 7.4))
+}
+
+//FBXHeaderExtension top-level node
+void FBXExporter::WriteHeaderExtension ()
+{
+ if (!binary) {
+ // no title, follows directly from the top comment
+ }
+ FBX::Node n("FBXHeaderExtension");
+ StreamWriterLE outstream(outfile);
+ int indent = 0;
+
+ // begin node
+ n.Begin(outstream, binary, indent);
+
+ // write properties
+ // (none)
+
+ // finish properties
+ n.EndProperties(outstream, binary, indent, 0);
+
+ // begin children
+ n.BeginChildren(outstream, binary, indent);
+
+ indent = 1;
+
+ // write child nodes
+ FBX::Node::WritePropertyNode(
+ "FBXHeaderVersion", int32_t(1003), outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "FBXVersion", int32_t(EXPORT_VERSION_INT), outstream, binary, indent
+ );
+ if (binary) {
+ FBX::Node::WritePropertyNode(
+ "EncryptionType", int32_t(0), outstream, binary, indent
+ );
+ }
+
+ FBX::Node CreationTimeStamp("CreationTimeStamp");
+ time_t rawtime;
+ time(&rawtime);
+ struct tm * now = localtime(&rawtime);
+ CreationTimeStamp.AddChild("Version", int32_t(1000));
+ CreationTimeStamp.AddChild("Year", int32_t(now->tm_year + 1900));
+ CreationTimeStamp.AddChild("Month", int32_t(now->tm_mon + 1));
+ CreationTimeStamp.AddChild("Day", int32_t(now->tm_mday));
+ CreationTimeStamp.AddChild("Hour", int32_t(now->tm_hour));
+ CreationTimeStamp.AddChild("Minute", int32_t(now->tm_min));
+ CreationTimeStamp.AddChild("Second", int32_t(now->tm_sec));
+ CreationTimeStamp.AddChild("Millisecond", int32_t(0));
+ CreationTimeStamp.Dump(outstream, binary, indent);
+
+ std::stringstream creator;
+ creator << "Open Asset Import Library (Assimp) " << aiGetVersionMajor()
+ << "." << aiGetVersionMinor() << "." << aiGetVersionRevision();
+ FBX::Node::WritePropertyNode(
+ "Creator", creator.str(), outstream, binary, indent
+ );
+
+ //FBX::Node sceneinfo("SceneInfo");
+ //sceneinfo.AddProperty("GlobalInfo" + FBX::SEPARATOR + "SceneInfo");
+ // not sure if any of this is actually needed,
+ // so just write an empty node for now.
+ //sceneinfo.Dump(outstream, binary, indent);
+
+ indent = 0;
+
+ // finish node
+ n.End(outstream, binary, indent, true);
+
+ // that's it for FBXHeaderExtension...
+ if (!binary) { return; }
+
+ // but binary files also need top-level FileID, CreationTime, Creator:
+ std::vector<uint8_t> raw(GENERIC_FILEID.size());
+ for (size_t i = 0; i < GENERIC_FILEID.size(); ++i) {
+ raw[i] = uint8_t(GENERIC_FILEID[i]);
+ }
+ FBX::Node::WritePropertyNode(
+ "FileId", raw, outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "CreationTime", GENERIC_CTIME, outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "Creator", creator.str(), outstream, binary, indent
+ );
+}
+
+// WriteGlobalSettings helpers
+
+void WritePropInt(const aiScene* scene, FBX::Node& p, const std::string& key, int defaultValue)
+{
+ int value;
+ if (scene->mMetaData != nullptr && scene->mMetaData->Get(key, value)) {
+ p.AddP70int(key, value);
+ } else {
+ p.AddP70int(key, defaultValue);
+ }
+}
+
+void WritePropDouble(const aiScene* scene, FBX::Node& p, const std::string& key, double defaultValue)
+{
+ double value;
+ if (scene->mMetaData != nullptr && scene->mMetaData->Get(key, value)) {
+ p.AddP70double(key, value);
+ } else {
+ // fallback lookup float instead
+ float floatValue;
+ if (scene->mMetaData != nullptr && scene->mMetaData->Get(key, floatValue)) {
+ p.AddP70double(key, (double)floatValue);
+ } else {
+ p.AddP70double(key, defaultValue);
+ }
+ }
+}
+
+void WritePropEnum(const aiScene* scene, FBX::Node& p, const std::string& key, int defaultValue)
+{
+ int value;
+ if (scene->mMetaData != nullptr && scene->mMetaData->Get(key, value)) {
+ p.AddP70enum(key, value);
+ } else {
+ p.AddP70enum(key, defaultValue);
+ }
+}
+
+void WritePropColor(const aiScene* scene, FBX::Node& p, const std::string& key, const aiVector3D& defaultValue)
+{
+ aiVector3D value;
+ if (scene->mMetaData != nullptr && scene->mMetaData->Get(key, value)) {
+ // ai_real can be float or double, cast to avoid warnings
+ p.AddP70color(key, (double)value.x, (double)value.y, (double)value.z);
+ } else {
+ p.AddP70color(key, (double)defaultValue.x, (double)defaultValue.y, (double)defaultValue.z);
+ }
+}
+
+void WritePropString(const aiScene* scene, FBX::Node& p, const std::string& key, const std::string& defaultValue)
+{
+ aiString value; // MetaData doesn't hold std::string
+ if (scene->mMetaData != nullptr && scene->mMetaData->Get(key, value)) {
+ p.AddP70string(key, value.C_Str());
+ } else {
+ p.AddP70string(key, defaultValue);
+ }
+}
+
+void FBXExporter::WriteGlobalSettings ()
+{
+ if (!binary) {
+ // no title, follows directly from the header extension
+ }
+ FBX::Node gs("GlobalSettings");
+ gs.AddChild("Version", int32_t(1000));
+
+ FBX::Node p("Properties70");
+ WritePropInt(mScene, p, "UpAxis", 1);
+ WritePropInt(mScene, p, "UpAxisSign", 1);
+ WritePropInt(mScene, p, "FrontAxis", 2);
+ WritePropInt(mScene, p, "FrontAxisSign", 1);
+ WritePropInt(mScene, p, "CoordAxis", 0);
+ WritePropInt(mScene, p, "CoordAxisSign", 1);
+ WritePropInt(mScene, p, "OriginalUpAxis", 1);
+ WritePropInt(mScene, p, "OriginalUpAxisSign", 1);
+ WritePropDouble(mScene, p, "UnitScaleFactor", 1.0);
+ WritePropDouble(mScene, p, "OriginalUnitScaleFactor", 1.0);
+ WritePropColor(mScene, p, "AmbientColor", aiVector3D((ai_real)0.0, (ai_real)0.0, (ai_real)0.0));
+ WritePropString(mScene, p,"DefaultCamera", "Producer Perspective");
+ WritePropEnum(mScene, p, "TimeMode", 11);
+ WritePropEnum(mScene, p, "TimeProtocol", 2);
+ WritePropEnum(mScene, p, "SnapOnFrameMode", 0);
+ p.AddP70time("TimeSpanStart", 0); // TODO: animation support
+ p.AddP70time("TimeSpanStop", FBX::SECOND); // TODO: animation support
+ WritePropDouble(mScene, p, "CustomFrameRate", -1.0);
+ p.AddP70("TimeMarker", "Compound", "", ""); // not sure what this is
+ WritePropInt(mScene, p, "CurrentTimeMarker", -1);
+ gs.AddChild(p);
+
+ gs.Dump(outfile, binary, 0);
+}
+
+void FBXExporter::WriteDocuments ()
+{
+ if (!binary) {
+ WriteAsciiSectionHeader("Documents Description");
+ }
+
+ // not sure what the use of multiple documents would be,
+ // or whether any end-application supports it
+ FBX::Node docs("Documents");
+ docs.AddChild("Count", int32_t(1));
+ FBX::Node doc("Document");
+
+ // generate uid
+ int64_t uid = generate_uid();
+ doc.AddProperties(uid, "", "Scene");
+ FBX::Node p("Properties70");
+ p.AddP70("SourceObject", "object", "", ""); // what is this even for?
+ p.AddP70string("ActiveAnimStackName", ""); // should do this properly?
+ doc.AddChild(p);
+
+ // UID for root node in scene hierarchy.
+ // always set to 0 in the case of a single document.
+ // not sure what happens if more than one document exists,
+ // but that won't matter to us as we're exporting a single scene.
+ doc.AddChild("RootNode", int64_t(0));
+
+ docs.AddChild(doc);
+ docs.Dump(outfile, binary, 0);
+}
+
+void FBXExporter::WriteReferences ()
+{
+ if (!binary) {
+ WriteAsciiSectionHeader("Document References");
+ }
+ // always empty for now.
+ // not really sure what this is for.
+ FBX::Node n("References");
+ n.force_has_children = true;
+ n.Dump(outfile, binary, 0);
+}
+
+
+// ---------------------------------------------------------------
+// some internal helper functions used for writing the definitions
+// (before any actual data is written)
+// ---------------------------------------------------------------
+
+size_t count_nodes(const aiNode* n, const aiNode* root) {
+ size_t count;
+ if (n == root) {
+ count = n->mNumMeshes; // (not counting root node)
+ } else if (n->mNumMeshes > 1) {
+ count = n->mNumMeshes + 1;
+ } else {
+ count = 1;
+ }
+ for (size_t i = 0; i < n->mNumChildren; ++i) {
+ count += count_nodes(n->mChildren[i], root);
+ }
+ return count;
+}
+
+bool has_phong_mat(const aiScene* scene)
+{
+ // just search for any material with a shininess exponent
+ for (size_t i = 0; i < scene->mNumMaterials; ++i) {
+ aiMaterial* mat = scene->mMaterials[i];
+ float shininess = 0;
+ mat->Get(AI_MATKEY_SHININESS, shininess);
+ if (shininess > 0) {
+ return true;
+ }
+ }
+ return false;
+}
+
+size_t count_images(const aiScene* scene) {
+ std::unordered_set<std::string> images;
+ aiString texpath;
+ for (size_t i = 0; i < scene->mNumMaterials; ++i) {
+ aiMaterial* mat = scene->mMaterials[i];
+ for (
+ size_t tt = aiTextureType_DIFFUSE;
+ tt < aiTextureType_UNKNOWN;
+ ++tt
+ ){
+ const aiTextureType textype = static_cast<aiTextureType>(tt);
+ const size_t texcount = mat->GetTextureCount(textype);
+ for (unsigned int j = 0; j < texcount; ++j) {
+ mat->GetTexture(textype, j, &texpath);
+ images.insert(std::string(texpath.C_Str()));
+ }
+ }
+ }
+ return images.size();
+}
+
+size_t count_textures(const aiScene* scene) {
+ size_t count = 0;
+ for (size_t i = 0; i < scene->mNumMaterials; ++i) {
+ aiMaterial* mat = scene->mMaterials[i];
+ for (
+ size_t tt = aiTextureType_DIFFUSE;
+ tt < aiTextureType_UNKNOWN;
+ ++tt
+ ){
+ // TODO: handle layered textures
+ if (mat->GetTextureCount(static_cast<aiTextureType>(tt)) > 0) {
+ count += 1;
+ }
+ }
+ }
+ return count;
+}
+
+size_t count_deformers(const aiScene* scene) {
+ size_t count = 0;
+ for (size_t i = 0; i < scene->mNumMeshes; ++i) {
+ const size_t n = scene->mMeshes[i]->mNumBones;
+ if (n) {
+ // 1 main deformer, 1 subdeformer per bone
+ count += n + 1;
+ }
+ }
+ return count;
+}
+
+void FBXExporter::WriteDefinitions ()
+{
+ // basically this is just bookkeeping:
+ // determining how many of each type of object there are
+ // and specifying the base properties to use when otherwise unspecified.
+
+ // ascii section header
+ if (!binary) {
+ WriteAsciiSectionHeader("Object definitions");
+ }
+
+ // we need to count the objects
+ int32_t count;
+ int32_t total_count = 0;
+
+ // and store them
+ std::vector<FBX::Node> object_nodes;
+ FBX::Node n, pt, p;
+
+ // GlobalSettings
+ // this seems to always be here in Maya exports
+ n = FBX::Node("ObjectType", "GlobalSettings");
+ count = 1;
+ n.AddChild("Count", count);
+ object_nodes.push_back(n);
+ total_count += count;
+
+ // AnimationStack / FbxAnimStack
+ // this seems to always be here in Maya exports,
+ // but no harm seems to come of leaving it out.
+ count = mScene->mNumAnimations;
+ if (count) {
+ n = FBX::Node("ObjectType", "AnimationStack");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate", "FbxAnimStack");
+ p = FBX::Node("Properties70");
+ p.AddP70string("Description", "");
+ p.AddP70time("LocalStart", 0);
+ p.AddP70time("LocalStop", 0);
+ p.AddP70time("ReferenceStart", 0);
+ p.AddP70time("ReferenceStop", 0);
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // AnimationLayer / FbxAnimLayer
+ // this seems to always be here in Maya exports,
+ // but no harm seems to come of leaving it out.
+ // Assimp doesn't support animation layers,
+ // so there will be one per aiAnimation
+ count = mScene->mNumAnimations;
+ if (count) {
+ n = FBX::Node("ObjectType", "AnimationLayer");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate", "FBXAnimLayer");
+ p = FBX::Node("Properties70");
+ p.AddP70("Weight", "Number", "", "A", double(100));
+ p.AddP70bool("Mute", 0);
+ p.AddP70bool("Solo", 0);
+ p.AddP70bool("Lock", 0);
+ p.AddP70color("Color", 0.8, 0.8, 0.8);
+ p.AddP70("BlendMode", "enum", "", "", int32_t(0));
+ p.AddP70("RotationAccumulationMode", "enum", "", "", int32_t(0));
+ p.AddP70("ScaleAccumulationMode", "enum", "", "", int32_t(0));
+ p.AddP70("BlendModeBypass", "ULongLong", "", "", int64_t(0));
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // NodeAttribute
+ // this is completely absurd.
+ // there can only be one "NodeAttribute" template,
+ // but FbxSkeleton, FbxCamera, FbxLight all are "NodeAttributes".
+ // so if only one exists we should set the template for that,
+ // otherwise... we just pick one :/.
+ // the others have to set all their properties every instance,
+ // because there's no template.
+ count = 1; // TODO: select properly
+ if (count) {
+ // FbxSkeleton
+ n = FBX::Node("ObjectType", "NodeAttribute");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate", "FbxSkeleton");
+ p = FBX::Node("Properties70");
+ p.AddP70color("Color", 0.8, 0.8, 0.8);
+ p.AddP70double("Size", 33.333333333333);
+ p.AddP70("LimbLength", "double", "Number", "H", double(1));
+ // note: not sure what the "H" flag is for - hidden?
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // Model / FbxNode
+ // <~~ node hierarchy
+ count = int32_t(count_nodes(mScene->mRootNode, mScene->mRootNode));
+ if (count) {
+ n = FBX::Node("ObjectType", "Model");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate", "FbxNode");
+ p = FBX::Node("Properties70");
+ p.AddP70enum("QuaternionInterpolate", 0);
+ p.AddP70vector("RotationOffset", 0.0, 0.0, 0.0);
+ p.AddP70vector("RotationPivot", 0.0, 0.0, 0.0);
+ p.AddP70vector("ScalingOffset", 0.0, 0.0, 0.0);
+ p.AddP70vector("ScalingPivot", 0.0, 0.0, 0.0);
+ p.AddP70bool("TranslationActive", 0);
+ p.AddP70vector("TranslationMin", 0.0, 0.0, 0.0);
+ p.AddP70vector("TranslationMax", 0.0, 0.0, 0.0);
+ p.AddP70bool("TranslationMinX", 0);
+ p.AddP70bool("TranslationMinY", 0);
+ p.AddP70bool("TranslationMinZ", 0);
+ p.AddP70bool("TranslationMaxX", 0);
+ p.AddP70bool("TranslationMaxY", 0);
+ p.AddP70bool("TranslationMaxZ", 0);
+ p.AddP70enum("RotationOrder", 0);
+ p.AddP70bool("RotationSpaceForLimitOnly", 0);
+ p.AddP70double("RotationStiffnessX", 0.0);
+ p.AddP70double("RotationStiffnessY", 0.0);
+ p.AddP70double("RotationStiffnessZ", 0.0);
+ p.AddP70double("AxisLen", 10.0);
+ p.AddP70vector("PreRotation", 0.0, 0.0, 0.0);
+ p.AddP70vector("PostRotation", 0.0, 0.0, 0.0);
+ p.AddP70bool("RotationActive", 0);
+ p.AddP70vector("RotationMin", 0.0, 0.0, 0.0);
+ p.AddP70vector("RotationMax", 0.0, 0.0, 0.0);
+ p.AddP70bool("RotationMinX", 0);
+ p.AddP70bool("RotationMinY", 0);
+ p.AddP70bool("RotationMinZ", 0);
+ p.AddP70bool("RotationMaxX", 0);
+ p.AddP70bool("RotationMaxY", 0);
+ p.AddP70bool("RotationMaxZ", 0);
+ p.AddP70enum("InheritType", 0);
+ p.AddP70bool("ScalingActive", 0);
+ p.AddP70vector("ScalingMin", 0.0, 0.0, 0.0);
+ p.AddP70vector("ScalingMax", 1.0, 1.0, 1.0);
+ p.AddP70bool("ScalingMinX", 0);
+ p.AddP70bool("ScalingMinY", 0);
+ p.AddP70bool("ScalingMinZ", 0);
+ p.AddP70bool("ScalingMaxX", 0);
+ p.AddP70bool("ScalingMaxY", 0);
+ p.AddP70bool("ScalingMaxZ", 0);
+ p.AddP70vector("GeometricTranslation", 0.0, 0.0, 0.0);
+ p.AddP70vector("GeometricRotation", 0.0, 0.0, 0.0);
+ p.AddP70vector("GeometricScaling", 1.0, 1.0, 1.0);
+ p.AddP70double("MinDampRangeX", 0.0);
+ p.AddP70double("MinDampRangeY", 0.0);
+ p.AddP70double("MinDampRangeZ", 0.0);
+ p.AddP70double("MaxDampRangeX", 0.0);
+ p.AddP70double("MaxDampRangeY", 0.0);
+ p.AddP70double("MaxDampRangeZ", 0.0);
+ p.AddP70double("MinDampStrengthX", 0.0);
+ p.AddP70double("MinDampStrengthY", 0.0);
+ p.AddP70double("MinDampStrengthZ", 0.0);
+ p.AddP70double("MaxDampStrengthX", 0.0);
+ p.AddP70double("MaxDampStrengthY", 0.0);
+ p.AddP70double("MaxDampStrengthZ", 0.0);
+ p.AddP70double("PreferedAngleX", 0.0);
+ p.AddP70double("PreferedAngleY", 0.0);
+ p.AddP70double("PreferedAngleZ", 0.0);
+ p.AddP70("LookAtProperty", "object", "", "");
+ p.AddP70("UpVectorProperty", "object", "", "");
+ p.AddP70bool("Show", 1);
+ p.AddP70bool("NegativePercentShapeSupport", 1);
+ p.AddP70int("DefaultAttributeIndex", -1);
+ p.AddP70bool("Freeze", 0);
+ p.AddP70bool("LODBox", 0);
+ p.AddP70(
+ "Lcl Translation", "Lcl Translation", "", "A",
+ double(0), double(0), double(0)
+ );
+ p.AddP70(
+ "Lcl Rotation", "Lcl Rotation", "", "A",
+ double(0), double(0), double(0)
+ );
+ p.AddP70(
+ "Lcl Scaling", "Lcl Scaling", "", "A",
+ double(1), double(1), double(1)
+ );
+ p.AddP70("Visibility", "Visibility", "", "A", double(1));
+ p.AddP70(
+ "Visibility Inheritance", "Visibility Inheritance", "", "",
+ int32_t(1)
+ );
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // Geometry / FbxMesh
+ // <~~ aiMesh
+ count = mScene->mNumMeshes;
+
+ // Blendshapes are considered Geometry
+ int32_t bsDeformerCount=0;
+ for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
+ aiMesh* m = mScene->mMeshes[mi];
+ if (m->mNumAnimMeshes > 0) {
+ count+=m->mNumAnimMeshes;
+ bsDeformerCount+=m->mNumAnimMeshes; // One deformer per blendshape
+ bsDeformerCount++; // Plus one master blendshape deformer
+ }
+ }
+
+ if (count) {
+ n = FBX::Node("ObjectType", "Geometry");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate", "FbxMesh");
+ p = FBX::Node("Properties70");
+ p.AddP70color("Color", 0, 0, 0);
+ p.AddP70vector("BBoxMin", 0, 0, 0);
+ p.AddP70vector("BBoxMax", 0, 0, 0);
+ p.AddP70bool("Primary Visibility", 1);
+ p.AddP70bool("Casts Shadows", 1);
+ p.AddP70bool("Receive Shadows", 1);
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // Material / FbxSurfacePhong, FbxSurfaceLambert, FbxSurfaceMaterial
+ // <~~ aiMaterial
+ // basically if there's any phong material this is defined as phong,
+ // and otherwise lambert.
+ // More complex materials cause a bare-bones FbxSurfaceMaterial definition
+ // and are treated specially, as they're not really supported by FBX.
+ // TODO: support Maya's Stingray PBS material
+ count = mScene->mNumMaterials;
+ if (count) {
+ bool has_phong = has_phong_mat(mScene);
+ n = FBX::Node("ObjectType", "Material");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate");
+ if (has_phong) {
+ pt.AddProperty("FbxSurfacePhong");
+ } else {
+ pt.AddProperty("FbxSurfaceLambert");
+ }
+ p = FBX::Node("Properties70");
+ if (has_phong) {
+ p.AddP70string("ShadingModel", "Phong");
+ } else {
+ p.AddP70string("ShadingModel", "Lambert");
+ }
+ p.AddP70bool("MultiLayer", 0);
+ p.AddP70colorA("EmissiveColor", 0.0, 0.0, 0.0);
+ p.AddP70numberA("EmissiveFactor", 1.0);
+ p.AddP70colorA("AmbientColor", 0.2, 0.2, 0.2);
+ p.AddP70numberA("AmbientFactor", 1.0);
+ p.AddP70colorA("DiffuseColor", 0.8, 0.8, 0.8);
+ p.AddP70numberA("DiffuseFactor", 1.0);
+ p.AddP70vector("Bump", 0.0, 0.0, 0.0);
+ p.AddP70vector("NormalMap", 0.0, 0.0, 0.0);
+ p.AddP70double("BumpFactor", 1.0);
+ p.AddP70colorA("TransparentColor", 0.0, 0.0, 0.0);
+ p.AddP70numberA("TransparencyFactor", 0.0);
+ p.AddP70color("DisplacementColor", 0.0, 0.0, 0.0);
+ p.AddP70double("DisplacementFactor", 1.0);
+ p.AddP70color("VectorDisplacementColor", 0.0, 0.0, 0.0);
+ p.AddP70double("VectorDisplacementFactor", 1.0);
+ if (has_phong) {
+ p.AddP70colorA("SpecularColor", 0.2, 0.2, 0.2);
+ p.AddP70numberA("SpecularFactor", 1.0);
+ p.AddP70numberA("ShininessExponent", 20.0);
+ p.AddP70colorA("ReflectionColor", 0.0, 0.0, 0.0);
+ p.AddP70numberA("ReflectionFactor", 1.0);
+ }
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // Video / FbxVideo
+ // one for each image file.
+ count = int32_t(count_images(mScene));
+ if (count) {
+ n = FBX::Node("ObjectType", "Video");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate", "FbxVideo");
+ p = FBX::Node("Properties70");
+ p.AddP70bool("ImageSequence", 0);
+ p.AddP70int("ImageSequenceOffset", 0);
+ p.AddP70double("FrameRate", 0.0);
+ p.AddP70int("LastFrame", 0);
+ p.AddP70int("Width", 0);
+ p.AddP70int("Height", 0);
+ p.AddP70("Path", "KString", "XRefUrl", "", "");
+ p.AddP70int("StartFrame", 0);
+ p.AddP70int("StopFrame", 0);
+ p.AddP70double("PlaySpeed", 0.0);
+ p.AddP70time("Offset", 0);
+ p.AddP70enum("InterlaceMode", 0);
+ p.AddP70bool("FreeRunning", 0);
+ p.AddP70bool("Loop", 0);
+ p.AddP70enum("AccessMode", 0);
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // Texture / FbxFileTexture
+ // <~~ aiTexture
+ count = int32_t(count_textures(mScene));
+ if (count) {
+ n = FBX::Node("ObjectType", "Texture");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate", "FbxFileTexture");
+ p = FBX::Node("Properties70");
+ p.AddP70enum("TextureTypeUse", 0);
+ p.AddP70numberA("Texture alpha", 1.0);
+ p.AddP70enum("CurrentMappingType", 0);
+ p.AddP70enum("WrapModeU", 0);
+ p.AddP70enum("WrapModeV", 0);
+ p.AddP70bool("UVSwap", 0);
+ p.AddP70bool("PremultiplyAlpha", 1);
+ p.AddP70vectorA("Translation", 0.0, 0.0, 0.0);
+ p.AddP70vectorA("Rotation", 0.0, 0.0, 0.0);
+ p.AddP70vectorA("Scaling", 1.0, 1.0, 1.0);
+ p.AddP70vector("TextureRotationPivot", 0.0, 0.0, 0.0);
+ p.AddP70vector("TextureScalingPivot", 0.0, 0.0, 0.0);
+ p.AddP70enum("CurrentTextureBlendMode", 1);
+ p.AddP70string("UVSet", "default");
+ p.AddP70bool("UseMaterial", 0);
+ p.AddP70bool("UseMipMap", 0);
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // AnimationCurveNode / FbxAnimCurveNode
+ count = mScene->mNumAnimations * 3;
+ if (count) {
+ n = FBX::Node("ObjectType", "AnimationCurveNode");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate", "FbxAnimCurveNode");
+ p = FBX::Node("Properties70");
+ p.AddP70("d", "Compound", "", "");
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // AnimationCurve / FbxAnimCurve
+ count = mScene->mNumAnimations * 9;
+ if (count) {
+ n = FBX::Node("ObjectType", "AnimationCurve");
+ n.AddChild("Count", count);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // Pose
+ count = 0;
+ for (size_t i = 0; i < mScene->mNumMeshes; ++i) {
+ aiMesh* mesh = mScene->mMeshes[i];
+ if (mesh->HasBones()) { ++count; }
+ }
+ if (count) {
+ n = FBX::Node("ObjectType", "Pose");
+ n.AddChild("Count", count);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // Deformer
+ count = int32_t(count_deformers(mScene))+bsDeformerCount;
+ if (count) {
+ n = FBX::Node("ObjectType", "Deformer");
+ n.AddChild("Count", count);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // (template)
+ count = 0;
+ if (count) {
+ n = FBX::Node("ObjectType", "");
+ n.AddChild("Count", count);
+ pt = FBX::Node("PropertyTemplate", "");
+ p = FBX::Node("Properties70");
+ pt.AddChild(p);
+ n.AddChild(pt);
+ object_nodes.push_back(n);
+ total_count += count;
+ }
+
+ // now write it all
+ FBX::Node defs("Definitions");
+ defs.AddChild("Version", int32_t(100));
+ defs.AddChild("Count", int32_t(total_count));
+ for (auto &on : object_nodes) {
+ defs.AddChild(on);
+ }
+ defs.Dump(outfile, binary, 0);
+}
+
+
+// -------------------------------------------------------------------
+// some internal helper functions used for writing the objects section
+// (which holds the actual data)
+// -------------------------------------------------------------------
+
+aiNode* get_node_for_mesh(unsigned int meshIndex, aiNode* node)
+{
+ for (size_t i = 0; i < node->mNumMeshes; ++i) {
+ if (node->mMeshes[i] == meshIndex) {
+ return node;
+ }
+ }
+ for (size_t i = 0; i < node->mNumChildren; ++i) {
+ aiNode* ret = get_node_for_mesh(meshIndex, node->mChildren[i]);
+ if (ret) { return ret; }
+ }
+ return nullptr;
+}
+
+aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene)
+{
+ std::vector<const aiNode*> node_chain;
+ while (node != scene->mRootNode) {
+ node_chain.push_back(node);
+ node = node->mParent;
+ }
+ aiMatrix4x4 transform;
+ for (auto n = node_chain.rbegin(); n != node_chain.rend(); ++n) {
+ transform *= (*n)->mTransformation;
+ }
+ return transform;
+}
+
+int64_t to_ktime(double ticks, const aiAnimation* anim) {
+ if (anim->mTicksPerSecond <= 0) {
+ return static_cast<int64_t>(ticks) * FBX::SECOND;
+ }
+ return (static_cast<int64_t>(ticks) / static_cast<int64_t>(anim->mTicksPerSecond)) * FBX::SECOND;
+}
+
+int64_t to_ktime(double time) {
+ return (static_cast<int64_t>(time * FBX::SECOND));
+}
+
+void FBXExporter::WriteObjects ()
+{
+ if (!binary) {
+ WriteAsciiSectionHeader("Object properties");
+ }
+ // numbers should match those given in definitions! make sure to check
+ StreamWriterLE outstream(outfile);
+ FBX::Node object_node("Objects");
+ int indent = 0;
+ object_node.Begin(outstream, binary, indent);
+ object_node.EndProperties(outstream, binary, indent);
+ object_node.BeginChildren(outstream, binary, indent);
+
+ bool bJoinIdenticalVertices = mProperties->GetPropertyBool("bJoinIdenticalVertices", true);
+ std::vector<std::vector<int32_t>> vVertexIndice;//save vertex_indices as it is needed later
+
+ // geometry (aiMesh)
+ mesh_uids.clear();
+ indent = 1;
+ for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
+ // it's all about this mesh
+ aiMesh* m = mScene->mMeshes[mi];
+
+ // start the node record
+ FBX::Node n("Geometry");
+ int64_t uid = generate_uid();
+ mesh_uids.push_back(uid);
+ n.AddProperty(uid);
+ n.AddProperty(FBX::SEPARATOR + "Geometry");
+ n.AddProperty("Mesh");
+ n.Begin(outstream, binary, indent);
+ n.DumpProperties(outstream, binary, indent);
+ n.EndProperties(outstream, binary, indent);
+ n.BeginChildren(outstream, binary, indent);
+ indent = 2;
+
+ // output vertex data - each vertex should be unique (probably)
+ std::vector<double> flattened_vertices;
+ // index of original vertex in vertex data vector
+ std::vector<int32_t> vertex_indices;
+ // map of vertex value to its index in the data vector
+ std::map<aiVector3D,size_t> index_by_vertex_value;
+ if(bJoinIdenticalVertices){
+ int32_t index = 0;
+ for (size_t vi = 0; vi < m->mNumVertices; ++vi) {
+ aiVector3D vtx = m->mVertices[vi];
+ auto elem = index_by_vertex_value.find(vtx);
+ if (elem == index_by_vertex_value.end()) {
+ vertex_indices.push_back(index);
+ index_by_vertex_value[vtx] = index;
+ flattened_vertices.push_back(vtx[0]);
+ flattened_vertices.push_back(vtx[1]);
+ flattened_vertices.push_back(vtx[2]);
+ ++index;
+ } else {
+ vertex_indices.push_back(int32_t(elem->second));
+ }
+ }
+ }
+ else { // do not join vertex, respect the export flag
+ vertex_indices.resize(m->mNumVertices);
+ std::iota(vertex_indices.begin(), vertex_indices.end(), 0);
+ for(unsigned int v = 0; v < m->mNumVertices; ++ v) {
+ aiVector3D vtx = m->mVertices[v];
+ flattened_vertices.push_back(vtx.x);
+ flattened_vertices.push_back(vtx.y);
+ flattened_vertices.push_back(vtx.z);
+ }
+ }
+ vVertexIndice.push_back(vertex_indices);
+
+ FBX::Node::WritePropertyNode(
+ "Vertices", flattened_vertices, outstream, binary, indent
+ );
+
+ // output polygon data as a flattened array of vertex indices.
