godot/thirdparty/assimp/code/Common/DefaultIOSystem.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Default implementation of IOSystem using the standard C file functions */
#include <assimp/StringComparison.h>
#include <assimp/DefaultIOSystem.h>
#include <assimp/DefaultIOStream.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/ai_assert.h>
#include <stdlib.h>
#ifdef __unix__
#include <sys/param.h>
#include <stdlib.h>
#endif
#ifdef _WIN32
#include <windows.h>
#endif
using namespace Assimp;
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
#ifdef _WIN32
static std::wstring Utf8ToWide(const char* in)
{
int size = MultiByteToWideChar(CP_UTF8, 0, in, -1, nullptr, 0);
// size includes terminating null; std::wstring adds null automatically
std::wstring out(static_cast<size_t>(size) - 1, L'\0');
MultiByteToWideChar(CP_UTF8, 0, in, -1, &out[0], size);
return out;
}
static std::string WideToUtf8(const wchar_t* in)
{
int size = WideCharToMultiByte(CP_UTF8, 0, in, -1, nullptr, 0, nullptr, nullptr);
// size includes terminating null; std::string adds null automatically
std::string out(static_cast<size_t>(size) - 1, '\0');
WideCharToMultiByte(CP_UTF8, 0, in, -1, &out[0], size, nullptr, nullptr);
return out;
}
#endif
// ------------------------------------------------------------------------------------------------
// Tests for the existence of a file at the given path.
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
bool DefaultIOSystem::Exists(const char* pFile) const
{
#ifdef _WIN32
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
struct __stat64 filestat;
if (_wstat64(Utf8ToWide(pFile).c_str(), &filestat) != 0) {
return false;
}
#else
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
FILE* file = ::fopen(pFile, "rb");
if (!file)
return false;
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
::fclose(file);
#endif
return true;
}
// ------------------------------------------------------------------------------------------------
// Open a new file with a given path.
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
IOStream* DefaultIOSystem::Open(const char* strFile, const char* strMode)
{
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
ai_assert(strFile != nullptr);
ai_assert(strMode != nullptr);
FILE* file;
#ifdef _WIN32
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
file = ::_wfopen(Utf8ToWide(strFile).c_str(), Utf8ToWide(strMode).c_str());
#else
file = ::fopen(strFile, strMode);
#endif
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
if (!file)
return nullptr;
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
return new DefaultIOStream(file, strFile);
}
// ------------------------------------------------------------------------------------------------
// Closes the given file and releases all resources associated with it.
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
void DefaultIOSystem::Close(IOStream* pFile)
{
delete pFile;
}
// ------------------------------------------------------------------------------------------------
// Returns the operation specific directory separator
char DefaultIOSystem::getOsSeparator() const
{
#ifndef _WIN32
return '/';
#else
return '\\';
#endif
}
// ------------------------------------------------------------------------------------------------
// IOSystem default implementation (ComparePaths isn't a pure virtual function)
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
bool IOSystem::ComparePaths(const char* one, const char* second) const
{
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
return !ASSIMP_stricmp(one, second);
}
// ------------------------------------------------------------------------------------------------
// Convert a relative path into an absolute path
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
inline static std::string MakeAbsolutePath(const char* in)
{
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
ai_assert(in);
std::string out;
#ifdef _WIN32
wchar_t* ret = ::_wfullpath(nullptr, Utf8ToWide(in).c_str(), 0);
if (ret) {
out = WideToUtf8(ret);
free(ret);
}
#else
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
char* ret = realpath(in, nullptr);
if (ret) {
out = ret;
free(ret);
}
#endif
if (!ret) {
// preserve the input path, maybe someone else is able to fix
// the path before it is accessed (e.g. our file system filter)
ASSIMP_LOG_WARN_F("Invalid path: ", std::string(in));
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
out = in;
}
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
return out;
}
// ------------------------------------------------------------------------------------------------
// DefaultIOSystem's more specialized implementation
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
bool DefaultIOSystem::ComparePaths(const char* one, const char* second) const
{
// chances are quite good both paths are formatted identically,
// so we can hopefully return here already
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
if (!ASSIMP_stricmp(one, second))
return true;
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
std::string temp1 = MakeAbsolutePath(one);
std::string temp2 = MakeAbsolutePath(second);
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
return !ASSIMP_stricmp(temp1, temp2);
}
// ------------------------------------------------------------------------------------------------
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
std::string DefaultIOSystem::fileName(const std::string& path)
{
std::string ret = path;
std::size_t last = ret.find_last_of("\\/");
if (last != std::string::npos) ret = ret.substr(last + 1);
return ret;
}
// ------------------------------------------------------------------------------------------------
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
std::string DefaultIOSystem::completeBaseName(const std::string& path)
{
std::string ret = fileName(path);
std::size_t pos = ret.find_last_of('.');
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
if (pos != std::string::npos) ret = ret.substr(0, pos);
return ret;
}
// ------------------------------------------------------------------------------------------------
FBX Importer Generation 3 Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
2019-11-06 01:54:34 +08:00
std::string DefaultIOSystem::absolutePath(const std::string& path)
{
std::string ret = path;
std::size_t last = ret.find_last_of("\\/");
if (last != std::string::npos) ret = ret.substr(0, last);
return ret;
}
// ------------------------------------------------------------------------------------------------