Merge branch 'master' into gltf2-duplicated-textures

pull/1860/head
A. Breust 2018-04-01 18:09:14 +02:00 committed by GitHub
commit 0624eb0e08
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GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 1042 additions and 482 deletions

View File

@ -138,8 +138,7 @@ SET (PROJECT_VERSION "${ASSIMP_VERSION}")
SET( ASSIMP_PACKAGE_VERSION "0" CACHE STRING "the package-specific version used for uploading the sources" )
# Needed for openddl_parser config, no use of c++11 at this moment
ADD_DEFINITIONS( -DOPENDDL_NO_USE_CPP11 )
# Enable C++1 globally
set_property( GLOBAL PROPERTY CXX_STANDARD 11 )
# Get the current working branch
@ -161,7 +160,7 @@ EXECUTE_PROCESS(
)
IF(NOT GIT_COMMIT_HASH)
SET(GIT_COMMIT_HASH 0)
SET(GIT_COMMIT_HASH 0)
ENDIF(NOT GIT_COMMIT_HASH)
IF(ASSIMP_DOUBLE_PRECISION)
@ -179,10 +178,10 @@ CONFIGURE_FILE(
)
INCLUDE_DIRECTORIES(
./
include
${CMAKE_CURRENT_BINARY_DIR}
${CMAKE_CURRENT_BINARY_DIR}/include
./
include
${CMAKE_CURRENT_BINARY_DIR}
${CMAKE_CURRENT_BINARY_DIR}/include
)
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules" )
@ -192,14 +191,6 @@ SET(CPACK_COMPONENTS_ALL assimp-bin ${LIBASSIMP_COMPONENT} ${LIBASSIMP-DEV_COMPO
SET(ASSIMP_LIBRARY_SUFFIX "" CACHE STRING "Suffix to append to library names")
IF( UNIX )
# Ensure that we do not run into issues like http://www.tcm.phy.cam.ac.uk/sw/inodes64.html on 32 bit linux
IF( ${OPERATING_SYSTEM} MATCHES "Android")
ELSE()
IF ( CMAKE_SIZEOF_VOID_P EQUAL 4) # only necessary for 32-bit linux
#ADD_DEFINITIONS(-D_FILE_OFFSET_BITS=64 )
ENDIF()
ENDIF()
# Use GNUInstallDirs for Unix predefined directories
INCLUDE(GNUInstallDirs)
ENDIF( UNIX )
@ -212,13 +203,13 @@ IF ((CMAKE_C_COMPILER_ID MATCHES "GNU") AND NOT CMAKE_COMPILER_IS_MINGW)
SET(LIBSTDC++_LIBRARIES -lstdc++)
ELSEIF(MSVC)
# enable multi-core compilation with MSVC
add_compile_options(/MP)
if("${CMAKE_GENERATOR}" MATCHES "(Win64|IA64)")
add_compile_options( /bigobj )
endif()
ADD_COMPILE_OPTIONS(/MP)
IF("${CMAKE_GENERATOR}" MATCHES "(Win64|IA64)")
ADD_COMPILE_OPTIONS( /bigobj )
ENDIF()
# disable "elements of array '' will be default initialized" warning on MSVC2013
IF(MSVC12)
add_compile_options(/wd4351)
ADD_COMPILE_OPTIONS(/wd4351)
ENDIF()
ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -fvisibility=hidden -fPIC -Wall -Wno-long-long -std=c++11" )
@ -229,39 +220,39 @@ ELSEIF( CMAKE_COMPILER_IS_MINGW )
ADD_DEFINITIONS( -U__STRICT_ANSI__ )
ENDIF()
if (IOS)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fembed-bitcode -O3")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fembed-bitcode -O3")
endif()
IF (IOS)
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fembed-bitcode -O3")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fembed-bitcode -O3")
ENDIF()
if (ASSIMP_COVERALLS)
MESSAGE(STATUS "Coveralls enabled")
INCLUDE(Coveralls)
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
endif()
IF (ASSIMP_COVERALLS)
MESSAGE(STATUS "Coveralls enabled")
INCLUDE(Coveralls)
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
ENDIF()
if (ASSIMP_WERROR)
IF (ASSIMP_WERROR)
MESSAGE(STATUS "Treating warnings as errors")
IF (MSVC)
add_compile_options(/WX)
ADD_COMPILE_OPTIONS(/WX)
ELSE()
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Werror")
ENDIF()
endif()
ENDIF()
if (ASSIMP_ASAN)
MESSAGE(STATUS "AddressSanitizer enabled")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=address")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsanitize=address")
endif()
IF (ASSIMP_ASAN)
MESSAGE(STATUS "AddressSanitizer enabled")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=address")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsanitize=address")
ENDIF()
if (ASSIMP_UBSAN)
MESSAGE(STATUS "Undefined Behavior sanitizer enabled")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=undefined -fno-sanitize-recover=all")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsanitize=undefined -fno-sanitize-recover=all")
endif()
IF (ASSIMP_UBSAN)
MESSAGE(STATUS "Undefined Behavior sanitizer enabled")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=undefined -fno-sanitize-recover=all")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsanitize=undefined -fno-sanitize-recover=all")
ENDIF()
INCLUDE (FindPkgMacros)
INCLUDE (PrecompiledHeader)
@ -294,42 +285,42 @@ ENDIF()
IF (NOT TARGET uninstall)
# add make uninstall capability
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules/cmake_uninstall.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake" IMMEDIATE @ONLY)
add_custom_target(uninstall "${CMAKE_COMMAND}" -P "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake")
ADD_CUSTOM_TARGET(uninstall "${CMAKE_COMMAND}" -P "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake")
ENDIF()
# cmake configuration files
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake" @ONLY IMMEDIATE)
CONFIGURE_FILE("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config-version.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config-version.cmake" @ONLY IMMEDIATE)
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config-version.cmake" DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
INSTALL(FILES "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config-version.cmake" DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
FIND_PACKAGE( DirectX )
IF( BUILD_DOCS )
add_subdirectory(doc)
ADD_SUBDIRECTORY(doc)
ENDIF( BUILD_DOCS )
# Look for system installed irrXML
IF ( SYSTEM_IRRXML )
find_package( IrrXML REQUIRED )
FIND_PACKAGE( IrrXML REQUIRED )
ENDIF( SYSTEM_IRRXML )
# Search for external dependencies, and build them from source if not found
# Search for zlib
IF ( NOT ASSIMP_BUILD_ZLIB )
find_package(ZLIB)
FIND_PACKAGE(ZLIB)
ENDIF( NOT ASSIMP_BUILD_ZLIB )
IF( NOT ZLIB_FOUND )
message(STATUS "compiling zlib from souces")
MESSAGE(STATUS "compiling zlib from souces")
INCLUDE(CheckIncludeFile)
INCLUDE(CheckTypeSize)
INCLUDE(CheckFunctionExists)
# compile from sources
add_subdirectory(contrib/zlib)
ADD_SUBDIRECTORY(contrib/zlib)
SET(ZLIB_FOUND 1)
SET(ZLIB_LIBRARIES zlibstatic)
SET(ZLIB_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/contrib/zlib ${CMAKE_CURRENT_BINARY_DIR}/contrib/zlib)
else(NOT ZLIB_FOUND)
ELSE(NOT ZLIB_FOUND)
ADD_DEFINITIONS(-DASSIMP_BUILD_NO_OWN_ZLIB)
SET(ZLIB_LIBRARIES_LINKED -lz)
ENDIF(NOT ZLIB_FOUND)
@ -371,7 +362,9 @@ IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
SET(C4D_INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Melange/includes")
# pick the correct prebuilt library
IF(MSVC14)
IF(MSVC15)
SET(C4D_LIB_POSTFIX "_2017")
ELSEIF(MSVC14)
SET(C4D_LIB_POSTFIX "_2015")
ELSEIF(MSVC12)
SET(C4D_LIB_POSTFIX "_2013")
@ -412,7 +405,7 @@ ADD_SUBDIRECTORY(contrib)
ADD_SUBDIRECTORY( code/ )
IF ( ASSIMP_BUILD_ASSIMP_TOOLS )
IF ( WIN32 AND DirectX_D3DX9_LIBRARY )
option ( ASSIMP_BUILD_ASSIMP_VIEW "If the Assimp view tool is built. (requires DirectX)" ${DirectX_FOUND} )
OPTION ( ASSIMP_BUILD_ASSIMP_VIEW "If the Assimp view tool is built. (requires DirectX)" ${DirectX_FOUND} )
IF ( ASSIMP_BUILD_ASSIMP_VIEW )
ADD_SUBDIRECTORY( tools/assimp_view/ )
ENDIF ( ASSIMP_BUILD_ASSIMP_VIEW )
@ -476,8 +469,8 @@ IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
SET(CPACK_PACKAGE_INSTALL_DIRECTORY "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
SET(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
string(TOUPPER ${LIBASSIMP_COMPONENT} "LIBASSIMP_COMPONENT_UPPER")
string(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
STRING(TOUPPER ${LIBASSIMP_COMPONENT} "LIBASSIMP_COMPONENT_UPPER")
STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME "tools")
SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS "${LIBASSIMP_COMPONENT}" )
@ -507,8 +500,8 @@ IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
ENDIF()
SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
include(CPack)
include(DebSourcePPA)
INCLUDE(CPack)
INCLUDE(DebSourcePPA)
ENDIF()
if(WIN32)
@ -520,14 +513,16 @@ if(WIN32)
SET(LIB_DIR "${PROJECT_SOURCE_DIR}/lib32/")
ENDIF()
if(MSVC12)
IF(MSVC12)
SET(ASSIMP_MSVC_VERSION "vc120")
elseif(MSVC14)
ELSEIF(MSVC14)
SET(ASSIMP_MSVC_VERSION "vc140")
ELSEIF(MSVC15)
SET(ASSIMP_MSVC_VERSION "vc141")
ENDIF(MSVC12)
if(MSVC12 OR MSVC14)
add_custom_target(UpdateAssimpLibsDebugSymbolsAndDLLs COMMENT "Copying Assimp Libraries ..." VERBATIM)
IF(MSVC12 OR MSVC14 OR MSVC15 )
ADD_CUSTOM_TARGET(UpdateAssimpLibsDebugSymbolsAndDLLs COMMENT "Copying Assimp Libraries ..." VERBATIM)
IF(CMAKE_GENERATOR MATCHES "^Visual Studio")
ADD_CUSTOM_COMMAND(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Release/assimp-${ASSIMP_MSVC_VERSION}-mt.dll ${BIN_DIR}assimp-${ASSIMP_MSVC_VERSION}-mt.dll VERBATIM)
ADD_CUSTOM_COMMAND(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Release/assimp-${ASSIMP_MSVC_VERSION}-mt.exp ${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mt.exp VERBATIM)
@ -548,5 +543,5 @@ if(WIN32)
ADD_CUSTOM_COMMAND(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb ${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb VERBATIM)
ADD_CUSTOM_COMMAND(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb ${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb VERBATIM)
ENDIF()
ENDIF(MSVC12 OR MSVC14)
ENDIF(MSVC12 OR MSVC14 OR MSVC15 )
ENDIF (WIN32)