+ // the last vertex index of each polygon is negated and - 1
+ std::vector<int32_t> polygon_data;
+ for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
+ const aiFace &f = m->mFaces[fi];
+ for (size_t pvi = 0; pvi < f.mNumIndices - 1; ++pvi) {
+ polygon_data.push_back(vertex_indices[f.mIndices[pvi]]);
+ }
+ polygon_data.push_back(
+ -1 - vertex_indices[f.mIndices[f.mNumIndices-1]]
+ );
+ }
+ FBX::Node::WritePropertyNode(
+ "PolygonVertexIndex", polygon_data, outstream, binary, indent
+ );
+
+ // here could be edges but they're insane.
+ // it's optional anyway, so let's ignore it.
+
+ FBX::Node::WritePropertyNode(
+ "GeometryVersion", int32_t(124), outstream, binary, indent
+ );
+
+ // normals, if any
+ if (m->HasNormals()) {
+ FBX::Node normals("LayerElementNormal", int32_t(0));
+ normals.Begin(outstream, binary, indent);
+ normals.DumpProperties(outstream, binary, indent);
+ normals.EndProperties(outstream, binary, indent);
+ normals.BeginChildren(outstream, binary, indent);
+ indent = 3;
+ FBX::Node::WritePropertyNode(
+ "Version", int32_t(101), outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "Name", "", outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "MappingInformationType", "ByPolygonVertex",
+ outstream, binary, indent
+ );
+ // TODO: vertex-normals or indexed normals when appropriate
+ FBX::Node::WritePropertyNode(
+ "ReferenceInformationType", "Direct",
+ outstream, binary, indent
+ );
+ std::vector<double> normal_data;
+ normal_data.reserve(3 * polygon_data.size());
+ for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
+ const aiFace &f = m->mFaces[fi];
+ for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
+ const aiVector3D &curN = m->mNormals[f.mIndices[pvi]];
+ normal_data.push_back(curN.x);
+ normal_data.push_back(curN.y);
+ normal_data.push_back(curN.z);
+ }
+ }
+ FBX::Node::WritePropertyNode(
+ "Normals", normal_data, outstream, binary, indent
+ );
+ // note: version 102 has a NormalsW also... not sure what it is,
+ // so we can stick with version 101 for now.
+ indent = 2;
+ normals.End(outstream, binary, indent, true);
+ }
+
+ // colors, if any
+ // TODO only one color channel currently
+ const int32_t colorChannelIndex = 0;
+ if (m->HasVertexColors(colorChannelIndex)) {
+ FBX::Node vertexcolors("LayerElementColor", int32_t(colorChannelIndex));
+ vertexcolors.Begin(outstream, binary, indent);
+ vertexcolors.DumpProperties(outstream, binary, indent);
+ vertexcolors.EndProperties(outstream, binary, indent);
+ vertexcolors.BeginChildren(outstream, binary, indent);
+ indent = 3;
+ FBX::Node::WritePropertyNode(
+ "Version", int32_t(101), outstream, binary, indent
+ );
+ char layerName[8];
+ sprintf(layerName, "COLOR_%d", colorChannelIndex);
+ FBX::Node::WritePropertyNode(
+ "Name", (const char*)layerName, outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "MappingInformationType", "ByPolygonVertex",
+ outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "ReferenceInformationType", "Direct",
+ outstream, binary, indent
+ );
+ std::vector<double> color_data;
+ color_data.reserve(4 * polygon_data.size());
+ for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
+ const aiFace &f = m->mFaces[fi];
+ for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
+ const aiColor4D &c = m->mColors[colorChannelIndex][f.mIndices[pvi]];
+ color_data.push_back(c.r);
+ color_data.push_back(c.g);
+ color_data.push_back(c.b);
+ color_data.push_back(c.a);
+ }
+ }
+ FBX::Node::WritePropertyNode(
+ "Colors", color_data, outstream, binary, indent
+ );
+ indent = 2;
+ vertexcolors.End(outstream, binary, indent, true);
+ }
+
+ // uvs, if any
+ for (size_t uvi = 0; uvi < m->GetNumUVChannels(); ++uvi) {
+ if (m->mNumUVComponents[uvi] > 2) {
+ // FBX only supports 2-channel UV maps...
+ // or at least i'm not sure how to indicate a different number
+ std::stringstream err;
+ err << "Only 2-channel UV maps supported by FBX,";
+ err << " but mesh " << mi;
+ if (m->mName.length) {
+ err << " (" << m->mName.C_Str() << ")";
+ }
+ err << " UV map " << uvi;
+ err << " has " << m->mNumUVComponents[uvi];
+ err << " components! Data will be preserved,";
+ err << " but may be incorrectly interpreted on load.";
+ ASSIMP_LOG_WARN(err.str());
+ }
+ FBX::Node uv("LayerElementUV", int32_t(uvi));
+ uv.Begin(outstream, binary, indent);
+ uv.DumpProperties(outstream, binary, indent);
+ uv.EndProperties(outstream, binary, indent);
+ uv.BeginChildren(outstream, binary, indent);
+ indent = 3;
+ FBX::Node::WritePropertyNode(
+ "Version", int32_t(101), outstream, binary, indent
+ );
+ // it doesn't seem like assimp keeps the uv map name,
+ // so just leave it blank.
+ FBX::Node::WritePropertyNode(
+ "Name", "", outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "MappingInformationType", "ByPolygonVertex",
+ outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "ReferenceInformationType", "IndexToDirect",
+ outstream, binary, indent
+ );
+
+ std::vector<double> uv_data;
+ std::vector<int32_t> uv_indices;
+ std::map<aiVector3D,int32_t> index_by_uv;
+ int32_t index = 0;
+ for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
+ const aiFace &f = m->mFaces[fi];
+ for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
+ const aiVector3D &curUv =
+ m->mTextureCoords[uvi][f.mIndices[pvi]];
+ auto elem = index_by_uv.find(curUv);
+ if (elem == index_by_uv.end()) {
+ index_by_uv[curUv] = index;
+ uv_indices.push_back(index);
+ for (unsigned int x = 0; x < m->mNumUVComponents[uvi]; ++x) {
+ uv_data.push_back(curUv[x]);
+ }
+ ++index;
+ } else {
+ uv_indices.push_back(elem->second);
+ }
+ }
+ }
+ FBX::Node::WritePropertyNode(
+ "UV", uv_data, outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "UVIndex", uv_indices, outstream, binary, indent
+ );
+ indent = 2;
+ uv.End(outstream, binary, indent, true);
+ }
+
+ // i'm not really sure why this material section exists,
+ // as the material is linked via "Connections".
+ // it seems to always have the same "0" value.
+ FBX::Node mat("LayerElementMaterial", int32_t(0));
+ mat.AddChild("Version", int32_t(101));
+ mat.AddChild("Name", "");
+ mat.AddChild("MappingInformationType", "AllSame");
+ mat.AddChild("ReferenceInformationType", "IndexToDirect");
+ std::vector<int32_t> mat_indices = {0};
+ mat.AddChild("Materials", mat_indices);
+ mat.Dump(outstream, binary, indent);
+
+ // finally we have the layer specifications,
+ // which select the normals / UV set / etc to use.
+ // TODO: handle multiple uv sets correctly?
+ FBX::Node layer("Layer", int32_t(0));
+ layer.AddChild("Version", int32_t(100));
+ FBX::Node le("LayerElement");
+ le.AddChild("Type", "LayerElementNormal");
+ le.AddChild("TypedIndex", int32_t(0));
+ layer.AddChild(le);
+ // TODO only 1 color channel currently
+ le = FBX::Node("LayerElement");
+ le.AddChild("Type", "LayerElementColor");
+ le.AddChild("TypedIndex", int32_t(0));
+ layer.AddChild(le);
+ le = FBX::Node("LayerElement");
+ le.AddChild("Type", "LayerElementMaterial");
+ le.AddChild("TypedIndex", int32_t(0));
+ layer.AddChild(le);
+ le = FBX::Node("LayerElement");
+ le.AddChild("Type", "LayerElementUV");
+ le.AddChild("TypedIndex", int32_t(0));
+ layer.AddChild(le);
+ layer.Dump(outstream, binary, indent);
+
+ for(unsigned int lr = 1; lr < m->GetNumUVChannels(); ++ lr)
+ {
+ FBX::Node layerExtra("Layer", int32_t(lr));
+ layerExtra.AddChild("Version", int32_t(100));
+ FBX::Node leExtra("LayerElement");
+ leExtra.AddChild("Type", "LayerElementUV");
+ leExtra.AddChild("TypedIndex", int32_t(lr));
+ layerExtra.AddChild(leExtra);
+ layerExtra.Dump(outstream, binary, indent);
+ }
+ // finish the node record
+ indent = 1;
+ n.End(outstream, binary, indent, true);
+ }
+
+
+ // aiMaterial
+ material_uids.clear();
+ for (size_t i = 0; i < mScene->mNumMaterials; ++i) {
+ // it's all about this material
+ aiMaterial* m = mScene->mMaterials[i];
+
+ // these are used to receive material data
+ float f; aiColor3D c;
+
+ // start the node record
+ FBX::Node n("Material");
+
+ int64_t uid = generate_uid();
+ material_uids.push_back(uid);
+ n.AddProperty(uid);
+
+ aiString name;
+ m->Get(AI_MATKEY_NAME, name);
+ n.AddProperty(name.C_Str() + FBX::SEPARATOR + "Material");
+
+ n.AddProperty("");
+
+ n.AddChild("Version", int32_t(102));
+ f = 0;
+ m->Get(AI_MATKEY_SHININESS, f);
+ bool phong = (f > 0);
+ if (phong) {
+ n.AddChild("ShadingModel", "phong");
+ } else {
+ n.AddChild("ShadingModel", "lambert");
+ }
+ n.AddChild("MultiLayer", int32_t(0));
+
+ FBX::Node p("Properties70");
+
+ // materials exported using the FBX SDK have two sets of fields.
+ // there are the properties specified in the PropertyTemplate,
+ // which are those supported by the modernFBX SDK,
+ // and an extra set of properties with simpler names.
+ // The extra properties are a legacy material system from pre-2009.
+ //
+ // In the modern system, each property has "color" and "factor".
+ // Generally the interpretation of these seems to be
+ // that the colour is multiplied by the factor before use,
+ // but this is not always clear-cut.
+ //
+ // Usually assimp only stores the colour,
+ // so we can just leave the factors at the default "1.0".
+
+ // first we can export the "standard" properties
+ if (m->Get(AI_MATKEY_COLOR_AMBIENT, c) == aiReturn_SUCCESS) {
+ p.AddP70colorA("AmbientColor", c.r, c.g, c.b);
+ //p.AddP70numberA("AmbientFactor", 1.0);
+ }
+ if (m->Get(AI_MATKEY_COLOR_DIFFUSE, c) == aiReturn_SUCCESS) {
+ p.AddP70colorA("DiffuseColor", c.r, c.g, c.b);
+ //p.AddP70numberA("DiffuseFactor", 1.0);
+ }
+ if (m->Get(AI_MATKEY_COLOR_TRANSPARENT, c) == aiReturn_SUCCESS) {
+ // "TransparentColor" / "TransparencyFactor"...
+ // thanks FBX, for your insightful interpretation of consistency
+ p.AddP70colorA("TransparentColor", c.r, c.g, c.b);
+ // TransparencyFactor defaults to 0.0, so set it to 1.0.
+ // note: Maya always sets this to 1.0,
+ // so we can't use it sensibly as "Opacity".
+ // In stead we rely on the legacy "Opacity" value, below.
+ // Blender also relies on "Opacity" not "TransparencyFactor",
+ // probably for a similar reason.
+ p.AddP70numberA("TransparencyFactor", 1.0);
+ }
+ if (m->Get(AI_MATKEY_COLOR_REFLECTIVE, c) == aiReturn_SUCCESS) {
+ p.AddP70colorA("ReflectionColor", c.r, c.g, c.b);
+ }
+ if (m->Get(AI_MATKEY_REFLECTIVITY, f) == aiReturn_SUCCESS) {
+ p.AddP70numberA("ReflectionFactor", f);
+ }
+ if (phong) {
+ if (m->Get(AI_MATKEY_COLOR_SPECULAR, c) == aiReturn_SUCCESS) {
+ p.AddP70colorA("SpecularColor", c.r, c.g, c.b);
+ }
+ if (m->Get(AI_MATKEY_SHININESS_STRENGTH, f) == aiReturn_SUCCESS) {
+ p.AddP70numberA("ShininessFactor", f);
+ }
+ if (m->Get(AI_MATKEY_SHININESS, f) == aiReturn_SUCCESS) {
+ p.AddP70numberA("ShininessExponent", f);
+ }
+ if (m->Get(AI_MATKEY_REFLECTIVITY, f) == aiReturn_SUCCESS) {
+ p.AddP70numberA("ReflectionFactor", f);
+ }
+ }
+
+ // Now the legacy system.
+ // For safety let's include it.
+ // thrse values don't exist in the property template,
+ // and usually are completely ignored when loading.
+ // One notable exception is the "Opacity" property,
+ // which Blender uses as (1.0 - alpha).
+ c.r = 0.0f; c.g = 0.0f; c.b = 0.0f;
+ m->Get(AI_MATKEY_COLOR_EMISSIVE, c);
+ p.AddP70vector("Emissive", c.r, c.g, c.b);
+ c.r = 0.2f; c.g = 0.2f; c.b = 0.2f;
+ m->Get(AI_MATKEY_COLOR_AMBIENT, c);
+ p.AddP70vector("Ambient", c.r, c.g, c.b);
+ c.r = 0.8f; c.g = 0.8f; c.b = 0.8f;
+ m->Get(AI_MATKEY_COLOR_DIFFUSE, c);
+ p.AddP70vector("Diffuse", c.r, c.g, c.b);
+ // The FBX SDK determines "Opacity" from transparency colour (RGB)
+ // and factor (F) as: O = (1.0 - F * ((R + G + B) / 3)).
+ // However we actually have an opacity value,
+ // so we should take it from AI_MATKEY_OPACITY if possible.
+ // It might make more sense to use TransparencyFactor,
+ // but Blender actually loads "Opacity" correctly, so let's use it.
+ f = 1.0f;
+ if (m->Get(AI_MATKEY_COLOR_TRANSPARENT, c) == aiReturn_SUCCESS) {
+ f = 1.0f - ((c.r + c.g + c.b) / 3.0f);
+ }
+ m->Get(AI_MATKEY_OPACITY, f);
+ p.AddP70double("Opacity", f);
+ if (phong) {
+ // specular color is multiplied by shininess_strength
+ c.r = 0.2f; c.g = 0.2f; c.b = 0.2f;
+ m->Get(AI_MATKEY_COLOR_SPECULAR, c);
+ f = 1.0f;
+ m->Get(AI_MATKEY_SHININESS_STRENGTH, f);
+ p.AddP70vector("Specular", f*c.r, f*c.g, f*c.b);
+ f = 20.0f;
+ m->Get(AI_MATKEY_SHININESS, f);
+ p.AddP70double("Shininess", f);
+ // Legacy "Reflectivity" is F*F*((R+G+B)/3),
+ // where F is the proportion of light reflected (AKA reflectivity),
+ // and RGB is the reflective colour of the material.
+ // No idea why, but we might as well set it the same way.
+ f = 0.0f;
+ m->Get(AI_MATKEY_REFLECTIVITY, f);
+ c.r = 1.0f, c.g = 1.0f, c.b = 1.0f;
+ m->Get(AI_MATKEY_COLOR_REFLECTIVE, c);
+ p.AddP70double("Reflectivity", f*f*((c.r+c.g+c.b)/3.0));
+ }
+
+ n.AddChild(p);
+
+ n.Dump(outstream, binary, indent);
+ }
+
+ // we need to look up all the images we're using,
+ // so we can generate uids, and eliminate duplicates.
+ std::map<std::string, int64_t> uid_by_image;
+ for (size_t i = 0; i < mScene->mNumMaterials; ++i) {
+ aiString texpath;
+ aiMaterial* mat = mScene->mMaterials[i];
+ for (
+ size_t tt = aiTextureType_DIFFUSE;
+ tt < aiTextureType_UNKNOWN;
+ ++tt
+ ){
+ const aiTextureType textype = static_cast<aiTextureType>(tt);
+ const size_t texcount = mat->GetTextureCount(textype);
+ for (size_t j = 0; j < texcount; ++j) {
+ mat->GetTexture(textype, (unsigned int)j, &texpath);
+ const std::string texstring = texpath.C_Str();
+ auto elem = uid_by_image.find(texstring);
+ if (elem == uid_by_image.end()) {
+ uid_by_image[texstring] = generate_uid();
+ }
+ }
+ }
+ }
+
+ // FbxVideo - stores images used by textures.
+ for (const auto &it : uid_by_image) {
+ FBX::Node n("Video");
+ const int64_t& uid = it.second;
+ const std::string name = ""; // TODO: ... name???
+ n.AddProperties(uid, name + FBX::SEPARATOR + "Video", "Clip");
+ n.AddChild("Type", "Clip");
+ FBX::Node p("Properties70");
+ // TODO: get full path... relative path... etc... ugh...
+ // for now just use the same path for everything,
+ // and hopefully one of them will work out.
+ std::string path = it.first;
+ // try get embedded texture
+ const aiTexture* embedded_texture = mScene->GetEmbeddedTexture(it.first.c_str());
+ if (embedded_texture != nullptr) {
+ // change the path (use original filename, if available. If name is empty, concatenate texture index with file extension)
+ std::stringstream newPath;
+ if (embedded_texture->mFilename.length > 0) {
+ newPath << embedded_texture->mFilename.C_Str();
+ } else if (embedded_texture->achFormatHint[0]) {
+ int texture_index = std::stoi(path.substr(1, path.size() - 1));
+ newPath << texture_index << "." << embedded_texture->achFormatHint;
+ }
+ path = newPath.str();
+ // embed the texture
+ size_t texture_size = static_cast<size_t>(embedded_texture->mWidth * std::max(embedded_texture->mHeight, 1u));
+ if (binary) {
+ // embed texture as binary data
+ std::vector<uint8_t> tex_data;
+ tex_data.resize(texture_size);
+ memcpy(&tex_data[0], (char*)embedded_texture->pcData, texture_size);
+ n.AddChild("Content", tex_data);
+ } else {
+ // embed texture in base64 encoding
+ std::string encoded_texture = FBX::Util::EncodeBase64((char*)embedded_texture->pcData, texture_size);
+ n.AddChild("Content", encoded_texture);
+ }
+ }
+ p.AddP70("Path", "KString", "XRefUrl", "", path);
+ n.AddChild(p);
+ n.AddChild("UseMipMap", int32_t(0));
+ n.AddChild("Filename", path);
+ n.AddChild("RelativeFilename", path);
+ n.Dump(outstream, binary, indent);
+ }
+
+ // Textures
+ // referenced by material_index/texture_type pairs.
+ std::map<std::pair<size_t,size_t>,int64_t> texture_uids;
+ const std::map<aiTextureType,std::string> prop_name_by_tt = {
+ {aiTextureType_DIFFUSE, "DiffuseColor"},
+ {aiTextureType_SPECULAR, "SpecularColor"},
+ {aiTextureType_AMBIENT, "AmbientColor"},
+ {aiTextureType_EMISSIVE, "EmissiveColor"},
+ {aiTextureType_HEIGHT, "Bump"},
+ {aiTextureType_NORMALS, "NormalMap"},
+ {aiTextureType_SHININESS, "ShininessExponent"},
+ {aiTextureType_OPACITY, "TransparentColor"},
+ {aiTextureType_DISPLACEMENT, "DisplacementColor"},
+ //{aiTextureType_LIGHTMAP, "???"},
+ {aiTextureType_REFLECTION, "ReflectionColor"}
+ //{aiTextureType_UNKNOWN, ""}
+ };
+ for (size_t i = 0; i < mScene->mNumMaterials; ++i) {
+ // textures are attached to materials
+ aiMaterial* mat = mScene->mMaterials[i];
+ int64_t material_uid = material_uids[i];
+
+ for (
+ size_t j = aiTextureType_DIFFUSE;
+ j < aiTextureType_UNKNOWN;
+ ++j
+ ) {
+ const aiTextureType tt = static_cast<aiTextureType>(j);
+ size_t n = mat->GetTextureCount(tt);
+
+ if (n < 1) { // no texture of this type
+ continue;
+ }
+
+ if (n > 1) {
+ // TODO: multilayer textures
+ std::stringstream err;
+ err << "Multilayer textures not supported (for now),";
+ err << " skipping texture type " << j;
+ err << " of material " << i;
+ ASSIMP_LOG_WARN(err.str());
+ }
+
+ // get image path for this (single-image) texture
+ aiString tpath;
+ if (mat->GetTexture(tt, 0, &tpath) != aiReturn_SUCCESS) {
+ std::stringstream err;
+ err << "Failed to get texture 0 for texture of type " << tt;
+ err << " on material " << i;
+ err << ", however GetTextureCount returned 1.";
+ throw DeadlyExportError(err.str());
+ }
+ const std::string texture_path(tpath.C_Str());
+
+ // get connected image uid
+ auto elem = uid_by_image.find(texture_path);
+ if (elem == uid_by_image.end()) {
+ // this should never happen
+ std::stringstream err;
+ err << "Failed to find video element for texture with path";
+ err << " \"" << texture_path << "\"";
+ err << ", type " << j << ", material " << i;
+ throw DeadlyExportError(err.str());
+ }
+ const int64_t image_uid = elem->second;
+
+ // get the name of the material property to connect to
+ auto elem2 = prop_name_by_tt.find(tt);
+ if (elem2 == prop_name_by_tt.end()) {
+ // don't know how to handle this type of texture,
+ // so skip it.
+ std::stringstream err;
+ err << "Not sure how to handle texture of type " << j;
+ err << " on material " << i;
+ err << ", skipping...";
+ ASSIMP_LOG_WARN(err.str());
+ continue;
+ }
+ const std::string& prop_name = elem2->second;
+
+ // generate a uid for this texture
+ const int64_t texture_uid = generate_uid();
+
+ // link the texture to the material
+ connections.emplace_back(
+ "C", "OP", texture_uid, material_uid, prop_name
+ );
+
+ // link the image data to the texture
+ connections.emplace_back("C", "OO", image_uid, texture_uid);
+
+ aiUVTransform trafo;
+ unsigned int max = sizeof(aiUVTransform);
+ aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE, 0), (ai_real *)&trafo, &max);
+
+ // now write the actual texture node
+ FBX::Node tnode("Texture");
+ // TODO: some way to determine texture name?
+ const std::string texture_name = "" + FBX::SEPARATOR + "Texture";
+ tnode.AddProperties(texture_uid, texture_name, "");
+ // there really doesn't seem to be a better type than this:
+ tnode.AddChild("Type", "TextureVideoClip");
+ tnode.AddChild("Version", int32_t(202));
+ tnode.AddChild("TextureName", texture_name);
+ FBX::Node p("Properties70");
+ p.AddP70vectorA("Translation", trafo.mTranslation[0], trafo.mTranslation[1], 0.0);
+ p.AddP70vectorA("Rotation", 0, 0, trafo.mRotation);
+ p.AddP70vectorA("Scaling", trafo.mScaling[0], trafo.mScaling[1], 0.0);
+ p.AddP70enum("CurrentTextureBlendMode", 0); // TODO: verify
+ //p.AddP70string("UVSet", ""); // TODO: how should this work?
+ p.AddP70bool("UseMaterial", 1);
+ tnode.AddChild(p);
+ // can't easily determine which texture path will be correct,
+ // so just store what we have in every field.
+ // these being incorrect is a common problem with FBX anyway.
