FBX Export: implement basic animation export.
parent
2dff6e2d5b
commit
57bd125839
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@ -525,8 +525,9 @@ void FBXExporter::WriteDefinitions ()
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total_count += count;
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// AnimationStack / FbxAnimStack
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// this seems to always be here in Maya exports
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count = 0;
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// this seems to always be here in Maya exports,
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// but no harm seems to come of leaving it out.
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count = mScene->mNumAnimations;
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if (count) {
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n = FBX::Node("ObjectType", Property("AnimationStack"));
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n.AddChild("Count", count);
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@ -544,8 +545,11 @@ void FBXExporter::WriteDefinitions ()
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}
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// AnimationLayer / FbxAnimLayer
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// this seems to always be here in Maya exports
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count = 0;
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// this seems to always be here in Maya exports,
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// but no harm seems to come of leaving it out.
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// Assimp doesn't support animation layers,
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// so there will be one per aiAnimation
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count = mScene->mNumAnimations;
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if (count) {
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n = FBX::Node("ObjectType", Property("AnimationLayer"));
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n.AddChild("Count", count);
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@ -821,7 +825,7 @@ void FBXExporter::WriteDefinitions ()
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}
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// AnimationCurveNode / FbxAnimCurveNode
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count = 0;
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count = mScene->mNumAnimations * 3;
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if (count) {
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n = FBX::Node("ObjectType", Property("AnimationCurveNode"));
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n.AddChild("Count", count);
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@ -834,6 +838,15 @@ void FBXExporter::WriteDefinitions ()
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total_count += count;
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}
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// AnimationCurve / FbxAnimCurve
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count = mScene->mNumAnimations * 9;
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if (count) {
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n = FBX::Node("ObjectType", Property("AnimationCurve"));
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n.AddChild("Count", count);
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object_nodes.push_back(n);
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total_count += count;
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}
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// Pose
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count = 0;
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for (size_t i = 0; i < mScene->mNumMeshes; ++i) {
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@ -911,6 +924,12 @@ aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene)
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return transform;
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}
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int64_t to_ktime(double ticks, const aiAnimation* anim) {
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if (anim->mTicksPerSecond <= 0) {
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return ticks * FBX::SECOND;
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}
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return (ticks / anim->mTicksPerSecond) * FBX::SECOND;
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}
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void FBXExporter::WriteObjects ()
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{
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@ -1849,6 +1868,416 @@ void FBXExporter::WriteObjects ()
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outstream, mScene->mRootNode, 0, limbnodes
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);
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// animations
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//
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// in FBX there are:
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// * AnimationStack - corresponds to an aiAnimation
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// * AnimationLayer - a combinable animation component
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// * AnimationCurveNode - links the property to be animated
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// * AnimationCurve - defines animation data for a single property value
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//
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// the CurveNode also provides the default value for a property,
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// such as the X, Y, Z coordinates for animatable translation.
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//
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// the Curve only specifies values for one component of the property,
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// so there will be a separate AnimationCurve for X, Y, and Z.
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//
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// Assimp has:
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// * aiAnimation - basically corresponds to an AnimationStack
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// * aiNodeAnim - defines all animation for one aiNode
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// * aiVectorKey/aiQuatKey - define the keyframe data for T/R/S
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//
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// assimp has no equivalent for AnimationLayer,
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// and these are flattened on FBX import.
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// we can assume there will be one per AnimationStack.
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//
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// the aiNodeAnim contains all animation data for a single aiNode,
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// which will correspond to three AnimationCurveNode's:
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// one each for translation, rotation and scale.
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// The data for each of these will be put in 9 AnimationCurve's,
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// T.X, T.Y, T.Z, R.X, R.Y, R.Z, etc.