View File

@ -177,8 +177,6 @@ SET( Common_SRCS
SkeletonMeshBuilder.cpp
SplitByBoneCountProcess.cpp
SplitByBoneCountProcess.h
ScaleProcess.cpp
ScaleProcess.h
StandardShapes.cpp
TargetAnimation.cpp
TargetAnimation.h
@ -586,6 +584,8 @@ SET( PostProcessing_SRCS
PolyTools.h
MakeVerboseFormat.cpp
MakeVerboseFormat.h
ScaleProcess.cpp
ScaleProcess.h
)
SOURCE_GROUP( PostProcessing FILES ${PostProcessing_SRCS})

View File

@ -98,7 +98,7 @@ void ExportSceneAssbin(const char*, IOSystem*, const aiScene*, const ExportPrope
void ExportSceneAssxml(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*);
//void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
// ------------------------------------------------------------------------------------------------
@ -173,7 +173,7 @@ Exporter::ExportFormatEntry gExporters[] =
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
Exporter::ExportFormatEntry( "fbx", "Autodesk FBX (binary)", "fbx", &ExportSceneFBX, 0 ),
//Exporter::ExportFormatEntry( "fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0 ),
Exporter::ExportFormatEntry( "fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0 ),
#endif
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER

View File

@ -61,6 +61,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <memory>
#include <iterator>
#include <vector>
#include <sstream>
#include <iomanip>
namespace Assimp {
namespace FBX {
@ -133,9 +135,7 @@ void Converter::ConvertRootNode() {
ConvertNodes( 0L, *out->mRootNode );
}
void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform )
{
void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform ) {
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced( id, "Model" );
std::vector<aiNode*> nodes;
@ -153,14 +153,14 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
}
const Object* const object = con->SourceObject();
if ( !object ) {
if ( nullptr == object ) {
FBXImporter::LogWarn( "failed to convert source object for Model link" );
continue;
}
const Model* const model = dynamic_cast<const Model*>( object );
if ( model ) {
if ( nullptr != model ) {
nodes_chain.clear();
post_nodes_chain.clear();
@ -174,7 +174,7 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
ai_assert( nodes_chain.size() );
const std::string& original_name = FixNodeName( model->Name() );
std::string original_name = FixNodeName( model->Name() );
// check if any of the nodes in the chain has the name the fbx node
// is supposed to have. If there is none, add another node to
@ -189,7 +189,15 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
}
if ( !name_carrier ) {
NodeNameCache::const_iterator it( std::find( mNodeNames.begin(), mNodeNames.end(), original_name ) );
if ( it != mNodeNames.end() ) {
original_name = original_name + std::string( "001" );
}
mNodeNames.push_back( original_name );
nodes_chain.push_back( new aiNode( original_name ) );
} else {
original_name = nodes_chain.back()->mName.C_Str();
}
//setup metadata on newest node
@ -250,11 +258,11 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
ConvertNodes( model->ID(), *last_parent, new_abs_transform );
if ( doc.Settings().readLights ) {
ConvertLights( *model );
ConvertLights( *model, original_name );
}
if ( doc.Settings().readCameras ) {
ConvertCameras( *model );
ConvertCameras( *model, original_name );
}
nodes.push_back( nodes_chain.front() );
@ -278,34 +286,31 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
}
void Converter::ConvertLights( const Model& model )
{
void Converter::ConvertLights( const Model& model, const std::string &orig_name ) {
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
for( const NodeAttribute* attr : node_attrs ) {
const Light* const light = dynamic_cast<const Light*>( attr );
if ( light ) {
ConvertLight( model, *light );
ConvertLight( *light, orig_name );
}
}
}
void Converter::ConvertCameras( const Model& model )
{
void Converter::ConvertCameras( const Model& model, const std::string &orig_name ) {
const std::vector<const NodeAttribute*>& node_attrs = model.GetAttributes();
for( const NodeAttribute* attr : node_attrs ) {
const Camera* const cam = dynamic_cast<const Camera*>( attr );
if ( cam ) {
ConvertCamera( model, *cam );
ConvertCamera( *cam, orig_name );
}
}
}
void Converter::ConvertLight( const Model& model, const Light& light )
{
void Converter::ConvertLight( const Light& light, const std::string &orig_name ) {
lights.push_back( new aiLight() );
aiLight* const out_light = lights.back();
out_light->mName.Set( FixNodeName( model.Name() ) );
out_light->mName.Set( orig_name );
const float intensity = light.Intensity() / 100.0f;
const aiVector3D& col = light.Color();
@ -378,12 +383,12 @@ void Converter::ConvertLight( const Model& model, const Light& light )
}
}
void Converter::ConvertCamera( const Model& model, const Camera& cam )
void Converter::ConvertCamera( const Camera& cam, const std::string &orig_name )
{
cameras.push_back( new aiCamera() );
aiCamera* const out_camera = cameras.back();
out_camera->mName.Set( FixNodeName( model.Name() ) );
out_camera->mName.Set( orig_name );
out_camera->mAspect = cam.AspectWidth() / cam.AspectHeight();
@ -397,6 +402,31 @@ void Converter::ConvertCamera( const Model& model, const Camera& cam )
out_camera->mClipPlaneFar = cam.FarPlane();
}
static bool HasName( NodeNameCache &cache, const std::string &name ) {
NodeNameCache::const_iterator it( std::find( cache.begin(), cache.end(), name ) );
return it != cache.end();
}
void Converter::GetUniqueName( const std::string &name, std::string uniqueName ) {
if ( !HasName( mNodeNames, name ) ) {
uniqueName = name;
return;
}
int i( 0 );
std::string newName;
while ( HasName( mNodeNames, newName ) ) {
++i;
newName.clear();
newName += name;
std::stringstream ext;
ext << std::setfill( '0' ) << std::setw( 3 ) << i;
newName += ext.str();
}
uniqueName = newName;
mNodeNames.push_back( uniqueName );
}
const char* Converter::NameTransformationComp( TransformationComp comp )
{
@ -738,7 +768,7 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
// not be guaranteed.
ai_assert( NeedsComplexTransformationChain( model ) == is_complex );
const std::string& name = FixNodeName( model.Name() );
std::string name = FixNodeName( model.Name() );
// now, if we have more than just Translation, Scaling and Rotation,
// we need to generate a full node chain to accommodate for assimp's
@ -786,8 +816,10 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
// else, we can just multiply the matrices together
aiNode* nd = new aiNode();
output_nodes.push_back( nd );
std::string uniqueName;
GetUniqueName( name, uniqueName );
nd->mName.Set( name );
nd->mName.Set( uniqueName );
for (const auto &transform : chain) {
nd->mTransformation = nd->mTransformation * transform;
@ -2005,81 +2037,17 @@ void Converter::ConvertAnimations()
}
}
void Converter::RenameNode( const std::string& fixed_name, const std::string& new_name ) {
if ( node_names.find( fixed_name ) == node_names.end() ) {
FBXImporter::LogError( "Cannot rename node " + fixed_name + ", not existing.");
return;
}
if ( node_names.find( new_name ) != node_names.end() ) {
FBXImporter::LogError( "Cannot rename node " + fixed_name + " to " + new_name +", name already existing." );
return;
}
ai_assert( node_names.find( fixed_name ) != node_names.end() );
ai_assert( node_names.find( new_name ) == node_names.end() );
renamed_nodes[ fixed_name ] = new_name;
const aiString fn( fixed_name );
for( aiCamera* cam : cameras ) {
if ( cam->mName == fn ) {
cam->mName.Set( new_name );
break;
}
}
for( aiLight* light : lights ) {
if ( light->mName == fn ) {
light->mName.Set( new_name );
break;
}
}
for( aiAnimation* anim : animations ) {
for ( unsigned int i = 0; i < anim->mNumChannels; ++i ) {
aiNodeAnim* const na = anim->mChannels[ i ];
if ( na->mNodeName == fn ) {
na->mNodeName.Set( new_name );
break;
}
}
}
}
std::string Converter::FixNodeName( const std::string& name )
{
std::string Converter::FixNodeName( const std::string& name ) {
// strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
// this causes ambiguities, well possible between empty identifiers,
// such as "Model::" and ""). Make sure the behaviour is consistent
// across multiple calls to FixNodeName().
if ( name.substr( 0, 7 ) == "Model::" ) {
std::string temp = name.substr( 7 );
const NodeNameMap::const_iterator it = node_names.find( temp );
if ( it != node_names.end() ) {
if ( !( *it ).second ) {
return FixNodeName( name + "_" );
}
}
node_names[ temp ] = true;
const NameNameMap::const_iterator rit = renamed_nodes.find( temp );
return rit == renamed_nodes.end() ? temp : ( *rit ).second;
return temp;
}
const NodeNameMap::const_iterator it = node_names.find( name );
if ( it != node_names.end() ) {
if ( ( *it ).second ) {
return FixNodeName( name + "_" );
}
}
node_names[ name ] = false;
const NameNameMap::const_iterator rit = renamed_nodes.find( name );
return rit == renamed_nodes.end() ? name : ( *rit ).second;
return name;
}
void Converter::ConvertAnimationStack( const AnimationStack& st )

View File

@ -68,6 +68,8 @@ namespace FBX {
class Document;
using NodeNameCache = std::vector<std::string>;
/**
* Convert a FBX #Document to #aiScene
* @param out Empty scene to be populated
@ -117,16 +119,19 @@ private:
void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4());
// ------------------------------------------------------------------------------------------------
void ConvertLights(const Model& model);
void ConvertLights(const Model& model, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertCameras(const Model& model);
void ConvertCameras(const Model& model, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertLight(const Model& model, const Light& light);
void ConvertLight( const Light& light, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void ConvertCamera(const Model& model, const Camera& cam);
void ConvertCamera( const Camera& cam, const std::string &orig_name );
// ------------------------------------------------------------------------------------------------
void GetUniqueName( const std::string &name, std::string uniqueName );
// ------------------------------------------------------------------------------------------------
// this returns unified names usable within assimp identifiers (i.e. no space characters -
@ -258,18 +263,6 @@ private:
// convert animation data to aiAnimation et al
void ConvertAnimations();
// ------------------------------------------------------------------------------------------------
// rename a node already partially converted. fixed_name is a string previously returned by
// FixNodeName, new_name specifies the string FixNodeName should return on all further invocations
// which would previously have returned the old value.
//
// this also updates names in node animations, cameras and light sources and is thus slow.
//
// NOTE: the caller is responsible for ensuring that the new name is unique and does
// not collide with any other identifiers. The best way to ensure this is to only
// append to the old name, which is guaranteed to match these requirements.
void RenameNode(const std::string& fixed_name, const std::string& new_name);
// ------------------------------------------------------------------------------------------------
// takes a fbx node name and returns the identifier to be used in the assimp output scene.
// the function is guaranteed to provide consistent results over multiple invocations
@ -281,7 +274,6 @@ private:
// XXX: better use multi_map ..
typedef std::map<std::string, std::vector<const AnimationCurveNode*> > NodeMap;
// ------------------------------------------------------------------------------------------------
void ConvertAnimationStack(const AnimationStack& st);
@ -432,13 +424,7 @@ private:
typedef std::map<std::string, unsigned int> NodeAnimBitMap;
NodeAnimBitMap node_anim_chain_bits;
// name -> has had its prefix_stripped?
typedef std::map<std::string, bool> NodeNameMap;
NodeNameMap node_names;
typedef std::map<std::string, std::string> NameNameMap;
NameNameMap renamed_nodes;
NodeNameCache mNodeNames;
double anim_fps;
aiScene* const out;

