Initial commit
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//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#ifndef OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_H_
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#define OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_H_
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#include <fbxsdk.h>
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#include "ozz/base/maths/simd_math.h"
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#include "ozz/base/maths/transform.h"
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namespace ozz {
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namespace math {
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struct Transform;
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} // namespace math
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namespace animation {
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namespace offline {
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namespace fbx {
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// Manages FbxManager instance.
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class FbxManagerInstance {
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public:
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// Instantiates FbxManager.
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FbxManagerInstance();
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// Destroys FbxManager.
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~FbxManagerInstance();
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// Cast operator to get internal FbxManager instance.
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operator FbxManager*() const { return fbx_manager_; }
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private:
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FbxManager* fbx_manager_;
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};
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// Default io settings used to import a scene.
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class FbxDefaultIOSettings {
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public:
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// Instantiates default settings.
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explicit FbxDefaultIOSettings(const FbxManagerInstance& _manager);
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// De-instantiates default settings.
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virtual ~FbxDefaultIOSettings();
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// Get FbxIOSettings instance.
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FbxIOSettings* settings() const { return io_settings_; }
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// Cast operator to get internal FbxIOSettings instance.
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operator FbxIOSettings*() const { return io_settings_; }
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private:
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FbxIOSettings* io_settings_;
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};
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// Io settings used to import an animation from a scene.
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class FbxAnimationIOSettings : public FbxDefaultIOSettings {
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public:
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FbxAnimationIOSettings(const FbxManagerInstance& _manager);
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};
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// Io settings used to import a skeleton from a scene.
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class FbxSkeletonIOSettings : public FbxDefaultIOSettings {
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public:
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FbxSkeletonIOSettings(const FbxManagerInstance& _manager);
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};
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// Implements axis system and unit system conversion helper, from any Fbx system
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// to ozz system (FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd,
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// FbxAxisSystem::eRightHanded, meter).
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// While Fbx sdk FbxAxisSystem::ConvertScene and FbxSystem::ConvertScene only
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// affect scene root, this class functions can be used to bake nodes, vertices,
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// animations transformations...
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class FbxSystemConverter {
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public:
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// Initialize converter with fbx scene systems.
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FbxSystemConverter(const FbxAxisSystem& _from_axis,
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const FbxSystemUnit& _from_unit);
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// Converts a fbx matrix to an ozz Float4x4 matrix, in ozz axis and unit
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// systems, using _m' = C * _m * (C-1) operation.
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math::Float4x4 ConvertMatrix(const FbxAMatrix& _m) const;
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// Converts fbx matrix to an ozz transform, in ozz axis and unit systems,
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// using _m' = C * _m * (C-1) operation.
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// Can return false if matrix isn't affine.
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bool ConvertTransform(const FbxAMatrix& _m,
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math::Transform* _transform) const;
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// Converts fbx FbxVector4 point to an ozz Float3, in ozz axis and unit
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// systems, using _p' = C * _p operation.
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math::Float3 ConvertPoint(const FbxVector4& _p) const;
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// Converts fbx FbxVector4 vector to an ozz Float3, in ozz axis and unit
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// systems, using _p' = ((C-1)-T) * _p operation. Normals are converted
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// using the inverse transpose matrix to support non-uniform scale
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// transformations.
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math::Float3 ConvertVector(const FbxVector4& _p) const;
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private:
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// The matrix used to convert from "from" axis/unit to ozz coordinate system
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// base.
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math::Float4x4 convert_;
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// The inverse of convert_ matrix.
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math::Float4x4 inverse_convert_;
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// The transpose inverse of convert_ matrix.
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math::Float4x4 inverse_transpose_convert_;
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};
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// Loads a scene from a Fbx file.
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class FbxSceneLoader {
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public:
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// Loads the scene that can then be obtained with scene() function.
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FbxSceneLoader(const char* _filename, const char* _password,
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const FbxManagerInstance& _manager,
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const FbxDefaultIOSettings& _io_settings);
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FbxSceneLoader(FbxStream* _stream, const char* _password,
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const FbxManagerInstance& _manager,
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const FbxDefaultIOSettings& _io_settings);
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~FbxSceneLoader();
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// Returns a valid scene if fbx import was successful, nullptr otherwise.
