overte/libraries/baking/src/FBXBaker.cpp
2017-09-12 22:04:33 -07:00

724 lines
31 KiB
C++

//
// FBXBaker.cpp
// tools/baking/src
//
// Created by Stephen Birarda on 3/30/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <cmath> // need this include so we don't get an error looking for std::isnan
#include <QtConcurrent>
#include <QtCore/QCoreApplication>
#include <QtCore/QDir>
#include <QtCore/QEventLoop>
#include <QtCore/QFileInfo>
#include <QtCore/QThread>
#include <mutex>
#include <NetworkAccessManager.h>
#include <SharedUtil.h>
#include <PathUtils.h>
#include <FBXReader.h>
#include <FBXWriter.h>
#include "ModelBakingLoggingCategory.h"
#include "TextureBaker.h"
#include "FBXBaker.h"
#include <draco/mesh/triangle_soup_mesh_builder.h>
#include <draco/compression/encode.h>
FBXBaker::FBXBaker(const QUrl& fbxURL, TextureBakerThreadGetter textureThreadGetter,
const QString& bakedOutputDir, const QString& originalOutputDir) :
_fbxURL(fbxURL),
_bakedOutputDir(bakedOutputDir),
_originalOutputDir(originalOutputDir),
_textureThreadGetter(textureThreadGetter)
{
}
void FBXBaker::bake() {
auto tempDir = PathUtils::generateTemporaryDir();
if (tempDir.isEmpty()) {
handleError("Failed to create a temporary directory.");
return;
}
_tempDir = tempDir;
_originalFBXFilePath = _tempDir.filePath(_fbxURL.fileName());
qDebug() << "Made temporary dir " << _tempDir;
qDebug() << "Origin file path: " << _originalFBXFilePath;
// setup the output folder for the results of this bake
setupOutputFolder();
if (hasErrors()) {
return;
}
connect(this, &FBXBaker::sourceCopyReadyToLoad, this, &FBXBaker::bakeSourceCopy);
// make a local copy of the FBX file
loadSourceFBX();
}
void FBXBaker::bakeSourceCopy() {
// load the scene from the FBX file
importScene();
if (hasErrors()) {
return;
}
// enumerate the models and textures found in the scene and start a bake for them
rewriteAndBakeSceneModels();
rewriteAndBakeSceneTextures();
if (hasErrors()) {
return;
}
// export the FBX with re-written texture references
exportScene();
if (hasErrors()) {
return;
}
// check if we're already done with textures (in case we had none to re-write)
checkIfTexturesFinished();
}
void FBXBaker::setupOutputFolder() {
// make sure there isn't already an output directory using the same name
if (QDir(_bakedOutputDir).exists()) {
qWarning() << "Output path" << _bakedOutputDir << "already exists. Continuing.";
} else {
qCDebug(model_baking) << "Creating FBX output folder" << _bakedOutputDir;
// attempt to make the output folder
if (!QDir().mkpath(_bakedOutputDir)) {
handleError("Failed to create FBX output folder " + _bakedOutputDir);
return;
}
// attempt to make the output folder
if (!QDir().mkpath(_originalOutputDir)) {
handleError("Failed to create FBX output folder " + _bakedOutputDir);
return;
}
}
}
void FBXBaker::loadSourceFBX() {
// check if the FBX is local or first needs to be downloaded
if (_fbxURL.isLocalFile()) {
// load up the local file
QFile localFBX { _fbxURL.toLocalFile() };
qDebug() << "Local file url: " << _fbxURL << _fbxURL.toString() << _fbxURL.toLocalFile() << ", copying to: " << _originalFBXFilePath;
if (!localFBX.exists()) {
//QMessageBox::warning(this, "Could not find " + _fbxURL.toString(), "");
handleError("Could not find " + _fbxURL.toString());
return;
}
// make a copy in the output folder
if (!_originalOutputDir.isEmpty()) {
qDebug() << "Copying to: " << _originalOutputDir << "/" << _fbxURL.fileName();
localFBX.copy(_originalOutputDir + "/" + _fbxURL.fileName());
}
localFBX.copy(_originalFBXFilePath);
// emit our signal to start the import of the FBX source copy
emit sourceCopyReadyToLoad();
} else {
// remote file, kick off a download
auto& networkAccessManager = NetworkAccessManager::getInstance();
QNetworkRequest networkRequest;