View File

@ -45,9 +45,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXCommon.h"
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <assimp/ai_assert.h>
#include <assimp/StringUtils.h> // ai_snprintf
#include <string>
#include <ostream>
#include <sstream> // ostringstream
#include <memory> // shared_ptr
// AddP70<type> helpers... there's no usable pattern here,
@ -145,33 +149,174 @@ void FBX::Node::AddP70time(
}
// public member functions for writing nodes to stream
void FBX::Node::Dump(
std::shared_ptr<Assimp::IOStream> outfile,
bool binary, int indent
) {
if (binary) {
Assimp::StreamWriterLE outstream(outfile);
DumpBinary(outstream);
} else {
std::ostringstream ss;
DumpAscii(ss, indent);
std::string s = ss.str();
outfile->Write(s.c_str(), s.size(), 1);
}
}
void FBX::Node::Dump(
Assimp::StreamWriterLE &outstream,
bool binary, int indent
) {
if (binary) {
DumpBinary(outstream);
} else {
std::ostringstream ss;
DumpAscii(ss, indent);
outstream.PutString(ss.str());
}
}
// public member functions for low-level writing
void FBX::Node::Begin(
Assimp::StreamWriterLE &s,
bool binary, int indent
) {
if (binary) {
BeginBinary(s);
} else {
// assume we're at the correct place to start already
(void)indent;
std::ostringstream ss;
BeginAscii(ss, indent);
s.PutString(ss.str());
}
}
void FBX::Node::DumpProperties(
Assimp::StreamWriterLE& s,
bool binary, int indent
) {
if (binary) {
DumpPropertiesBinary(s);
} else {
std::ostringstream ss;
DumpPropertiesAscii(ss, indent);
s.PutString(ss.str());
}
}
void FBX::Node::EndProperties(
Assimp::StreamWriterLE &s,
bool binary, int indent
) {
EndProperties(s, binary, indent, properties.size());
}
void FBX::Node::EndProperties(
Assimp::StreamWriterLE &s,
bool binary, int indent,
size_t num_properties
) {
if (binary) {
EndPropertiesBinary(s, num_properties);
} else {
// nothing to do
(void)indent;
}
}
void FBX::Node::BeginChildren(
Assimp::StreamWriterLE &s,
bool binary, int indent
) {
if (binary) {
// nothing to do
} else {
std::ostringstream ss;
BeginChildrenAscii(ss, indent);
s.PutString(ss.str());
}
}
void FBX::Node::DumpChildren(
Assimp::StreamWriterLE& s,
bool binary, int indent
) {
if (binary) {
DumpChildrenBinary(s);
} else {
std::ostringstream ss;
DumpChildrenAscii(ss, indent);
s.PutString(ss.str());
}
}
void FBX::Node::End(
Assimp::StreamWriterLE &s,
bool binary, int indent,
bool has_children
) {
if (binary) {
EndBinary(s, has_children);
} else {
std::ostringstream ss;
EndAscii(ss, indent, has_children);
s.PutString(ss.str());
}
}
// public member functions for writing to binary fbx
void FBX::Node::Dump(std::shared_ptr<Assimp::IOStream> outfile)
{
Assimp::StreamWriterLE outstream(outfile);
Dump(outstream);
}
void FBX::Node::Dump(Assimp::StreamWriterLE &s)
void FBX::Node::DumpBinary(Assimp::StreamWriterLE &s)
{
// write header section (with placeholders for some things)
Begin(s);
BeginBinary(s);
// write properties
DumpProperties(s);
DumpPropertiesBinary(s);
// go back and fill in property related placeholders
EndProperties(s, properties.size());
EndPropertiesBinary(s, properties.size());
// write children
DumpChildren(s);
DumpChildrenBinary(s);
// finish, filling in end offset placeholder
End(s, !children.empty());
EndBinary(s, force_has_children || !children.empty());
}
void FBX::Node::Begin(Assimp::StreamWriterLE &s)
// public member functions for writing to ascii fbx
void FBX::Node::DumpAscii(std::ostream &s, int indent)
{
// write name
BeginAscii(s, indent);
// write properties
DumpPropertiesAscii(s, indent);
if (force_has_children || !children.empty()) {
// begin children (with a '{')
BeginChildrenAscii(s, indent + 1);
// write children
DumpChildrenAscii(s, indent + 1);
}
// finish (also closing the children bracket '}')
EndAscii(s, indent, force_has_children || !children.empty());
}
// private member functions for low-level writing to fbx
void FBX::Node::BeginBinary(Assimp::StreamWriterLE &s)
{
// remember start pos so we can come back and write the end pos
this->start_pos = s.Tell();
@ -189,26 +334,14 @@ void FBX::Node::Begin(Assimp::StreamWriterLE &s)
this->property_start = s.Tell();
}
void FBX::Node::DumpProperties(Assimp::StreamWriterLE& s)
void FBX::Node::DumpPropertiesBinary(Assimp::StreamWriterLE& s)
{
for (auto &p : properties) {
p.Dump(s);
p.DumpBinary(s);
}
}
void FBX::Node::DumpChildren(Assimp::StreamWriterLE& s)
{
for (FBX::Node& child : children) {
child.Dump(s);
}
}
void FBX::Node::EndProperties(Assimp::StreamWriterLE &s)
{
EndProperties(s, properties.size());
}
void FBX::Node::EndProperties(
void FBX::Node::EndPropertiesBinary(
Assimp::StreamWriterLE &s,
size_t num_properties
) {
@ -222,7 +355,14 @@ void FBX::Node::EndProperties(
s.Seek(pos);
}
void FBX::Node::End(
void FBX::Node::DumpChildrenBinary(Assimp::StreamWriterLE& s)
{
for (FBX::Node& child : children) {
child.DumpBinary(s);
}
}
void FBX::Node::EndBinary(
Assimp::StreamWriterLE &s,
bool has_children
) {
@ -237,48 +377,192 @@ void FBX::Node::End(
}
// static member functions
void FBX::Node::BeginAscii(std::ostream& s, int indent)
{
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << name << ": ";
}
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
void FBX::Node::DumpPropertiesAscii(std::ostream &s, int indent)
{
for (size_t i = 0; i < properties.size(); ++i) {
if (i > 0) { s << ", "; }
properties[i].DumpAscii(s, indent);
}
}
void FBX::Node::BeginChildrenAscii(std::ostream& s, int indent)
{
// only call this if there are actually children
s << " {";
(void)indent;
}
void FBX::Node::DumpChildrenAscii(std::ostream& s, int indent)
{
// children will need a lot of padding and corralling
if (children.size() || force_has_children) {
for (size_t i = 0; i < children.size(); ++i) {
// no compression in ascii files, so skip this node if it exists
if (children[i].name == "EncryptionType") { continue; }
// the child can dump itself
children[i].DumpAscii(s, indent);
}
}
}
void FBX::Node::EndAscii(std::ostream& s, int indent, bool has_children)
{
if (!has_children) { return; } // nothing to do
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "}";
}
// private helpers for static member functions
// ascii property node from vector of doubles
void FBX::Node::WritePropertyNodeAscii(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s,
int indent
){
char buffer[32];
FBX::Node node(name);
node.Begin(s, false, indent);
std::string vsize = std::to_string(v.size());
// *<size> {
s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
// indent + 1
for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
// a: value,value,value,...
s.PutString("a: ");
int count = 0;
for (size_t i = 0; i < v.size(); ++i) {
if (i > 0) { s.PutChar(','); }
int len = ai_snprintf(buffer, sizeof(buffer), "%f", v[i]);
count += len;
if (count > 2048) { s.PutChar('\n'); count = 0; }
if (len < 0 || len > 31) {
// this should never happen
throw DeadlyExportError("failed to convert double to string");
}
for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
}
// }
s.PutChar('\n');
for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
s.PutChar('}'); s.PutChar(' ');
node.End(s, false, indent, false);
}
// ascii property node from vector of int32_t
void FBX::Node::WritePropertyNodeAscii(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s,
int indent
){
char buffer[32];
FBX::Node node(name);
node.Begin(s, false, indent);
std::string vsize = std::to_string(v.size());
// *<size> {
s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
// indent + 1
for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
// a: value,value,value,...
s.PutString("a: ");
int count = 0;
for (size_t i = 0; i < v.size(); ++i) {
if (i > 0) { s.PutChar(','); }
int len = ai_snprintf(buffer, sizeof(buffer), "%d", v[i]);
count += len;
if (count > 2048) { s.PutChar('\n'); count = 0; }
if (len < 0 || len > 31) {
// this should never happen
throw DeadlyExportError("failed to convert double to string");
}
for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
}
// }
s.PutChar('\n');
for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
s.PutChar('}'); s.PutChar(' ');
node.End(s, false, indent, false);
}
// binary property node from vector of doubles
// TODO: optional zip compression!
void FBX::Node::WritePropertyNode(
void FBX::Node::WritePropertyNodeBinary(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s
){
Node node(name);
node.Begin(s);
FBX::Node node(name);
node.BeginBinary(s);
s.PutU1('d');
s.PutU4(uint32_t(v.size())); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
s.PutU4(uint32_t(v.size()) * 8); // data size
for (auto it = v.begin(); it != v.end(); ++it) { s.PutF8(*it); }
node.EndProperties(s, 1);
node.End(s, false);
node.EndPropertiesBinary(s, 1);
node.EndBinary(s, false);
}
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
// binary property node from vector of int32_t
// TODO: optional zip compression!
void FBX::Node::WritePropertyNode(
void FBX::Node::WritePropertyNodeBinary(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s
){
Node node(name);
node.Begin(s);
FBX::Node node(name);
node.BeginBinary(s);
s.PutU1('i');
s.PutU4(uint32_t(v.size())); // number of elements
s.PutU4(0); // no encoding (1 would be zip-compressed)
s.PutU4(uint32_t(v.size()) * 4); // data size
for (auto it = v.begin(); it != v.end(); ++it) { s.PutI4(*it); }
node.EndProperties(s, 1);
node.End(s, false);
node.EndPropertiesBinary(s, 1);
node.EndBinary(s, false);
}
// public static member functions
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
void FBX::Node::WritePropertyNode(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s,
bool binary, int indent
){
if (binary) {
FBX::Node::WritePropertyNodeBinary(name, v, s);
} else {
FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
}
}
// convenience function to create and write a property node,
// holding a single property which is an array of values.
// does not copy the data, so is efficient for large arrays.
void FBX::Node::WritePropertyNode(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s,
bool binary, int indent
){
if (binary) {
FBX::Node::WritePropertyNodeBinary(name, v, s);
} else {
FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
}
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