+ tnode.AddChild("FileName", texture_path);
+ tnode.AddChild("RelativeFilename", texture_path);
+ tnode.AddChild("ModelUVTranslation", double(0.0), double(0.0));
+ tnode.AddChild("ModelUVScaling", double(1.0), double(1.0));
+ tnode.AddChild("Texture_Alpha_Source", "None");
+ tnode.AddChild(
+ "Cropping", int32_t(0), int32_t(0), int32_t(0), int32_t(0)
+ );
+ tnode.Dump(outstream, binary, indent);
+ }
+ }
+
+ // Blendshapes, if any
+ for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
+ const aiMesh* m = mScene->mMeshes[mi];
+ if (m->mNumAnimMeshes == 0) {
+ continue;
+ }
+ // make a deformer for this mesh
+ int64_t deformer_uid = generate_uid();
+ FBX::Node dnode("Deformer");
+ dnode.AddProperties(deformer_uid, m->mName.data + FBX::SEPARATOR + "Blendshapes", "BlendShape");
+ dnode.AddChild("Version", int32_t(101));
+ dnode.Dump(outstream, binary, indent);
+ // connect it
+ connections.emplace_back("C", "OO", deformer_uid, mesh_uids[mi]);
+ std::vector<int32_t> vertex_indices = vVertexIndice[mi];
+
+ for (unsigned int am = 0; am < m->mNumAnimMeshes; ++am) {
+ aiAnimMesh *pAnimMesh = m->mAnimMeshes[am];
+ std::string blendshape_name = pAnimMesh->mName.data;
+
+ // start the node record
+ FBX::Node bsnode("Geometry");
+ int64_t blendshape_uid = generate_uid();
+ mesh_uids.push_back(blendshape_uid);
+ bsnode.AddProperty(blendshape_uid);
+ bsnode.AddProperty(blendshape_name + FBX::SEPARATOR + "Blendshape");
+ bsnode.AddProperty("Shape");
+ bsnode.AddChild("Version", int32_t(100));
+ bsnode.Begin(outstream, binary, indent);
+ bsnode.DumpProperties(outstream, binary, indent);
+ bsnode.EndProperties(outstream, binary, indent);
+ bsnode.BeginChildren(outstream, binary, indent);
+ indent++;
+ if (pAnimMesh->HasPositions()) {
+ std::vector<int32_t>shape_indices;
+ std::vector<double>pPositionDiff;
+ std::vector<double>pNormalDiff;
+
+ for (unsigned int vt = 0; vt < vertex_indices.size(); ++vt) {
+ aiVector3D pDiff = (pAnimMesh->mVertices[vertex_indices[vt]] - m->mVertices[vertex_indices[vt]]);
+ if(pDiff.Length()>1e-8){
+ shape_indices.push_back(vertex_indices[vt]);
+ pPositionDiff.push_back(pDiff[0]);
+ pPositionDiff.push_back(pDiff[1]);
+ pPositionDiff.push_back(pDiff[2]);
+
+ if (pAnimMesh->HasNormals()) {
+ aiVector3D nDiff = (pAnimMesh->mNormals[vertex_indices[vt]] - m->mNormals[vertex_indices[vt]]);
+ pNormalDiff.push_back(nDiff[0]);
+ pNormalDiff.push_back(nDiff[1]);
+ pNormalDiff.push_back(nDiff[2]);
+ }
+ }
+ }
+
+ FBX::Node::WritePropertyNode(
+ "Indexes", shape_indices, outstream, binary, indent
+ );
+
+ FBX::Node::WritePropertyNode(
+ "Vertices", pPositionDiff, outstream, binary, indent
+ );
+
+ if (pNormalDiff.size()>0) {
+ FBX::Node::WritePropertyNode(
+ "Normals", pNormalDiff, outstream, binary, indent
+ );
+ }
+ }
+ indent--;
+ bsnode.End(outstream, binary, indent, true);
+
+ // Add blendshape Channel Deformer
+ FBX::Node sdnode("Deformer");
+ const int64_t blendchannel_uid = generate_uid();
+ sdnode.AddProperties(
+ blendchannel_uid, blendshape_name + FBX::SEPARATOR + "SubDeformer", "BlendShapeChannel"
+ );
+ sdnode.AddChild("Version", int32_t(100));
+ sdnode.AddChild("DeformPercent", float(0.0));
+ FBX::Node p("Properties70");
+ p.AddP70numberA("DeformPercent", 0.0);
+ sdnode.AddChild(p);
+ // TODO: Normally just one weight per channel, adding stub for later development
+ std::vector<float>fFullWeights;
+ fFullWeights.push_back(100.);
+ sdnode.AddChild("FullWeights", fFullWeights);
+ sdnode.Dump(outstream, binary, indent);
+
+ connections.emplace_back("C", "OO", blendchannel_uid, deformer_uid);
+ connections.emplace_back("C", "OO", blendshape_uid, blendchannel_uid);
+ }
+ }
+
+ // bones.
+ //
+ // output structure:
+ // subset of node hierarchy that are "skeleton",
+ // i.e. do not have meshes but only bones.
+ // but.. i'm not sure how anyone could guarantee that...
+ //
+ // input...
+ // well, for each mesh it has "bones",
+ // and the bone names correspond to nodes.
+ // of course we also need the parent nodes,
+ // as they give some of the transform........
+ //
+ // well. we can assume a sane input, i suppose.
+ //
+ // so input is the bone node hierarchy,
+ // with an extra thing for the transformation of the MESH in BONE space.
+ //
+ // output is a set of bone nodes,
+ // a "bindpose" which indicates the default local transform of all bones,
+ // and a set of "deformers".
+ // each deformer is parented to a mesh geometry,
+ // and has one or more "subdeformer"s as children.
+ // each subdeformer has one bone node as a child,
+ // and represents the influence of that bone on the grandparent mesh.
+ // the subdeformer has a list of indices, and weights,
+ // with indices specifying vertex indices,
+ // and weights specifying the corresponding influence of this bone.
+ // it also has Transform and TransformLink elements,
+ // specifying the transform of the MESH in BONE space,
+ // and the transformation of the BONE in WORLD space,
+ // likely in the bindpose.
+ //
+ // the input bone structure is different but similar,
+ // storing the number of weights for this bone,
+ // and an array of (vertex index, weight) pairs.
+ //
+ // one sticky point is that the number of vertices may not match,
+ // because assimp splits vertices by normal, uv, etc.
+
+ // functor for aiNode sorting
+ struct SortNodeByName
+ {
+ bool operator()(const aiNode *lhs, const aiNode *rhs) const
+ {
+ return strcmp(lhs->mName.C_Str(), rhs->mName.C_Str()) < 0;
+ }
+ };
+
+ // first we should mark the skeleton for each mesh.
+ // the skeleton must include not only the aiBones,
+ // but also all their parent nodes.
+ // anything that affects the position of any bone node must be included.
+ // Use SorNodeByName to make sure the exported result will be the same across all systems
+ // Otherwise the aiNodes of the skeleton would be sorted based on the pointer address, which isn't consistent
+ std::vector<std::set<const aiNode*, SortNodeByName>> skeleton_by_mesh(mScene->mNumMeshes);
+ // at the same time we can build a list of all the skeleton nodes,
+ // which will be used later to mark them as type "limbNode".
+ std::unordered_set<const aiNode*> limbnodes;
+
+ //actual bone nodes in fbx, without parenting-up
+ std::unordered_set<std::string> setAllBoneNamesInScene;
+ for(unsigned int m = 0; m < mScene->mNumMeshes; ++ m)
+ {
+ aiMesh* pMesh = mScene->mMeshes[m];
+ for(unsigned int b = 0; b < pMesh->mNumBones; ++ b)
+ setAllBoneNamesInScene.insert(pMesh->mBones[b]->mName.data);
+ }
+ aiMatrix4x4 mxTransIdentity;
+
+ // and a map of nodes by bone name, as finding them is annoying.
+ std::map<std::string,aiNode*> node_by_bone;
+ for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
+ const aiMesh* m = mScene->mMeshes[mi];
+ std::set<const aiNode*, SortNodeByName> skeleton;
+ for (size_t bi =0; bi < m->mNumBones; ++bi) {
+ const aiBone* b = m->mBones[bi];
+ const std::string name(b->mName.C_Str());
+ auto elem = node_by_bone.find(name);
+ aiNode* n;
+ if (elem != node_by_bone.end()) {
+ n = elem->second;
+ } else {
+ n = mScene->mRootNode->FindNode(b->mName);
+ if (!n) {
+ // this should never happen
+ std::stringstream err;
+ err << "Failed to find node for bone: \"" << name << "\"";
+ throw DeadlyExportError(err.str());
+ }
+ node_by_bone[name] = n;
+ limbnodes.insert(n);
+ }
+ skeleton.insert(n);
+ // mark all parent nodes as skeleton as well,
+ // up until we find the root node,
+ // or else the node containing the mesh,
+ // or else the parent of a node containing the mesh.
+ for (
+ const aiNode* parent = n->mParent;
+ parent && parent != mScene->mRootNode;
+ parent = parent->mParent
+ ) {
+ // if we've already done this node we can skip it all
+ if (skeleton.count(parent)) {
+ break;
+ }
+ // ignore fbx transform nodes as these will be collapsed later
+ // TODO: cache this by aiNode*
+ const std::string node_name(parent->mName.C_Str());
+ if (node_name.find(MAGIC_NODE_TAG) != std::string::npos) {
+ continue;
+ }
+ //not a bone in scene && no effect in transform
+ if(setAllBoneNamesInScene.find(node_name)==setAllBoneNamesInScene.end()
+ && parent->mTransformation == mxTransIdentity) {
+ continue;
+ }
+ // otherwise check if this is the root of the skeleton
+ bool end = false;
+ // is the mesh part of this node?
+ for (size_t i = 0; i < parent->mNumMeshes; ++i) {
+ if (parent->mMeshes[i] == mi) {
+ end = true;
+ break;
+ }
+ }
+ // is the mesh in one of the children of this node?
+ for (size_t j = 0; j < parent->mNumChildren; ++j) {
+ aiNode* child = parent->mChildren[j];
+ for (size_t i = 0; i < child->mNumMeshes; ++i) {
+ if (child->mMeshes[i] == mi) {
+ end = true;
+ break;
+ }
+ }
+ if (end) { break; }
+ }
+
+ // if it was the skeleton root we can finish here
+ if (end) { break; }
+ }
+ }
+ skeleton_by_mesh[mi] = skeleton;
+ }
+
+ // we'll need the uids for the bone nodes, so generate them now
+ for (size_t i = 0; i < mScene->mNumMeshes; ++i) {
+ auto &s = skeleton_by_mesh[i];
+ for (const aiNode* n : s) {
+ auto elem = node_uids.find(n);
+ if (elem == node_uids.end()) {
+ node_uids[n] = generate_uid();
+ }
+ }
+ }
+
+ // now, for each aiMesh, we need to export a deformer,
+ // and for each aiBone a subdeformer,
+ // which should have all the skinning info.
+ // these will need to be connected properly to the mesh,
+ // and we can do that all now.
+ for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
+ const aiMesh* m = mScene->mMeshes[mi];
+ if (!m->HasBones()) {
+ continue;
+ }
+ // make a deformer for this mesh
+ int64_t deformer_uid = generate_uid();
+ FBX::Node dnode("Deformer");
+ dnode.AddProperties(deformer_uid, FBX::SEPARATOR + "Deformer", "Skin");
+ dnode.AddChild("Version", int32_t(101));
+ // "acuracy"... this is not a typo....
+ dnode.AddChild("Link_DeformAcuracy", double(50));
+ dnode.AddChild("SkinningType", "Linear"); // TODO: other modes?
+ dnode.Dump(outstream, binary, indent);
+
+ // connect it
+ connections.emplace_back("C", "OO", deformer_uid, mesh_uids[mi]);
+
+ //computed before
+ std::vector<int32_t>& vertex_indices = vVertexIndice[mi];
+
+ // TODO, FIXME: this won't work if anything is not in the bind pose.
+ // for now if such a situation is detected, we throw an exception.
+ std::set<const aiBone*> not_in_bind_pose;
+ std::set<const aiNode*> no_offset_matrix;
+
+ // first get this mesh's position in world space,
+ // as we'll need it for each subdeformer.
+ //
+ // ...of course taking the position of the MESH doesn't make sense,
+ // as it can be instanced to many nodes.
+ // All we can do is assume no instancing,
+ // and take the first node we find that contains the mesh.
+ aiNode* mesh_node = get_node_for_mesh((unsigned int)mi, mScene->mRootNode);
+ aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene);
+
+ // now make a subdeformer for each bone in the skeleton
+ const std::set<const aiNode*, SortNodeByName> skeleton= skeleton_by_mesh[mi];
+ for (const aiNode* bone_node : skeleton) {
+ // if there's a bone for this node, find it
+ const aiBone* b = nullptr;
+ for (size_t bi = 0; bi < m->mNumBones; ++bi) {
+ // TODO: this probably should index by something else
+ const std::string name(m->mBones[bi]->mName.C_Str());
+ if (node_by_bone[name] == bone_node) {
+ b = m->mBones[bi];
+ break;
+ }
+ }
+ if (!b) {
+ no_offset_matrix.insert(bone_node);
+ }
+
+ // start the subdeformer node
+ const int64_t subdeformer_uid = generate_uid();
+ FBX::Node sdnode("Deformer");
+ sdnode.AddProperties(
+ subdeformer_uid, FBX::SEPARATOR + "SubDeformer", "Cluster"
+ );
+ sdnode.AddChild("Version", int32_t(100));
+ sdnode.AddChild("UserData", "", "");
+
+ std::set<int32_t> setWeightedVertex;
+ // add indices and weights, if any
+ if (b) {
+ std::vector<int32_t> subdef_indices;
+ std::vector<double> subdef_weights;
+ int32_t last_index = -1;
+ for (size_t wi = 0; wi < b->mNumWeights; ++wi) {
+ int32_t vi = vertex_indices[b->mWeights[wi].mVertexId];
+ bool bIsWeightedAlready = (setWeightedVertex.find(vi) != setWeightedVertex.end());
+ if (vi == last_index || bIsWeightedAlready) {
+ // only for vertices we exported to fbx
+ // TODO, FIXME: this assumes identically-located vertices
+ // will always deform in the same way.
+ // as assimp doesn't store a separate list of "positions",
+ // there's not much that can be done about this
+ // other than assuming that identical position means
+ // identical vertex.
+ continue;
+ }
+ setWeightedVertex.insert(vi);
+ subdef_indices.push_back(vi);
+ subdef_weights.push_back(b->mWeights[wi].mWeight);
+ last_index = vi;
+ }
+ // yes, "indexes"
+ sdnode.AddChild("Indexes", subdef_indices);
+ sdnode.AddChild("Weights", subdef_weights);
+ }
+
+ // transform is the transform of the mesh, but in bone space.
+ // if the skeleton is in the bind pose,
+ // we can take the inverse of the world-space bone transform
+ // and multiply by the world-space transform of the mesh.
+ aiMatrix4x4 bone_xform = get_world_transform(bone_node, mScene);
+ aiMatrix4x4 inverse_bone_xform = bone_xform;
+ inverse_bone_xform.Inverse();
+ aiMatrix4x4 tr = inverse_bone_xform * mesh_xform;
+
+ sdnode.AddChild("Transform", tr);
+
+
+ sdnode.AddChild("TransformLink", bone_xform);
+ // note: this means we ALWAYS rely on the mesh node transform
+ // being unchanged from the time the skeleton was bound.
+ // there's not really any way around this at the moment.
+
+ // done
+ sdnode.Dump(outstream, binary, indent);
+
+ // lastly, connect to the parent deformer
+ connections.emplace_back(
+ "C", "OO", subdeformer_uid, deformer_uid
+ );
+
+ // we also need to connect the limb node to the subdeformer.
+ connections.emplace_back(
+ "C", "OO", node_uids[bone_node], subdeformer_uid
+ );
+ }
+
+ // if we cannot create a valid FBX file, simply die.
+ // this will both prevent unnecessary bug reports,
+ // and tell the user what they can do to fix the situation
+ // (i.e. export their model in the bind pose).
+ if (no_offset_matrix.size() && not_in_bind_pose.size()) {
+ std::stringstream err;
+ err << "Not enough information to construct bind pose";
+ err << " for mesh " << mi << "!";
+ err << " Transform matrix for bone \"";
+ err << (*not_in_bind_pose.begin())->mName.C_Str() << "\"";
+ if (not_in_bind_pose.size() > 1) {
+ err << " (and " << not_in_bind_pose.size() - 1 << " more)";
+ }
+ err << " does not match mOffsetMatrix,";
+ err << " and node \"";
+ err << (*no_offset_matrix.begin())->mName.C_Str() << "\"";
+ if (no_offset_matrix.size() > 1) {
+ err << " (and " << no_offset_matrix.size() - 1 << " more)";
+ }
+ err << " has no offset matrix to rely on.";
+ err << " Please ensure bones are in the bind pose to export.";
+ throw DeadlyExportError(err.str());
+ }
+
+ }
+
+ // BindPose
+ //
+ // This is a legacy system, which should be unnecessary.
+ //
+ // Somehow including it slows file loading by the official FBX SDK,
+ // and as it can reconstruct it from the deformers anyway,
+ // this is not currently included.
+ //
+ // The code is kept here in case it's useful in the future,
+ // but it's pretty much a hack anyway,
+ // as assimp doesn't store bindpose information for full skeletons.
+ //
+ /*for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
+ aiMesh* mesh = mScene->mMeshes[mi];
+ if (! mesh->HasBones()) { continue; }
+ int64_t bindpose_uid = generate_uid();
+ FBX::Node bpnode("Pose");
+ bpnode.AddProperty(bindpose_uid);
+ // note: this uid is never linked or connected to anything.
+ bpnode.AddProperty(FBX::SEPARATOR + "Pose"); // blank name
+ bpnode.AddProperty("BindPose");
+
+ bpnode.AddChild("Type", "BindPose");
+ bpnode.AddChild("Version", int32_t(100));
+
+ aiNode* mesh_node = get_node_for_mesh(mi, mScene->mRootNode);
+
+ // next get the whole skeleton for this mesh.
+ // we need it all to define the bindpose section.
+ // the FBX SDK will complain if it's missing,
+ // and also if parents of used bones don't have a subdeformer.
+ // order shouldn't matter.
+ std::set<aiNode*> skeleton;
+ for (size_t bi = 0; bi < mesh->mNumBones; ++bi) {
+ // bone node should have already been indexed
+ const aiBone* b = mesh->mBones[bi];
+ const std::string bone_name(b->mName.C_Str());
+ aiNode* parent = node_by_bone[bone_name];
+ // insert all nodes down to the root or mesh node
+ while (
+ parent
+ && parent != mScene->mRootNode
+ && parent != mesh_node
+ ) {
+ skeleton.insert(parent);
+ parent = parent->mParent;
+ }
+ }
+
+ // number of pose nodes. includes one for the mesh itself.
+ bpnode.AddChild("NbPoseNodes", int32_t(1 + skeleton.size()));
+
+ // the first pose node is always the mesh itself
+ FBX::Node pose("PoseNode");
+ pose.AddChild("Node", mesh_uids[mi]);
+ aiMatrix4x4 mesh_node_xform = get_world_transform(mesh_node, mScene);
+ pose.AddChild("Matrix", mesh_node_xform);
+ bpnode.AddChild(pose);
+
+ for (aiNode* bonenode : skeleton) {
+ // does this node have a uid yet?
+ int64_t node_uid;
+ auto node_uid_iter = node_uids.find(bonenode);
+ if (node_uid_iter != node_uids.end()) {
+ node_uid = node_uid_iter->second;
+ } else {
+ node_uid = generate_uid();
+ node_uids[bonenode] = node_uid;
+ }
+
+ // make a pose thingy
+ pose = FBX::Node("PoseNode");
+ pose.AddChild("Node", node_uid);
+ aiMatrix4x4 node_xform = get_world_transform(bonenode, mScene);
+ pose.AddChild("Matrix", node_xform);
+ bpnode.AddChild(pose);
+ }
+
+ // now write it
+ bpnode.Dump(outstream, binary, indent);
+ }*/
+
+ // lights
+ indent = 1;
+ lights_uids.clear();
+ for (size_t li = 0; li < mScene->mNumLights; ++li) {
+ aiLight* l = mScene->mLights[li];
+
+ int64_t uid = generate_uid();
+ const std::string lightNodeAttributeName = l->mName.C_Str() + FBX::SEPARATOR + "NodeAttribute";
+
+ FBX::Node lna("NodeAttribute");
+ lna.AddProperties(uid, lightNodeAttributeName, "Light");
+ FBX::Node lnap("Properties70");
+
+ // Light color.
+ lnap.AddP70colorA("Color", l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b);
+
+ // TODO Assimp light description is quite concise and do not handle light intensity.
+ // Default value to 1000W.
+ lnap.AddP70numberA("Intensity", 1000);
+
+ // FBXLight::EType conversion
+ switch (l->mType) {
+ case aiLightSource_POINT:
+ lnap.AddP70enum("LightType", 0);
+ break;
+ case aiLightSource_DIRECTIONAL:
+ lnap.AddP70enum("LightType", 1);
+ break;
+ case aiLightSource_SPOT:
+ lnap.AddP70enum("LightType", 2);
+ lnap.AddP70numberA("InnerAngle", AI_RAD_TO_DEG(l->mAngleInnerCone));
+ lnap.AddP70numberA("OuterAngle", AI_RAD_TO_DEG(l->mAngleOuterCone));
+ break;
+ // TODO Assimp do not handle 'area' nor 'volume' lights, but FBX does.
+ /*case aiLightSource_AREA:
+ lnap.AddP70enum("LightType", 3);
+ lnap.AddP70enum("AreaLightShape", 0); // 0=Rectangle, 1=Sphere
+ break;
+ case aiLightSource_VOLUME:
+ lnap.AddP70enum("LightType", 4);
+ break;*/
+ default:
+ break;
+ }
+
+ // Did not understood how to configure the decay so disabling attenuation.
+ lnap.AddP70enum("DecayType", 0);
+
+ // Dump to FBX stream
+ lna.AddChild(lnap);
+ lna.AddChild("TypeFlags", FBX::FBXExportProperty("Light"));
+ lna.AddChild("GeometryVersion", FBX::FBXExportProperty(int32_t(124)));
+ lna.Dump(outstream, binary, indent);
+
+ // Store name and uid (will be used later when parsing scene nodes)
+ lights_uids[l->mName.C_Str()] = uid;
+ }
+
+ // TODO: cameras
+
+ // write nodes (i.e. model hierarchy)
+ // start at root node
+ WriteModelNodes(
+ outstream, mScene->mRootNode, 0, limbnodes
+ );
+
+ // animations
+ //
+ // in FBX there are:
+ // * AnimationStack - corresponds to an aiAnimation
+ // * AnimationLayer - a combinable animation component
+ // * AnimationCurveNode - links the property to be animated
+ // * AnimationCurve - defines animation data for a single property value
+ //
+ // the CurveNode also provides the default value for a property,
+ // such as the X, Y, Z coordinates for animatable translation.
+ //
+ // the Curve only specifies values for one component of the property,
+ // so there will be a separate AnimationCurve for X, Y, and Z.
+ //
+ // Assimp has:
+ // * aiAnimation - basically corresponds to an AnimationStack
+ // * aiNodeAnim - defines all animation for one aiNode
+ // * aiVectorKey/aiQuatKey - define the keyframe data for T/R/S
+ //
+ // assimp has no equivalent for AnimationLayer,
+ // and these are flattened on FBX import.
+ // we can assume there will be one per AnimationStack.
+ //
+ // the aiNodeAnim contains all animation data for a single aiNode,
+ // which will correspond to three AnimationCurveNode's:
+ // one each for translation, rotation and scale.
+ // The data for each of these will be put in 9 AnimationCurve's,
+ // T.X, T.Y, T.Z, R.X, R.Y, R.Z, etc.
+
+ // AnimationStack / aiAnimation
+ std::vector<int64_t> animation_stack_uids(mScene->mNumAnimations);
+ for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
+ int64_t animstack_uid = generate_uid();
+ animation_stack_uids[ai] = animstack_uid;
+ const aiAnimation* anim = mScene->mAnimations[ai];
+
+ FBX::Node asnode("AnimationStack");
+ std::string name = anim->mName.C_Str() + FBX::SEPARATOR + "AnimStack";
+ asnode.AddProperties(animstack_uid, name, "");
+ FBX::Node p("Properties70");
+ p.AddP70time("LocalStart", 0); // assimp doesn't store this
+ p.AddP70time("LocalStop", to_ktime(anim->mDuration, anim));
+ p.AddP70time("ReferenceStart", 0);
+ p.AddP70time("ReferenceStop", to_ktime(anim->mDuration, anim));
+ asnode.AddChild(p);
+
+ // this node absurdly always pretends it has children
+ // (in this case it does, but just in case...)
+ asnode.force_has_children = true;
+ asnode.Dump(outstream, binary, indent);
+
+ // note: animation stacks are not connected to anything
+ }
+
+ // AnimationLayer - one per aiAnimation
+ std::vector<int64_t> animation_layer_uids(mScene->mNumAnimations);
+ for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
+ int64_t animlayer_uid = generate_uid();
+ animation_layer_uids[ai] = animlayer_uid;
+ FBX::Node alnode("AnimationLayer");
+ alnode.AddProperties(animlayer_uid, FBX::SEPARATOR + "AnimLayer", "");
+
+ // this node absurdly always pretends it has children
+ alnode.force_has_children = true;
+ alnode.Dump(outstream, binary, indent);
+
+ // connect to the relevant animstack
+ connections.emplace_back(
+ "C", "OO", animlayer_uid, animation_stack_uids[ai]
+ );
+ }
+
+ // AnimCurveNode - three per aiNodeAnim
+ std::vector<std::vector<std::array<int64_t,3>>> curve_node_uids;
+ for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
+ const aiAnimation* anim = mScene->mAnimations[ai];
+ const int64_t layer_uid = animation_layer_uids[ai];
+ std::vector<std::array<int64_t,3>> nodeanim_uids;
+ for (size_t nai = 0; nai < anim->mNumChannels; ++nai) {
+ const aiNodeAnim* na = anim->mChannels[nai];
+ // get the corresponding aiNode
+ const aiNode* node = mScene->mRootNode->FindNode(na->mNodeName);
+ // and its transform
+ const aiMatrix4x4 node_xfm = get_world_transform(node, mScene);
+ aiVector3D T, R, S;
+ node_xfm.Decompose(S, R, T);
+
+ // AnimationCurveNode uids
+ std::array<int64_t,3> ids;
+ ids[0] = generate_uid(); // T
+ ids[1] = generate_uid(); // R
+ ids[2] = generate_uid(); // S
+
+ // translation
+ WriteAnimationCurveNode(outstream,
+ ids[0], "T", T, "Lcl Translation",
+ layer_uid, node_uids[node]
+ );
+
+ // rotation
+ WriteAnimationCurveNode(outstream,
+ ids[1], "R", R, "Lcl Rotation",
+ layer_uid, node_uids[node]
+ );
+
+ // scale
+ WriteAnimationCurveNode(outstream,
+ ids[2], "S", S, "Lcl Scale",
+ layer_uid, node_uids[node]
+ );
+
+ // store the uids for later use
+ nodeanim_uids.push_back(ids);
+ }
+ curve_node_uids.push_back(nodeanim_uids);
+ }
+
+ // AnimCurve - defines actual keyframe data.
+ // there's a separate curve for every component of every vector,
+ // for example a transform curvenode will have separate X/Y/Z AnimCurve's
+ for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
+ const aiAnimation* anim = mScene->mAnimations[ai];
+ for (size_t nai = 0; nai < anim->mNumChannels; ++nai) {
+ const aiNodeAnim* na = anim->mChannels[nai];
+ // get the corresponding aiNode
+ const aiNode* node = mScene->mRootNode->FindNode(na->mNodeName);
+ // and its transform
+ const aiMatrix4x4 node_xfm = get_world_transform(node, mScene);
+ aiVector3D T, R, S;
+ node_xfm.Decompose(S, R, T);
+ const std::array<int64_t,3>& ids = curve_node_uids[ai][nai];
+
+ std::vector<int64_t> times;
+ std::vector<float> xval, yval, zval;
+
+ // position/translation
+ for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) {
+ const aiVectorKey& k = na->mPositionKeys[ki];
+ times.push_back(to_ktime(k.mTime));
+ xval.push_back(k.mValue.x);
+ yval.push_back(k.mValue.y);
+ zval.push_back(k.mValue.z);
+ }
+ // one curve each for X, Y, Z
+ WriteAnimationCurve(outstream, T.x, times, xval, ids[0], "d|X");
+ WriteAnimationCurve(outstream, T.y, times, yval, ids[0], "d|Y");
+ WriteAnimationCurve(outstream, T.z, times, zval, ids[0], "d|Z");
+
+ // rotation
+ times.clear(); xval.clear(); yval.clear(); zval.clear();
+ for (size_t ki = 0; ki < na->mNumRotationKeys; ++ki) {
+ const aiQuatKey& k = na->mRotationKeys[ki];
+ times.push_back(to_ktime(k.mTime));
+ // TODO: aiQuaternion method to convert to Euler...
