Merge branch 'master' into master
commit
18af013c9e
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@ -1,2 +1 @@
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patreon: assimp
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open_collective: assimp
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@ -76,9 +76,6 @@ For more information, visit [our website](http://assimp.org/). Or check out the
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If the docs don't solve your problem, ask on [StackOverflow with the assimp-tag](http://stackoverflow.com/questions/tagged/assimp?sort=newest). If you think you found a bug, please open an issue on Github.
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For development discussions, there is also a (very low-volume) mailing list, _assimp-discussions_
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[(subscribe here)]( https://lists.sourceforge.net/lists/listinfo/assimp-discussions)
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Open Asset Import Library is a library to load various 3d file formats into a shared, in-memory format. It supports more than __40 file formats__ for import and a growing selection of file formats for export.
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And we also have a Gitter-channel:Gitter [![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)<br>
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@ -103,9 +100,6 @@ Become a financial contributor and help us sustain our community. [[Contribute](
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<a href="https://opencollective.com/assimp"><img src="https://opencollective.com/assimp/individuals.svg?width=890"></a>
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Monthly donations via Patreon:
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<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/assimp)
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#### Organizations
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@ -981,9 +981,9 @@ void Discreet3DSImporter::ParseMeshChunk() {
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mMesh.mMat.a3 = stream->GetF4();
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mMesh.mMat.b3 = stream->GetF4();
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mMesh.mMat.c3 = stream->GetF4();
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mMesh.mMat.a4 = stream->GetF4();
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mMesh.mMat.b4 = stream->GetF4();
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mMesh.mMat.c4 = stream->GetF4();
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mMesh.mMat.d1 = stream->GetF4();
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mMesh.mMat.d2 = stream->GetF4();
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mMesh.mMat.d3 = stream->GetF4();
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} break;
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case Discreet3DS::CHUNK_MAPLIST: {
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@ -812,6 +812,18 @@ void FBXExporter::WriteDefinitions ()
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// Geometry / FbxMesh
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// <~~ aiMesh
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count = mScene->mNumMeshes;
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// Blendshapes are considered Geometry
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int32_t bsDeformerCount=0;
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for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
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aiMesh* m = mScene->mMeshes[mi];
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if (m->mNumAnimMeshes > 0) {
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count+=m->mNumAnimMeshes;
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bsDeformerCount+=m->mNumAnimMeshes; // One deformer per blendshape
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bsDeformerCount++; // Plus one master blendshape deformer
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}
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}
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if (count) {
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n = FBX::Node("ObjectType", "Geometry");
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n.AddChild("Count", count);
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@ -978,7 +990,7 @@ void FBXExporter::WriteDefinitions ()
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}
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// Deformer
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count = int32_t(count_deformers(mScene));
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count = int32_t(count_deformers(mScene))+bsDeformerCount;
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if (count) {
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n = FBX::Node("ObjectType", "Deformer");
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n.AddChild("Count", count);
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@ -1363,6 +1375,7 @@ void FBXExporter::WriteObjects ()
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n.End(outstream, binary, indent, true);
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}
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// aiMaterial
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material_uids.clear();
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for (size_t i = 0; i < mScene->mNumMaterials; ++i) {
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@ -1697,6 +1710,100 @@ void FBXExporter::WriteObjects ()
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}
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}
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// Blendshapes, if any
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for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
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const aiMesh* m = mScene->mMeshes[mi];
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if (m->mNumAnimMeshes == 0) {
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continue;
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}
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// make a deformer for this mesh
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int64_t deformer_uid = generate_uid();
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FBX::Node dnode("Deformer");
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dnode.AddProperties(deformer_uid, m->mName.data + FBX::SEPARATOR + "Blendshapes", "BlendShape");
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dnode.AddChild("Version", int32_t(101));
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dnode.Dump(outstream, binary, indent);
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// connect it
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connections.emplace_back("C", "OO", deformer_uid, mesh_uids[mi]);
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std::vector<int32_t> vertex_indices = vVertexIndice[mi];
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for (unsigned int am = 0; am < m->mNumAnimMeshes; ++am) {
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aiAnimMesh *pAnimMesh = m->mAnimMeshes[am];
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std::string blendshape_name = pAnimMesh->mName.data;
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// start the node record
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FBX::Node bsnode("Geometry");
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int64_t blendshape_uid = generate_uid();
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mesh_uids.push_back(blendshape_uid);
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bsnode.AddProperty(blendshape_uid);
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bsnode.AddProperty(blendshape_name + FBX::SEPARATOR + "Blendshape");
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bsnode.AddProperty("Shape");
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bsnode.AddChild("Version", int32_t(100));
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bsnode.Begin(outstream, binary, indent);
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bsnode.DumpProperties(outstream, binary, indent);
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bsnode.EndProperties(outstream, binary, indent);
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bsnode.BeginChildren(outstream, binary, indent);
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indent++;
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if (pAnimMesh->HasPositions()) {
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std::vector<int32_t>shape_indices;
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std::vector<double>pPositionDiff;
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std::vector<double>pNormalDiff;
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for (unsigned int vt = 0; vt < vertex_indices.size(); ++vt) {
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aiVector3D pDiff = (pAnimMesh->mVertices[vertex_indices[vt]] - m->mVertices[vertex_indices[vt]]);
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if(pDiff.Length()>1e-8){
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shape_indices.push_back(vertex_indices[vt]);
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pPositionDiff.push_back(pDiff[0]);
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pPositionDiff.push_back(pDiff[1]);
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pPositionDiff.push_back(pDiff[2]);
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if (pAnimMesh->HasNormals()) {
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aiVector3D nDiff = (pAnimMesh->mNormals[vertex_indices[vt]] - m->mNormals[vertex_indices[vt]]);
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pNormalDiff.push_back(nDiff[0]);
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pNormalDiff.push_back(nDiff[1]);
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pNormalDiff.push_back(nDiff[2]);
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}
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}
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}
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FBX::Node::WritePropertyNode(
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"Indexes", shape_indices, outstream, binary, indent
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);
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FBX::Node::WritePropertyNode(
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"Vertices", pPositionDiff, outstream, binary, indent
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);
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if (pNormalDiff.size()>0) {
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FBX::Node::WritePropertyNode(
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"Normals", pNormalDiff, outstream, binary, indent
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);
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}
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}
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indent--;
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bsnode.End(outstream, binary, indent, true);
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// Add blendshape Channel Deformer
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FBX::Node sdnode("Deformer");
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const int64_t blendchannel_uid = generate_uid();
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sdnode.AddProperties(
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blendchannel_uid, blendshape_name + FBX::SEPARATOR + "SubDeformer", "BlendShapeChannel"
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);
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sdnode.AddChild("Version", int32_t(100));
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sdnode.AddChild("DeformPercent", int32_t(100));
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FBX::Node p("Properties70");
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p.AddP70numberA("DeformPercent", 100.);
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sdnode.AddChild(p);
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// TODO: Normally just one weight per channel, adding stub for later development
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std::vector<float>fFullWeights;
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fFullWeights.push_back(0.);
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sdnode.AddChild("FullWeights", fFullWeights);
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sdnode.Dump(outstream, binary, indent);
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connections.emplace_back("C", "OO", blendchannel_uid, deformer_uid);
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connections.emplace_back("C", "OO", blendshape_uid, blendchannel_uid);
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}
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}
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// bones.
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//
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// output structure:
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Loading…
Reference in New Issue