View File

@ -66,14 +66,18 @@ public: // public data members
std::vector<FBX::Property> properties; // node properties
std::vector<FBX::Node> children; // child nodes
// some nodes always pretend they have children...
bool force_has_children = false;
public: // constructors
Node() = default;
Node(const std::string& n) : name(n) {}
Node(const std::string& n, const FBX::Property &p)
// convenience template to construct with properties directly
template <typename... More>
Node(const std::string& n, const More... more)
: name(n)
{ properties.push_back(p); }
Node(const std::string& n, const std::vector<FBX::Property> &pv)
: name(n), properties(pv) {}
{ AddProperties(more...); }
public: // functions to add properties or children
// add a single property to the node
@ -138,19 +142,48 @@ public: // support specifically for dealing with Properties70 nodes
public: // member functions for writing data to a file or stream
// write the full node as binary data to the given file or stream
void Dump(std::shared_ptr<Assimp::IOStream> outfile);
void Dump(Assimp::StreamWriterLE &s);
// write the full node to the given file or stream
void Dump(
std::shared_ptr<Assimp::IOStream> outfile,
bool binary, int indent
);
void Dump(Assimp::StreamWriterLE &s, bool binary, int indent);
// these other functions are for writing data piece by piece.
// they must be used carefully.
// for usage examples see FBXExporter.cpp.
void Begin(Assimp::StreamWriterLE &s);
void DumpProperties(Assimp::StreamWriterLE& s);
void EndProperties(Assimp::StreamWriterLE &s);
void EndProperties(Assimp::StreamWriterLE &s, size_t num_properties);
void DumpChildren(Assimp::StreamWriterLE& s);
void End(Assimp::StreamWriterLE &s, bool has_children);
void Begin(Assimp::StreamWriterLE &s, bool binary, int indent);
void DumpProperties(Assimp::StreamWriterLE& s, bool binary, int indent);
void EndProperties(Assimp::StreamWriterLE &s, bool binary, int indent);
void EndProperties(
Assimp::StreamWriterLE &s, bool binary, int indent,
size_t num_properties
);
void BeginChildren(Assimp::StreamWriterLE &s, bool binary, int indent);
void DumpChildren(Assimp::StreamWriterLE& s, bool binary, int indent);
void End(
Assimp::StreamWriterLE &s, bool binary, int indent,
bool has_children
);
private: // internal functions used for writing
void DumpBinary(Assimp::StreamWriterLE &s);
void DumpAscii(Assimp::StreamWriterLE &s, int indent);
void DumpAscii(std::ostream &s, int indent);
void BeginBinary(Assimp::StreamWriterLE &s);
void DumpPropertiesBinary(Assimp::StreamWriterLE& s);
void EndPropertiesBinary(Assimp::StreamWriterLE &s);
void EndPropertiesBinary(Assimp::StreamWriterLE &s, size_t num_properties);
void DumpChildrenBinary(Assimp::StreamWriterLE& s);
void EndBinary(Assimp::StreamWriterLE &s, bool has_children);
void BeginAscii(std::ostream &s, int indent);
void DumpPropertiesAscii(std::ostream &s, int indent);
void BeginChildrenAscii(std::ostream &s, int indent);
void DumpChildrenAscii(std::ostream &s, int indent);
void EndAscii(std::ostream &s, int indent, bool has_children);
private: // data used for binary dumps
size_t start_pos; // starting position in stream
@ -165,11 +198,12 @@ public: // static member functions
static void WritePropertyNode(
const std::string& name,
const T value,
Assimp::StreamWriterLE& s
Assimp::StreamWriterLE& s,
bool binary, int indent
) {
FBX::Property p(value);
FBX::Node node(name, p);
node.Dump(s);
node.Dump(s, binary, indent);
}
// convenience function to create and write a property node,
@ -178,7 +212,8 @@ public: // static member functions
static void WritePropertyNode(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s
Assimp::StreamWriterLE& s,
bool binary, int indent
);
// convenience function to create and write a property node,
@ -187,8 +222,34 @@ public: // static member functions
static void WritePropertyNode(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s,
bool binary, int indent
);
private: // static helper functions
static void WritePropertyNodeAscii(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s,
int indent
);
static void WritePropertyNodeAscii(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s,
int indent
);
static void WritePropertyNodeBinary(
const std::string& name,
const std::vector<double>& v,
Assimp::StreamWriterLE& s
);
static void WritePropertyNodeBinary(
const std::string& name,
const std::vector<int32_t>& v,
Assimp::StreamWriterLE& s
);
};

View File

@ -48,7 +48,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <string>
#include <vector>
#include <sstream> // stringstream
#include <ostream>
#include <locale>
#include <sstream> // ostringstream
// constructors for single element properties
@ -164,18 +166,18 @@ size_t FBX::Property::size()
}
}
void FBX::Property::Dump(Assimp::StreamWriterLE &s)
void FBX::Property::DumpBinary(Assimp::StreamWriterLE &s)
{
s.PutU1(type);
uint8_t* d;
uint8_t* d = data.data();
size_t N;
switch (type) {
case 'C': s.PutU1(*(reinterpret_cast<uint8_t*>(data.data()))); return;
case 'Y': s.PutI2(*(reinterpret_cast<int16_t*>(data.data()))); return;
case 'I': s.PutI4(*(reinterpret_cast<int32_t*>(data.data()))); return;
case 'F': s.PutF4(*(reinterpret_cast<float*>(data.data()))); return;
case 'D': s.PutF8(*(reinterpret_cast<double*>(data.data()))); return;
case 'L': s.PutI8(*(reinterpret_cast<int64_t*>(data.data()))); return;
case 'C': s.PutU1(*(reinterpret_cast<uint8_t*>(d))); return;
case 'Y': s.PutI2(*(reinterpret_cast<int16_t*>(d))); return;
case 'I': s.PutI4(*(reinterpret_cast<int32_t*>(d))); return;
case 'F': s.PutF4(*(reinterpret_cast<float*>(d))); return;
case 'D': s.PutF8(*(reinterpret_cast<double*>(d))); return;
case 'L': s.PutI8(*(reinterpret_cast<int64_t*>(d))); return;
case 'S':
case 'R':
s.PutU4(uint32_t(data.size()));
@ -187,7 +189,6 @@ void FBX::Property::Dump(Assimp::StreamWriterLE &s)
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(uint32_t(data.size())); // data size
d = data.data();
for (size_t i = 0; i < N; ++i) {
s.PutI4((reinterpret_cast<int32_t*>(d))[i]);
}
@ -198,7 +199,6 @@ void FBX::Property::Dump(Assimp::StreamWriterLE &s)
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(uint32_t(data.size())); // data size
d = data.data();
for (size_t i = 0; i < N; ++i) {
s.PutI8((reinterpret_cast<int64_t*>(d))[i]);
}
@ -209,7 +209,6 @@ void FBX::Property::Dump(Assimp::StreamWriterLE &s)
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(uint32_t(data.size())); // data size
d = data.data();
for (size_t i = 0; i < N; ++i) {
s.PutF4((reinterpret_cast<float*>(d))[i]);
}
@ -220,18 +219,146 @@ void FBX::Property::Dump(Assimp::StreamWriterLE &s)
s.PutU4(0); // no encoding (1 would be zip-compressed)
// TODO: compress if large?
s.PutU4(uint32_t(data.size())); // data size
d = data.data();
for (size_t i = 0; i < N; ++i) {
s.PutF8((reinterpret_cast<double*>(d))[i]);
}
return;
default:
std::stringstream err;
std::ostringstream err;
err << "Tried to dump property with invalid type '";
err << type << "'!";
throw DeadlyExportError(err.str());
}
}
void FBX::Property::DumpAscii(Assimp::StreamWriterLE &outstream, int indent)
{
std::ostringstream ss;
ss.imbue(std::locale::classic());
ss.precision(15); // this seems to match official FBX SDK exports
DumpAscii(ss, indent);
outstream.PutString(ss.str());
}
void FBX::Property::DumpAscii(std::ostream& s, int indent)
{
// no writing type... or anything. just shove it into the stream.
uint8_t* d = data.data();
size_t N;
size_t swap = data.size();
size_t count = 0;
switch (type) {
case 'C':
if (*(reinterpret_cast<uint8_t*>(d))) { s << 'T'; }
else { s << 'F'; }
return;
case 'Y': s << *(reinterpret_cast<int16_t*>(d)); return;
case 'I': s << *(reinterpret_cast<int32_t*>(d)); return;
case 'F': s << *(reinterpret_cast<float*>(d)); return;
case 'D': s << *(reinterpret_cast<double*>(d)); return;
case 'L': s << *(reinterpret_cast<int64_t*>(d)); return;
case 'S':
// first search to see if it has "\x00\x01" in it -
// which separates fields which are reversed in the ascii version.
// yeah.
// FBX, yeah.
for (size_t i = 0; i < data.size(); ++i) {
if (data[i] == '\0') {
swap = i;
break;
}
}
case 'R':
s << '"';
// we might as well check this now,
// probably it will never happen
for (size_t i = 0; i < data.size(); ++i) {
char c = data[i];
if (c == '"') {
throw runtime_error("can't handle quotes in property string");
}
}
// first write the SWAPPED member (if any)
for (size_t i = swap + 2; i < data.size(); ++i) {
char c = data[i];
s << c;
}
// then a separator
if (swap != data.size()) {
s << "::";
}
// then the initial member
for (size_t i = 0; i < swap; ++i) {
char c = data[i];
s << c;
}
s << '"';
return;
case 'i':
N = data.size() / 4; // number of elements
s << '*' << N << " {\n";
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
s << "a: ";
for (size_t i = 0; i < N; ++i) {
if (i > 0) { s << ','; }
if (count++ > 120) { s << '\n'; count = 0; }
s << (reinterpret_cast<int32_t*>(d))[i];
}
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "} ";
return;
case 'l':
N = data.size() / 8;
s << '*' << N << " {\n";
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
s << "a: ";
for (size_t i = 0; i < N; ++i) {
if (i > 0) { s << ','; }
if (count++ > 120) { s << '\n'; count = 0; }
s << (reinterpret_cast<int64_t*>(d))[i];
}
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "} ";
return;
case 'f':
N = data.size() / 4;
s << '*' << N << " {\n";
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
s << "a: ";
for (size_t i = 0; i < N; ++i) {
if (i > 0) { s << ','; }
if (count++ > 120) { s << '\n'; count = 0; }
s << (reinterpret_cast<float*>(d))[i];
}
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "} ";
return;
case 'd':
N = data.size() / 8;
s << '*' << N << " {\n";
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
s << "a: ";
// set precision to something that can handle doubles
s.precision(15);
for (size_t i = 0; i < N; ++i) {
if (i > 0) { s << ','; }
if (count++ > 120) { s << '\n'; count = 0; }
s << (reinterpret_cast<double*>(d))[i];
}
s << '\n';
for (int i = 0; i < indent; ++i) { s << '\t'; }
s << "} ";
return;
default:
std::ostringstream err;
err << "Tried to dump property with invalid type '";
err << type << "'!";
throw runtime_error(err.str());
}
}
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