+ aiMatrix4x4 m(k.mValue.GetMatrix());
+ aiVector3D qs, qr, qt;
+ m.Decompose(qs, qr, qt);
+ qr *= DEG;
+ xval.push_back(qr.x);
+ yval.push_back(qr.y);
+ zval.push_back(qr.z);
+ }
+ WriteAnimationCurve(outstream, R.x, times, xval, ids[1], "d|X");
+ WriteAnimationCurve(outstream, R.y, times, yval, ids[1], "d|Y");
+ WriteAnimationCurve(outstream, R.z, times, zval, ids[1], "d|Z");
+
+ // scaling/scale
+ times.clear(); xval.clear(); yval.clear(); zval.clear();
+ for (size_t ki = 0; ki < na->mNumScalingKeys; ++ki) {
+ const aiVectorKey& k = na->mScalingKeys[ki];
+ times.push_back(to_ktime(k.mTime));
+ xval.push_back(k.mValue.x);
+ yval.push_back(k.mValue.y);
+ zval.push_back(k.mValue.z);
+ }
+ WriteAnimationCurve(outstream, S.x, times, xval, ids[2], "d|X");
+ WriteAnimationCurve(outstream, S.y, times, yval, ids[2], "d|Y");
+ WriteAnimationCurve(outstream, S.z, times, zval, ids[2], "d|Z");
+ }
+ }
+
+ indent = 0;
+ object_node.End(outstream, binary, indent, true);
+}
+
+// convenience map of magic node name strings to FBX properties,
+// including the expected type of transform.
+const std::map<std::string,std::pair<std::string,char>> transform_types = {
+ {"Translation", {"Lcl Translation", 't'}},
+ {"RotationOffset", {"RotationOffset", 't'}},
+ {"RotationPivot", {"RotationPivot", 't'}},
+ {"PreRotation", {"PreRotation", 'r'}},
+ {"Rotation", {"Lcl Rotation", 'r'}},
+ {"PostRotation", {"PostRotation", 'r'}},
+ {"RotationPivotInverse", {"RotationPivotInverse", 'i'}},
+ {"ScalingOffset", {"ScalingOffset", 't'}},
+ {"ScalingPivot", {"ScalingPivot", 't'}},
+ {"Scaling", {"Lcl Scaling", 's'}},
+ {"ScalingPivotInverse", {"ScalingPivotInverse", 'i'}},
+ {"GeometricScaling", {"GeometricScaling", 's'}},
+ {"GeometricRotation", {"GeometricRotation", 'r'}},
+ {"GeometricTranslation", {"GeometricTranslation", 't'}},
+ {"GeometricTranslationInverse", {"GeometricTranslationInverse", 'i'}},
+ {"GeometricRotationInverse", {"GeometricRotationInverse", 'i'}},
+ {"GeometricScalingInverse", {"GeometricScalingInverse", 'i'}}
+};
+
+// write a single model node to the stream
+void FBXExporter::WriteModelNode(
+ StreamWriterLE& outstream,
+ bool,
+ const aiNode* node,
+ int64_t node_uid,
+ const std::string& type,
+ const std::vector<std::pair<std::string,aiVector3D>>& transform_chain,
+ TransformInheritance inherit_type
+){
+ const aiVector3D zero = {0, 0, 0};
+ const aiVector3D one = {1, 1, 1};
+ FBX::Node m("Model");
+ std::string name = node->mName.C_Str() + FBX::SEPARATOR + "Model";
+ m.AddProperties(node_uid, name, type);
+ m.AddChild("Version", int32_t(232));
+ FBX::Node p("Properties70");
+ p.AddP70bool("RotationActive", 1);
+ p.AddP70int("DefaultAttributeIndex", 0);
+ p.AddP70enum("InheritType", inherit_type);
+ if (transform_chain.empty()) {
+ // decompose 4x4 transform matrix into TRS
+ aiVector3D t, r, s;
+ node->mTransformation.Decompose(s, r, t);
+ if (t != zero) {
+ p.AddP70(
+ "Lcl Translation", "Lcl Translation", "", "A",
+ double(t.x), double(t.y), double(t.z)
+ );
+ }
+ if (r != zero) {
+ p.AddP70(
+ "Lcl Rotation", "Lcl Rotation", "", "A",
+ double(DEG*r.x), double(DEG*r.y), double(DEG*r.z)
+ );
+ }
+ if (s != one) {
+ p.AddP70(
+ "Lcl Scaling", "Lcl Scaling", "", "A",
+ double(s.x), double(s.y), double(s.z)
+ );
+ }
+ } else {
+ // apply the transformation chain.
+ // these transformation elements are created when importing FBX,
+ // which has a complex transformation hierarchy for each node.
+ // as such we can bake the hierarchy back into the node on export.
+ for (auto &item : transform_chain) {
+ auto elem = transform_types.find(item.first);
+ if (elem == transform_types.end()) {
+ // then this is a bug
+ std::stringstream err;
+ err << "unrecognized FBX transformation type: ";
+ err << item.first;
+ throw DeadlyExportError(err.str());
+ }
+ const std::string &cur_name = elem->second.first;
+ const aiVector3D &v = item.second;
+ if (cur_name.compare(0, 4, "Lcl ") == 0) {
+ // special handling for animatable properties
+ p.AddP70( cur_name, cur_name, "", "A", double(v.x), double(v.y), double(v.z) );
+ } else {
+ p.AddP70vector(cur_name, v.x, v.y, v.z);
+ }
+ }
+ }
+ m.AddChild(p);
+
+ // not sure what these are for,
+ // but they seem to be omnipresent
+ m.AddChild("Shading", FBXExportProperty(true));
+ m.AddChild("Culling", FBXExportProperty("CullingOff"));
+
+ m.Dump(outstream, binary, 1);
+}
+
+// wrapper for WriteModelNodes to create and pass a blank transform chain
+void FBXExporter::WriteModelNodes(
+ StreamWriterLE& s,
+ const aiNode* node,
+ int64_t parent_uid,
+ const std::unordered_set<const aiNode*>& limbnodes
+) {
+ std::vector<std::pair<std::string,aiVector3D>> chain;
+ WriteModelNodes(s, node, parent_uid, limbnodes, chain);
+}
+
+void FBXExporter::WriteModelNodes(
+ StreamWriterLE& outstream,
+ const aiNode* node,
+ int64_t parent_uid,
+ const std::unordered_set<const aiNode*>& limbnodes,
+ std::vector<std::pair<std::string,aiVector3D>>& transform_chain
+) {
+ // first collapse any expanded transformation chains created by FBX import.
+ std::string node_name(node->mName.C_Str());
+ if (node_name.find(MAGIC_NODE_TAG) != std::string::npos) {
+ auto pos = node_name.find(MAGIC_NODE_TAG) + MAGIC_NODE_TAG.size() + 1;
+ std::string type_name = node_name.substr(pos);
+ auto elem = transform_types.find(type_name);
+ if (elem == transform_types.end()) {
+ // then this is a bug and should be fixed
+ std::stringstream err;
+ err << "unrecognized FBX transformation node";
+ err << " of type " << type_name << " in node " << node_name;
+ throw DeadlyExportError(err.str());
+ }
+ aiVector3D t, r, s;
+ node->mTransformation.Decompose(s, r, t);
+ switch (elem->second.second) {
+ case 'i': // inverse
+ // we don't need to worry about the inverse matrices
+ break;
+ case 't': // translation
+ transform_chain.emplace_back(elem->first, t);
+ break;
+ case 'r': // rotation
+ r *= float(DEG);
+ transform_chain.emplace_back(elem->first, r);
+ break;
+ case 's': // scale
+ transform_chain.emplace_back(elem->first, s);
+ break;
+ default:
+ // this should never happen
+ std::stringstream err;
+ err << "unrecognized FBX transformation type code: ";
+ err << elem->second.second;
+ throw DeadlyExportError(err.str());
+ }
+ // now continue on to any child nodes
+ for (unsigned i = 0; i < node->mNumChildren; ++i) {
+ WriteModelNodes(
+ outstream,
+ node->mChildren[i],
+ parent_uid,
+ limbnodes,
+ transform_chain
+ );
+ }
+ return;
+ }
+
+ int64_t node_uid = 0;
+ // generate uid and connect to parent, if not the root node,
+ if (node != mScene->mRootNode) {
+ auto elem = node_uids.find(node);
+ if (elem != node_uids.end()) {
+ node_uid = elem->second;
+ } else {
+ node_uid = generate_uid();
+ node_uids[node] = node_uid;
+ }
+ connections.emplace_back("C", "OO", node_uid, parent_uid);
+ }
+
+ // what type of node is this?
+ if (node == mScene->mRootNode) {
+ // handled later
+ } else if (node->mNumMeshes == 1) {
+ // connect to child mesh, which should have been written previously
+ connections.emplace_back(
+ "C", "OO", mesh_uids[node->mMeshes[0]], node_uid
+ );
+ // also connect to the material for the child mesh
+ connections.emplace_back(
+ "C", "OO",
+ material_uids[mScene->mMeshes[node->mMeshes[0]]->mMaterialIndex],
+ node_uid
+ );
+ // write model node
+ WriteModelNode(
+ outstream, binary, node, node_uid, "Mesh", transform_chain
+ );
+ } else if (limbnodes.count(node)) {
+ WriteModelNode(
+ outstream, binary, node, node_uid, "LimbNode", transform_chain
+ );
+ // we also need to write a nodeattribute to mark it as a skeleton
+ int64_t node_attribute_uid = generate_uid();
+ FBX::Node na("NodeAttribute");
+ na.AddProperties(
+ node_attribute_uid, FBX::SEPARATOR + "NodeAttribute", "LimbNode"
+ );
+ na.AddChild("TypeFlags", FBXExportProperty("Skeleton"));
+ na.Dump(outstream, binary, 1);
+ // and connect them
+ connections.emplace_back("C", "OO", node_attribute_uid, node_uid);
+ } else {
+ const auto& lightIt = lights_uids.find(node->mName.C_Str());
+ if(lightIt != lights_uids.end()) {
+ // Node has a light connected to it.
+ WriteModelNode(
+ outstream, binary, node, node_uid, "Light", transform_chain
+ );
+ connections.emplace_back("C", "OO", lightIt->second, node_uid);
+ } else {
+ // generate a null node so we can add children to it
+ WriteModelNode(
+ outstream, binary, node, node_uid, "Null", transform_chain
+ );
+ }
+ }
+
+ // if more than one child mesh, make nodes for each mesh
+ if (node->mNumMeshes > 1 || node == mScene->mRootNode) {
+ for (size_t i = 0; i < node->mNumMeshes; ++i) {
+ // make a new model node
+ int64_t new_node_uid = generate_uid();
+ // connect to parent node
+ connections.emplace_back("C", "OO", new_node_uid, node_uid);
+ // connect to child mesh, which should have been written previously
+ connections.emplace_back(
+ "C", "OO", mesh_uids[node->mMeshes[i]], new_node_uid
+ );
+ // also connect to the material for the child mesh
+ connections.emplace_back(
+ "C", "OO",
+ material_uids[
+ mScene->mMeshes[node->mMeshes[i]]->mMaterialIndex
+ ],
+ new_node_uid
+ );
+
+ aiNode new_node;
+ // take name from mesh name, if it exists
+ new_node.mName = mScene->mMeshes[node->mMeshes[i]]->mName;
+ // write model node
+ WriteModelNode(
+ outstream, binary, &new_node, new_node_uid, "Mesh", std::vector<std::pair<std::string,aiVector3D>>()
+ );
+ }
+ }
+
+ // now recurse into children
+ for (size_t i = 0; i < node->mNumChildren; ++i) {
+ WriteModelNodes(
+ outstream, node->mChildren[i], node_uid, limbnodes
+ );
+ }
+}
+
+void FBXExporter::WriteAnimationCurveNode(
+ StreamWriterLE &outstream,
+ int64_t uid,
+ const std::string &name, // "T", "R", or "S"
+ aiVector3D default_value,
+ const std::string &property_name, // "Lcl Translation" etc
+ int64_t layer_uid,
+ int64_t node_uid) {
+ FBX::Node n("AnimationCurveNode");
+ n.AddProperties(uid, name + FBX::SEPARATOR + "AnimCurveNode", "");
+ FBX::Node p("Properties70");
+ p.AddP70numberA("d|X", default_value.x);
+ p.AddP70numberA("d|Y", default_value.y);
+ p.AddP70numberA("d|Z", default_value.z);
+ n.AddChild(p);
+ n.Dump(outstream, binary, 1);
+ // connect to layer
+ this->connections.emplace_back("C", "OO", uid, layer_uid);
+ // connect to bone
+ this->connections.emplace_back("C", "OP", uid, node_uid, property_name);
+}
+
+void FBXExporter::WriteAnimationCurve(
+ StreamWriterLE& outstream,
+ double default_value,
+ const std::vector<int64_t>& times,
+ const std::vector<float>& values,
+ int64_t curvenode_uid,
+ const std::string& property_link // "d|X", "d|Y", etc
+) {
+ FBX::Node n("AnimationCurve");
+ int64_t curve_uid = generate_uid();
+ n.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
+ n.AddChild("Default", default_value);
+ n.AddChild("KeyVer", int32_t(4009));
+ n.AddChild("KeyTime", times);
+ n.AddChild("KeyValueFloat", values);
+ // TODO: keyattr flags and data (STUB for now)
+ n.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
+ n.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
+ n.AddChild(
+ "KeyAttrRefCount",
+ std::vector<int32_t>{static_cast<int32_t>(times.size())}
+ );
+ n.Dump(outstream, binary, 1);
+ this->connections.emplace_back(
+ "C", "OP", curve_uid, curvenode_uid, property_link
+ );
+}
+
+
+void FBXExporter::WriteConnections ()
+{
+ // we should have completed the connection graph already,
+ // so basically just dump it here
+ if (!binary) {
+ WriteAsciiSectionHeader("Object connections");
+ }
+ // TODO: comments with names in the ascii version
+ FBX::Node conn("Connections");
+ StreamWriterLE outstream(outfile);
+ conn.Begin(outstream, binary, 0);
+ conn.BeginChildren(outstream, binary, 0);
+ for (auto &n : connections) {
+ n.Dump(outstream, binary, 1);
+ }
+ conn.End(outstream, binary, 0, !connections.empty());
+ connections.clear();
+}
+
+#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT
diff --git a/libs/assimp/code/AssetLib/FBX/FBXExporter.h b/libs/assimp/code/AssetLib/FBX/FBXExporter.h
new file mode 100644
index 0000000..659f936
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXExporter.h
@@ -0,0 +1,177 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXExporter.h
+* Declares the exporter class to write a scene to an fbx file
+*/
+#ifndef AI_FBXEXPORTER_H_INC
+#define AI_FBXEXPORTER_H_INC
+
+#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#include "FBXExportNode.h" // FBX::Node
+#include "FBXCommon.h" // FBX::TransformInheritance
+
+#include <assimp/types.h>
+//#include <assimp/material.h>
+#include <assimp/StreamWriter.h> // StreamWriterLE
+#include <assimp/Exceptional.h> // DeadlyExportError
+
+#include <vector>
+#include <map>
+#include <unordered_set>
+#include <memory> // shared_ptr
+#include <sstream> // stringstream
+
+struct aiScene;
+struct aiNode;
+struct aiLight;
+
+namespace Assimp {
+ class IOSystem;
+ class IOStream;
+ class ExportProperties;
+
+ // ---------------------------------------------------------------------
+ /** Helper class to export a given scene to an FBX file. */
+ // ---------------------------------------------------------------------
+ class FBXExporter
+ {
+ public:
+ /// Constructor for a specific scene to export
+ FBXExporter(const aiScene* pScene, const ExportProperties* pProperties);
+
+ // call one of these methods to export
+ void ExportBinary(const char* pFile, IOSystem* pIOSystem);
+ void ExportAscii(const char* pFile, IOSystem* pIOSystem);
+
+ private:
+ bool binary; // whether current export is in binary or ascii format
+ const aiScene* mScene; // the scene to export
+ const ExportProperties* mProperties; // currently unused
+ std::shared_ptr<IOStream> outfile; // file to write to
+
+ std::vector<FBX::Node> connections; // connection storage
+
+ std::vector<int64_t> mesh_uids;
+ std::vector<int64_t> material_uids;
+ std::map<const aiNode*,int64_t> node_uids;
+ std::map<std::string,int64_t> lights_uids;
+
+ // this crude unique-ID system is actually fine
+ int64_t last_uid = 999999;
+ int64_t generate_uid() { return ++last_uid; }
+
+ // binary files have a specific header and footer,
+ // in addition to the actual data
+ void WriteBinaryHeader();
+ void WriteBinaryFooter();
+
+ // ascii files have a comment at the top
+ void WriteAsciiHeader();
+
+ // WriteAllNodes does the actual export.
+ // It just calls all the Write<Section> methods below in order.
+ void WriteAllNodes();
+
+ // Methods to write individual sections.
+ // The order here matches the order inside an FBX file.
+ // Each method corresponds to a top-level FBX section,
+ // except WriteHeader which also includes some binary-only sections
+ // and WriteFooter which is binary data only.
+ void WriteHeaderExtension();
+ // WriteFileId(); // binary-only, included in WriteHeader
+ // WriteCreationTime(); // binary-only, included in WriteHeader
+ // WriteCreator(); // binary-only, included in WriteHeader
+ void WriteGlobalSettings();
+ void WriteDocuments();
+ void WriteReferences();
+ void WriteDefinitions();
+ void WriteObjects();
+ void WriteConnections();
+ // WriteTakes(); // deprecated since at least 2015 (fbx 7.4)
+
+ // helpers
+ void WriteAsciiSectionHeader(const std::string& title);
+ void WriteModelNodes(
+ Assimp::StreamWriterLE& s,
+ const aiNode* node,
+ int64_t parent_uid,
+ const std::unordered_set<const aiNode*>& limbnodes
+ );
+ void WriteModelNodes( // usually don't call this directly
+ StreamWriterLE& s,
+ const aiNode* node,
+ int64_t parent_uid,
+ const std::unordered_set<const aiNode*>& limbnodes,
+ std::vector<std::pair<std::string,aiVector3D>>& transform_chain
+ );
+ void WriteModelNode( // nor this
+ StreamWriterLE& s,
+ bool binary,
+ const aiNode* node,
+ int64_t node_uid,
+ const std::string& type,
+ const std::vector<std::pair<std::string,aiVector3D>>& xfm_chain,
+ FBX::TransformInheritance ti_type=FBX::TransformInheritance_RSrs
+ );
+ void WriteAnimationCurveNode(
+ StreamWriterLE &outstream,
+ int64_t uid,
+ const std::string &name, // "T", "R", or "S"
+ aiVector3D default_value,
+ const std::string &property_name, // "Lcl Translation" etc
+ int64_t animation_layer_uid,
+ int64_t node_uid);
+ void WriteAnimationCurve(
+ StreamWriterLE& outstream,
+ double default_value,
+ const std::vector<int64_t>& times,
+ const std::vector<float>& values,
+ int64_t curvenode_id,
+ const std::string& property_link // "d|X", "d|Y", etc
+ );
+ };
+}
+
+#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
+
+#endif // AI_FBXEXPORTER_H_INC
diff --git a/libs/assimp/code/AssetLib/FBX/FBXImportSettings.h b/libs/assimp/code/AssetLib/FBX/FBXImportSettings.h
new file mode 100644
index 0000000..90e64bf
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXImportSettings.h
@@ -0,0 +1,158 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXImportSettings.h
+ * @brief FBX importer runtime configuration
+ */
+#ifndef INCLUDED_AI_FBX_IMPORTSETTINGS_H
+#define INCLUDED_AI_FBX_IMPORTSETTINGS_H
+
+namespace Assimp {
+namespace FBX {
+
+/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
+struct ImportSettings {
+ ImportSettings() :
+ strictMode(true),
+ readAllLayers(true),
+ readAllMaterials(false),
+ readMaterials(true),
+ readTextures(true),
+ readCameras(true),
+ readLights(true),
+ readAnimations(true),
+ readWeights(true),
+ preservePivots(true),
+ optimizeEmptyAnimationCurves(true),
+ useLegacyEmbeddedTextureNaming(false),
+ removeEmptyBones(true),
+ convertToMeters(false) {
+ // empty
+ }
+
+ /** enable strict mode:
+ * - only accept fbx 2012, 2013 files
+ * - on the slightest error, give up.
+ *
+ * Basically, strict mode means that the fbx file will actually
+ * be validated. Strict mode is off by default. */
+ bool strictMode;
+
+ /** specifies whether all geometry layers are read and scanned for
+ * usable data channels. The FBX spec indicates that many readers
+ * will only read the first channel and that this is in some way
+ * the recommended way- in reality, however, it happens a lot that
+ * vertex data is spread among multiple layers. The default
+ * value for this option is true.*/
+ bool readAllLayers;
+
+ /** specifies whether all materials are read, or only those that
+ * are referenced by at least one mesh. Reading all materials
+ * may make FBX reading a lot slower since all objects
+ * need to be processed .
+ * This bit is ignored unless readMaterials=true*/
+ bool readAllMaterials;
+
+ /** import materials (true) or skip them and assign a default
+ * material. The default value is true.*/
+ bool readMaterials;
+
+ /** import embedded textures? Default value is true.*/
+ bool readTextures;
+
+ /** import cameras? Default value is true.*/
+ bool readCameras;
+
+ /** import light sources? Default value is true.*/
+ bool readLights;
+
+ /** import animations (i.e. animation curves, the node
+ * skeleton is always imported). Default value is true. */
+ bool readAnimations;
+
+ /** read bones (vertex weights and deform info).
+ * Default value is true. */
+ bool readWeights;
+
+ /** preserve transformation pivots and offsets. Since these can
+ * not directly be represented in assimp, additional dummy
+ * nodes will be generated. Note that settings this to false
+ * can make animation import a lot slower. The default value
+ * is true.
+ *
+ * The naming scheme for the generated nodes is:
+ * <OriginalName>_$AssimpFbx$_<TransformName>
+ *
+ * where <TransformName> is one of
+ * RotationPivot
+ * RotationOffset
+ * PreRotation
+ * PostRotation
+ * ScalingPivot
+ * ScalingOffset
+ * Translation
+ * Scaling
+ * Rotation
+ **/
+ bool preservePivots;
+
+ /** do not import animation curves that specify a constant
+ * values matching the corresponding node transformation.
+ * The default value is true. */
+ bool optimizeEmptyAnimationCurves;
+
+ /** use legacy naming for embedded textures eg: (*0, *1, *2)
+ */
+ bool useLegacyEmbeddedTextureNaming;
+
+ /** Empty bones shall be removed
+ */
+ bool removeEmptyBones;
+
+ /** Set to true to perform a conversion from cm to meter after the import
+ */
+ bool convertToMeters;
+};
+
+} // namespace FBX
+} // namespace Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXImporter.cpp b/libs/assimp/code/AssetLib/FBX/FBXImporter.cpp
new file mode 100644
index 0000000..0f63acc
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXImporter.cpp
@@ -0,0 +1,200 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+r
+* 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXImporter.cpp
+ * @brief Implementation of the FBX importer.
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXImporter.h"
+
+#include "FBXConverter.h"
+#include "FBXDocument.h"
+#include "FBXParser.h"
+#include "FBXTokenizer.h"
+#include "FBXUtil.h"
+
+#include <assimp/MemoryIOWrapper.h>
+#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;
+}
+
+} // namespace Assimp
+
+using namespace Assimp;
+using namespace Assimp::Formatter;
+using namespace Assimp::FBX;
+
+namespace {
+
+static const aiImporterDesc desc = {
+ "Autodesk FBX Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "fbx"
+};
+}
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by #Importer
+FBXImporter::FBXImporter() {
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+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 {
+ // at least ASCII-FBX files usually have a 'FBX' somewhere in their head
+ static const char *tokens[] = { "fbx" };
+ return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
+}
+
+// ------------------------------------------------------------------------------------------------
+// List all extensions handled by this loader
+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.readWeights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_WEIGHTS, 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) {
+ auto streamCloser = [&](IOStream *pStream) {
+ pIOHandler->Close(pStream);
+ };
+ std::unique_ptr<IOStream, decltype(streamCloser)> stream(pIOHandler->Open(pFile, "rb"), streamCloser);
+ if (!stream) {
+ ThrowException("Could not open file for reading");
+ }
+
+ ASSIMP_LOG_DEBUG("Reading FBX file");
+
+ // 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 {
+
+ 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);
+
+ // 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);
+
+ // size relative to cm
+ float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
+ if (size_relative_to_cm == 0.0)
+ {
+ // BaseImporter later asserts that fileScale is non-zero.
+ ThrowException("The UnitScaleFactor must be non-zero");
+ }
+
+ // 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;
+ }
+}
+
+#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER
diff --git a/libs/assimp/code/AssetLib/FBX/FBXImporter.h b/libs/assimp/code/AssetLib/FBX/FBXImporter.h
new file mode 100644
index 0000000..a212efe
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXImporter.h
@@ -0,0 +1,98 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXImporter.h
+ * @brief Declaration of the FBX main importer class
+ */
+#ifndef INCLUDED_AI_FBX_IMPORTER_H
+#define INCLUDED_AI_FBX_IMPORTER_H
+
+#include <assimp/BaseImporter.h>
+#include <assimp/LogAux.h>
+
+#include "FBXImportSettings.h"
+
+namespace Assimp {
+
+// TinyFormatter.h
+namespace Formatter {
+
+template <typename T, typename TR, typename A>
+class basic_formatter;
+
+typedef class basic_formatter<char, std::char_traits<char>, std::allocator<char>> format;
+
+} // namespace Formatter
+
+// -------------------------------------------------------------------------------------------
+/// Loads the Autodesk FBX file format.