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FbxScene* scene() const { return scene_; }
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// Returns a valid converter if fbx import was successful, nullptr otherwise.
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FbxSystemConverter* converter() { return converter_; }
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private:
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void ImportScene(FbxImporter* _importer, const bool _initialized,
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const char* _password, const FbxManagerInstance& _manager,
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const FbxDefaultIOSettings& _io_settings);
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// Scene instance that was loaded from the file.
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FbxScene* scene_;
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// Axis and unit conversion helper.
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FbxSystemConverter* converter_;
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};
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} // namespace fbx
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} // namespace offline
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} // namespace animation
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} // namespace ozz
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#endif // OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_H_
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@@ -0,0 +1,90 @@
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//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#ifndef OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_ANIMATION_H_
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#define OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_ANIMATION_H_
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#include "ozz/animation/offline/fbx/fbx.h"
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#include "ozz/animation/offline/tools/import2ozz.h"
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#include "ozz/base/containers/string.h"
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#include "ozz/base/containers/vector.h"
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namespace ozz {
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namespace animation {
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class Skeleton;
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namespace offline {
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struct RawAnimation;
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struct RawFloatTrack;
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struct RawFloat2Track;
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struct RawFloat3Track;
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struct RawFloat4Track;
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struct RawquaternionTrack;
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namespace fbx {
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OzzImporter::AnimationNames GetAnimationNames(FbxSceneLoader& _scene_loader);
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bool ExtractAnimation(const char* _animation_name,
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FbxSceneLoader& _scene_loader, const Skeleton& _skeleton,
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float _sampling_rate, RawAnimation* _animation);
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OzzImporter::NodeProperties GetNodeProperties(FbxSceneLoader& _scene_loader,
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const char* _node_name);
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bool ExtractTrack(const char* _animation_name, const char* _node_name,
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const char* _track_name,
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OzzImporter::NodeProperty::Type _type,
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FbxSceneLoader& _scene_loader, float _sampling_rate,
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RawFloatTrack* _track);
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bool ExtractTrack(const char* _animation_name, const char* _node_name,
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const char* _track_name,
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OzzImporter::NodeProperty::Type _type,
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FbxSceneLoader& _scene_loader, float _sampling_rate,
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RawFloat2Track* _track);
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bool ExtractTrack(const char* _animation_name, const char* _node_name,
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const char* _track_name,
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OzzImporter::NodeProperty::Type _type,
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FbxSceneLoader& _scene_loader, float _sampling_rate,
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RawFloat3Track* _track);
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bool ExtractTrack(const char* _animation_name, const char* _node_name,
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const char* _track_name,
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OzzImporter::NodeProperty::Type _type,
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FbxSceneLoader& _scene_loader, float _sampling_rate,
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RawFloat4Track* _track);
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} // namespace fbx
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} // namespace offline
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} // namespace animation
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} // namespace ozz
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#endif // OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_ANIMATION_H_
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@@ -0,0 +1,50 @@
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//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
|
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// to deal in the Software without restriction, including without limitation //
|
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
|
||||
// and/or sell copies of the Software, and to permit persons to whom the //
|
||||
// Software is furnished to do so, subject to the following conditions: //
|
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// //
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// The above copyright notice and this permission notice shall be included in //
|
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
|
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#ifndef OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_SKELETON_H_
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#define OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_SKELETON_H_
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#include "ozz/animation/offline/fbx/fbx.h"
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#include "ozz/animation/offline/tools/import2ozz.h"
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namespace ozz {
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namespace animation {
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namespace offline {
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struct RawSkeleton;
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namespace fbx {
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bool ExtractSkeleton(FbxSceneLoader& _loader,
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const OzzImporter::NodeType& _types,
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RawSkeleton* _skeleton);
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} // namespace fbx
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} // namespace offline
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} // namespace animation
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} // namespace ozz
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#endif // OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_SKELETON_H_
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