// setup the request to follow re-directs and always hit the network
networkRequest.setAttribute(QNetworkRequest::FollowRedirectsAttribute, true);
networkRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::AlwaysNetwork);
networkRequest.setHeader(QNetworkRequest::UserAgentHeader, HIGH_FIDELITY_USER_AGENT);
networkRequest.setUrl(_fbxURL);
qCDebug(model_baking) << "Downloading" << _fbxURL;
auto networkReply = networkAccessManager.get(networkRequest);
connect(networkReply, &QNetworkReply::finished, this, &FBXBaker::handleFBXNetworkReply);
}
}
void FBXBaker::handleFBXNetworkReply() {
auto requestReply = qobject_cast<QNetworkReply*>(sender());
if (requestReply->error() == QNetworkReply::NoError) {
qCDebug(model_baking) << "Downloaded" << _fbxURL;
// grab the contents of the reply and make a copy in the output folder
QFile copyOfOriginal(_originalFBXFilePath);
qDebug(model_baking) << "Writing copy of original FBX to" << _originalFBXFilePath << copyOfOriginal.fileName();
if (!copyOfOriginal.open(QIODevice::WriteOnly)) {
// add an error to the error list for this FBX stating that a duplicate of the original FBX could not be made
handleError("Could not create copy of " + _fbxURL.toString() + " (Failed to open " + _originalFBXFilePath + ")");
return;
}
if (copyOfOriginal.write(requestReply->readAll()) == -1) {
handleError("Could not create copy of " + _fbxURL.toString() + " (Failed to write)");
return;
}
// close that file now that we are done writing to it
copyOfOriginal.close();
if (!_originalOutputDir.isEmpty()) {
copyOfOriginal.copy(_originalOutputDir + "/" + _fbxURL.fileName());
}
// emit our signal to start the import of the FBX source copy
emit sourceCopyReadyToLoad();
} else {
// add an error to our list stating that the FBX could not be downloaded
handleError("Failed to download " + _fbxURL.toString());
}
}
void FBXBaker::importScene() {
qDebug() << "file path: " << _originalFBXFilePath.toLocal8Bit().data() << QDir(_originalFBXFilePath).exists();
QFile fbxFile(_originalFBXFilePath);
if (!fbxFile.open(QIODevice::ReadOnly)) {
handleError("Error opening " + _originalFBXFilePath + " for reading");
return;
}
FBXReader reader;
qCDebug(model_baking) << "Parsing" << _fbxURL;
_rootNode = reader._rootNode = reader.parseFBX(&fbxFile);
_geometry = reader.extractFBXGeometry({}, _fbxURL.toString());
_textureContent = reader._textureContent;
}
QString texturePathRelativeToFBX(QUrl fbxURL, QUrl textureURL) {
auto fbxPath = fbxURL.toString(QUrl::RemoveFilename | QUrl::RemoveQuery | QUrl::RemoveFragment);
auto texturePath = textureURL.toString(QUrl::RemoveFilename | QUrl::RemoveQuery | QUrl::RemoveFragment);
if (texturePath.startsWith(fbxPath)) {
// texture path is a child of the FBX path, return the texture path without the fbx path
return texturePath.mid(fbxPath.length());
} else {
// the texture path was not a child of the FBX path, return the empty string
return "";
}
}
QString FBXBaker::createBakedTextureFileName(const QFileInfo& textureFileInfo) {
// first make sure we have a unique base name for this texture
// in case another texture referenced by this model has the same base name
auto nameMatches = _textureNameMatchCount[textureFileInfo.baseName()];
QString bakedTextureFileName { textureFileInfo.completeBaseName() };
if (nameMatches > 0) {
// there are already nameMatches texture with this name
// append - and that number to our baked texture file name so that it is unique
bakedTextureFileName += "-" + QString::number(nameMatches);
}
bakedTextureFileName += BAKED_TEXTURE_EXT;
// increment the number of name matches
++nameMatches;
return bakedTextureFileName;
}
QUrl FBXBaker::getTextureURL(const QFileInfo& textureFileInfo, QString relativeFileName) {
QUrl urlToTexture;
if (textureFileInfo.exists() && textureFileInfo.isFile()) {