View File

@ -53,6 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <string>
#include <vector>
#include <ostream>
#include <type_traits> // is_void
namespace FBX {
@ -113,7 +114,10 @@ public:
size_t size();
// write this property node as binary data to the given stream
void Dump(Assimp::StreamWriterLE &s);
void DumpBinary(Assimp::StreamWriterLE &s);
void DumpAscii(Assimp::StreamWriterLE &s, int indent=0);
void DumpAscii(std::ostream &s, int indent=0);
// note: make sure the ostream is in classic "C" locale
private:
char type;

View File

@ -66,7 +66,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include <array>
#include <unordered_set>
#include <iostream> // endl
// RESOURCES:
// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
@ -89,6 +88,8 @@ namespace FBX {
"\xfa\xbc\xab\x09\xd0\xc8\xd4\x66\xb1\x76\xfb\x83\x1c\xf7\x26\x7e";
const std::string FOOT_MAGIC =
"\xf8\x5a\x8c\x6a\xde\xf5\xd9\x7e\xec\xe9\x0c\xe3\x75\x8f\x29\x0b";
const std::string COMMENT_UNDERLINE =
";------------------------------------------------------------------";
}
using namespace Assimp;
@ -115,7 +116,7 @@ namespace Assimp {
// ---------------------------------------------------------------------
// Worker function for exporting a scene to ASCII FBX.
// Prototyped and registered in Exporter.cpp
/*void ExportSceneFBXA (
void ExportSceneFBXA (
const char* pFile,
IOSystem* pIOSystem,
const aiScene* pScene,
@ -126,7 +127,7 @@ namespace Assimp {
// perform ascii export
exporter.ExportAscii(pFile, pIOSystem);
}*/ // TODO
}
} // end of namespace Assimp
@ -194,27 +195,43 @@ void FBXExporter::ExportAscii (
);
}
// this isn't really necessary,
// but the Autodesk FBX SDK puts a similar comment at the top of the file.
// Theirs declares that the file copyright is owned by Autodesk...
std::stringstream head;
using std::endl;
head << "; FBX " << EXPORT_VERSION_STR << " project file" << endl;
head << "; Created by the Open Asset Import Library (Assimp)" << endl;
head << "; http://assimp.org" << endl;
head << "; -------------------------------------------------" << endl;
head << endl;
const std::string ascii_header = head.str();
outfile->Write(ascii_header.c_str(), ascii_header.size(), 1);
// write the ascii header
WriteAsciiHeader();
// write all the sections
WriteAllNodes();
// make sure the file ends with a newline.
// note: if the file is opened in text mode,
// this should do the right cross-platform thing.
outfile->Write("\n", 1, 1);
// explicitly release file pointer,
// so we don't have to rely on class destruction.
outfile.reset();
}
void FBXExporter::WriteAsciiHeader()
{
// basically just a comment at the top of the file
std::stringstream head;
head << "; FBX " << EXPORT_VERSION_STR << " project file\n";
head << "; Created by the Open Asset Import Library (Assimp)\n";
head << "; http://assimp.org\n";
head << "; -------------------------------------------------\n";
const std::string ascii_header = head.str();
outfile->Write(ascii_header.c_str(), ascii_header.size(), 1);
}
void FBXExporter::WriteAsciiSectionHeader(const std::string& title)
{
StreamWriterLE outstream(outfile);
std::stringstream s;
s << "\n\n; " << title << '\n';
s << FBX::COMMENT_UNDERLINE << "\n";
outstream.PutString(s.str());
}
void FBXExporter::WriteBinaryHeader()
{
// first a specific sequence of 23 bytes, always the same
@ -294,28 +311,39 @@ void FBXExporter::WriteAllNodes ()
//FBXHeaderExtension top-level node
void FBXExporter::WriteHeaderExtension ()
{
if (!binary) {
// no title, follows directly from the top comment
}
FBX::Node n("FBXHeaderExtension");
StreamWriterLE outstream(outfile);
int indent = 0;
// begin node
n.Begin(outstream);
n.Begin(outstream, binary, indent);
// write properties
// (none)
// finish properties
n.EndProperties(outstream, 0);
n.EndProperties(outstream, binary, indent, 0);
// begin children
n.BeginChildren(outstream, binary, indent);
indent = 1;
// write child nodes
FBX::Node::WritePropertyNode(
"FBXHeaderVersion", int32_t(1003), outstream
"FBXHeaderVersion", int32_t(1003), outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"FBXVersion", int32_t(EXPORT_VERSION_INT), outstream
);
FBX::Node::WritePropertyNode(
"EncryptionType", int32_t(0), outstream
"FBXVersion", int32_t(EXPORT_VERSION_INT), outstream, binary, indent
);
if (binary) {
FBX::Node::WritePropertyNode(
"EncryptionType", int32_t(0), outstream, binary, indent
);
}
FBX::Node CreationTimeStamp("CreationTimeStamp");
time_t rawtime;
@ -329,36 +357,50 @@ void FBXExporter::WriteHeaderExtension ()
CreationTimeStamp.AddChild("Minute", int32_t(now->tm_min));
CreationTimeStamp.AddChild("Second", int32_t(now->tm_sec));
CreationTimeStamp.AddChild("Millisecond", int32_t(0));
CreationTimeStamp.Dump(outstream);
CreationTimeStamp.Dump(outstream, binary, indent);
std::stringstream creator;
creator << "Open Asset Import Library (Assimp) " << aiGetVersionMajor()
<< "." << aiGetVersionMinor() << "." << aiGetVersionRevision();
FBX::Node::WritePropertyNode("Creator", creator.str(), outstream);
FBX::Node::WritePropertyNode(
"Creator", creator.str(), outstream, binary, indent
);
FBX::Node sceneinfo("SceneInfo");
//FBX::Node sceneinfo("SceneInfo");
//sceneinfo.AddProperty("GlobalInfo" + FBX::SEPARATOR + "SceneInfo");
// not sure if any of this is actually needed,
// so just write an empty node for now.
sceneinfo.Dump(outstream);
//sceneinfo.Dump(outstream, binary, indent);
indent = 0;
// finish node
n.End(outstream, true);
n.End(outstream, binary, indent, true);
// that's it for FBXHeaderExtension...
if (!binary) { return; }
// but binary files also need top-level FileID, CreationTime, Creator:
std::vector<uint8_t> raw(GENERIC_FILEID.size());
for (size_t i = 0; i < GENERIC_FILEID.size(); ++i) {
raw[i] = uint8_t(GENERIC_FILEID[i]);
}
FBX::Node::WritePropertyNode("FileId", raw, outstream);
FBX::Node::WritePropertyNode("CreationTime", GENERIC_CTIME, outstream);
FBX::Node::WritePropertyNode("Creator", creator.str(), outstream);
FBX::Node::WritePropertyNode(
"FileId", raw, outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"CreationTime", GENERIC_CTIME, outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"Creator", creator.str(), outstream, binary, indent
);
}
void FBXExporter::WriteGlobalSettings ()
{
if (!binary) {
// no title, follows directly from the header extension
}
FBX::Node gs("GlobalSettings");
gs.AddChild("Version", int32_t(1000));
@ -385,11 +427,15 @@ void FBXExporter::WriteGlobalSettings ()
p.AddP70int("CurrentTimeMarker", -1);
gs.AddChild(p);
gs.Dump(outfile);
gs.Dump(outfile, binary, 0);
}
void FBXExporter::WriteDocuments ()
{
if (!binary) {
WriteAsciiSectionHeader("Documents Description");
}
// not sure what the use of multiple documents would be,
// or whether any end-application supports it
FBX::Node docs("Documents");
@ -411,15 +457,19 @@ void FBXExporter::WriteDocuments ()
doc.AddChild("RootNode", int64_t(0));
docs.AddChild(doc);
docs.Dump(outfile);
docs.Dump(outfile, binary, 0);
}
void FBXExporter::WriteReferences ()
{
if (!binary) {
WriteAsciiSectionHeader("Document References");
}
// always empty for now.
// not really sure what this is for.
FBX::Node n("References");
n.Dump(outfile);
n.force_has_children = true;
n.Dump(outfile, binary, 0);
}
@ -468,9 +518,6 @@ size_t count_images(const aiScene* scene) {
}
}
}
//for (auto &s : images) {
// std::cout << "found image: " << s << std::endl;
//}
return images.size();
}
@ -510,6 +557,11 @@ void FBXExporter::WriteDefinitions ()
// determining how many of each type of object there are
// and specifying the base properties to use when otherwise unspecified.
// ascii section header
if (!binary) {
WriteAsciiSectionHeader("Object definitions");
}
// we need to count the objects
int32_t count;
int32_t total_count = 0;
@ -520,7 +572,7 @@ void FBXExporter::WriteDefinitions ()
// GlobalSettings
// this seems to always be here in Maya exports
n = FBX::Node("ObjectType", Property("GlobalSettings"));
n = FBX::Node("ObjectType", "GlobalSettings");
count = 1;
n.AddChild("Count", count);
object_nodes.push_back(n);
@ -531,9 +583,9 @@ void FBXExporter::WriteDefinitions ()
// but no harm seems to come of leaving it out.
count = mScene->mNumAnimations;
if (count) {
n = FBX::Node("ObjectType", Property("AnimationStack"));
n = FBX::Node("ObjectType", "AnimationStack");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate", Property("FbxAnimStack"));
pt = FBX::Node("PropertyTemplate", "FbxAnimStack");
p = FBX::Node("Properties70");
p.AddP70string("Description", "");
p.AddP70time("LocalStart", 0);
@ -553,9 +605,9 @@ void FBXExporter::WriteDefinitions ()
// so there will be one per aiAnimation
count = mScene->mNumAnimations;
if (count) {
n = FBX::Node("ObjectType", Property("AnimationLayer"));
n = FBX::Node("ObjectType", "AnimationLayer");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate", Property("FBXAnimLayer"));
pt = FBX::Node("PropertyTemplate", "FBXAnimLayer");
p = FBX::Node("Properties70");
p.AddP70("Weight", "Number", "", "A", double(100));
p.AddP70bool("Mute", 0);
@ -583,9 +635,9 @@ void FBXExporter::WriteDefinitions ()
count = 1; // TODO: select properly
if (count) {
// FbxSkeleton
n = FBX::Node("ObjectType", Property("NodeAttribute"));
n = FBX::Node("ObjectType", "NodeAttribute");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate", Property("FbxSkeleton"));
pt = FBX::Node("PropertyTemplate", "FbxSkeleton");
p = FBX::Node("Properties70");
p.AddP70color("Color", 0.8, 0.8, 0.8);
p.AddP70double("Size", 33.333333333333);
@ -601,9 +653,9 @@ void FBXExporter::WriteDefinitions ()
// <~~ node heirarchy
count = int32_t(count_nodes(mScene->mRootNode)) - 1; // (not counting root node)
if (count) {
n = FBX::Node("ObjectType", Property("Model"));
n = FBX::Node("ObjectType", "Model");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate", Property("FbxNode"));
pt = FBX::Node("PropertyTemplate", "FbxNode");
p = FBX::Node("Properties70");
p.AddP70enum("QuaternionInterpolate", 0);
p.AddP70vector("RotationOffset", 0.0, 0.0, 0.0);
@ -698,9 +750,9 @@ void FBXExporter::WriteDefinitions ()
// <~~ aiMesh
count = mScene->mNumMeshes;
if (count) {
n = FBX::Node("ObjectType", Property("Geometry"));
n = FBX::Node("ObjectType", "Geometry");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate", Property("FbxMesh"));
pt = FBX::Node("PropertyTemplate", "FbxMesh");
p = FBX::Node("Properties70");
p.AddP70color("Color", 0, 0, 0);
p.AddP70vector("BBoxMin", 0, 0, 0);
@ -724,7 +776,7 @@ void FBXExporter::WriteDefinitions ()