+///
+/// See http://en.wikipedia.org/wiki/FBX
+// -------------------------------------------------------------------------------------------
+class FBXImporter : public BaseImporter, public LogFunctions<FBXImporter> {
+public:
+ FBXImporter();
+ ~FBXImporter() override;
+
+ // --------------------
+ bool CanRead(const std::string &pFile,
+ IOSystem *pIOHandler,
+ bool checkSig) const override;
+
+protected:
+ // --------------------
+ const aiImporterDesc *GetInfo() const override;
+
+ // --------------------
+ void SetupProperties(const Importer *pImp) override;
+
+ // --------------------
+ void InternReadFile(const std::string &pFile,
+ aiScene *pScene,
+ IOSystem *pIOHandler) override;
+
+private:
+ FBX::ImportSettings settings;
+}; // !class FBXImporter
+
+} // end of namespace Assimp
+
+#endif // !INCLUDED_AI_FBX_IMPORTER_H
diff --git a/libs/assimp/code/AssetLib/FBX/FBXMaterial.cpp b/libs/assimp/code/AssetLib/FBX/FBXMaterial.cpp
new file mode 100644
index 0000000..8849179
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXMaterial.cpp
@@ -0,0 +1,376 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXMaterial.cpp
+ * @brief Assimp::FBX::Material and Assimp::FBX::Texture implementation
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXParser.h"
+#include "FBXDocument.h"
+#include "FBXImporter.h"
+#include "FBXImportSettings.h"
+#include "FBXDocumentUtil.h"
+#include "FBXProperties.h"
+#include <assimp/ByteSwapper.h>
+#include <assimp/ParsingUtils.h>
+
+#include "FBXUtil.h"
+
+namespace Assimp {
+namespace FBX {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Material::Material(uint64_t id, const Element& element, const Document& doc, const std::string& name) :
+ Object(id,element,name) {
+ const Scope& sc = GetRequiredScope(element);
+
+ const Element* const ShadingModel = sc["ShadingModel"];
+ const Element* const MultiLayer = sc["MultiLayer"];
+
+ if(MultiLayer) {
+ multilayer = !!ParseTokenAsInt(GetRequiredToken(*MultiLayer,0));
+ }
+
+ if(ShadingModel) {
+ shading = ParseTokenAsString(GetRequiredToken(*ShadingModel,0));
+ } else {
+ DOMWarning("shading mode not specified, assuming phong",&element);
+ shading = "phong";
+ }
+
+ // lower-case shading because Blender (for example) writes "Phong"
+ for (size_t i = 0; i < shading.length(); ++i) {
+ shading[i] = static_cast<char>(tolower(static_cast<unsigned char>(shading[i])));
+ }
+ std::string templateName;
+ if(shading == "phong") {
+ templateName = "Material.FbxSurfacePhong";
+ } else if(shading == "lambert") {
+ templateName = "Material.FbxSurfaceLambert";
+ } else {
+ DOMWarning("shading mode not recognized: " + shading,&element);
+ }
+
+ props = GetPropertyTable(doc,templateName,element,sc);
+
+ // resolve texture links
+ const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
+ for(const Connection* con : conns) {
+ // texture link to properties, not objects
+ if ( 0 == con->PropertyName().length()) {
+ continue;
+ }
+
+ const Object* const ob = con->SourceObject();
+ if(nullptr == ob) {
+ DOMWarning("failed to read source object for texture link, ignoring",&element);
+ continue;
+ }
+
+ const Texture* const tex = dynamic_cast<const Texture*>(ob);
+ if(nullptr == tex) {
+ const LayeredTexture* const layeredTexture = dynamic_cast<const LayeredTexture*>(ob);
+ if(!layeredTexture) {
+ DOMWarning("source object for texture link is not a texture or layered texture, ignoring",&element);
+ continue;
+ }
+ const std::string& prop = con->PropertyName();
+ if (layeredTextures.find(prop) != layeredTextures.end()) {
+ DOMWarning("duplicate layered texture link: " + prop,&element);
+ }
+
+ layeredTextures[prop] = layeredTexture;
+ ((LayeredTexture*)layeredTexture)->fillTexture(doc);
+ } else {
+ const std::string& prop = con->PropertyName();
+ if (textures.find(prop) != textures.end()) {
+ DOMWarning("duplicate texture link: " + prop,&element);
+ }
+
+ textures[prop] = tex;
+ }
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Material::~Material() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Texture::Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name) :
+ Object(id,element,name),
+ uvScaling(1.0f,1.0f),
+ media(0) {
+ const Scope& sc = GetRequiredScope(element);
+
+ const Element* const Type = sc["Type"];
+ const Element* const FileName = sc["FileName"];
+ const Element* const RelativeFilename = sc["RelativeFilename"];
+ const Element* const ModelUVTranslation = sc["ModelUVTranslation"];
+ const Element* const ModelUVScaling = sc["ModelUVScaling"];
+ const Element* const Texture_Alpha_Source = sc["Texture_Alpha_Source"];
+ const Element* const Cropping = sc["Cropping"];
+
+ if(Type) {
+ type = ParseTokenAsString(GetRequiredToken(*Type,0));
+ }
+
+ if(FileName) {
+ fileName = ParseTokenAsString(GetRequiredToken(*FileName,0));
+ }
+
+ if(RelativeFilename) {
+ relativeFileName = ParseTokenAsString(GetRequiredToken(*RelativeFilename,0));
+ }
+
+ if(ModelUVTranslation) {
+ uvTrans = aiVector2D(ParseTokenAsFloat(GetRequiredToken(*ModelUVTranslation,0)),
+ ParseTokenAsFloat(GetRequiredToken(*ModelUVTranslation,1))
+ );
+ }
+
+ if(ModelUVScaling) {
+ uvScaling = aiVector2D(ParseTokenAsFloat(GetRequiredToken(*ModelUVScaling,0)),
+ ParseTokenAsFloat(GetRequiredToken(*ModelUVScaling,1))
+ );
+ }
+
+ if(Cropping) {
+ crop[0] = ParseTokenAsInt(GetRequiredToken(*Cropping,0));
+ crop[1] = ParseTokenAsInt(GetRequiredToken(*Cropping,1));
+ crop[2] = ParseTokenAsInt(GetRequiredToken(*Cropping,2));
+ crop[3] = ParseTokenAsInt(GetRequiredToken(*Cropping,3));
+ } else {
+ // vc8 doesn't support the crop() syntax in initialization lists
+ // (and vc9 WARNS about the new (i.e. compliant) behaviour).
+ crop[0] = crop[1] = crop[2] = crop[3] = 0;
+ }
+
+ if(Texture_Alpha_Source) {
+ alphaSource = ParseTokenAsString(GetRequiredToken(*Texture_Alpha_Source,0));
+ }
+
+ props = GetPropertyTable(doc,"Texture.FbxFileTexture",element,sc);
+
+ // 3DS Max and FBX SDK use "Scaling" and "Translation" instead of "ModelUVScaling" and "ModelUVTranslation". Use these properties if available.
+ bool ok;
+ const aiVector3D& scaling = PropertyGet<aiVector3D>(*props, "Scaling", ok);
+ if (ok) {
+ uvScaling.x = scaling.x;
+ uvScaling.y = scaling.y;
+ }
+
+ const aiVector3D& trans = PropertyGet<aiVector3D>(*props, "Translation", ok);
+ if (ok) {
+ uvTrans.x = trans.x;
+ uvTrans.y = trans.y;
+ }
+
+ const aiVector3D &rotation = PropertyGet<aiVector3D>(*props, "Rotation", ok);
+ if (ok) {
+ uvRotation = rotation.z;
+ }
+
+ // resolve video links
+ if(doc.Settings().readTextures) {
+ const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
+ for(const Connection* con : conns) {
+ const Object* const ob = con->SourceObject();
+ if (nullptr == ob) {
+ DOMWarning("failed to read source object for texture link, ignoring",&element);
+ continue;
+ }
+
+ const Video* const video = dynamic_cast<const Video*>(ob);
+ if(video) {
+ media = video;
+ }
+ }
+ }
+}
+
+
+Texture::~Texture() {
+ // empty
+}
+
+LayeredTexture::LayeredTexture(uint64_t id, const Element& element, const Document& /*doc*/, const std::string& name) :
+ Object(id,element,name),
+ blendMode(BlendMode_Modulate),
+ alpha(1) {
+ const Scope& sc = GetRequiredScope(element);
+
+ const Element* const BlendModes = sc["BlendModes"];
+ const Element* const Alphas = sc["Alphas"];
+
+ if (nullptr != BlendModes) {
+ blendMode = (BlendMode)ParseTokenAsInt(GetRequiredToken(*BlendModes,0));
+ }
+ if (nullptr != Alphas) {
+ alpha = ParseTokenAsFloat(GetRequiredToken(*Alphas,0));
+ }
+}
+
+LayeredTexture::~LayeredTexture() {
+ // empty
+}
+
+void LayeredTexture::fillTexture(const Document& doc) {
+ const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
+ for(size_t i = 0; i < conns.size();++i) {
+ const Connection* con = conns.at(i);
+
+ const Object* const ob = con->SourceObject();
+ if (nullptr == ob) {
+ DOMWarning("failed to read source object for texture link, ignoring",&element);
+ continue;
+ }
+
+ const Texture* const tex = dynamic_cast<const Texture*>(ob);
+
+ textures.push_back(tex);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Video::Video(uint64_t id, const Element& element, const Document& doc, const std::string& name) :
+ Object(id,element,name),
+ contentLength(0),
+ content(0) {
+ const Scope& sc = GetRequiredScope(element);
+
+ const Element* const Type = sc["Type"];
+ const Element* const FileName = sc.FindElementCaseInsensitive("FileName"); //some files retain the information as "Filename", others "FileName", who knows
+ const Element* const RelativeFilename = sc["RelativeFilename"];
+ const Element* const Content = sc["Content"];
+
+ if(Type) {
+ type = ParseTokenAsString(GetRequiredToken(*Type,0));
+ }
+
+ if(FileName) {
+ fileName = ParseTokenAsString(GetRequiredToken(*FileName,0));
+ }
+
+ if(RelativeFilename) {
+ relativeFileName = ParseTokenAsString(GetRequiredToken(*RelativeFilename,0));
+ }
+
+ if(Content && !Content->Tokens().empty()) {
+ //this field is omitted when the embedded texture is already loaded, let's ignore if it's not found
+ try {
+ const Token& token = GetRequiredToken(*Content, 0);
+ const char* data = token.begin();
+ if (!token.IsBinary()) {
+ if (*data != '"') {
+ DOMError("embedded content is not surrounded by quotation marks", &element);
+ } else {
+ size_t targetLength = 0;
+ auto numTokens = Content->Tokens().size();
+ // First time compute size (it could be large like 64Gb and it is good to allocate it once)
+ for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
+ const Token& dataToken = GetRequiredToken(*Content, tokenIdx);
+ size_t tokenLength = dataToken.end() - dataToken.begin() - 2; // ignore double quotes
+ const char* base64data = dataToken.begin() + 1;
+ const size_t outLength = Util::ComputeDecodedSizeBase64(base64data, tokenLength);
+ if (outLength == 0) {
+ DOMError("Corrupted embedded content found", &element);
+ }
+ targetLength += outLength;
+ }
+ if (targetLength == 0) {
+ DOMError("Corrupted embedded content found", &element);
+ }
+ content = new uint8_t[targetLength];
+ contentLength = static_cast<uint64_t>(targetLength);
+ size_t dst_offset = 0;
+ for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
+ const Token& dataToken = GetRequiredToken(*Content, tokenIdx);
+ size_t tokenLength = dataToken.end() - dataToken.begin() - 2; // ignore double quotes
+ const char* base64data = dataToken.begin() + 1;
+ dst_offset += Util::DecodeBase64(base64data, tokenLength, content + dst_offset, targetLength - dst_offset);
+ }
+ if (targetLength != dst_offset) {
+ delete[] content;
+ contentLength = 0;
+ DOMError("Corrupted embedded content found", &element);
+ }
+ }
+ } else if (static_cast<size_t>(token.end() - data) < 5) {
+ DOMError("binary data array is too short, need five (5) bytes for type signature and element count", &element);
+ } else if (*data != 'R') {
+ DOMWarning("video content is not raw binary data, ignoring", &element);
+ } else {
+ // read number of elements
+ uint32_t len = 0;
+ ::memcpy(&len, data + 1, sizeof(len));
+ AI_SWAP4(len);
+
+ contentLength = len;
+
+ content = new uint8_t[len];
+ ::memcpy(content, data + 5, len);
+ }
+ } catch (const runtime_error& runtimeError) {
+ //we don't need the content data for contents that has already been loaded
+ ASSIMP_LOG_VERBOSE_DEBUG("Caught exception in FBXMaterial (likely because content was already loaded): ",
+ runtimeError.what());
+ }
+ }
+
+ props = GetPropertyTable(doc,"Video.FbxVideo",element,sc);
+}
+
+
+Video::~Video() {
+ delete[] content;
+}
+
+} //!FBX
+} //!Assimp
+
+#endif // ASSIMP_BUILD_NO_FBX_IMPORTER
diff --git a/libs/assimp/code/AssetLib/FBX/FBXMeshGeometry.cpp b/libs/assimp/code/AssetLib/FBX/FBXMeshGeometry.cpp
new file mode 100644
index 0000000..1f92fa1
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXMeshGeometry.cpp
@@ -0,0 +1,728 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXMeshGeometry.cpp
+ * @brief Assimp::FBX::MeshGeometry implementation
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include <functional>
+
+#include "FBXMeshGeometry.h"
+#include "FBXDocument.h"
+#include "FBXImporter.h"
+#include "FBXImportSettings.h"
+#include "FBXDocumentUtil.h"
+
+
+namespace Assimp {
+namespace FBX {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Geometry::Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
+ : Object(id, element, name)
+ , skin()
+{
+ const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"Deformer");
+ for(const Connection* con : conns) {
+ const Skin* const sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
+ if(sk) {
+ skin = sk;
+ }
+ const BlendShape* const bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry", element);
+ if (bsp) {
+ blendShapes.push_back(bsp);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Geometry::~Geometry()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<const BlendShape*>& Geometry::GetBlendShapes() const {
+ return blendShapes;
+}
+
+// ------------------------------------------------------------------------------------------------
+const Skin* Geometry::DeformerSkin() const {
+ return skin;
+}
+
+// ------------------------------------------------------------------------------------------------
+MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
+: Geometry(id, element,name, doc)
+{
+ const Scope* sc = element.Compound();
+ if (!sc) {
+ DOMError("failed to read Geometry object (class: Mesh), no data scope found");
+ }
+
+ // must have Mesh elements:
+ const Element& Vertices = GetRequiredElement(*sc,"Vertices",&element);
+ const Element& PolygonVertexIndex = GetRequiredElement(*sc,"PolygonVertexIndex",&element);
+
+ // optional Mesh elements:
+ const ElementCollection& Layer = sc->GetCollection("Layer");
+
+ std::vector<aiVector3D> tempVerts;
+ ParseVectorDataArray(tempVerts,Vertices);
+
+ if(tempVerts.empty()) {
+ FBXImporter::LogWarn("encountered mesh with no vertices");
+ }
+
+ std::vector<int> tempFaces;
+ ParseVectorDataArray(tempFaces,PolygonVertexIndex);
+
+ if(tempFaces.empty()) {
+ FBXImporter::LogWarn("encountered mesh with no faces");
+ }
+
+ m_vertices.reserve(tempFaces.size());
+ m_faces.reserve(tempFaces.size() / 3);
+
+ m_mapping_offsets.resize(tempVerts.size());
+ m_mapping_counts.resize(tempVerts.size(),0);
+ m_mappings.resize(tempFaces.size());
+
+ const size_t vertex_count = tempVerts.size();
+
+ // generate output vertices, computing an adjacency table to
+ // preserve the mapping from fbx indices to *this* indexing.
+ unsigned int count = 0;
+ for(int index : tempFaces) {
+ const int absi = index < 0 ? (-index - 1) : index;
+ if(static_cast<size_t>(absi) >= vertex_count) {
+ DOMError("polygon vertex index out of range",&PolygonVertexIndex);
+ }
+
+ m_vertices.push_back(tempVerts[absi]);
+ ++count;
+
+ ++m_mapping_counts[absi];
+
+ if (index < 0) {
+ m_faces.push_back(count);
+ count = 0;
+ }
+ }
+
+ unsigned int cursor = 0;
+ for (size_t i = 0, e = tempVerts.size(); i < e; ++i) {
+ m_mapping_offsets[i] = cursor;
+ cursor += m_mapping_counts[i];
+
+ m_mapping_counts[i] = 0;
+ }
+
+ cursor = 0;
+ for(int index : tempFaces) {
+ const int absi = index < 0 ? (-index - 1) : index;
+ m_mappings[m_mapping_offsets[absi] + m_mapping_counts[absi]++] = cursor++;
+ }
+
+ // if settings.readAllLayers is true:
+ // * read all layers, try to load as many vertex channels as possible
+ // if settings.readAllLayers is false:
+ // * read only the layer with index 0, but warn about any further layers
+ for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) {
+ const TokenList& tokens = (*it).second->Tokens();
+
+ const char* err;
+ const int index = ParseTokenAsInt(*tokens[0], err);
+ if(err) {
+ DOMError(err,&element);
+ }
+
+ if(doc.Settings().readAllLayers || index == 0) {
+ const Scope& layer = GetRequiredScope(*(*it).second);
+ ReadLayer(layer);
+ }
+ else {
+ FBXImporter::LogWarn("ignoring additional geometry layers");
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+MeshGeometry::~MeshGeometry() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& MeshGeometry::GetVertices() const {
+ return m_vertices;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& MeshGeometry::GetNormals() const {
+ return m_normals;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& MeshGeometry::GetTangents() const {
+ return m_tangents;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& MeshGeometry::GetBinormals() const {
+ return m_binormals;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<unsigned int>& MeshGeometry::GetFaceIndexCounts() const {
+ return m_faces;
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector2D>& MeshGeometry::GetTextureCoords( unsigned int index ) const {
+ static const std::vector<aiVector2D> empty;
+ return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : m_uvs[ index ];
+}
+
+std::string MeshGeometry::GetTextureCoordChannelName( unsigned int index ) const {
+ return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? "" : m_uvNames[ index ];
+}
+
+const std::vector<aiColor4D>& MeshGeometry::GetVertexColors( unsigned int index ) const {
+ static const std::vector<aiColor4D> empty;
+ return index >= AI_MAX_NUMBER_OF_COLOR_SETS ? empty : m_colors[ index ];
+}
+
+const MatIndexArray& MeshGeometry::GetMaterialIndices() const {
+ return m_materials;
+}
+// ------------------------------------------------------------------------------------------------
+const unsigned int* MeshGeometry::ToOutputVertexIndex( unsigned int in_index, unsigned int& count ) const {
+ if ( in_index >= m_mapping_counts.size() ) {
+ return nullptr;
+ }
+
+ ai_assert( m_mapping_counts.size() == m_mapping_offsets.size() );
+ count = m_mapping_counts[ in_index ];
+
+ ai_assert( m_mapping_offsets[ in_index ] + count <= m_mappings.size() );
+
+ return &m_mappings[ m_mapping_offsets[ in_index ] ];
+}
+
+// ------------------------------------------------------------------------------------------------
+unsigned int MeshGeometry::FaceForVertexIndex( unsigned int in_index ) const {
+ ai_assert( in_index < m_vertices.size() );
+
+ // in the current conversion pattern this will only be needed if
+ // weights are present, so no need to always pre-compute this table
+ if ( m_facesVertexStartIndices.empty() ) {
+ m_facesVertexStartIndices.resize( m_faces.size() + 1, 0 );
+
+ std::partial_sum( m_faces.begin(), m_faces.end(), m_facesVertexStartIndices.begin() + 1 );
+ m_facesVertexStartIndices.pop_back();
+ }
+
+ ai_assert( m_facesVertexStartIndices.size() == m_faces.size() );
+ const std::vector<unsigned int>::iterator it = std::upper_bound(
+ m_facesVertexStartIndices.begin(),
+ m_facesVertexStartIndices.end(),
+ in_index
+ );
+
+ return static_cast< unsigned int >( std::distance( m_facesVertexStartIndices.begin(), it - 1 ) );
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadLayer(const Scope& layer)
+{
+ const ElementCollection& LayerElement = layer.GetCollection("LayerElement");
+ for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) {
+ const Scope& elayer = GetRequiredScope(*(*eit).second);
+
+ ReadLayerElement(elayer);
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadLayerElement(const Scope& layerElement)
+{
+ const Element& Type = GetRequiredElement(layerElement,"Type");
+ const Element& TypedIndex = GetRequiredElement(layerElement,"TypedIndex");
+
+ const std::string& type = ParseTokenAsString(GetRequiredToken(Type,0));
+ const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex,0));
+
+ const Scope& top = GetRequiredScope(element);
+ const ElementCollection candidates = top.GetCollection(type);
+
+ for (ElementMap::const_iterator it = candidates.first; it != candidates.second; ++it) {
+ const int index = ParseTokenAsInt(GetRequiredToken(*(*it).second,0));
+ if(index == typedIndex) {
+ ReadVertexData(type,typedIndex,GetRequiredScope(*(*it).second));
+ return;
+ }
+ }
+
+ FBXImporter::LogError("failed to resolve vertex layer element: ",
+ type, ", index: ", typedIndex);
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scope& source)
+{
+ const std::string& MappingInformationType = ParseTokenAsString(GetRequiredToken(
+ GetRequiredElement(source,"MappingInformationType"),0)
+ );
+
+ const std::string& ReferenceInformationType = ParseTokenAsString(GetRequiredToken(
+ GetRequiredElement(source,"ReferenceInformationType"),0)
+ );
+
+ if (type == "LayerElementUV") {
+ if(index >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
+ FBXImporter::LogError("ignoring UV layer, maximum number of UV channels exceeded: ",
+ index, " (limit is ", AI_MAX_NUMBER_OF_TEXTURECOORDS, ")" );
+ return;
+ }
+
+ const Element* Name = source["Name"];
+ m_uvNames[index] = std::string();
+ if(Name) {
+ m_uvNames[index] = ParseTokenAsString(GetRequiredToken(*Name,0));
+ }
+
+ ReadVertexDataUV(m_uvs[index],source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+ else if (type == "LayerElementMaterial") {
+ if (m_materials.size() > 0) {
+ FBXImporter::LogError("ignoring additional material layer");
+ return;
+ }
+
+ std::vector<int> temp_materials;
+
+ ReadVertexDataMaterials(temp_materials,source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+
+ // sometimes, there will be only negative entries. Drop the material
+ // layer in such a case (I guess it means a default material should
+ // be used). This is what the converter would do anyway, and it
+ // avoids losing the material if there are more material layers
+ // coming of which at least one contains actual data (did observe
+ // that with one test file).
+ const size_t count_neg = std::count_if(temp_materials.begin(),temp_materials.end(),[](int n) { return n < 0; });
+ if(count_neg == temp_materials.size()) {
+ FBXImporter::LogWarn("ignoring dummy material layer (all entries -1)");
+ return;
+ }
+
+ std::swap(temp_materials, m_materials);
+ }
+ else if (type == "LayerElementNormal") {
+ if (m_normals.size() > 0) {
+ FBXImporter::LogError("ignoring additional normal layer");
+ return;
+ }
+
+ ReadVertexDataNormals(m_normals,source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+ else if (type == "LayerElementTangent") {
+ if (m_tangents.size() > 0) {
+ FBXImporter::LogError("ignoring additional tangent layer");
+ return;
+ }
+
+ ReadVertexDataTangents(m_tangents,source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+ else if (type == "LayerElementBinormal") {
+ if (m_binormals.size() > 0) {
+ FBXImporter::LogError("ignoring additional binormal layer");
+ return;
+ }
+
+ ReadVertexDataBinormals(m_binormals,source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+ else if (type == "LayerElementColor") {
+ if(index >= AI_MAX_NUMBER_OF_COLOR_SETS) {
+ FBXImporter::LogError("ignoring vertex color layer, maximum number of color sets exceeded: ",
+ index, " (limit is ", AI_MAX_NUMBER_OF_COLOR_SETS, ")" );
+ return;
+ }
+
+ ReadVertexDataColors(m_colors[index],source,
+ MappingInformationType,
+ ReferenceInformationType
+ );
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Lengthy utility function to read and resolve a FBX vertex data array - that is, the
+// output is in polygon vertex order. This logic is used for reading normals, UVs, colors,
+// tangents ..
+template <typename T>
+void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType,
+ const char* dataElementName,
+ const char* indexDataElementName,
+ size_t vertex_count,
+ const std::vector<unsigned int>& mapping_counts,
+ const std::vector<unsigned int>& mapping_offsets,
+ const std::vector<unsigned int>& mappings)
+{
+ bool isDirect = ReferenceInformationType == "Direct";
+ bool isIndexToDirect = ReferenceInformationType == "IndexToDirect";
+
+ // fall-back to direct data if there is no index data element
+ if ( isIndexToDirect && !HasElement( source, indexDataElementName ) ) {
+ isDirect = true;
+ isIndexToDirect = false;
+ }
+
+ // handle permutations of Mapping and Reference type - it would be nice to
+ // deal with this more elegantly and with less redundancy, but right
+ // now it seems unavoidable.
+ if (MappingInformationType == "ByVertice" && isDirect) {
+ if (!HasElement(source, dataElementName)) {
+ return;
+ }
+ std::vector<T> tempData;
+ ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
+
+ if (tempData.size() != mapping_offsets.size()) {
+ FBXImporter::LogError("length of input data unexpected for ByVertice mapping: ",
+ tempData.size(), ", expected ", mapping_offsets.size());
+ return;
+ }
+
+ data_out.resize(vertex_count);
+ for (size_t i = 0, e = tempData.size(); i < e; ++i) {
+ const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
+ for (unsigned int j = istart; j < iend; ++j) {
+ data_out[mappings[j]] = tempData[i];
+ }
+ }
+ }
+ else if (MappingInformationType == "ByVertice" && isIndexToDirect) {
+ std::vector<T> tempData;
+ ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
+
+ std::vector<int> uvIndices;
+ ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
+
+ if (uvIndices.size() != vertex_count) {
+ FBXImporter::LogError("length of input data unexpected for ByVertice mapping: ",
+ uvIndices.size(), ", expected ", vertex_count);
+ return;
+ }
+
+ data_out.resize(vertex_count);
+
+ for (size_t i = 0, e = uvIndices.size(); i < e; ++i) {
+
+ const unsigned int istart = mapping_offsets[i], iend = istart + mapping_counts[i];
+ for (unsigned int j = istart; j < iend; ++j) {
+ if (static_cast<size_t>(uvIndices[i]) >= tempData.size()) {
+ DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
+ }
+ data_out[mappings[j]] = tempData[uvIndices[i]];
+ }
+ }
+ }
+ else if (MappingInformationType == "ByPolygonVertex" && isDirect) {
+ std::vector<T> tempData;
+ ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
+
+ if (tempData.size() != vertex_count) {
+ FBXImporter::LogError("length of input data unexpected for ByPolygon mapping: ",
+ tempData.size(), ", expected ", vertex_count
+ );
+ return;
+ }
+
+ data_out.swap(tempData);
+ }
+ else if (MappingInformationType == "ByPolygonVertex" && isIndexToDirect) {
+ std::vector<T> tempData;
+ ParseVectorDataArray(tempData, GetRequiredElement(source, dataElementName));
+
+ std::vector<int> uvIndices;
+ ParseVectorDataArray(uvIndices,GetRequiredElement(source,indexDataElementName));
+
+ if (uvIndices.size() > vertex_count) {
+ FBXImporter::LogWarn("trimming length of input array for ByPolygonVertex mapping: ",
+ uvIndices.size(), ", expected ", vertex_count);
+ uvIndices.resize(vertex_count);
+ }
+
+ if (uvIndices.size() != vertex_count) {
+ FBXImporter::LogError("length of input data unexpected for ByPolygonVertex mapping: ",
+ uvIndices.size(), ", expected ", vertex_count);
+ return;
+ }
+
+ data_out.resize(vertex_count);
+
+ const T empty;
+ unsigned int next = 0;
+ for(int i : uvIndices) {
+ if ( -1 == i ) {
+ data_out[ next++ ] = empty;
+ continue;
+ }
+ if (static_cast<size_t>(i) >= tempData.size()) {
+ DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
+ }
+
+ data_out[next++] = tempData[i];
+ }
+ }
+ else {
+ FBXImporter::LogError("ignoring vertex data channel, access type not implemented: ",
+ MappingInformationType, ",", ReferenceInformationType);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ ResolveVertexDataArray(normals_out,source,MappingInformationType,ReferenceInformationType,
+ "Normals",
+ "NormalsIndex",
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ ResolveVertexDataArray(uv_out,source,MappingInformationType,ReferenceInformationType,
+ "UV",
+ "UVIndex",
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ ResolveVertexDataArray(colors_out,source,MappingInformationType,ReferenceInformationType,
+ "Colors",
+ "ColorIndex",
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+// ------------------------------------------------------------------------------------------------
+static const char *TangentIndexToken = "TangentIndex";
+static const char *TangentsIndexToken = "TangentsIndex";
+
+void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ const char * str = source.Elements().count( "Tangents" ) > 0 ? "Tangents" : "Tangent";
+ const char * strIdx = source.Elements().count( "Tangents" ) > 0 ? TangentsIndexToken : TangentIndexToken;
+ ResolveVertexDataArray(tangents_out,source,MappingInformationType,ReferenceInformationType,
+ str,
+ strIdx,
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+// ------------------------------------------------------------------------------------------------
+static const char * BinormalIndexToken = "BinormalIndex";
+static const char * BinormalsIndexToken = "BinormalsIndex";
+
+void MeshGeometry::ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ const char * str = source.Elements().count( "Binormals" ) > 0 ? "Binormals" : "Binormal";
+ const char * strIdx = source.Elements().count( "Binormals" ) > 0 ? BinormalsIndexToken : BinormalIndexToken;
+ ResolveVertexDataArray(binormals_out,source,MappingInformationType,ReferenceInformationType,
+ str,
+ strIdx,
+ m_vertices.size(),
+ m_mapping_counts,
+ m_mapping_offsets,
+ m_mappings);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void MeshGeometry::ReadVertexDataMaterials(std::vector<int>& materials_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType)
+{
+ const size_t face_count = m_faces.size();
+ if( 0 == face_count )
+ {
+ return;
+ }
+
+ // materials are handled separately. First of all, they are assigned per-face
+ // and not per polyvert. Secondly, ReferenceInformationType=IndexToDirect
+ // has a slightly different meaning for materials.
