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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/FBX/FBXConverter.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/FBX/FBXConverter.h | 476 |
1 files changed, 476 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/FBX/FBXConverter.h b/src/mesh/assimp-master/code/AssetLib/FBX/FBXConverter.h new file mode 100644 index 0000000..becfdb3 --- /dev/null +++ b/src/mesh/assimp-master/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 |