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Update Assimp to master at d3d98a7ec0c8d38e1952b46dfe53f7e9233dc92d
* ASCII FBX embedded content * Improved uv scaling metadata
This commit is contained in:
35
thirdparty/assimp/code/FBXConverter.cpp
vendored
35
thirdparty/assimp/code/FBXConverter.cpp
vendored
@@ -78,6 +78,16 @@ namespace Assimp {
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FBXConverter::FBXConverter(aiScene* out, const Document& doc)
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: defaultMaterialIndex()
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, lights()
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, cameras()
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, textures()
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, materials_converted()
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, textures_converted()
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, meshes_converted()
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, node_anim_chain_bits()
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, mNodeNameInstances()
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, mNodeNames()
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, anim_fps()
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, out(out)
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, doc(doc) {
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// animations need to be converted first since this will
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@@ -410,19 +420,24 @@ namespace Assimp {
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void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueName)
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{
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int i = 0;
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uniqueName = name;
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while (mNodeNames.find(uniqueName) != mNodeNames.end())
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int i = 0;
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auto it = mNodeNameInstances.find(name); // duplicate node name instance count
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if (it != mNodeNameInstances.end())
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{
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++i;
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std::stringstream ext;
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ext << name << std::setfill('0') << std::setw(3) << i;
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uniqueName = ext.str();
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i = it->second;
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while (mNodeNames.find(uniqueName) != mNodeNames.end())
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{
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i++;
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std::stringstream ext;
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ext << name << std::setfill('0') << std::setw(3) << i;
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uniqueName = ext.str();
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}
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}
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mNodeNameInstances[name] = i;
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mNodeNames.insert(uniqueName);
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}
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const char* FBXConverter::NameTransformationComp(TransformationComp comp) {
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switch (comp) {
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case TransformationComp_Translation:
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@@ -2041,6 +2056,12 @@ namespace Assimp {
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CalculatedOpacity = 1.0f - ((Transparent.r + Transparent.g + Transparent.b) / 3.0f);
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}
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// try to get the transparency factor
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const float TransparencyFactor = PropertyGet<float>(props, "TransparencyFactor", ok);
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if (ok) {
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out_mat->AddProperty(&TransparencyFactor, 1, AI_MATKEY_TRANSPARENCYFACTOR);
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}
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// use of TransparencyFactor is inconsistent.
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// Maya always stores it as 1.0,
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// so we can't use it to set AI_MATKEY_OPACITY.
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