+ ParseVectorDataArray(materials_out,GetRequiredElement(source,"Materials"));
+
+ if (MappingInformationType == "AllSame") {
+ // easy - same material for all faces
+ if (materials_out.empty()) {
+ FBXImporter::LogError("expected material index, ignoring");
+ return;
+ } else if (materials_out.size() > 1) {
+ FBXImporter::LogWarn("expected only a single material index, ignoring all except the first one");
+ materials_out.clear();
+ }
+
+ materials_out.resize(m_vertices.size());
+ std::fill(materials_out.begin(), materials_out.end(), materials_out.at(0));
+ } else if (MappingInformationType == "ByPolygon" && ReferenceInformationType == "IndexToDirect") {
+ materials_out.resize(face_count);
+
+ if(materials_out.size() != face_count) {
+ FBXImporter::LogError("length of input data unexpected for ByPolygon mapping: ",
+ materials_out.size(), ", expected ", face_count
+ );
+ return;
+ }
+ } else {
+ FBXImporter::LogError("ignoring material assignments, access type not implemented: ",
+ MappingInformationType, ",", ReferenceInformationType);
+ }
+}
+// ------------------------------------------------------------------------------------------------
+ShapeGeometry::ShapeGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
+: Geometry(id, element, name, doc) {
+ const Scope *sc = element.Compound();
+ if (nullptr == sc) {
+ DOMError("failed to read Geometry object (class: Shape), no data scope found");
+ }
+ const Element& Indexes = GetRequiredElement(*sc, "Indexes", &element);
+ const Element& Normals = GetRequiredElement(*sc, "Normals", &element);
+ const Element& Vertices = GetRequiredElement(*sc, "Vertices", &element);
+ ParseVectorDataArray(m_indices, Indexes);
+ ParseVectorDataArray(m_vertices, Vertices);
+ ParseVectorDataArray(m_normals, Normals);
+}
+
+// ------------------------------------------------------------------------------------------------
+ShapeGeometry::~ShapeGeometry() {
+ // empty
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& ShapeGeometry::GetVertices() const {
+ return m_vertices;
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& ShapeGeometry::GetNormals() const {
+ return m_normals;
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<unsigned int>& ShapeGeometry::GetIndices() const {
+ return m_indices;
+}
+// ------------------------------------------------------------------------------------------------
+LineGeometry::LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
+ : Geometry(id, element, name, doc)
+{
+ const Scope* sc = element.Compound();
+ if (!sc) {
+ DOMError("failed to read Geometry object (class: Line), no data scope found");
+ }
+ const Element& Points = GetRequiredElement(*sc, "Points", &element);
+ const Element& PointsIndex = GetRequiredElement(*sc, "PointsIndex", &element);
+ ParseVectorDataArray(m_vertices, Points);
+ ParseVectorDataArray(m_indices, PointsIndex);
+}
+
+// ------------------------------------------------------------------------------------------------
+LineGeometry::~LineGeometry() {
+ // empty
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<aiVector3D>& LineGeometry::GetVertices() const {
+ return m_vertices;
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<int>& LineGeometry::GetIndices() const {
+ return m_indices;
+}
+} // !FBX
+} // !Assimp
+#endif
+
diff --git a/libs/assimp/code/AssetLib/FBX/FBXMeshGeometry.h b/libs/assimp/code/AssetLib/FBX/FBXMeshGeometry.h
new file mode 100644
index 0000000..3cca38a
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXMeshGeometry.h
@@ -0,0 +1,235 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXImporter.h
+* @brief Declaration of the FBX main importer class
+*/
+#ifndef INCLUDED_AI_FBX_MESHGEOMETRY_H
+#define INCLUDED_AI_FBX_MESHGEOMETRY_H
+
+#include "FBXParser.h"
+#include "FBXDocument.h"
+
+namespace Assimp {
+namespace FBX {
+
+/**
+ * DOM base class for all kinds of FBX geometry
+ */
+class Geometry : public Object
+{
+public:
+ Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
+ virtual ~Geometry();
+
+ /** Get the Skin attached to this geometry or nullptr */
+ const Skin* DeformerSkin() const;
+
+ /** Get the BlendShape attached to this geometry or nullptr */
+ const std::vector<const BlendShape*>& GetBlendShapes() const;
+
+private:
+ const Skin* skin;
+ std::vector<const BlendShape*> blendShapes;
+
+};
+
+typedef std::vector<int> MatIndexArray;
+
+
+/**
+ * DOM class for FBX geometry of type "Mesh"
+ */
+class MeshGeometry : public Geometry
+{
+public:
+ /** The class constructor */
+ MeshGeometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
+
+ /** The class destructor */
+ virtual ~MeshGeometry();
+
+ /** Get a list of all vertex points, non-unique*/
+ const std::vector<aiVector3D>& GetVertices() const;
+
+ /** Get a list of all vertex normals or an empty array if
+ * no normals are specified. */
+ const std::vector<aiVector3D>& GetNormals() const;
+
+ /** Get a list of all vertex tangents or an empty array
+ * if no tangents are specified */
+ const std::vector<aiVector3D>& GetTangents() const;
+
+ /** Get a list of all vertex bi-normals or an empty array
+ * if no bi-normals are specified */
+ const std::vector<aiVector3D>& GetBinormals() const;
+
+ /** Return list of faces - each entry denotes a face and specifies
+ * how many vertices it has. Vertices are taken from the
+ * vertex data arrays in sequential order. */
+ const std::vector<unsigned int>& GetFaceIndexCounts() const;
+
+ /** Get a UV coordinate slot, returns an empty array if
+ * the requested slot does not exist. */
+ const std::vector<aiVector2D>& GetTextureCoords( unsigned int index ) const;
+
+ /** Get a UV coordinate slot, returns an empty array if
+ * the requested slot does not exist. */
+ std::string GetTextureCoordChannelName( unsigned int index ) const;
+
+ /** Get a vertex color coordinate slot, returns an empty array if
+ * the requested slot does not exist. */
+ const std::vector<aiColor4D>& GetVertexColors( unsigned int index ) const;
+
+ /** Get per-face-vertex material assignments */
+ const MatIndexArray& GetMaterialIndices() const;
+
+ /** Convert from a fbx file vertex index (for example from a #Cluster weight) or nullptr
+ * if the vertex index is not valid. */
+ const unsigned int* ToOutputVertexIndex( unsigned int in_index, unsigned int& count ) const;
+
+ /** Determine the face to which a particular output vertex index belongs.
+ * This mapping is always unique. */
+ unsigned int FaceForVertexIndex( unsigned int in_index ) const;
+private:
+ void ReadLayer( const Scope& layer );
+ void ReadLayerElement( const Scope& layerElement );
+ void ReadVertexData( const std::string& type, int index, const Scope& source );
+
+ void ReadVertexDataUV( std::vector<aiVector2D>& uv_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType );
+
+ void ReadVertexDataNormals( std::vector<aiVector3D>& normals_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType );
+
+ void ReadVertexDataColors( std::vector<aiColor4D>& colors_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType );
+
+ void ReadVertexDataTangents( std::vector<aiVector3D>& tangents_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType );
+
+ void ReadVertexDataBinormals( std::vector<aiVector3D>& binormals_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType );
+
+ void ReadVertexDataMaterials( MatIndexArray& materials_out, const Scope& source,
+ const std::string& MappingInformationType,
+ const std::string& ReferenceInformationType );
+
+private:
+ // cached data arrays
+ MatIndexArray m_materials;
+ std::vector<aiVector3D> m_vertices;
+ std::vector<unsigned int> m_faces;
+ mutable std::vector<unsigned int> m_facesVertexStartIndices;
+ std::vector<aiVector3D> m_tangents;
+ std::vector<aiVector3D> m_binormals;
+ std::vector<aiVector3D> m_normals;
+
+ std::string m_uvNames[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
+ std::vector<aiVector2D> m_uvs[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
+ std::vector<aiColor4D> m_colors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
+
+ std::vector<unsigned int> m_mapping_counts;
+ std::vector<unsigned int> m_mapping_offsets;
+ std::vector<unsigned int> m_mappings;
+};
+
+/**
+* DOM class for FBX geometry of type "Shape"
+*/
+class ShapeGeometry : public Geometry
+{
+public:
+ /** The class constructor */
+ ShapeGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
+
+ /** The class destructor */
+ virtual ~ShapeGeometry();
+
+ /** Get a list of all vertex points, non-unique*/
+ const std::vector<aiVector3D>& GetVertices() const;
+
+ /** Get a list of all vertex normals or an empty array if
+ * no normals are specified. */
+ const std::vector<aiVector3D>& GetNormals() const;
+
+ /** Return list of vertex indices. */
+ const std::vector<unsigned int>& GetIndices() const;
+
+private:
+ std::vector<aiVector3D> m_vertices;
+ std::vector<aiVector3D> m_normals;
+ std::vector<unsigned int> m_indices;
+};
+/**
+* DOM class for FBX geometry of type "Line"
+*/
+class LineGeometry : public Geometry
+{
+public:
+ /** The class constructor */
+ LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
+
+ /** The class destructor */
+ virtual ~LineGeometry();
+
+ /** Get a list of all vertex points, non-unique*/
+ const std::vector<aiVector3D>& GetVertices() const;
+
+ /** Return list of vertex indices. */
+ const std::vector<int>& GetIndices() const;
+
+private:
+ std::vector<aiVector3D> m_vertices;
+ std::vector<int> m_indices;
+};
+
+}
+}
+
+#endif // INCLUDED_AI_FBX_MESHGEOMETRY_H
+
diff --git a/libs/assimp/code/AssetLib/FBX/FBXModel.cpp b/libs/assimp/code/AssetLib/FBX/FBXModel.cpp
new file mode 100644
index 0000000..9fe4cd5
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXModel.cpp
@@ -0,0 +1,146 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXModel.cpp
+ * @brief Assimp::FBX::Model implementation
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXImporter.h"
+#include "FBXMeshGeometry.h"
+#include "FBXParser.h"
+
+namespace Assimp {
+namespace FBX {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Model::Model(uint64_t id, const Element &element, const Document &doc, const std::string &name) :
+ Object(id, element, name), shading("Y") {
+ const Scope &sc = GetRequiredScope(element);
+ const Element *const Shading = sc["Shading"];
+ const Element *const Culling = sc["Culling"];
+
+ if (Shading) {
+ shading = GetRequiredToken(*Shading, 0).StringContents();
+ }
+
+ if (Culling) {
+ culling = ParseTokenAsString(GetRequiredToken(*Culling, 0));
+ }
+
+ props = GetPropertyTable(doc, "Model.FbxNode", element, sc);
+ ResolveLinks(element, doc);
+}
+
+// ------------------------------------------------------------------------------------------------
+Model::~Model() {
+}
+
+// ------------------------------------------------------------------------------------------------
+void Model::ResolveLinks(const Element&, const Document &doc) {
+ const char *const arr[] = { "Geometry", "Material", "NodeAttribute" };
+
+ // resolve material
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), arr, 3);
+
+ materials.reserve(conns.size());
+ geometry.reserve(conns.size());
+ attributes.reserve(conns.size());
+ for (const Connection *con : conns) {
+
+ // material and geometry links should be Object-Object connections
+ if (con->PropertyName().length()) {
+ continue;
+ }
+
+ const Object *const ob = con->SourceObject();
+ if (!ob) {
+ DOMWarning("failed to read source object for incoming Model link, ignoring", &element);
+ continue;
+ }
+
+ const Material *const mat = dynamic_cast<const Material *>(ob);
+ if (mat) {
+ materials.push_back(mat);
+ continue;
+ }
+
+ const Geometry *const geo = dynamic_cast<const Geometry *>(ob);
+ if (geo) {
+ geometry.push_back(geo);
+ continue;
+ }
+
+ const NodeAttribute *const att = dynamic_cast<const NodeAttribute *>(ob);
+ if (att) {
+ attributes.push_back(att);
+ continue;
+ }
+
+ DOMWarning("source object for model link is neither Material, NodeAttribute nor Geometry, ignoring", &element);
+ continue;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+bool Model::IsNull() const {
+ const std::vector<const NodeAttribute *> &attrs = GetAttributes();
+ for (const NodeAttribute *att : attrs) {
+
+ const Null *null_tag = dynamic_cast<const Null *>(att);
+ if (null_tag) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+} // namespace FBX
+} // namespace Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXNodeAttribute.cpp b/libs/assimp/code/AssetLib/FBX/FBXNodeAttribute.cpp
new file mode 100644
index 0000000..a144f41
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXNodeAttribute.cpp
@@ -0,0 +1,170 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXNoteAttribute.cpp
+ * @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXParser.h"
+#include "FBXDocument.h"
+#include "FBXImporter.h"
+#include "FBXDocumentUtil.h"
+
+namespace Assimp {
+namespace FBX {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+NodeAttribute::NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+: Object(id,element,name)
+, props()
+{
+ const Scope& sc = GetRequiredScope(element);
+
+ const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
+
+ // hack on the deriving type but Null/LimbNode attributes are the only case in which
+ // the property table is by design absent and no warning should be generated
+ // for it.
+ const bool is_null_or_limb = !strcmp(classname.c_str(), "Null") || !strcmp(classname.c_str(), "LimbNode");
+ props = GetPropertyTable(doc,"NodeAttribute.Fbx" + classname,element,sc, is_null_or_limb);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+NodeAttribute::~NodeAttribute()
+{
+ // empty
+}
+
+
+// ------------------------------------------------------------------------------------------------
+CameraSwitcher::CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+ : NodeAttribute(id,element,doc,name)
+{
+ const Scope& sc = GetRequiredScope(element);
+ const Element* const CameraId = sc["CameraId"];
+ const Element* const CameraName = sc["CameraName"];
+ const Element* const CameraIndexName = sc["CameraIndexName"];
+
+ if(CameraId) {
+ cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId,0));
+ }
+
+ if(CameraName) {
+ cameraName = GetRequiredToken(*CameraName,0).StringContents();
+ }
+
+ if(CameraIndexName && CameraIndexName->Tokens().size()) {
+ cameraIndexName = GetRequiredToken(*CameraIndexName,0).StringContents();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+CameraSwitcher::~CameraSwitcher()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Camera::Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+: NodeAttribute(id,element,doc,name)
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Camera::~Camera()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Light::Light(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+: NodeAttribute(id,element,doc,name)
+{
+ // empty
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Light::~Light()
+{
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Null::Null(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+: NodeAttribute(id,element,doc,name)
+{
+
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Null::~Null()
+{
+
+}
+
+
+// ------------------------------------------------------------------------------------------------
+LimbNode::LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name)
+: NodeAttribute(id,element,doc,name)
+{
+
+}
+
+
+// ------------------------------------------------------------------------------------------------
+LimbNode::~LimbNode()
+{
+
+}
+
+}
+}
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXParser.cpp b/libs/assimp/code/AssetLib/FBX/FBXParser.cpp
new file mode 100644
index 0000000..e20377a
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXParser.cpp
@@ -0,0 +1,1314 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXParser.cpp
+ * @brief Implementation of the FBX parser and the rudimentary DOM that we use
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+//#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#include "Common/Compression.h"
+//# include <zlib.h>
+//#else
+//# include "../contrib/zlib/zlib.h"
+//#endif
+
+#include "FBXTokenizer.h"
+#include "FBXParser.h"
+#include "FBXUtil.h"
+
+#include <assimp/ParsingUtils.h>
+#include <assimp/fast_atof.h>
+#include <assimp/ByteSwapper.h>
+#include <assimp/DefaultLogger.hpp>
+
+#include <iostream>
+
+using namespace Assimp;
+using namespace Assimp::FBX;
+
+namespace {
+
+ // ------------------------------------------------------------------------------------------------
+ // signal parse error, this is always unrecoverable. Throws DeadlyImportError.
+ AI_WONT_RETURN void ParseError(const std::string& message, const Token& token) AI_WONT_RETURN_SUFFIX;
+ AI_WONT_RETURN void ParseError(const std::string& message, const Token& token)
+ {
+ throw DeadlyImportError("FBX-Parser", Util::GetTokenText(&token), message);
+ }
+
+ // ------------------------------------------------------------------------------------------------
+ AI_WONT_RETURN void ParseError(const std::string &message, const Element *element = nullptr) AI_WONT_RETURN_SUFFIX;
+ AI_WONT_RETURN void ParseError(const std::string& message, const Element* element)
+ {
+ if(element) {
+ ParseError(message,element->KeyToken());
+ }
+ throw DeadlyImportError("FBX-Parser ", message);
+ }
+
+
+ // ------------------------------------------------------------------------------------------------
+ void ParseError(const std::string& message, TokenPtr token)
+ {
+ if(token) {
+ ParseError(message, *token);
+ }
+ ParseError(message);
+ }
+
+ // Initially, we did reinterpret_cast, breaking strict aliasing rules.
+ // This actually caused trouble on Android, so let's be safe this time.
+ // https://github.com/assimp/assimp/issues/24
+ template <typename T>
+ T SafeParse(const char* data, const char* end) {
+ // Actual size validation happens during Tokenization so
+ // this is valid as an assertion.
+ (void)(end);
+ ai_assert(static_cast<size_t>(end - data) >= sizeof(T));
+ T result = static_cast<T>(0);
+ ::memcpy(&result, data, sizeof(T));
+ return result;
+ }
+}
+
+namespace Assimp {
+namespace FBX {
+
+// ------------------------------------------------------------------------------------------------
+Element::Element(const Token& key_token, Parser& parser) : key_token(key_token) {
+ TokenPtr n = nullptr;
+ do {
+ n = parser.AdvanceToNextToken();
+ if(!n) {
+ ParseError("unexpected end of file, expected closing bracket",parser.LastToken());
+ }
+
+ if (n->Type() == TokenType_DATA) {
+ tokens.push_back(n);
+ TokenPtr prev = n;
+ n = parser.AdvanceToNextToken();
+ if(!n) {
+ ParseError("unexpected end of file, expected bracket, comma or key",parser.LastToken());
+ }
+
+ const TokenType ty = n->Type();
+
+ // some exporters are missing a comma on the next line
+ if (ty == TokenType_DATA && prev->Type() == TokenType_DATA && (n->Line() == prev->Line() + 1)) {
+ tokens.push_back(n);
+ continue;
+ }
+
+ if (ty != TokenType_OPEN_BRACKET && ty != TokenType_CLOSE_BRACKET && ty != TokenType_COMMA && ty != TokenType_KEY) {
+ ParseError("unexpected token; expected bracket, comma or key",n);
+ }
+ }
+
+ if (n->Type() == TokenType_OPEN_BRACKET) {
+ compound.reset(new Scope(parser));
+
+ // current token should be a TOK_CLOSE_BRACKET
+ n = parser.CurrentToken();
+ ai_assert(n);
+
+ if (n->Type() != TokenType_CLOSE_BRACKET) {
+ ParseError("expected closing bracket",n);
+ }
+
+ parser.AdvanceToNextToken();
+ return;
+ }
+ }
+ while(n->Type() != TokenType_KEY && n->Type() != TokenType_CLOSE_BRACKET);
+}
+
+// ------------------------------------------------------------------------------------------------
+Element::~Element()
+{
+ // no need to delete tokens, they are owned by the parser
+}
+
+// ------------------------------------------------------------------------------------------------
+Scope::Scope(Parser& parser,bool topLevel)
+{
+ if(!topLevel) {
+ TokenPtr t = parser.CurrentToken();
+ if (t->Type() != TokenType_OPEN_BRACKET) {
+ ParseError("expected open bracket",t);
+ }
+ }
+
+ TokenPtr n = parser.AdvanceToNextToken();
+ if (n == nullptr) {
+ ParseError("unexpected end of file");
+ }
+
+ // note: empty scopes are allowed
+ while(n->Type() != TokenType_CLOSE_BRACKET) {
+ if (n->Type() != TokenType_KEY) {
+ ParseError("unexpected token, expected TOK_KEY",n);
+ }
+
+ const std::string& str = n->StringContents();
+ if (str.empty()) {
+ ParseError("unexpected content: empty string.");
+ }
+
+ elements.insert(ElementMap::value_type(str,new_Element(*n,parser)));
+
+ // Element() should stop at the next Key token (or right after a Close token)
+ n = parser.CurrentToken();
+ if (n == nullptr) {
+ if (topLevel) {
+ return;
+ }
+ ParseError("unexpected end of file",parser.LastToken());
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Scope::~Scope() {
+ for(ElementMap::value_type& v : elements) {
+ delete v.second;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Parser::Parser (const TokenList& tokens, bool is_binary)
+: tokens(tokens)
+, last()
+, current()
+, cursor(tokens.begin())
+, is_binary(is_binary)
+{
+ ASSIMP_LOG_DEBUG("Parsing FBX tokens");
+ root.reset(new Scope(*this,true));
+}
+
+// ------------------------------------------------------------------------------------------------
+Parser::~Parser()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+TokenPtr Parser::AdvanceToNextToken()
+{
+ last = current;
+ if (cursor == tokens.end()) {
+ current = nullptr;
+ } else {
+ current = *cursor++;
+ }
+ return current;
+}
+
+// ------------------------------------------------------------------------------------------------
+TokenPtr Parser::CurrentToken() const
+{
+ return current;
+}
+
+// ------------------------------------------------------------------------------------------------
+TokenPtr Parser::LastToken() const
+{
+ return last;
+}
+
+// ------------------------------------------------------------------------------------------------
+uint64_t ParseTokenAsID(const Token& t, const char*& err_out)
+{
+ err_out = nullptr;
+
+ if (t.Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0L;
+ }
+
+ if(t.IsBinary())
+ {
+ const char* data = t.begin();
+ if (data[0] != 'L') {
+ err_out = "failed to parse ID, unexpected data type, expected L(ong) (binary)";
+ return 0L;
+ }
+
+ BE_NCONST uint64_t id = SafeParse<uint64_t>(data+1, t.end());
+ AI_SWAP8(id);
+ return id;
+ }
+
+ // XXX: should use size_t here
+ unsigned int length = static_cast<unsigned int>(t.end() - t.begin());
+ ai_assert(length > 0);
+
+ const char* out = nullptr;
+ const uint64_t id = strtoul10_64(t.begin(),&out,&length);
+ if (out > t.end()) {
+ err_out = "failed to parse ID (text)";
+ return 0L;
+ }
+
+ return id;
+}
+
+// ------------------------------------------------------------------------------------------------
+size_t ParseTokenAsDim(const Token& t, const char*& err_out)
+{
+ // same as ID parsing, except there is a trailing asterisk
+ err_out = nullptr;
+
+ if (t.Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0;
+ }
+
+ if(t.IsBinary())
+ {
+ const char* data = t.begin();
+ if (data[0] != 'L') {
+ err_out = "failed to parse ID, unexpected data type, expected L(ong) (binary)";
+ return 0;
+ }
+
+ BE_NCONST uint64_t id = SafeParse<uint64_t>(data+1, t.end());
+ AI_SWAP8(id);
+ return static_cast<size_t>(id);
+ }
+
+ if(*t.begin() != '*') {
+ err_out = "expected asterisk before array dimension";
+ return 0;
+ }
+
+ // XXX: should use size_t here
+ unsigned int length = static_cast<unsigned int>(t.end() - t.begin());
+ if(length == 0) {
+ err_out = "expected valid integer number after asterisk";
+ return 0;
+ }
+
+ const char* out = nullptr;
+ const size_t id = static_cast<size_t>(strtoul10_64(t.begin() + 1,&out,&length));
+ if (out > t.end()) {
+ err_out = "failed to parse ID";
+ return 0;
+ }
+
+ return id;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+float ParseTokenAsFloat(const Token& t, const char*& err_out)
+{
+ err_out = nullptr;
+
+ if (t.Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0.0f;
+ }
+
+ if(t.IsBinary())
+ {
+ const char* data = t.begin();
+ if (data[0] != 'F' && data[0] != 'D') {
+ err_out = "failed to parse F(loat) or D(ouble), unexpected data type (binary)";
+ return 0.0f;
+ }
+
+ if (data[0] == 'F') {
+ return SafeParse<float>(data+1, t.end());
+ }
+ else {
+ return static_cast<float>( SafeParse<double>(data+1, t.end()) );
+ }
+ }
+
+ // need to copy the input string to a temporary buffer
+ // first - next in the fbx token stream comes ',',
+ // which fast_atof could interpret as decimal point.