// set the texture URL to the local texture that we have confirmed exists
urlToTexture = QUrl::fromLocalFile(textureFileInfo.absoluteFilePath());
} else {
// external texture that we'll need to download or find
// first check if it the RelativePath to the texture in the FBX was relative
auto apparentRelativePath = QFileInfo(relativeFileName.replace("\\", "/"));
// this is a relative file path which will require different handling
// depending on the location of the original FBX
if (_fbxURL.isLocalFile() && apparentRelativePath.exists() && apparentRelativePath.isFile()) {
// the absolute path we ran into for the texture in the FBX exists on this machine
// so use that file
urlToTexture = QUrl::fromLocalFile(apparentRelativePath.absoluteFilePath());
} else {
// we didn't find the texture on this machine at the absolute path
// so assume that it is right beside the FBX to match the behaviour of interface
urlToTexture = _fbxURL.resolved(apparentRelativePath.fileName());
}
}
return urlToTexture;
}
void FBXBaker::rewriteAndBakeSceneModels() {
unsigned int meshIndex = 0;
for (FBXNode& rootChild : _rootNode.children) {
if (rootChild.name == "Objects") {
for (FBXNode& objectChild : rootChild.children) {
if (objectChild.name == "Geometry") {
// TODO Pull this out of _geometry instead so we don't have to reprocess it
auto extractedMesh = FBXReader::extractMesh(objectChild, meshIndex);
auto mesh = extractedMesh.mesh;
Q_ASSERT(mesh.normals.size() == 0 || mesh.normals.size() == mesh.vertices.size());
Q_ASSERT(mesh.colors.size() == 0 || mesh.colors.size() == mesh.vertices.size());
Q_ASSERT(mesh.texCoords.size() == 0 || mesh.texCoords.size() == mesh.vertices.size());
int64_t numTriangles { 0 };
for (auto& part : mesh.parts) {
if ((part.quadTrianglesIndices.size() % 3) != 0 || (part.triangleIndices.size() % 3) != 0) {
handleWarning("Found a mesh part with invalid index data, skipping");
continue;
}
numTriangles += part.quadTrianglesIndices.size() / 3;
numTriangles += part.triangleIndices.size() / 3;
}
if (numTriangles == 0) {
handleWarning("Skipping compression of mesh because no triangles were found");
continue;
}
draco::TriangleSoupMeshBuilder meshBuilder;
meshBuilder.Start(numTriangles);
bool hasNormals { mesh.normals.size() > 0 };
bool hasColors { mesh.colors.size() > 0 };
bool hasTexCoords { mesh.texCoords.size() > 0 };
bool hasTexCoords1 { mesh.texCoords1.size() > 0 };
bool hasPerFaceMaterials { mesh.parts.size() > 1 };
int normalsAttributeID { -1 };
int colorsAttributeID { -1 };
int texCoordsAttributeID { -1 };
int texCoords1AttributeID { -1 };
int faceMaterialAttributeID { -1 };
const int positionAttributeID = meshBuilder.AddAttribute(draco::GeometryAttribute::POSITION,
3, draco::DT_FLOAT32);
if (hasNormals) {
normalsAttributeID = meshBuilder.AddAttribute(draco::GeometryAttribute::NORMAL,
3, draco::DT_FLOAT32);
}
if (hasColors) {
colorsAttributeID = meshBuilder.AddAttribute(draco::GeometryAttribute::COLOR,
3, draco::DT_FLOAT32);
}
if (hasTexCoords) {
texCoordsAttributeID = meshBuilder.AddAttribute(draco::GeometryAttribute::TEX_COORD,
2, draco::DT_FLOAT32);
}
if (hasTexCoords1) {
texCoords1AttributeID = meshBuilder.AddAttribute(
(draco::GeometryAttribute::Type)DRACO_ATTRIBUTE_TEX_COORD_1,
2, draco::DT_FLOAT32);
}
if (hasPerFaceMaterials) {
faceMaterialAttributeID = meshBuilder.AddAttribute(
(draco::GeometryAttribute::Type)DRACO_ATTRIBUTE_MATERIAL_ID,
1, draco::DT_UINT16);
}
auto partIndex = 0;
draco::FaceIndex face;
for (auto& part : mesh.parts) {
const auto matTex = extractedMesh.partMaterialTextures[partIndex];
auto addFace = [&](QVector<int>& indices, int index, draco::FaceIndex face) {
auto idx0 = indices[index];
auto idx1 = indices[index + 1];
auto idx2 = indices[index + 2];
if (hasPerFaceMaterials) {