count = mScene->mNumMaterials;
if (count) {
bool has_phong = has_phong_mat(mScene);
n = FBX::Node("ObjectType", Property("Material"));
n = FBX::Node("ObjectType", "Material");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate");
if (has_phong) {
@ -771,9 +823,9 @@ void FBXExporter::WriteDefinitions ()
// one for each image file.
count = int32_t(count_images(mScene));
if (count) {
n = FBX::Node("ObjectType", Property("Video"));
n = FBX::Node("ObjectType", "Video");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate", Property("FbxVideo"));
pt = FBX::Node("PropertyTemplate", "FbxVideo");
p = FBX::Node("Properties70");
p.AddP70bool("ImageSequence", 0);
p.AddP70int("ImageSequenceOffset", 0);
@ -800,9 +852,9 @@ void FBXExporter::WriteDefinitions ()
// <~~ aiTexture
count = int32_t(count_textures(mScene));
if (count) {
n = FBX::Node("ObjectType", Property("Texture"));
n = FBX::Node("ObjectType", "Texture");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate", Property("FbxFileTexture"));
pt = FBX::Node("PropertyTemplate", "FbxFileTexture");
p = FBX::Node("Properties70");
p.AddP70enum("TextureTypeUse", 0);
p.AddP70numberA("Texture alpha", 1.0);
@ -829,9 +881,9 @@ void FBXExporter::WriteDefinitions ()
// AnimationCurveNode / FbxAnimCurveNode
count = mScene->mNumAnimations * 3;
if (count) {
n = FBX::Node("ObjectType", Property("AnimationCurveNode"));
n = FBX::Node("ObjectType", "AnimationCurveNode");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate", Property("FbxAnimCurveNode"));
pt = FBX::Node("PropertyTemplate", "FbxAnimCurveNode");
p = FBX::Node("Properties70");
p.AddP70("d", "Compound", "", "");
pt.AddChild(p);
@ -843,7 +895,7 @@ void FBXExporter::WriteDefinitions ()
// AnimationCurve / FbxAnimCurve
count = mScene->mNumAnimations * 9;
if (count) {
n = FBX::Node("ObjectType", Property("AnimationCurve"));
n = FBX::Node("ObjectType", "AnimationCurve");
n.AddChild("Count", count);
object_nodes.push_back(n);
total_count += count;
@ -856,7 +908,7 @@ void FBXExporter::WriteDefinitions ()
if (mesh->HasBones()) { ++count; }
}
if (count) {
n = FBX::Node("ObjectType", Property("Pose"));
n = FBX::Node("ObjectType", "Pose");
n.AddChild("Count", count);
object_nodes.push_back(n);
total_count += count;
@ -865,7 +917,7 @@ void FBXExporter::WriteDefinitions ()
// Deformer
count = int32_t(count_deformers(mScene));
if (count) {
n = FBX::Node("ObjectType", Property("Deformer"));
n = FBX::Node("ObjectType", "Deformer");
n.AddChild("Count", count);
object_nodes.push_back(n);
total_count += count;
@ -874,9 +926,9 @@ void FBXExporter::WriteDefinitions ()
// (template)
count = 0;
if (count) {
n = FBX::Node("ObjectType", Property(""));
n = FBX::Node("ObjectType", "");
n.AddChild("Count", count);
pt = FBX::Node("PropertyTemplate", Property(""));
pt = FBX::Node("PropertyTemplate", "");
p = FBX::Node("Properties70");
pt.AddChild(p);
n.AddChild(pt);
@ -889,7 +941,7 @@ void FBXExporter::WriteDefinitions ()
defs.AddChild("Version", int32_t(100));
defs.AddChild("Count", int32_t(total_count));
for (auto &n : object_nodes) { defs.AddChild(n); }
defs.Dump(outfile);
defs.Dump(outfile, binary, 0);
}
@ -935,14 +987,20 @@ int64_t to_ktime(double ticks, const aiAnimation* anim) {
void FBXExporter::WriteObjects ()
{
if (!binary) {
WriteAsciiSectionHeader("Object properties");
}
// numbers should match those given in definitions! make sure to check
StreamWriterLE outstream(outfile);
FBX::Node object_node("Objects");
object_node.Begin(outstream);
object_node.EndProperties(outstream);
int indent = 0;
object_node.Begin(outstream, binary, indent);
object_node.EndProperties(outstream, binary, indent);
object_node.BeginChildren(outstream, binary, indent);
// geometry (aiMesh)
mesh_uids.clear();
indent = 1;
for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
// it's all about this mesh
aiMesh* m = mScene->mMeshes[mi];
@ -954,9 +1012,11 @@ void FBXExporter::WriteObjects ()
n.AddProperty(uid);
n.AddProperty(FBX::SEPARATOR + "Geometry");
n.AddProperty("Mesh");
n.Begin(outstream);
n.DumpProperties(outstream);
n.EndProperties(outstream);
n.Begin(outstream, binary, indent);
n.DumpProperties(outstream, binary, indent);
n.EndProperties(outstream, binary, indent);
n.BeginChildren(outstream, binary, indent);
indent = 2;
// output vertex data - each vertex should be unique (probably)
std::vector<double> flattened_vertices;
@ -980,7 +1040,7 @@ void FBXExporter::WriteObjects ()
}
}
FBX::Node::WritePropertyNode(
"Vertices", flattened_vertices, outstream
"Vertices", flattened_vertices, outstream, binary, indent
);
// output polygon data as a flattened array of vertex indices.
@ -996,30 +1056,38 @@ void FBXExporter::WriteObjects ()
);
}
FBX::Node::WritePropertyNode(
"PolygonVertexIndex", polygon_data, outstream
"PolygonVertexIndex", polygon_data, outstream, binary, indent
);
// here could be edges but they're insane.
// it's optional anyway, so let's ignore it.
FBX::Node::WritePropertyNode(
"GeometryVersion", int32_t(124), outstream
"GeometryVersion", int32_t(124), outstream, binary, indent
);
// normals, if any
if (m->HasNormals()) {
FBX::Node normals("LayerElementNormal", Property(int32_t(0)));
normals.Begin(outstream);
normals.DumpProperties(outstream);
normals.EndProperties(outstream);
FBX::Node::WritePropertyNode("Version", int32_t(101), outstream);
FBX::Node::WritePropertyNode("Name", "", outstream);
FBX::Node normals("LayerElementNormal", int32_t(0));
normals.Begin(outstream, binary, indent);
normals.DumpProperties(outstream, binary, indent);
normals.EndProperties(outstream, binary, indent);
normals.BeginChildren(outstream, binary, indent);
indent = 3;
FBX::Node::WritePropertyNode(
"MappingInformationType", "ByPolygonVertex", outstream
"Version", int32_t(101), outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"Name", "", outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"MappingInformationType", "ByPolygonVertex",
outstream, binary, indent
);
// TODO: vertex-normals or indexed normals when appropriate
FBX::Node::WritePropertyNode(
"ReferenceInformationType", "Direct", outstream
"ReferenceInformationType", "Direct",
outstream, binary, indent
);
std::vector<double> normal_data;
normal_data.reserve(3 * polygon_data.size());
@ -1032,10 +1100,13 @@ void FBXExporter::WriteObjects ()
normal_data.push_back(n.z);
}
}
FBX::Node::WritePropertyNode("Normals", normal_data, outstream);
FBX::Node::WritePropertyNode(
"Normals", normal_data, outstream, binary, indent
);
// note: version 102 has a NormalsW also... not sure what it is,
// so we can stick with version 101 for now.
normals.End(outstream, true);
indent = 2;
normals.End(outstream, binary, indent, true);
}
// uvs, if any
@ -1055,19 +1126,27 @@ void FBXExporter::WriteObjects ()
err << " but may be incorrectly interpreted on load.";
DefaultLogger::get()->warn(err.str());
}
FBX::Node uv("LayerElementUV", Property(int32_t(uvi)));
uv.Begin(outstream);
uv.DumpProperties(outstream);
uv.EndProperties(outstream);
FBX::Node::WritePropertyNode("Version", int32_t(101), outstream);
FBX::Node uv("LayerElementUV", int32_t(uvi));
uv.Begin(outstream, binary, indent);
uv.DumpProperties(outstream, binary, indent);
uv.EndProperties(outstream, binary, indent);
uv.BeginChildren(outstream, binary, indent);
indent = 3;
FBX::Node::WritePropertyNode(
"Version", int32_t(101), outstream, binary, indent
);
// it doesn't seem like assimp keeps the uv map name,
// so just leave it blank.
FBX::Node::WritePropertyNode("Name", "", outstream);
FBX::Node::WritePropertyNode(
"MappingInformationType", "ByPolygonVertex", outstream
"Name", "", outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"ReferenceInformationType", "IndexToDirect", outstream
"MappingInformationType", "ByPolygonVertex",
outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"ReferenceInformationType", "IndexToDirect",
outstream, binary, indent
);
std::vector<double> uv_data;
@ -1092,27 +1171,32 @@ void FBXExporter::WriteObjects ()
}
}
}
FBX::Node::WritePropertyNode("UV", uv_data, outstream);
FBX::Node::WritePropertyNode("UVIndex", uv_indices, outstream);
uv.End(outstream, true);
FBX::Node::WritePropertyNode(
"UV", uv_data, outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"UVIndex", uv_indices, outstream, binary, indent
);
indent = 2;
uv.End(outstream, binary, indent, true);
}
// i'm not really sure why this material section exists,
// as the material is linked via "Connections".
// it seems to always have the same "0" value.
FBX::Node mat("LayerElementMaterial", Property(int32_t(0)));
FBX::Node mat("LayerElementMaterial", int32_t(0));
mat.AddChild("Version", int32_t(101));
mat.AddChild("Name", "");
mat.AddChild("MappingInformationType", "AllSame");
mat.AddChild("ReferenceInformationType", "IndexToDirect");
std::vector<int32_t> mat_indices = {0};
mat.AddChild("Materials", mat_indices);
mat.Dump(outstream);
mat.Dump(outstream, binary, indent);
// finally we have the layer specifications,
// which select the normals / UV set / etc to use.
// TODO: handle multiple uv sets correctly?
FBX::Node layer("Layer", Property(int32_t(0)));
FBX::Node layer("Layer", int32_t(0));
layer.AddChild("Version", int32_t(100));
FBX::Node le("LayerElement");
le.AddChild("Type", "LayerElementNormal");
@ -1126,10 +1210,11 @@ void FBXExporter::WriteObjects ()
le.AddChild("Type", "LayerElementUV");
le.AddChild("TypedIndex", int32_t(0));
layer.AddChild(le);
layer.Dump(outstream);
layer.Dump(outstream, binary, indent);
// finish the node record
n.End(outstream, true);
indent = 1;
n.End(outstream, binary, indent, true);
}
// aiMaterial
@ -1273,7 +1358,7 @@ void FBXExporter::WriteObjects ()
n.AddChild(p);
n.Dump(outstream);
n.Dump(outstream, binary, indent);
}
// we need to look up all the images we're using,
@ -1321,7 +1406,7 @@ void FBXExporter::WriteObjects ()
n.AddChild("UseMipMap", int32_t(0));
n.AddChild("Filename", path);
n.AddChild("RelativeFilename", path);
n.Dump(outstream);
n.Dump(outstream, binary, indent);
}
// Textures
@ -1408,14 +1493,12 @@ void FBXExporter::WriteObjects ()
const int64_t texture_uid = generate_uid();
// link the texture to the material
FBX::Node c("C");
c.AddProperties("OP", texture_uid, material_uid, prop_name);
connections.push_back(c);
connections.emplace_back(
"C", "OP", texture_uid, material_uid, prop_name
);
// link the image data to the texture
c = FBX::Node("C");
c.AddProperties("OO", image_uid, texture_uid);
connections.push_back(c);
connections.emplace_back("C", "OO", image_uid, texture_uid);
// now write the actual texture node