+#define MAX_FLOAT_LENGTH 31
+ const size_t length = static_cast<size_t>(t.end()-t.begin());
+ if (length > MAX_FLOAT_LENGTH) {
+ return 0.f;
+ }
+
+ char temp[MAX_FLOAT_LENGTH + 1];
+ std::copy(t.begin(), t.end(), temp);
+ temp[std::min(static_cast<size_t>(MAX_FLOAT_LENGTH),length)] = '\0';
+
+ return fast_atof(temp);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+int ParseTokenAsInt(const Token& t, const char*& err_out)
+{
+ err_out = nullptr;
+
+ if (t.Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0;
+ }
+
+ if(t.IsBinary())
+ {
+ const char* data = t.begin();
+ if (data[0] != 'I') {
+ err_out = "failed to parse I(nt), unexpected data type (binary)";
+ return 0;
+ }
+
+ BE_NCONST int32_t ival = SafeParse<int32_t>(data+1, t.end());
+ AI_SWAP4(ival);
+ return static_cast<int>(ival);
+ }
+
+ ai_assert(static_cast<size_t>(t.end() - t.begin()) > 0);
+
+ const char* out;
+ const int intval = strtol10(t.begin(),&out);
+ if (out != t.end()) {
+ err_out = "failed to parse ID";
+ return 0;
+ }
+
+ return intval;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+int64_t ParseTokenAsInt64(const Token& t, const char*& err_out)
+{
+ err_out = nullptr;
+
+ if (t.Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0L;
+ }
+
+ if (t.IsBinary())
+ {
+ const char* data = t.begin();
+ if (data[0] != 'L') {
+ err_out = "failed to parse Int64, unexpected data type";
+ return 0L;
+ }
+
+ BE_NCONST int64_t id = SafeParse<int64_t>(data + 1, t.end());
+ AI_SWAP8(id);
+ return id;
+ }
+
+ // XXX: should use size_t here
+ unsigned int length = static_cast<unsigned int>(t.end() - t.begin());
+ ai_assert(length > 0);
+
+ const char* out = nullptr;
+ const int64_t id = strtol10_64(t.begin(), &out, &length);
+ if (out > t.end()) {
+ err_out = "failed to parse Int64 (text)";
+ return 0L;
+ }
+
+ return id;
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string ParseTokenAsString(const Token& t, const char*& err_out)
+{
+ err_out = nullptr;
+
+ if (t.Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return std::string();
+ }
+
+ if(t.IsBinary())
+ {
+ const char* data = t.begin();
+ if (data[0] != 'S') {
+ err_out = "failed to parse S(tring), unexpected data type (binary)";
+ return std::string();
+ }
+
+ // read string length
+ BE_NCONST int32_t len = SafeParse<int32_t>(data+1, t.end());
+ AI_SWAP4(len);
+
+ ai_assert(t.end() - data == 5 + len);
+ return std::string(data + 5, len);
+ }
+
+ const size_t length = static_cast<size_t>(t.end() - t.begin());
+ if(length < 2) {
+ err_out = "token is too short to hold a string";
+ return std::string();
+ }
+
+ const char* s = t.begin(), *e = t.end() - 1;
+ if (*s != '\"' || *e != '\"') {
+ err_out = "expected double quoted string";
+ return std::string();
+ }
+
+ return std::string(s+1,length-2);
+}
+
+
+namespace {
+
+// ------------------------------------------------------------------------------------------------
+// read the type code and element count of a binary data array and stop there
+void ReadBinaryDataArrayHead(const char*& data, const char* end, char& type, uint32_t& count,
+ const Element& el)
+{
+ if (static_cast<size_t>(end-data) < 5) {
+ ParseError("binary data array is too short, need five (5) bytes for type signature and element count",&el);
+ }
+
+ // data type
+ type = *data;
+
+ // read number of elements
+ BE_NCONST uint32_t len = SafeParse<uint32_t>(data+1, end);
+ AI_SWAP4(len);
+
+ count = len;
+ data += 5;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// read binary data array, assume cursor points to the 'compression mode' field (i.e. behind the header)
+void ReadBinaryDataArray(char type, uint32_t count, const char*& data, const char* end,
+ std::vector<char>& buff, const Element& /*el*/) {
+ BE_NCONST uint32_t encmode = SafeParse<uint32_t>(data, end);
+ AI_SWAP4(encmode);
+ data += 4;
+
+ // next comes the compressed length
+ BE_NCONST uint32_t comp_len = SafeParse<uint32_t>(data, end);
+ AI_SWAP4(comp_len);
+ data += 4;
+
+ ai_assert(data + comp_len == end);
+
+ // determine the length of the uncompressed data by looking at the type signature
+ uint32_t stride = 0;
+ switch(type)
+ {
+ case 'f':
+ case 'i':
+ stride = 4;
+ break;
+
+ case 'd':
+ case 'l':
+ stride = 8;
+ break;
+
+ default:
+ ai_assert(false);
+ };
+
+ const uint32_t full_length = stride * count;
+ buff.resize(full_length);
+
+ if(encmode == 0) {
+ ai_assert(full_length == comp_len);
+
+ // plain data, no compression
+ std::copy(data, end, buff.begin());
+ }
+ else if(encmode == 1) {
+ // zlib/deflate, next comes ZIP head (0x78 0x01)
+ // see http://www.ietf.org/rfc/rfc1950.txt
+ Compression compress;
+ if (compress.open(Compression::Format::Binary, Compression::FlushMode::Finish, 0)) {
+ compress.decompress(data, comp_len, buff);
+ compress.close();
+ }
+ }
+#ifdef ASSIMP_BUILD_DEBUG
+ else {
+ // runtime check for this happens at tokenization stage
+ ai_assert(false);
+ }
+#endif
+
+ data += comp_len;
+ ai_assert(data == end);
+}
+
+} // !anon
+
+
+// ------------------------------------------------------------------------------------------------
+// read an array of float3 tuples
+void ParseVectorDataArray(std::vector<aiVector3D>& out, const Element& el)
+{
+ out.resize( 0 );
+
+ const TokenList& tok = el.Tokens();
+ if(tok.empty()) {
+ ParseError("unexpected empty element",&el);
+ }
+
+ if(tok[0]->IsBinary()) {
+ const char* data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if(count % 3 != 0) {
+ ParseError("number of floats is not a multiple of three (3) (binary)",&el);
+ }
+
+ if(!count) {
+ return;
+ }
+
+ if (type != 'd' && type != 'f') {
+ ParseError("expected float or double array (binary)",&el);
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ ai_assert(data == end);
+ uint64_t dataToRead = static_cast<uint64_t>(count) * (type == 'd' ? 8 : 4);
+ if (dataToRead != buff.size()) {
+ ParseError("Invalid read size (binary)",&el);
+ }
+
+ const uint32_t count3 = count / 3;
+ out.reserve(count3);
+
+ if (type == 'd') {
+ const double* d = reinterpret_cast<const double*>(&buff[0]);
+ for (unsigned int i = 0; i < count3; ++i, d += 3) {
+ out.push_back(aiVector3D(static_cast<ai_real>(d[0]),
+ static_cast<ai_real>(d[1]),
+ static_cast<ai_real>(d[2])));
+ }
+ // for debugging
+ /*for ( size_t i = 0; i < out.size(); i++ ) {
+ aiVector3D vec3( out[ i ] );
+ std::stringstream stream;
+ stream << " vec3.x = " << vec3.x << " vec3.y = " << vec3.y << " vec3.z = " << vec3.z << std::endl;
+ DefaultLogger::get()->info( stream.str() );
+ }*/
+ }
+ else if (type == 'f') {
+ const float* f = reinterpret_cast<const float*>(&buff[0]);
+ for (unsigned int i = 0; i < count3; ++i, f += 3) {
+ out.push_back(aiVector3D(f[0],f[1],f[2]));
+ }
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(*tok[0]);
+
+ // may throw bad_alloc if the input is rubbish, but this need
+ // not to be prevented - importing would fail but we wouldn't
+ // crash since assimp handles this case properly.
+ out.reserve(dim);
+
+ const Scope& scope = GetRequiredScope(el);
+ const Element& a = GetRequiredElement(scope,"a",&el);
+
+ if (a.Tokens().size() % 3 != 0) {
+ ParseError("number of floats is not a multiple of three (3)",&el);
+ }
+ for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end; ) {
+ aiVector3D v;
+ v.x = ParseTokenAsFloat(**it++);
+ v.y = ParseTokenAsFloat(**it++);
+ v.z = ParseTokenAsFloat(**it++);
+
+ out.push_back(v);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of color4 tuples
+void ParseVectorDataArray(std::vector<aiColor4D>& out, const Element& el)
+{
+ out.resize( 0 );
+ const TokenList& tok = el.Tokens();
+ if(tok.empty()) {
+ ParseError("unexpected empty element",&el);
+ }
+
+ if(tok[0]->IsBinary()) {
+ const char* data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if(count % 4 != 0) {
+ ParseError("number of floats is not a multiple of four (4) (binary)",&el);
+ }
+
+ if(!count) {
+ return;
+ }
+
+ if (type != 'd' && type != 'f') {
+ ParseError("expected float or double array (binary)",&el);
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ ai_assert(data == end);
+ uint64_t dataToRead = static_cast<uint64_t>(count) * (type == 'd' ? 8 : 4);
+ if (dataToRead != buff.size()) {
+ ParseError("Invalid read size (binary)",&el);
+ }
+
+ const uint32_t count4 = count / 4;
+ out.reserve(count4);
+
+ if (type == 'd') {
+ const double* d = reinterpret_cast<const double*>(&buff[0]);
+ for (unsigned int i = 0; i < count4; ++i, d += 4) {
+ out.push_back(aiColor4D(static_cast<float>(d[0]),
+ static_cast<float>(d[1]),
+ static_cast<float>(d[2]),
+ static_cast<float>(d[3])));
+ }
+ }
+ else if (type == 'f') {
+ const float* f = reinterpret_cast<const float*>(&buff[0]);
+ for (unsigned int i = 0; i < count4; ++i, f += 4) {
+ out.push_back(aiColor4D(f[0],f[1],f[2],f[3]));
+ }
+ }
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(*tok[0]);
+
+ // see notes in ParseVectorDataArray() above
+ out.reserve(dim);
+
+ const Scope& scope = GetRequiredScope(el);
+ const Element& a = GetRequiredElement(scope,"a",&el);
+
+ if (a.Tokens().size() % 4 != 0) {
+ ParseError("number of floats is not a multiple of four (4)",&el);
+ }
+ for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end; ) {
+ aiColor4D v;
+ v.r = ParseTokenAsFloat(**it++);
+ v.g = ParseTokenAsFloat(**it++);
+ v.b = ParseTokenAsFloat(**it++);
+ v.a = ParseTokenAsFloat(**it++);
+
+ out.push_back(v);
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// read an array of float2 tuples
+void ParseVectorDataArray(std::vector<aiVector2D>& out, const Element& el) {
+ out.resize( 0 );
+ const TokenList& tok = el.Tokens();
+ if(tok.empty()) {
+ ParseError("unexpected empty element",&el);
+ }
+
+ if(tok[0]->IsBinary()) {
+ const char* data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if(count % 2 != 0) {
+ ParseError("number of floats is not a multiple of two (2) (binary)",&el);
+ }
+
+ if(!count) {
+ return;
+ }
+
+ if (type != 'd' && type != 'f') {
+ ParseError("expected float or double array (binary)",&el);
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ ai_assert(data == end);
+ uint64_t dataToRead = static_cast<uint64_t>(count) * (type == 'd' ? 8 : 4);
+ if (dataToRead != buff.size()) {
+ ParseError("Invalid read size (binary)",&el);
+ }
+
+ const uint32_t count2 = count / 2;
+ out.reserve(count2);
+
+ if (type == 'd') {
+ const double* d = reinterpret_cast<const double*>(&buff[0]);
+ for (unsigned int i = 0; i < count2; ++i, d += 2) {
+ out.push_back(aiVector2D(static_cast<float>(d[0]),
+ static_cast<float>(d[1])));
+ }
+ } else if (type == 'f') {
+ const float* f = reinterpret_cast<const float*>(&buff[0]);
+ for (unsigned int i = 0; i < count2; ++i, f += 2) {
+ out.push_back(aiVector2D(f[0],f[1]));
+ }
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(*tok[0]);
+
+ // see notes in ParseVectorDataArray() above
+ out.reserve(dim);
+
+ const Scope& scope = GetRequiredScope(el);
+ const Element& a = GetRequiredElement(scope,"a",&el);
+
+ if (a.Tokens().size() % 2 != 0) {
+ ParseError("number of floats is not a multiple of two (2)",&el);
+ }
+ for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end; ) {
+ aiVector2D v;
+ v.x = ParseTokenAsFloat(**it++);
+ v.y = ParseTokenAsFloat(**it++);
+
+ out.push_back(v);
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// read an array of ints
+void ParseVectorDataArray(std::vector<int>& out, const Element& el) {
+ out.resize( 0 );
+ const TokenList& tok = el.Tokens();
+ if(tok.empty()) {
+ ParseError("unexpected empty element",&el);
+ }
+
+ if(tok[0]->IsBinary()) {
+ const char* data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if(!count) {
+ return;
+ }
+
+ if (type != 'i') {
+ ParseError("expected int array (binary)",&el);
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ ai_assert(data == end);
+ uint64_t dataToRead = static_cast<uint64_t>(count) * 4;
+ if (dataToRead != buff.size()) {
+ ParseError("Invalid read size (binary)",&el);
+ }
+
+ out.reserve(count);
+
+ const int32_t* ip = reinterpret_cast<const int32_t*>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++ip) {
+ BE_NCONST int32_t val = *ip;
+ AI_SWAP4(val);
+ out.push_back(val);
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(*tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const Scope& scope = GetRequiredScope(el);
+ const Element& a = GetRequiredElement(scope,"a",&el);
+
+ for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end; ) {
+ const int ival = ParseTokenAsInt(**it++);
+ out.push_back(ival);
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// read an array of floats
+void ParseVectorDataArray(std::vector<float>& out, const Element& el)
+{
+ out.resize( 0 );
+ const TokenList& tok = el.Tokens();
+ if(tok.empty()) {
+ ParseError("unexpected empty element",&el);
+ }
+
+ if(tok[0]->IsBinary()) {
+ const char* data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if(!count) {
+ return;
+ }
+
+ if (type != 'd' && type != 'f') {
+ ParseError("expected float or double array (binary)",&el);
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ ai_assert(data == end);
+ uint64_t dataToRead = static_cast<uint64_t>(count) * (type == 'd' ? 8 : 4);
+ if (dataToRead != buff.size()) {
+ ParseError("Invalid read size (binary)",&el);
+ }
+
+ if (type == 'd') {
+ const double* d = reinterpret_cast<const double*>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++d) {
+ out.push_back(static_cast<float>(*d));
+ }
+ }
+ else if (type == 'f') {
+ const float* f = reinterpret_cast<const float*>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++f) {
+ out.push_back(*f);
+ }
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(*tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const Scope& scope = GetRequiredScope(el);
+ const Element& a = GetRequiredElement(scope,"a",&el);
+
+ for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end; ) {
+ const float ival = ParseTokenAsFloat(**it++);
+ out.push_back(ival);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of uints
+void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el)
+{
+ out.resize( 0 );
+ const TokenList& tok = el.Tokens();
+ if(tok.empty()) {
+ ParseError("unexpected empty element",&el);
+ }
+
+ if(tok[0]->IsBinary()) {
+ const char* data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if(!count) {
+ return;
+ }
+
+ if (type != 'i') {
+ ParseError("expected (u)int array (binary)",&el);
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ ai_assert(data == end);
+ uint64_t dataToRead = static_cast<uint64_t>(count) * 4;
+ if (dataToRead != buff.size()) {
+ ParseError("Invalid read size (binary)",&el);
+ }
+
+ out.reserve(count);
+
+ const int32_t* ip = reinterpret_cast<const int32_t*>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++ip) {
+ BE_NCONST int32_t val = *ip;
+ if(val < 0) {
+ ParseError("encountered negative integer index (binary)");
+ }
+
+ AI_SWAP4(val);
+ out.push_back(val);
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(*tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const Scope& scope = GetRequiredScope(el);
+ const Element& a = GetRequiredElement(scope,"a",&el);
+
+ for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end; ) {
+ const int ival = ParseTokenAsInt(**it++);
+ if(ival < 0) {
+ ParseError("encountered negative integer index");
+ }
+ out.push_back(static_cast<unsigned int>(ival));
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// read an array of uint64_ts
+void ParseVectorDataArray(std::vector<uint64_t>& out, const Element& el)
+{
+ out.resize( 0 );
+ const TokenList& tok = el.Tokens();
+ if(tok.empty()) {
+ ParseError("unexpected empty element",&el);
+ }
+
+ if(tok[0]->IsBinary()) {
+ const char* data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if(!count) {
+ return;
+ }
+
+ if (type != 'l') {
+ ParseError("expected long array (binary)",&el);
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ ai_assert(data == end);
+ uint64_t dataToRead = static_cast<uint64_t>(count) * 8;
+ if (dataToRead != buff.size()) {
+ ParseError("Invalid read size (binary)",&el);
+ }
+
+ out.reserve(count);
+
+ const uint64_t* ip = reinterpret_cast<const uint64_t*>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++ip) {
+ BE_NCONST uint64_t val = *ip;
+ AI_SWAP8(val);
+ out.push_back(val);
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(*tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const Scope& scope = GetRequiredScope(el);
+ const Element& a = GetRequiredElement(scope,"a",&el);
+
+ for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end; ) {
+ const uint64_t ival = ParseTokenAsID(**it++);
+
+ out.push_back(ival);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of int64_ts
+void ParseVectorDataArray(std::vector<int64_t>& out, const Element& el)
+{
+ out.resize( 0 );
+ const TokenList& tok = el.Tokens();
+ if (tok.empty()) {
+ ParseError("unexpected empty element", &el);
+ }
+
+ if (tok[0]->IsBinary()) {
+ const char* data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if (!count) {
+ return;
+ }
+
+ if (type != 'l') {
+ ParseError("expected long array (binary)", &el);
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ ai_assert(data == end);
+ uint64_t dataToRead = static_cast<uint64_t>(count) * 8;
+ if (dataToRead != buff.size()) {
+ ParseError("Invalid read size (binary)",&el);
+ }
+
+ out.reserve(count);
+
+ const int64_t* ip = reinterpret_cast<const int64_t*>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++ip) {
+ BE_NCONST int64_t val = *ip;
+ AI_SWAP8(val);
+ out.push_back(val);
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(*tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const Scope& scope = GetRequiredScope(el);
+ const Element& a = GetRequiredElement(scope, "a", &el);
+
+ for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end;) {
+ const int64_t ival = ParseTokenAsInt64(**it++);
+
+ out.push_back(ival);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+aiMatrix4x4 ReadMatrix(const Element& element)
+{
+ std::vector<float> values;
+ ParseVectorDataArray(values,element);
+
+ if(values.size() != 16) {
+ ParseError("expected 16 matrix elements");
+ }
+
+ aiMatrix4x4 result;
+
+
+ result.a1 = values[0];
+ result.a2 = values[1];
+ result.a3 = values[2];
+ result.a4 = values[3];
+
+ result.b1 = values[4];
+ result.b2 = values[5];
+ result.b3 = values[6];
+ result.b4 = values[7];
+
+ result.c1 = values[8];
+ result.c2 = values[9];
+ result.c3 = values[10];
+ result.c4 = values[11];
+
+ result.d1 = values[12];
+ result.d2 = values[13];
+ result.d3 = values[14];
+ result.d4 = values[15];
+
+ result.Transpose();
+ return result;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsString() with ParseError handling
+std::string ParseTokenAsString(const Token& t)
+{
+ const char* err;
+ const std::string& i = ParseTokenAsString(t,err);
+ if(err) {
+ ParseError(err,t);
+ }
+ return i;
+}
+
+bool HasElement( const Scope& sc, const std::string& index ) {
+ const Element* el = sc[ index ];
+ if ( nullptr == el ) {
+ return false;
+ }
+
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+// extract a required element from a scope, abort if the element cannot be found
+const Element& GetRequiredElement(const Scope& sc, const std::string& index, const Element* element /*= nullptr*/)
+{
+ const Element* el = sc[index];
+ if(!el) {
+ ParseError("did not find required element \"" + index + "\"",element);
+ }
+ return *el;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// extract required compound scope
+const Scope& GetRequiredScope(const Element& el)
+{
+ const Scope* const s = el.Compound();
+ if(!s) {
+ ParseError("expected compound scope",&el);
+ }
+
+ return *s;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// get token at a particular index
+const Token& GetRequiredToken(const Element& el, unsigned int index)
+{
+ const TokenList& t = el.Tokens();
+ if(index >= t.size()) {
+ ParseError(Formatter::format( "missing token at index " ) << index,&el);
+ }
+
+ return *t[index];
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsID() with ParseError handling
+uint64_t ParseTokenAsID(const Token& t)
+{
+ const char* err;
+ const uint64_t i = ParseTokenAsID(t,err);
+ if(err) {
+ ParseError(err,t);
+ }
+ return i;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsDim() with ParseError handling
+size_t ParseTokenAsDim(const Token& t)
+{
+ const char* err;
+ const size_t i = ParseTokenAsDim(t,err);
+ if(err) {
+ ParseError(err,t);
+ }
+ return i;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsFloat() with ParseError handling
+float ParseTokenAsFloat(const Token& t)
+{
+ const char* err;
+ const float i = ParseTokenAsFloat(t,err);
+ if(err) {
+ ParseError(err,t);
+ }
+ return i;
+}
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsInt() with ParseError handling
+int ParseTokenAsInt(const Token& t)
+{
+ const char* err;
+ const int i = ParseTokenAsInt(t,err);
+ if(err) {
+ ParseError(err,t);
+ }
+ return i;
+}
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsInt64() with ParseError handling
+int64_t ParseTokenAsInt64(const Token& t)
+{
+ const char* err;
+ const int64_t i = ParseTokenAsInt64(t, err);
+ if (err) {
+ ParseError(err, t);
+ }
+ return i;
+}
+
+} // !FBX
+} // !Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXParser.h b/libs/assimp/code/AssetLib/FBX/FBXParser.h
new file mode 100644
index 0000000..314481e
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXParser.h
@@ -0,0 +1,235 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXParser.h
+ * @brief FBX parsing code
+ */
+#ifndef INCLUDED_AI_FBX_PARSER_H
+#define INCLUDED_AI_FBX_PARSER_H
+
+#include <stdint.h>
+#include <map>
+#include <memory>
+#include <vector>
+#include <assimp/LogAux.h>
+#include <assimp/fast_atof.h>
+
+#include "FBXCompileConfig.h"
+#include "FBXTokenizer.h"
+
+namespace Assimp {
+namespace FBX {
+
+class Scope;
+class Parser;
+class Element;
+
+// XXX should use C++11's unique_ptr - but assimp's need to keep working with 03
+typedef std::vector< Scope* > ScopeList;
+typedef std::fbx_unordered_multimap< std::string, Element* > ElementMap;
+
+typedef std::pair<ElementMap::const_iterator,ElementMap::const_iterator> ElementCollection;
+
+# define new_Scope new Scope
+# define new_Element new Element
+
+
+/** FBX data entity that consists of a key:value tuple.
+ *
+ * Example:
+ * @verbatim
+ * AnimationCurve: 23, "AnimCurve::", "" {
+ * [..]
+ * }
+ * @endverbatim
+ *
+ * As can be seen in this sample, elements can contain nested #Scope
+ * as their trailing member. **/
+class Element
+{
+public:
+ Element(const Token& key_token, Parser& parser);
+ ~Element();
+
+ const Scope* Compound() const {
+ return compound.get();
+ }
+
+ const Token& KeyToken() const {
+ return key_token;
+ }
+
+ const TokenList& Tokens() const {
+ return tokens;
+ }
+
+private:
+ const Token& key_token;
+ TokenList tokens;
+ std::unique_ptr<Scope> compound;
+};
+
+/** FBX data entity that consists of a 'scope', a collection
+ * of not necessarily unique #Element instances.
+ *
+ * Example:
+ * @verbatim
+ * GlobalSettings: {
+ * Version: 1000
+ * Properties70:
+ * [...]
+ * }
+ * @endverbatim */
+class Scope
+{
+public:
+ Scope(Parser& parser, bool topLevel = false);
+ ~Scope();
+
+ const Element* operator[] (const std::string& index) const {
+ ElementMap::const_iterator it = elements.find(index);
+ return it == elements.end() ? nullptr : (*it).second;
+ }
+
+ const Element* FindElementCaseInsensitive(const std::string& elementName) const {
+ const char* elementNameCStr = elementName.c_str();
+ for (auto element = elements.begin(); element != elements.end(); ++element)
+ {
+ if (!ASSIMP_strincmp(element->first.c_str(), elementNameCStr, MAXLEN)) {
+ return element->second;
+ }
+ }
+ return nullptr;
+ }
+
+ ElementCollection GetCollection(const std::string& index) const {
+ return elements.equal_range(index);
+ }
+
+ const ElementMap& Elements() const {
+ return elements;
+ }
+
+private:
+ ElementMap elements;
+};
+
+/** FBX parsing class, takes a list of input tokens and generates a hierarchy
+ * of nested #Scope instances, representing the fbx DOM.*/
+class Parser
+{
+public:
+ /** Parse given a token list. Does not take ownership of the tokens -
+ * the objects must persist during the entire parser lifetime */
+ Parser (const TokenList& tokens,bool is_binary);
+ ~Parser();
+
+ const Scope& GetRootScope() const {
+ return *root.get();
+ }
+
+ bool IsBinary() const {
+ return is_binary;
+ }
+
+private:
+ friend class Scope;
+ friend class Element;
+
+ TokenPtr AdvanceToNextToken();
+ TokenPtr LastToken() const;
+ TokenPtr CurrentToken() const;
+
+private:
+ const TokenList& tokens;
+
+ TokenPtr last, current;
+ TokenList::const_iterator cursor;
+ std::unique_ptr<Scope> root;
+
+ const bool is_binary;
+};
+
+
+/* token parsing - this happens when building the DOM out of the parse-tree*/
+uint64_t ParseTokenAsID(const Token& t, const char*& err_out);
+size_t ParseTokenAsDim(const Token& t, const char*& err_out);
+
+float ParseTokenAsFloat(const Token& t, const char*& err_out);
+int ParseTokenAsInt(const Token& t, const char*& err_out);
+int64_t ParseTokenAsInt64(const Token& t, const char*& err_out);
+std::string ParseTokenAsString(const Token& t, const char*& err_out);
+
+/* wrapper around ParseTokenAsXXX() with DOMError handling */
+uint64_t ParseTokenAsID(const Token& t);
+size_t ParseTokenAsDim(const Token& t);
+float ParseTokenAsFloat(const Token& t);
+int ParseTokenAsInt(const Token& t);
+int64_t ParseTokenAsInt64(const Token& t);
+std::string ParseTokenAsString(const Token& t);
+
+/* read data arrays */
+void ParseVectorDataArray(std::vector<aiVector3D>& out, const Element& el);
+void ParseVectorDataArray(std::vector<aiColor4D>& out, const Element& el);
+void ParseVectorDataArray(std::vector<aiVector2D>& out, const Element& el);
+void ParseVectorDataArray(std::vector<int>& out, const Element& el);
+void ParseVectorDataArray(std::vector<float>& out, const Element& el);
+void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el);
+void ParseVectorDataArray(std::vector<uint64_t>& out, const Element& e);
+void ParseVectorDataArray(std::vector<int64_t>& out, const Element& el);
+
+bool HasElement( const Scope& sc, const std::string& index );
+
+// extract a required element from a scope, abort if the element cannot be found
+const Element &GetRequiredElement(const Scope &sc, const std::string &index, const Element *element = nullptr);
+
+// extract required compound scope
+const Scope& GetRequiredScope(const Element& el);
+// get token at a particular index
+const Token& GetRequiredToken(const Element& el, unsigned int index);
+
+// read a 4x4 matrix from an array of 16 floats
+aiMatrix4x4 ReadMatrix(const Element& element);
+
+} // ! FBX
+} // ! Assimp
+
+#endif // ! INCLUDED_AI_FBX_PARSER_H
diff --git a/libs/assimp/code/AssetLib/FBX/FBXProperties.cpp b/libs/assimp/code/AssetLib/FBX/FBXProperties.cpp
new file mode 100644
index 0000000..7803c27
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXProperties.cpp
@@ -0,0 +1,270 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXProperties.cpp
+ * @brief Implementation of the FBX dynamic properties system
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXTokenizer.h"
+#include "FBXParser.h"
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXProperties.h"
+
+#include <utility>
+
+namespace Assimp {
+namespace FBX {
+
+ using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Property::Property()
+{
+}
+
+// ------------------------------------------------------------------------------------------------
+Property::~Property()
+{
+}
+
+namespace {
+
+void checkTokenCount(const TokenList& tok, unsigned int expectedCount)
+{
+ ai_assert(expectedCount >= 2);
+ if (tok.size() < expectedCount) {
+ const std::string& s = ParseTokenAsString(*tok[1]);
+ if (tok[1]->IsBinary()) {
+ throw DeadlyImportError("Not enough tokens for property of type ", s, " at offset ", tok[1]->Offset());
+ }
+ else {
+ throw DeadlyImportError("Not enough tokens for property of type ", s, " at line ", tok[1]->Line());
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read a typed property out of a FBX element. The return value is nullptr if the property cannot be read.
+Property* ReadTypedProperty(const Element& element)
+{
+ ai_assert(element.KeyToken().StringContents() == "P");
+
+ const TokenList& tok = element.Tokens();
+ if (tok.size() < 2) {
+ return nullptr;
+ }
+
+ const std::string& s = ParseTokenAsString(*tok[1]);
+ const char* const cs = s.c_str();
+ if (!strcmp(cs,"KString")) {
+ checkTokenCount(tok, 5);
+ return new TypedProperty<std::string>(ParseTokenAsString(*tok[4]));
+ }
+ else if (!strcmp(cs,"bool") || !strcmp(cs,"Bool")) {
+ checkTokenCount(tok, 5);
+ return new TypedProperty<bool>(ParseTokenAsInt(*tok[4]) != 0);
+ }
+ else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum") || !strcmp(cs, "Integer")) {
+ checkTokenCount(tok, 5);
+ return new TypedProperty<int>(ParseTokenAsInt(*tok[4]));
+ }
+ else if (!strcmp(cs, "ULongLong")) {
+ checkTokenCount(tok, 5);
+ return new TypedProperty<uint64_t>(ParseTokenAsID(*tok[4]));
+ }
+ else if (!strcmp(cs, "KTime")) {
+ checkTokenCount(tok, 5);
+ return new TypedProperty<int64_t>(ParseTokenAsInt64(*tok[4]));
+ }
+ else if (!strcmp(cs,"Vector3D") ||
+ !strcmp(cs,"ColorRGB") ||
+ !strcmp(cs,"Vector") ||
+ !strcmp(cs,"Color") ||
+ !strcmp(cs,"Lcl Translation") ||
+ !strcmp(cs,"Lcl Rotation") ||
+ !strcmp(cs,"Lcl Scaling")
+ ) {
+ checkTokenCount(tok, 7);
+ return new TypedProperty<aiVector3D>(aiVector3D(
+ ParseTokenAsFloat(*tok[4]),
+ ParseTokenAsFloat(*tok[5]),
+ ParseTokenAsFloat(*tok[6]))
+ );
+ }
+ else if (!strcmp(cs,"double") || !strcmp(cs,"Number") || !strcmp(cs,"float") || !strcmp(cs,"Float") || !strcmp(cs,"FieldOfView") || !strcmp( cs, "UnitScaleFactor" ) ) {
+ checkTokenCount(tok, 5);
+ return new TypedProperty<float>(ParseTokenAsFloat(*tok[4]));
+ }
+ else if (!strcmp(cs, "ColorAndAlpha")) {
+ checkTokenCount(tok, 8);
+ return new TypedProperty<aiColor4D>(aiColor4D(
+ ParseTokenAsFloat(*tok[4]),
+ ParseTokenAsFloat(*tok[5]),
+ ParseTokenAsFloat(*tok[6]),
+ ParseTokenAsFloat(*tok[7]))
+ );
+ }
+ return nullptr;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// peek into an element and check if it contains a FBX property, if so return its name.