uint16_t materialID = matTex.first;
meshBuilder.SetPerFaceAttributeValueForFace(faceMaterialAttributeID, face, &materialID);
}
meshBuilder.SetAttributeValuesForFace(positionAttributeID, face,
&mesh.vertices[idx0], &mesh.vertices[idx1],
&mesh.vertices[idx2]);
if (hasNormals) {
meshBuilder.SetAttributeValuesForFace(normalsAttributeID, face,
&mesh.normals[idx0], &mesh.normals[idx1],
&mesh.normals[idx2]);
}
if (hasColors) {
meshBuilder.SetAttributeValuesForFace(colorsAttributeID, face,
&mesh.colors[idx0], &mesh.colors[idx1],
&mesh.colors[idx2]);
}
if (hasTexCoords) {
meshBuilder.SetAttributeValuesForFace(texCoordsAttributeID, face,
&mesh.texCoords[idx0], &mesh.texCoords[idx1],
&mesh.texCoords[idx2]);
}
if (hasTexCoords1) {
meshBuilder.SetAttributeValuesForFace(texCoords1AttributeID, face,
&mesh.texCoords1[idx0], &mesh.texCoords1[idx1],
&mesh.texCoords1[idx2]);
}
};
for (int i = 0; (i + 2) < part.quadTrianglesIndices.size(); i += 3) {
addFace(part.quadTrianglesIndices, i, face++);
}
for (int i = 0; (i + 2) < part.triangleIndices.size(); i += 3) {
addFace(part.triangleIndices, i, face++);
}
partIndex++;
}
auto dracoMesh = meshBuilder.Finalize();
if (!dracoMesh) {
handleWarning("Failed to finalize the baking of a draco Geometry node");
continue;
}
// we need to modify unique attribute IDs for custom attributes
// so the attributes are easily retrievable on the other side
if (hasPerFaceMaterials) {
dracoMesh->attribute(faceMaterialAttributeID)->set_unique_id(DRACO_ATTRIBUTE_MATERIAL_ID);
}
if (hasTexCoords1) {
dracoMesh->attribute(texCoords1AttributeID)->set_unique_id(DRACO_ATTRIBUTE_TEX_COORD_1);
}
draco::Encoder encoder;
draco::EncoderBuffer buffer;
encoder.EncodeMeshToBuffer(*dracoMesh, &buffer);
FBXNode dracoMeshNode;
dracoMeshNode.name = "DracoMesh";
auto value = QVariant::fromValue(QByteArray(buffer.data(), buffer.size()));
dracoMeshNode.properties.append(value);
QFile file("C:/Users/huffm/encodedFBX/" + this->_fbxURL.fileName() + "-" + QString::number(meshIndex) + ".drc");
if (file.open(QIODevice::WriteOnly)) {
file.write(buffer.data(), buffer.size());
file.close();
} else {
qWarning() << "Failed to write to: " << file.fileName();
}
objectChild.children.push_back(dracoMeshNode);
static const std::vector<QString> nodeNamesToDelete {
// Node data that is packed into the draco mesh
"Vertices",
"PolygonVertexIndex",
"LayerElementNormal",
"LayerElementColor",
"LayerElementUV",
"LayerElementMaterial",
"LayerElementTexture",
// Node data that we don't support
"Edges",
"LayerElementTangent",
"LayerElementBinormal",
"LayerElementSmoothing"
};
auto& children = objectChild.children;
auto it = children.begin();
while (it != children.end()) {
auto begin = nodeNamesToDelete.begin();
auto end = nodeNamesToDelete.end();
if (find(begin, end, it->name) != end) {
it = children.erase(it);
} else {
++it;
}
}
}
}
}
}
}
void FBXBaker::rewriteAndBakeSceneTextures() {
using namespace image::TextureUsage;
QHash<QString, image::TextureUsage::Type> textureTypes;
// enumerate the materials in the extracted geometry so we can determine the texture type for each texture ID
for (const auto& material : _geometry->materials) {
if (material.normalTexture.isBumpmap) {
textureTypes[material.normalTexture.id] = BUMP_TEXTURE;
} else {
textureTypes[material.normalTexture.id] = NORMAL_TEXTURE;
}
textureTypes[material.albedoTexture.id] = ALBEDO_TEXTURE;
textureTypes[material.glossTexture.id] = GLOSS_TEXTURE;
textureTypes[material.roughnessTexture.id] = ROUGHNESS_TEXTURE;
textureTypes[material.specularTexture.id] = SPECULAR_TEXTURE;
textureTypes[material.metallicTexture.id] = METALLIC_TEXTURE;
textureTypes[material.emissiveTexture.id] = EMISSIVE_TEXTURE;
textureTypes[material.occlusionTexture.id] = OCCLUSION_TEXTURE;
textureTypes[material.lightmapTexture.id] = LIGHTMAP_TEXTURE;