FBX::Node tnode("Texture");
@ -1438,11 +1521,11 @@ void FBXExporter::WriteObjects ()
tnode.AddChild("RelativeFilename", texture_path);
tnode.AddChild("ModelUVTranslation", double(0.0), double(0.0));
tnode.AddChild("ModelUVScaling", double(1.0), double(1.0));
tnode.AddChild("Texture_Alpha_Soutce", "None");
tnode.AddChild("Texture_Alpha_Source", "None");
tnode.AddChild(
"Cropping", int32_t(0), int32_t(0), int32_t(0), int32_t(0)
);
tnode.Dump(outstream);
tnode.Dump(outstream, binary, indent);
}
}
@ -1595,12 +1678,10 @@ void FBXExporter::WriteObjects ()
// "acuracy"... this is not a typo....
dnode.AddChild("Link_DeformAcuracy", double(50));
dnode.AddChild("SkinningType", "Linear"); // TODO: other modes?
dnode.Dump(outstream);
dnode.Dump(outstream, binary, indent);
// connect it
FBX::Node c("C");
c.AddProperties("OO", deformer_uid, mesh_uids[mi]);
connections.push_back(c); // TODO: emplace_back
connections.emplace_back("C", "OO", deformer_uid, mesh_uids[mi]);
// we will be indexing by vertex...
// but there might be a different number of "vertices"
@ -1703,7 +1784,7 @@ void FBXExporter::WriteObjects ()
// this should be the same as the bone's mOffsetMatrix.
// if it's not the same, the skeleton isn't in the bind pose.
const float epsilon = 1e-5f; // some error is to be expected
const float epsilon = 1e-4f; // some error is to be expected
bool bone_xform_okay = true;
if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
not_in_bind_pose.insert(b);
@ -1741,17 +1822,17 @@ void FBXExporter::WriteObjects ()
// there's not really any way around this at the moment.
// done
sdnode.Dump(outstream);
sdnode.Dump(outstream, binary, indent);
// lastly, connect to the parent deformer
c = FBX::Node("C");
c.AddProperties("OO", subdeformer_uid, deformer_uid);
connections.push_back(c); // TODO: emplace_back
connections.emplace_back(
"C", "OO", subdeformer_uid, deformer_uid
);
// we also need to connect the limb node to the subdeformer.
c = FBX::Node("C");
c.AddProperties("OO", node_uids[bone_node], subdeformer_uid);
connections.push_back(c); // TODO: emplace_back
connections.emplace_back(
"C", "OO", node_uids[bone_node], subdeformer_uid
);
}
// if we cannot create a valid FBX file, simply die.
@ -1859,7 +1940,7 @@ void FBXExporter::WriteObjects ()
}
// now write it
bpnode.Dump(outstream);
bpnode.Dump(outstream, binary, indent);
}*/
// TODO: cameras, lights
@ -1918,11 +1999,8 @@ void FBXExporter::WriteObjects ()
// this node absurdly always pretends it has children
// (in this case it does, but just in case...)
asnode.Begin(outstream);
asnode.DumpProperties(outstream);
asnode.EndProperties(outstream);
asnode.DumpChildren(outstream);
asnode.End(outstream, true);
asnode.force_has_children = true;
asnode.Dump(outstream, binary, indent);
// note: animation stacks are not connected to anything
}
@ -1936,16 +2014,13 @@ void FBXExporter::WriteObjects ()
alnode.AddProperties(animlayer_uid, FBX::SEPARATOR + "AnimLayer", "");
// this node absurdly always pretends it has children
alnode.Begin(outstream);
alnode.DumpProperties(outstream);
alnode.EndProperties(outstream);
alnode.DumpChildren(outstream);
alnode.End(outstream, true);
alnode.force_has_children = true;
alnode.Dump(outstream, binary, indent);
// connect to the relevant animstack
FBX::Node c("C");
c.AddProperties("OO", animlayer_uid, animation_stack_uids[ai]);
connections.push_back(c); // TODO: emplace_back
connections.emplace_back(
"C", "OO", animlayer_uid, animation_stack_uids[ai]
);
}
// AnimCurveNode - three per aiNodeAnim
@ -2057,7 +2132,8 @@ void FBXExporter::WriteObjects ()
}
}
object_node.End(outstream, true);
indent = 0;
object_node.End(outstream, binary, indent, true);
}
// convenience map of magic node name strings to FBX properties,
@ -2083,13 +2159,14 @@ const std::map<std::string,std::pair<std::string,char>> transform_types = {
};
// write a single model node to the stream
void WriteModelNode(
void FBXExporter::WriteModelNode(
StreamWriterLE& outstream,
bool binary,
const aiNode* node,
int64_t node_uid,
const std::string& type,
const std::vector<std::pair<std::string,aiVector3D>>& transform_chain,
TransformInheritance inherit_type=TransformInheritance_RSrs
TransformInheritance inherit_type
){
const aiVector3D zero = {0, 0, 0};
const aiVector3D one = {1, 1, 1};
@ -2157,7 +2234,7 @@ void WriteModelNode(
m.AddChild("Shading", Property(true));
m.AddChild("Culling", Property("CullingOff"));
m.Dump(outstream);
m.Dump(outstream, binary, 1);
}
// wrapper for WriteModelNodes to create and pass a blank transform chain
@ -2181,15 +2258,6 @@ void FBXExporter::WriteModelNodes(
// first collapse any expanded transformation chains created by FBX import.
std::string node_name(node->mName.C_Str());
if (node_name.find(MAGIC_NODE_TAG) != std::string::npos) {
if (node->mNumChildren != 1) {
// this should never happen
std::stringstream err;
err << "FBX transformation node should have exactly 1 child,";
err << " but " << node->mNumChildren << " found";
err << " on node \"" << node_name << "\"!";
throw DeadlyExportError(err.str());
}
aiNode* next_node = node->mChildren[0];
auto pos = node_name.find(MAGIC_NODE_TAG) + MAGIC_NODE_TAG.size() + 1;
std::string type_name = node_name.substr(pos);
auto elem = transform_types.find(type_name);
@ -2223,10 +2291,16 @@ void FBXExporter::WriteModelNodes(
err << elem->second.second;
throw DeadlyExportError(err.str());
}
// now just continue to the next node
WriteModelNodes(
outstream, next_node, parent_uid, limbnodes, transform_chain
);
// now continue on to any child nodes
for (unsigned i = 0; i < node->mNumChildren; ++i) {
WriteModelNodes(
outstream,
node->mChildren[i],
parent_uid,
limbnodes,
transform_chain
);
}
return;
}
@ -2240,9 +2314,7 @@ void FBXExporter::WriteModelNodes(
node_uid = generate_uid();
node_uids[node] = node_uid;
}
FBX::Node c("C");
c.AddProperties("OO", node_uid, parent_uid);
connections.push_back(c);
connections.emplace_back("C", "OO", node_uid, parent_uid);
}
// what type of node is this?
@ -2250,21 +2322,23 @@ void FBXExporter::WriteModelNodes(
// handled later
} else if (node->mNumMeshes == 1) {
// connect to child mesh, which should have been written previously
FBX::Node c("C");
c.AddProperties("OO", mesh_uids[node->mMeshes[0]], node_uid);
connections.push_back(c);
connections.emplace_back(
"C", "OO", mesh_uids[node->mMeshes[0]], node_uid
);
// also connect to the material for the child mesh
c = FBX::Node("C");
c.AddProperties(
"OO",
connections.emplace_back(
"C", "OO",
material_uids[mScene->mMeshes[node->mMeshes[0]]->mMaterialIndex],
node_uid
);
connections.push_back(c);
// write model node
WriteModelNode(outstream, node, node_uid, "Mesh", transform_chain);
WriteModelNode(
outstream, binary, node, node_uid, "Mesh", transform_chain
);
} else if (limbnodes.count(node)) {
WriteModelNode(outstream, node, node_uid, "LimbNode", transform_chain);
WriteModelNode(
outstream, binary, node, node_uid, "LimbNode", transform_chain
);
// we also need to write a nodeattribute to mark it as a skeleton
int64_t node_attribute_uid = generate_uid();
FBX::Node na("NodeAttribute");
@ -2272,14 +2346,14 @@ void FBXExporter::WriteModelNodes(
node_attribute_uid, FBX::SEPARATOR + "NodeAttribute", "LimbNode"
);
na.AddChild("TypeFlags", Property("Skeleton"));
na.Dump(outstream);
na.Dump(outstream, binary, 1);
// and connect them
FBX::Node c("C");
c.AddProperties("OO", node_attribute_uid, node_uid);
connections.push_back(c);
connections.emplace_back("C", "OO", node_attribute_uid, node_uid);
} else {
// generate a null node so we can add children to it
WriteModelNode(outstream, node, node_uid, "Null", transform_chain);
WriteModelNode(
outstream, binary, node, node_uid, "Null", transform_chain
);
}
// if more than one child mesh, make nodes for each mesh
@ -2288,23 +2362,19 @@ void FBXExporter::WriteModelNodes(
// make a new model node
int64_t new_node_uid = generate_uid();
// connect to parent node
FBX::Node c("C");
c.AddProperties("OO", new_node_uid, node_uid);
connections.push_back(c);
connections.emplace_back("C", "OO", new_node_uid, node_uid);
// connect to child mesh, which should have been written previously
c = FBX::Node("C");
c.AddProperties("OO", mesh_uids[node->mMeshes[i]], new_node_uid);
connections.push_back(c);
connections.emplace_back(
"C", "OO", mesh_uids[node->mMeshes[i]], new_node_uid
);
// also connect to the material for the child mesh
c = FBX::Node("C");
c.AddProperties(
"OO",
connections.emplace_back(
"C", "OO",
material_uids[
mScene->mMeshes[node->mMeshes[i]]->mMaterialIndex
],
new_node_uid
);
connections.push_back(c);
// write model node
FBX::Node m("Model");
// take name from mesh name, if it exists
@ -2315,7 +2385,7 @@ void FBXExporter::WriteModelNodes(
FBX::Node p("Properties70");
p.AddP70enum("InheritType", 1);
m.AddChild(p);
m.Dump(outstream);
m.Dump(outstream, binary, 1);
}
}
@ -2344,15 +2414,11 @@ void FBXExporter::WriteAnimationCurveNode(
p.AddP70numberA("d|Y", default_value.y);
p.AddP70numberA("d|Z", default_value.z);
n.AddChild(p);
n.Dump(outstream);
n.Dump(outstream, binary, 1);
// connect to layer
FBX::Node cl("C");
cl.AddProperties("OO", uid, layer_uid);
this->connections.push_back(cl); // TODO: emplace_back
this->connections.emplace_back("C", "OO", uid, layer_uid);
// connect to bone
FBX::Node cb("C");
cb.AddProperties("OP", uid, node_uid, property_name);
this->connections.push_back(cb); // TODO: emplace_back
this->connections.emplace_back("C", "OP", uid, node_uid, property_name);
}
@ -2379,10 +2445,10 @@ void FBXExporter::WriteAnimationCurve(
"KeyAttrRefCount",
std::vector<int32_t>{static_cast<int32_t>(times.size())}
);
n.Dump(outstream);
FBX::Node c("C");
c.AddProperties("OP", curve_uid, curvenode_uid, property_link);
this->connections.push_back(c); // TODO: emplace_back
n.Dump(outstream, binary, 1);
this->connections.emplace_back(
"C", "OP", curve_uid, curvenode_uid, property_link
);
}
@ -2390,13 +2456,18 @@ void FBXExporter::WriteConnections ()
{
// we should have completed the connection graph already,
// so basically just dump it here
if (!binary) {
WriteAsciiSectionHeader("Object connections");
}
// TODO: comments with names in the ascii version
FBX::Node conn("Connections");
StreamWriterLE outstream(outfile);
conn.Begin(outstream);
conn.Begin(outstream, binary, 0);
conn.BeginChildren(outstream, binary, 0);
for (auto &n : connections) {
n.Dump(outstream);
n.Dump(outstream, binary, 1);
}
conn.End(outstream, !connections.empty());
conn.End(outstream, binary, 0, !connections.empty());
connections.clear();
}