+std::string PeekPropertyName(const Element& element)
+{
+ ai_assert(element.KeyToken().StringContents() == "P");
+ const TokenList& tok = element.Tokens();
+ if(tok.size() < 4) {
+ return std::string();
+ }
+
+ return ParseTokenAsString(*tok[0]);
+}
+
+} //! anon
+
+
+// ------------------------------------------------------------------------------------------------
+PropertyTable::PropertyTable()
+: templateProps()
+, element()
+{
+}
+
+// ------------------------------------------------------------------------------------------------
+PropertyTable::PropertyTable(const Element &element, std::shared_ptr<const PropertyTable> templateProps) :
+ templateProps(std::move(templateProps)), element(&element) {
+ const Scope& scope = GetRequiredScope(element);
+ for(const ElementMap::value_type& v : scope.Elements()) {
+ if(v.first != "P") {
+ DOMWarning("expected only P elements in property table",v.second);
+ continue;
+ }
+
+ const std::string& name = PeekPropertyName(*v.second);
+ if(!name.length()) {
+ DOMWarning("could not read property name",v.second);
+ continue;
+ }
+
+ LazyPropertyMap::const_iterator it = lazyProps.find(name);
+ if (it != lazyProps.end()) {
+ DOMWarning("duplicate property name, will hide previous value: " + name,v.second);
+ continue;
+ }
+
+ lazyProps[name] = v.second;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+PropertyTable::~PropertyTable()
+{
+ for(PropertyMap::value_type& v : props) {
+ delete v.second;
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+const Property* PropertyTable::Get(const std::string& name) const
+{
+ PropertyMap::const_iterator it = props.find(name);
+ if (it == props.end()) {
+ // hasn't been parsed yet?
+ LazyPropertyMap::const_iterator lit = lazyProps.find(name);
+ if(lit != lazyProps.end()) {
+ props[name] = ReadTypedProperty(*(*lit).second);
+ it = props.find(name);
+
+ ai_assert(it != props.end());
+ }
+
+ if (it == props.end()) {
+ // check property template
+ if(templateProps) {
+ return templateProps->Get(name);
+ }
+
+ return nullptr;
+ }
+ }
+
+ return (*it).second;
+}
+
+DirectPropertyMap PropertyTable::GetUnparsedProperties() const
+{
+ DirectPropertyMap result;
+
+ // Loop through all the lazy properties (which is all the properties)
+ for(const LazyPropertyMap::value_type& currentElement : lazyProps) {
+
+ // Skip parsed properties
+ if (props.end() != props.find(currentElement.first)) {
+ continue;
+ }
+
+ // Read the element's value.
+ // Wrap the naked pointer (since the call site is required to acquire ownership)
+ // std::unique_ptr from C++11 would be preferred both as a wrapper and a return value.
+ std::shared_ptr<Property> prop = std::shared_ptr<Property>(ReadTypedProperty(*currentElement.second));
+
+ // Element could not be read. Skip it.
+ if (!prop) {
+ continue;
+ }
+
+ // Add to result
+ result[currentElement.first] = prop;
+ }
+
+ return result;
+}
+
+} //! FBX
+} //! Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXProperties.h b/libs/assimp/code/AssetLib/FBX/FBXProperties.h
new file mode 100644
index 0000000..1881611
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXProperties.h
@@ -0,0 +1,185 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXProperties.h
+ * @brief FBX dynamic properties
+ */
+#ifndef INCLUDED_AI_FBX_PROPERTIES_H
+#define INCLUDED_AI_FBX_PROPERTIES_H
+
+#include "FBXCompileConfig.h"
+#include <memory>
+#include <string>
+
+namespace Assimp {
+namespace FBX {
+
+// Forward declarations
+class Element;
+
+/** Represents a dynamic property. Type info added by deriving classes,
+ * see #TypedProperty.
+ Example:
+ @verbatim
+ P: "ShininessExponent", "double", "Number", "",0.5
+ @endvebatim
+*/
+class Property {
+protected:
+ Property();
+
+public:
+ virtual ~Property();
+
+public:
+ template <typename T>
+ const T* As() const {
+ return dynamic_cast<const T*>(this);
+ }
+};
+
+template<typename T>
+class TypedProperty : public Property {
+public:
+ explicit TypedProperty(const T& value)
+ : value(value) {
+ // empty
+ }
+
+ const T& Value() const {
+ return value;
+ }
+
+private:
+ T value;
+};
+
+
+typedef std::fbx_unordered_map<std::string,std::shared_ptr<Property> > DirectPropertyMap;
+typedef std::fbx_unordered_map<std::string,const Property*> PropertyMap;
+typedef std::fbx_unordered_map<std::string,const Element*> LazyPropertyMap;
+
+/**
+ * Represents a property table as can be found in the newer FBX files (Properties60, Properties70)
+ */
+class PropertyTable {
+public:
+ // in-memory property table with no source element
+ PropertyTable();
+ PropertyTable(const Element& element, std::shared_ptr<const PropertyTable> templateProps);
+ ~PropertyTable();
+
+ const Property* Get(const std::string& name) const;
+
+ // PropertyTable's need not be coupled with FBX elements so this can be nullptr
+ const Element* GetElement() const {
+ return element;
+ }
+
+ const PropertyTable* TemplateProps() const {
+ return templateProps.get();
+ }
+
+ DirectPropertyMap GetUnparsedProperties() const;
+
+private:
+ LazyPropertyMap lazyProps;
+ mutable PropertyMap props;
+ const std::shared_ptr<const PropertyTable> templateProps;
+ const Element* const element;
+};
+
+// ------------------------------------------------------------------------------------------------
+template <typename T>
+inline
+T PropertyGet(const PropertyTable& in, const std::string& name, const T& defaultValue) {
+ const Property* const prop = in.Get(name);
+ if( nullptr == prop) {
+ return defaultValue;
+ }
+
+ // strong typing, no need to be lenient
+ const TypedProperty<T>* const tprop = prop->As< TypedProperty<T> >();
+ if( nullptr == tprop) {
+ return defaultValue;
+ }
+
+ return tprop->Value();
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename T>
+inline
+T PropertyGet(const PropertyTable& in, const std::string& name, bool& result, bool useTemplate=false ) {
+ const Property* prop = in.Get(name);
+ if( nullptr == prop) {
+ if ( ! useTemplate ) {
+ result = false;
+ return T();
+ }
+ const PropertyTable* templ = in.TemplateProps();
+ if ( nullptr == templ ) {
+ result = false;
+ return T();
+ }
+ prop = templ->Get(name);
+ if ( nullptr == prop ) {
+ result = false;
+ return T();
+ }
+ }
+
+ // strong typing, no need to be lenient
+ const TypedProperty<T>* const tprop = prop->As< TypedProperty<T> >();
+ if( nullptr == tprop) {
+ result = false;
+ return T();
+ }
+
+ result = true;
+ return tprop->Value();
+}
+
+} //! FBX
+} //! Assimp
+
+#endif // INCLUDED_AI_FBX_PROPERTIES_H
diff --git a/libs/assimp/code/AssetLib/FBX/FBXTokenizer.cpp b/libs/assimp/code/AssetLib/FBX/FBXTokenizer.cpp
new file mode 100644
index 0000000..8698aba
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXTokenizer.cpp
@@ -0,0 +1,250 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXTokenizer.cpp
+ * @brief Implementation of the FBX broadphase lexer
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+// tab width for logging columns
+#define ASSIMP_FBX_TAB_WIDTH 4
+
+#include <assimp/ParsingUtils.h>
+
+#include "FBXTokenizer.h"
+#include "FBXUtil.h"
+#include <assimp/Exceptional.h>
+#include <assimp/DefaultLogger.hpp>
+
+namespace Assimp {
+namespace FBX {
+
+// ------------------------------------------------------------------------------------------------
+Token::Token(const char* sbegin, const char* send, TokenType type, unsigned int line, unsigned int column)
+ :
+#ifdef DEBUG
+ contents(sbegin, static_cast<size_t>(send-sbegin)),
+#endif
+ sbegin(sbegin)
+ , send(send)
+ , type(type)
+ , line(line)
+ , column(column)
+{
+ ai_assert(sbegin);
+ ai_assert(send);
+
+ // tokens must be of non-zero length
+ ai_assert(static_cast<size_t>(send-sbegin) > 0);
+}
+
+// ------------------------------------------------------------------------------------------------
+Token::~Token()
+{
+}
+
+namespace {
+
+// ------------------------------------------------------------------------------------------------
+// signal tokenization error, this is always unrecoverable. Throws DeadlyImportError.
+AI_WONT_RETURN void TokenizeError(const std::string& message, unsigned int line, unsigned int column) AI_WONT_RETURN_SUFFIX;
+AI_WONT_RETURN void TokenizeError(const std::string& message, unsigned int line, unsigned int column)
+{
+ throw DeadlyImportError("FBX-Tokenize", Util::GetLineAndColumnText(line,column), message);
+}
+
+
+// process a potential data token up to 'cur', adding it to 'output_tokens'.
+// ------------------------------------------------------------------------------------------------
+void ProcessDataToken( TokenList& output_tokens, const char*& start, const char*& end,
+ unsigned int line,
+ unsigned int column,
+ TokenType type = TokenType_DATA,
+ bool must_have_token = false)
+{
+ if (start && end) {
+ // sanity check:
+ // tokens should have no whitespace outside quoted text and [start,end] should
+ // properly delimit the valid range.
+ bool in_double_quotes = false;
+ for (const char* c = start; c != end + 1; ++c) {
+ if (*c == '\"') {
+ in_double_quotes = !in_double_quotes;
+ }
+
+ if (!in_double_quotes && IsSpaceOrNewLine(*c)) {
+ TokenizeError("unexpected whitespace in token", line, column);
+ }
+ }
+
+ if (in_double_quotes) {
+ TokenizeError("non-terminated double quotes", line, column);
+ }
+
+ output_tokens.push_back(new_Token(start,end + 1,type,line,column));
+ }
+ else if (must_have_token) {
+ TokenizeError("unexpected character, expected data token", line, column);
+ }
+
+ start = end = nullptr;
+}
+
+}
+
+// ------------------------------------------------------------------------------------------------
+void Tokenize(TokenList& output_tokens, const char* input)
+{
+ ai_assert(input);
+ ASSIMP_LOG_DEBUG("Tokenizing ASCII FBX file");
+
+ // line and column numbers numbers are one-based
+ unsigned int line = 1;
+ unsigned int column = 1;
+
+ bool comment = false;
+ bool in_double_quotes = false;
+ bool pending_data_token = false;
+
+ const char *token_begin = nullptr, *token_end = nullptr;
+ for (const char* cur = input;*cur;column += (*cur == '\t' ? ASSIMP_FBX_TAB_WIDTH : 1), ++cur) {
+ const char c = *cur;
+
+ if (IsLineEnd(c)) {
+ comment = false;
+
+ column = 0;
+ ++line;
+ }
+
+ if(comment) {
+ continue;
+ }
+
+ if(in_double_quotes) {
+ if (c == '\"') {
+ in_double_quotes = false;
+ token_end = cur;
+
+ ProcessDataToken(output_tokens,token_begin,token_end,line,column);
+ pending_data_token = false;
+ }
+ continue;
+ }
+
+ switch(c)
+ {
+ case '\"':
+ if (token_begin) {
+ TokenizeError("unexpected double-quote", line, column);
+ }
+ token_begin = cur;
+ in_double_quotes = true;
+ continue;
+
+ case ';':
+ ProcessDataToken(output_tokens,token_begin,token_end,line,column);
+ comment = true;
+ continue;
+
+ case '{':
+ ProcessDataToken(output_tokens,token_begin,token_end, line, column);
+ output_tokens.push_back(new_Token(cur,cur+1,TokenType_OPEN_BRACKET,line,column));
+ continue;
+
+ case '}':
+ ProcessDataToken(output_tokens,token_begin,token_end,line,column);
+ output_tokens.push_back(new_Token(cur,cur+1,TokenType_CLOSE_BRACKET,line,column));
+ continue;
+
+ case ',':
+ if (pending_data_token) {
+ ProcessDataToken(output_tokens,token_begin,token_end,line,column,TokenType_DATA,true);
+ }
+ output_tokens.push_back(new_Token(cur,cur+1,TokenType_COMMA,line,column));
+ continue;
+
+ case ':':
+ if (pending_data_token) {
+ ProcessDataToken(output_tokens,token_begin,token_end,line,column,TokenType_KEY,true);
+ }
+ else {
+ TokenizeError("unexpected colon", line, column);
+ }
+ continue;
+ }
+
+ if (IsSpaceOrNewLine(c)) {
+
+ if (token_begin) {
+ // peek ahead and check if the next token is a colon in which
+ // case this counts as KEY token.
+ TokenType type = TokenType_DATA;
+ for (const char* peek = cur; *peek && IsSpaceOrNewLine(*peek); ++peek) {
+ if (*peek == ':') {
+ type = TokenType_KEY;
+ cur = peek;
+ break;
+ }
+ }
+
+ ProcessDataToken(output_tokens,token_begin,token_end,line,column,type);
+ }
+
+ pending_data_token = false;
+ }
+ else {
+ token_end = cur;
+ if (!token_begin) {
+ token_begin = cur;
+ }
+
+ pending_data_token = true;
+ }
+ }
+}
+
+} // !FBX
+} // !Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXTokenizer.h b/libs/assimp/code/AssetLib/FBX/FBXTokenizer.h
new file mode 100644
index 0000000..8779509
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXTokenizer.h
@@ -0,0 +1,188 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXTokenizer.h
+ * @brief FBX lexer
+ */
+#ifndef INCLUDED_AI_FBX_TOKENIZER_H
+#define INCLUDED_AI_FBX_TOKENIZER_H
+
+#include "FBXCompileConfig.h"
+#include <assimp/ai_assert.h>
+#include <assimp/defs.h>
+#include <vector>
+#include <string>
+
+namespace Assimp {
+namespace FBX {
+
+/** Rough classification for text FBX tokens used for constructing the
+ * basic scope hierarchy. */
+enum TokenType
+{
+ // {
+ TokenType_OPEN_BRACKET = 0,
+
+ // }
+ TokenType_CLOSE_BRACKET,
+
+ // '"blablubb"', '2', '*14' - very general token class,
+ // further processing happens at a later stage.
+ TokenType_DATA,
+
+ //
+ TokenType_BINARY_DATA,
+
+ // ,
+ TokenType_COMMA,
+
+ // blubb:
+ TokenType_KEY
+};
+
+
+/** Represents a single token in a FBX file. Tokens are
+ * classified by the #TokenType enumerated types.
+ *
+ * Offers iterator protocol. Tokens are immutable. */
+class Token
+{
+private:
+ static const unsigned int BINARY_MARKER = static_cast<unsigned int>(-1);
+
+public:
+ /** construct a textual token */
+ Token(const char* sbegin, const char* send, TokenType type, unsigned int line, unsigned int column);
+
+ /** construct a binary token */
+ Token(const char* sbegin, const char* send, TokenType type, size_t offset);
+
+ ~Token();
+
+public:
+ std::string StringContents() const {
+ return std::string(begin(),end());
+ }
+
+ bool IsBinary() const {
+ return column == BINARY_MARKER;
+ }
+
+ const char* begin() const {
+ return sbegin;
+ }
+
+ const char* end() const {
+ return send;
+ }
+
+ TokenType Type() const {
+ return type;
+ }
+
+ size_t Offset() const {
+ ai_assert(IsBinary());
+ return offset;
+ }
+
+ unsigned int Line() const {
+ ai_assert(!IsBinary());
+ return static_cast<unsigned int>(line);
+ }
+
+ unsigned int Column() const {
+ ai_assert(!IsBinary());
+ return column;
+ }
+
+private:
+
+#ifdef DEBUG
+ // full string copy for the sole purpose that it nicely appears
+ // in msvc's debugger window.
+ const std::string contents;
+#endif
+
+
+ const char* const sbegin;
+ const char* const send;
+ const TokenType type;
+
+ union {
+ size_t line;
+ size_t offset;
+ };
+ const unsigned int column;
+};
+
+// XXX should use C++11's unique_ptr - but assimp's need to keep working with 03
+typedef const Token* TokenPtr;
+typedef std::vector< TokenPtr > TokenList;
+
+#define new_Token new Token
+
+
+/** Main FBX tokenizer function. Transform input buffer into a list of preprocessed tokens.
+ *
+ * Skips over comments and generates line and column numbers.
+ *
+ * @param output_tokens Receives a list of all tokens in the input data.
+ * @param input_buffer Textual input buffer to be processed, 0-terminated.
+ * @throw DeadlyImportError if something goes wrong */
+void Tokenize(TokenList& output_tokens, const char* input);
+
+
+/** Tokenizer function for binary FBX files.
+ *
+ * Emits a token list suitable for direct parsing.
+ *
+ * @param output_tokens Receives a list of all tokens in the input data.
+ * @param input_buffer Binary input buffer to be processed.
+ * @param length Length of input buffer, in bytes. There is no 0-terminal.
+ * @throw DeadlyImportError if something goes wrong */
+void TokenizeBinary(TokenList& output_tokens, const char* input, size_t length);
+
+
+} // ! FBX
+} // ! Assimp
+
+#endif // ! INCLUDED_AI_FBX_PARSER_H
diff --git a/libs/assimp/code/AssetLib/FBX/FBXUtil.cpp b/libs/assimp/code/AssetLib/FBX/FBXUtil.cpp
new file mode 100644
index 0000000..ac465d6
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXUtil.cpp
@@ -0,0 +1,241 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXUtil.cpp
+ * @brief Implementation of internal FBX utility functions
+ */
+
+#include "FBXUtil.h"
+#include "FBXTokenizer.h"
+
+#include <assimp/TinyFormatter.h>
+#include <string>
+#include <cstring>
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+namespace Assimp {
+namespace FBX {
+namespace Util {
+
+// ------------------------------------------------------------------------------------------------
+const char* TokenTypeString(TokenType t)
+{
+ switch(t) {
+ case TokenType_OPEN_BRACKET:
+ return "TOK_OPEN_BRACKET";
+
+ case TokenType_CLOSE_BRACKET:
+ return "TOK_CLOSE_BRACKET";
+
+ case TokenType_DATA:
+ return "TOK_DATA";
+
+ case TokenType_COMMA:
+ return "TOK_COMMA";
+
+ case TokenType_KEY:
+ return "TOK_KEY";
+
+ case TokenType_BINARY_DATA:
+ return "TOK_BINARY_DATA";
+ }
+
+ ai_assert(false);
+ return "";
+}
+
+
+// ------------------------------------------------------------------------------------------------
+std::string GetOffsetText(size_t offset)
+{
+ return static_cast<std::string>( Formatter::format() << " (offset 0x" << std::hex << offset << ") " );
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string GetLineAndColumnText(unsigned int line, unsigned int column)
+{
+ return static_cast<std::string>( Formatter::format() << " (line " << line << " << col " << column << ") " );
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string GetTokenText(const Token* tok)
+{
+ if(tok->IsBinary()) {
+ return static_cast<std::string>( Formatter::format() <<
+ " (" << TokenTypeString(tok->Type()) <<
+ ", offset 0x" << std::hex << tok->Offset() << ") " );
+ }
+
+ return static_cast<std::string>( Formatter::format() <<
+ " (" << TokenTypeString(tok->Type()) <<
+ ", line " << tok->Line() <<
+ ", col " << tok->Column() << ") " );
+}
+
+// Generated by this formula: T["ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"[i]] = i;
+static const uint8_t base64DecodeTable[128] = {
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 62, 255, 255, 255, 63,
+ 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 255, 255, 255, 255, 255, 255,
+ 255, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
+ 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 255, 255, 255, 255, 255,
+ 255, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40,
+ 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 255, 255, 255, 255, 255
+};
+
+uint8_t DecodeBase64(char ch)
+{
+ const auto idx = static_cast<uint8_t>(ch);
+ if (idx > 127)
+ return 255;
+ return base64DecodeTable[idx];
+}
+
+size_t ComputeDecodedSizeBase64(const char* in, size_t inLength)
+{
+ if (inLength < 2)
+ {
+ return 0;
+ }
+ const size_t equals = size_t(in[inLength - 1] == '=') + size_t(in[inLength - 2] == '=');
+ const size_t full_length = (inLength * 3) >> 2; // div by 4
+ if (full_length < equals)
+ {
+ return 0;
+ }
+ return full_length - equals;
+}
+
+size_t DecodeBase64(const char* in, size_t inLength, uint8_t* out, size_t maxOutLength)
+{
+ if (maxOutLength == 0 || inLength < 2) {
+ return 0;
+ }
+ const size_t realLength = inLength - size_t(in[inLength - 1] == '=') - size_t(in[inLength - 2] == '=');
+ size_t dst_offset = 0;
+ int val = 0, valb = -8;
+ for (size_t src_offset = 0; src_offset < realLength; ++src_offset)
+ {
+ const uint8_t table_value = Util::DecodeBase64(in[src_offset]);
+ if (table_value == 255)
+ {
+ return 0;
+ }
+ val = (val << 6) + table_value;
+ valb += 6;
+ if (valb >= 0)
+ {
+ out[dst_offset++] = static_cast<uint8_t>((val >> valb) & 0xFF);
+ valb -= 8;
+ val &= 0xFFF;
+ }
+ }
+ return dst_offset;
+}
+
+static const char to_base64_string[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
+char EncodeBase64(char byte)
+{
+ return to_base64_string[(size_t)byte];
+}
+
+/** Encodes a block of 4 bytes to base64 encoding
+*
+* @param bytes Bytes to encode.
+* @param out_string String to write encoded values to.
+* @param string_pos Position in out_string.*/
+void EncodeByteBlock(const char* bytes, std::string& out_string, size_t string_pos)
+{
+ char b0 = (bytes[0] & 0xFC) >> 2;
+ char b1 = (bytes[0] & 0x03) << 4 | ((bytes[1] & 0xF0) >> 4);
+ char b2 = (bytes[1] & 0x0F) << 2 | ((bytes[2] & 0xC0) >> 6);
+ char b3 = (bytes[2] & 0x3F);
+
+ out_string[string_pos + 0] = EncodeBase64(b0);
+ out_string[string_pos + 1] = EncodeBase64(b1);
+ out_string[string_pos + 2] = EncodeBase64(b2);
+ out_string[string_pos + 3] = EncodeBase64(b3);
+}
+
+std::string EncodeBase64(const char* data, size_t length)
+{
+ // calculate extra bytes needed to get a multiple of 3
+ size_t extraBytes = 3 - length % 3;
+
+ // number of base64 bytes
+ size_t encodedBytes = 4 * (length + extraBytes) / 3;
+
+ std::string encoded_string(encodedBytes, '=');
+
+ // read blocks of 3 bytes
+ for (size_t ib3 = 0; ib3 < length / 3; ib3++)
+ {
+ const size_t iByte = ib3 * 3;
+ const size_t iEncodedByte = ib3 * 4;
+ const char* currData = &data[iByte];
+
+ EncodeByteBlock(currData, encoded_string, iEncodedByte);
+ }
+
+ // if size of data is not a multiple of 3, also encode the final bytes (and add zeros where needed)
+ if (extraBytes > 0)
+ {
+ char finalBytes[4] = { 0,0,0,0 };
+ memcpy(&finalBytes[0], &data[length - length % 3], length % 3);
+
+ const size_t iEncodedByte = encodedBytes - 4;
+ EncodeByteBlock(&finalBytes[0], encoded_string, iEncodedByte);
+
+ // add '=' at the end
+ for (size_t i = 0; i < 4 * extraBytes / 3; i++)
+ encoded_string[encodedBytes - i - 1] = '=';
+ }
+ return encoded_string;
+}
+
+} // !Util
+} // !FBX
+} // !Assimp
+
+#endif
diff --git a/libs/assimp/code/AssetLib/FBX/FBXUtil.h b/libs/assimp/code/AssetLib/FBX/FBXUtil.h
new file mode 100644
index 0000000..0e0bb75
--- /dev/null
+++ b/libs/assimp/code/AssetLib/FBX/FBXUtil.h
@@ -0,0 +1,130 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXUtil.h
+ * @brief FBX utility functions for internal use
+ */
+#ifndef INCLUDED_AI_FBX_UTIL_H
+#define INCLUDED_AI_FBX_UTIL_H
+
+#include "FBXCompileConfig.h"
+#include "FBXTokenizer.h"
+#include <stdint.h>
+
+namespace Assimp {
+namespace FBX {
+
+
+namespace Util {
+
+
+/** helper for std::for_each to delete all heap-allocated items in a container */
+template<typename T>
+struct delete_fun
+{
+ void operator()(const volatile T* del) {
+ delete del;
+ }
+};
+
+/** Get a string representation for a #TokenType. */
+const char* TokenTypeString(TokenType t);
+
+
+
+/** Format log/error messages using a given offset in the source binary file
+ *
+ * @param offset offset within the file
+ * @return A string of the following format: " (offset 0x{offset}) "*/
+std::string GetOffsetText(size_t offset);
+
+
+/** Format log/error messages using a given line location in the source file.
+ *
+ * @param line Line index, 1-based
+ * @param column Column index, 1-based
+ * @return A string of the following format: " (line {line}, col {column}) "*/
+std::string GetLineAndColumnText(unsigned int line, unsigned int column);
+
+
+/** Format log/error messages using a given cursor token.
+ *
+ * @param tok Token where parsing/processing stopped
+ * @return A string of the following format: " ({token-type}, line {line}, col {column}) "*/
+std::string GetTokenText(const Token* tok);
+
+/** Decode a single Base64-encoded character.
+*
+* @param ch Character to decode (from base64 to binary).
+* @return decoded byte value*/
+uint8_t DecodeBase64(char ch);
+
+/** Compute decoded size of a Base64-encoded string
+*
+* @param in Characters to decode.
+* @param inLength Number of characters to decode.
+* @return size of the decoded data (number of bytes)*/
+size_t ComputeDecodedSizeBase64(const char* in, size_t inLength);
+
+/** Decode a Base64-encoded string
+*
+* @param in Characters to decode.
+* @param inLength Number of characters to decode.
+* @param out Pointer where we will store the decoded data.
+* @param maxOutLength Size of output buffer.
+* @return size of the decoded data (number of bytes)*/
+size_t DecodeBase64(const char* in, size_t inLength, uint8_t* out, size_t maxOutLength);
+
+char EncodeBase64(char byte);
+
+/** Encode bytes in base64-encoding
+*
+* @param data Binary data to encode.
+* @param inLength Number of bytes to encode.
+* @return base64-encoded string*/
+std::string EncodeBase64(const char* data, size_t length);
+
+}
+}
+}
+
+#endif // ! INCLUDED_AI_FBX_UTIL_H