}
// enumerate the children of the root node
for (FBXNode& rootChild : _rootNode.children) {
if (rootChild.name == "Objects") {
// enumerate the objects
auto object = rootChild.children.begin();
while (object != rootChild.children.end()) {
if (object->name == "Texture") {
// enumerate the texture children
for (FBXNode& textureChild : object->children) {
if (textureChild.name == "RelativeFilename") {
// use QFileInfo to easily split up the existing texture filename into its components
QString fbxTextureFileName { textureChild.properties.at(0).toByteArray() };
QFileInfo textureFileInfo { fbxTextureFileName.replace("\\", "/") };
// make sure this texture points to something and isn't one we've already re-mapped
if (!textureFileInfo.filePath().isEmpty()) {
if (textureFileInfo.suffix() == BAKED_TEXTURE_EXT.mid(1)) {
// re-baking an FBX that already references baked textures is a fail
// so we add an error and return from here
handleError("Cannot re-bake a partially baked FBX file that references baked KTX textures");
return;
}
// construct the new baked texture file name and file path
// ensuring that the baked texture will have a unique name
// even if there was another texture with the same name at a different path
auto bakedTextureFileName = createBakedTextureFileName(textureFileInfo);
QString bakedTextureFilePath {
_bakedOutputDir + "/" + bakedTextureFileName
};
_outputFiles.push_back(bakedTextureFilePath);
qCDebug(model_baking).noquote() << "Re-mapping" << fbxTextureFileName
<< "to" << bakedTextureFileName;
// figure out the URL to this texture, embedded or external
auto urlToTexture = getTextureURL(textureFileInfo, fbxTextureFileName);
// write the new filename into the FBX scene
textureChild.properties[0] = bakedTextureFileName.toLocal8Bit();
if (!_bakingTextures.contains(urlToTexture)) {
// grab the ID for this texture so we can figure out the
// texture type from the loaded materials
QString textureID { object->properties[0].toByteArray() };
auto textureType = textureTypes[textureID];
// check if this was an embedded texture we have already have in-memory content for
auto textureContent = _textureContent.value(fbxTextureFileName.toLocal8Bit());
// bake this texture asynchronously
bakeTexture(urlToTexture, textureType, _bakedOutputDir, textureContent);
}
}
}
}
++object;
} else if (object->name == "Video") {
// this is an embedded texture, we need to remove it from the FBX
object = rootChild.children.erase(object);
} else {
++object;
}
}
}
}
}
void FBXBaker::bakeTexture(const QUrl& textureURL, image::TextureUsage::Type textureType,
const QDir& outputDir, const QByteArray& textureContent) {
// start a bake for this texture and add it to our list to keep track of
QSharedPointer<TextureBaker> bakingTexture {
new TextureBaker(textureURL, textureType, outputDir, textureContent),
&TextureBaker::deleteLater
};
// make sure we hear when the baking texture is done
connect(bakingTexture.data(), &Baker::finished, this, &FBXBaker::handleBakedTexture);
// keep a shared pointer to the baking texture
_bakingTextures.insert(textureURL, bakingTexture);
// start baking the texture on one of our available worker threads
bakingTexture->moveToThread(_textureThreadGetter());
QMetaObject::invokeMethod(bakingTexture.data(), "bake");
}
void FBXBaker::handleBakedTexture() {
TextureBaker* bakedTexture = qobject_cast<TextureBaker*>(sender());
// make sure we haven't already run into errors, and that this is a valid texture
if (bakedTexture) {
if (!hasErrors()) {
if (!bakedTexture->hasErrors()) {
if (!_originalOutputDir.isEmpty()) {
// we've been asked to make copies of the originals, so we need to make copies of this if it is a linked texture
// use the path to the texture being baked to determine if this was an embedded or a linked texture