View File

@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
#include "FBXExportNode.h" // FBX::Node
#include "FBXCommon.h" // FBX::TransformInheritance
#include <assimp/types.h>
//#include <assimp/material.h>
@ -104,6 +105,9 @@ namespace Assimp
void WriteBinaryHeader();
void WriteBinaryFooter();
// ascii files have a comment at the top
void WriteAsciiHeader();
// WriteAllNodes does the actual export.
// It just calls all the Write<Section> methods below in order.
void WriteAllNodes();
@ -126,6 +130,7 @@ namespace Assimp
// WriteTakes(); // deprecated since at least 2015 (fbx 7.4)
// helpers
void WriteAsciiSectionHeader(const std::string& title);
void WriteModelNodes(
Assimp::StreamWriterLE& s,
const aiNode* node,
@ -139,6 +144,15 @@ namespace Assimp
const std::unordered_set<const aiNode*>& limbnodes,
std::vector<std::pair<std::string,aiVector3D>>& transform_chain
);
void WriteModelNode( // nor this
StreamWriterLE& s,
bool binary,
const aiNode* node,
int64_t node_uid,
const std::string& type,
const std::vector<std::pair<std::string,aiVector3D>>& xfm_chain,
FBX::TransformInheritance ti_type=FBX::TransformInheritance_RSrs
);
void WriteAnimationCurveNode(
StreamWriterLE& outstream,
int64_t uid,

View File

@ -88,13 +88,6 @@ void ScaleProcess::Execute( aiScene* pScene ) {
void ScaleProcess::traverseNodes( aiNode *node ) {
applyScaling( node );
/*for ( unsigned int i = 0; i < node->mNumChildren; ++i ) {
aiNode *currentNode = currentNode->mChildren[ i ];
if ( nullptr != currentNode ) {
traverseNodes( currentNode );
}
}*/
}
void ScaleProcess::applyScaling( aiNode *currentNode ) {

View File

@ -203,6 +203,12 @@ public:
Put(n);
}
// ---------------------------------------------------------------------
/** Write a single character to the stream */
void PutChar(char c) {
Put(c);
}
// ---------------------------------------------------------------------
/** Write an aiString to the stream */
void PutString(const aiString& s)

View File

@ -537,9 +537,11 @@ enum aiPostProcessSteps
/** <hr>This step will perform a global scale of the model.
*
* Some importers are providing a mechanism to define a scaling unit for the
* model. This post processing step can be used to do so.
* model. This post processing step can be used to do so. You need to get the
* global scaling from your importer settings like in FBX. Use the flag
* AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
*
* Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to control this.
* Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaing factor.
*/
aiProcess_GlobalScale = 0x8000000,

View File

@ -46,12 +46,31 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Main.h"
#include <cstdio>
#include <iostream>
#include <string>
const char* AICMD_MSG_INFO_HELP_E =
"assimp info <file> [-r] [-v]\n"
"\tPrint basic structure of a 3D model\n"
"\t-r,--raw: No postprocessing, do a raw import\n"
"\t-v,--verbose: Print verbose info such as node transform data\n";
const std::string TREE_BRANCH_ASCII = "|-";
const std::string TREE_BRANCH_UTF8 = "\xe2\x94\x9c\xe2\x95\xb4";
const std::string TREE_STOP_ASCII = "'-";
const std::string TREE_STOP_UTF8 = "\xe2\x94\x94\xe2\x95\xb4";
const std::string TREE_CONTINUE_ASCII = "| ";
const std::string TREE_CONTINUE_UTF8 = "\xe2\x94\x82 ";
// note: by default this is outputing utf-8 text.
// this is well supported on pretty much any linux terminal.
// if this causes problems on some platform,
// put an #ifdef to use the ascii version for that platform.
const std::string TREE_BRANCH = TREE_BRANCH_UTF8;
const std::string TREE_STOP = TREE_STOP_UTF8;
const std::string TREE_CONTINUE = TREE_CONTINUE_UTF8;
// -----------------------------------------------------------------------------------
unsigned int CountNodes(const aiNode* root)
@ -184,46 +203,77 @@ std::string FindPTypes(const aiScene* scene)
}
// -----------------------------------------------------------------------------------
void PrintHierarchy(const aiNode* root, unsigned int maxnest, unsigned int maxline,
unsigned int cline, bool verbose, unsigned int cnest=0)
{
if (cline++ >= maxline || cnest >= maxnest) {
return;
// Prettily print the node graph to stdout
void PrintHierarchy(
const aiNode* node,
const std::string &indent,
bool verbose,
bool last = false,
bool first = true
){
// tree visualization
std::string branchchar;
if (first) { branchchar = ""; }
else if (last) { branchchar = TREE_STOP; } // "'-"
else { branchchar = TREE_BRANCH; } // "|-"
// print the indent and the branch character and the name
std::cout << indent << branchchar << node->mName.C_Str();
// if there are meshes attached, indicate this
if (node->mNumMeshes) {
std::cout << " (mesh ";
bool sep = false;
for (size_t i=0; i < node->mNumMeshes; ++i) {
unsigned int mesh_index = node->mMeshes[i];
if (sep) { std::cout << ", "; }
std::cout << mesh_index;
sep = true;
}
std::cout << ")";
}
for(unsigned int i = 0; i < cnest; ++i) {
printf("-- ");
}
printf("\'%s\', meshes: %u\n",root->mName.data,root->mNumMeshes);
// finish the line
std::cout << std::endl;
// in verbose mode, print the transform data as well
if (verbose) {
// print the actual transform
//printf(",");
// indent to use
std::string indentadd;
if (last) { indentadd += " "; }
else { indentadd += TREE_CONTINUE; } // "| "..
if (node->mNumChildren == 0) { indentadd += " "; }
else { indentadd += TREE_CONTINUE; } // .."| "
aiVector3D s, r, t;
root->mTransformation.Decompose(s, r, t);
node->mTransformation.Decompose(s, r, t);
if (s.x != 1.0 || s.y != 1.0 || s.z != 1.0) {
for(unsigned int i = 0; i < cnest; ++i) { printf(" "); }
printf(" S:[%f %f %f]\n", s.x, s.y, s.z);
std::cout << indent << indentadd;
printf(" S:[%f %f %f]\n", s.x, s.y, s.z);
}
if (r.x || r.y || r.z) {
for(unsigned int i = 0; i < cnest; ++i) { printf(" "); }
printf(" R:[%f %f %f]\n", r.x, r.y, r.z);
std::cout << indent << indentadd;
printf(" R:[%f %f %f]\n", r.x, r.y, r.z);
}
if (t.x || t.y || t.z) {
for(unsigned int i = 0; i < cnest; ++i) { printf(" "); }
printf(" T:[%f %f %f]\n", t.x, t.y, t.z);
std::cout << indent << indentadd;
printf(" T:[%f %f %f]\n", t.x, t.y, t.z);
}
}
//printf("\n");
for (unsigned int i = 0; i < root->mNumChildren; ++i ) {
PrintHierarchy(root->mChildren[i],maxnest,maxline,cline,verbose,cnest+1);
if(i == root->mNumChildren-1) {
for(unsigned int i = 0; i < cnest; ++i) {
printf(" ");
}
printf("<--\n");
}
// and recurse
std::string nextIndent;
if (first) { nextIndent = indent; }
else if (last) { nextIndent = indent + " "; }
else { nextIndent = indent + TREE_CONTINUE; } // "| "
for (size_t i = 0; i < node->mNumChildren; ++i) {
bool lastone = (i == node->mNumChildren - 1);
PrintHierarchy(
node->mChildren[i],
nextIndent,
verbose,
lastone,
false
);
}
}
@ -406,8 +456,7 @@ int Assimp_Info (const char* const* params, unsigned int num)
// node hierarchy
printf("\nNode hierarchy:\n");
unsigned int cline=0;
PrintHierarchy(scene->mRootNode,20,1000,cline,verbose);
PrintHierarchy(scene->mRootNode,"",verbose);
printf("\n");
return 0;