// it is embeddded if the texure being baked was inside the original output folder
// since that is where the FBX SDK places the .fbm folder it generates when importing the FBX
auto originalOutputFolder = QUrl::fromLocalFile(_originalOutputDir);
if (!originalOutputFolder.isParentOf(bakedTexture->getTextureURL())) {
// for linked textures we want to save a copy of original texture beside the original FBX
qCDebug(model_baking) << "Saving original texture for" << bakedTexture->getTextureURL();
// check if we have a relative path to use for the texture
auto relativeTexturePath = texturePathRelativeToFBX(_fbxURL, bakedTexture->getTextureURL());
QFile originalTextureFile {
_originalOutputDir + "/" + relativeTexturePath + bakedTexture->getTextureURL().fileName()
};
if (relativeTexturePath.length() > 0) {
// make the folders needed by the relative path
}
if (originalTextureFile.open(QIODevice::WriteOnly) && originalTextureFile.write(bakedTexture->getOriginalTexture()) != -1) {
qCDebug(model_baking) << "Saved original texture file" << originalTextureFile.fileName()
<< "for" << _fbxURL;
} else {
handleError("Could not save original external texture " + originalTextureFile.fileName()
+ " for " + _fbxURL.toString());
return;
}
}
}
// now that this texture has been baked and handled, we can remove that TextureBaker from our hash
_bakingTextures.remove(bakedTexture->getTextureURL());
checkIfTexturesFinished();
} else {
// there was an error baking this texture - add it to our list of errors
_errorList.append(bakedTexture->getErrors());
// we don't emit finished yet so that the other textures can finish baking first
_pendingErrorEmission = true;
// now that this texture has been baked, even though it failed, we can remove that TextureBaker from our list
_bakingTextures.remove(bakedTexture->getTextureURL());
checkIfTexturesFinished();
}
} else {
// we have errors to attend to, so we don't do extra processing for this texture
// but we do need to remove that TextureBaker from our list
// and then check if we're done with all textures
_bakingTextures.remove(bakedTexture->getTextureURL());
checkIfTexturesFinished();
}
}
}
void FBXBaker::exportScene() {
// save the relative path to this FBX inside our passed output folder
auto fileName = _fbxURL.fileName();
auto baseName = fileName.left(fileName.lastIndexOf('.'));
auto bakedFilename = baseName + BAKED_FBX_EXTENSION;
_bakedFBXFilePath = _bakedOutputDir + "/" + bakedFilename;
auto fbxData = FBXWriter::encodeFBX(_rootNode);
QFile bakedFile(_bakedFBXFilePath);
if (!bakedFile.open(QIODevice::WriteOnly)) {
handleError("Error opening " + _bakedFBXFilePath + " for writing");
return;
}
bakedFile.write(fbxData);
_outputFiles.push_back(_bakedFBXFilePath);
qCDebug(model_baking) << "Exported" << _fbxURL << "with re-written paths to" << _bakedFBXFilePath;
}
void FBXBaker::removeEmbeddedMediaFolder() {
// now that the bake is complete, remove the embedded media folder produced by the FBX SDK when it imports an FBX
//auto embeddedMediaFolderName = _fbxURL.fileName().replace(".fbx", ".fbm");
//QDir(_bakedOutputDir + ORIGINAL_OUTPUT_SUBFOLDER + embeddedMediaFolderName).removeRecursively();
}
void FBXBaker::checkIfTexturesFinished() {
// check if we're done everything we need to do for this FBX
// and emit our finished signal if we're done
if (_bakingTextures.isEmpty()) {
// remove the embedded media folder that the FBX SDK produces when reading the original
removeEmbeddedMediaFolder();
if (hasErrors()) {
// if we're checking for completion but we have errors
// that means one or more of our texture baking operations failed
if (_pendingErrorEmission) {
emit finished();
}
return;
} else {
qCDebug(model_baking) << "Finished baking, emitting finsihed" << _fbxURL;
emit finished();
}
}
}