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// AnimationStack / aiAnimation
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std::vector<int64_t> animation_stack_uids(mScene->mNumAnimations);
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for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
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int64_t animstack_uid = generate_uid();
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animation_stack_uids[ai] = animstack_uid;
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const aiAnimation* anim = mScene->mAnimations[ai];
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FBX::Node asnode("AnimationStack");
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std::string name = anim->mName.C_Str() + FBX::SEPARATOR + "AnimStack";
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asnode.AddProperties(animstack_uid, name, "");
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FBX::Node p("Properties70");
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p.AddP70time("LocalStart", 0);
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p.AddP70time("LocalStop", 0);
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p.AddP70time("ReferenceStart", 0);
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p.AddP70time("ReferenceStop", 0);
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asnode.AddChild(p);
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// this node absurdly always pretends it has children
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asnode.Begin(outstream);
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asnode.DumpProperties(outstream);
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asnode.EndProperties(outstream);
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asnode.DumpChildren(outstream);
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asnode.End(outstream, true);
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// note: animation stacks are not connected to anything
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}
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// AnimationLayer - one per aiAnimation
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std::vector<int64_t> animation_layer_uids(mScene->mNumAnimations);
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for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
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int64_t animlayer_uid = generate_uid();
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animation_layer_uids[ai] = animlayer_uid;
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FBX::Node alnode("AnimationLayer");
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alnode.AddProperties(animlayer_uid, FBX::SEPARATOR + "AnimLayer", "");
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// this node absurdly always pretends it has children
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alnode.Begin(outstream);
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alnode.DumpProperties(outstream);
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alnode.EndProperties(outstream);
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alnode.DumpChildren(outstream);
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alnode.End(outstream, true);
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// connect to the relevant animstack
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FBX::Node c("C");
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c.AddProperties("OO", animlayer_uid, animation_stack_uids[ai]);
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connections.push_back(c); // TODO: emplace_back
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}
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// AnimCurveNode - three per aiNodeAnim
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std::vector<std::vector<std::array<int64_t,3>>> curve_node_uids;
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for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
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const aiAnimation* anim = mScene->mAnimations[ai];
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const int64_t layer_uid = animation_layer_uids[ai];
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std::vector<std::array<int64_t,3>> nodeanim_uids;
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for (size_t nai = 0; nai < anim->mNumChannels; ++nai) {
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const aiNodeAnim* na = anim->mChannels[nai];
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// get the corresponding aiNode
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const aiNode* node = mScene->mRootNode->FindNode(na->mNodeName);
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// and its transform
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const aiMatrix4x4 node_xfm = get_world_transform(node, mScene);
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aiVector3D T, R, S;
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node_xfm.Decompose(S, R, T);
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// generate uids for all AnimationCurveNode
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std::array<int64_t,3> ids;
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ids[0] = generate_uid(); // T
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ids[1] = generate_uid(); // R
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ids[2] = generate_uid(); // S
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// translation
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FBX::Node t("AnimationCurveNode");
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t.AddProperties(ids[0], "T" + FBX::SEPARATOR + "AnimCurveNode", "");
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FBX::Node tp("Properties70");
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tp.AddP70numberA("d|X", T.x);
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tp.AddP70numberA("d|Y", T.y);
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tp.AddP70numberA("d|Z", T.z);
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t.AddChild(tp);
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t.Dump(outstream);
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// connect to layer
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FBX::Node tcl("C");
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tcl.AddProperties("OO", ids[0], layer_uid);
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connections.push_back(tcl); // TODO: emplace_back
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// connect to bone
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FBX::Node tcb("C");
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tcb.AddProperties("OP", ids[0], node_uids[node], "Lcl Translation");
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connections.push_back(tcb); // TODO: emplace_back
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// rotation
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FBX::Node r("AnimationCurveNode");
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r.AddProperties(ids[1], "R" + FBX::SEPARATOR + "AnimCurveNode", "");
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FBX::Node rp("Properties70");
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rp.AddP70numberA("d|X", DEG*R.x);
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rp.AddP70numberA("d|Y", DEG*R.y);
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rp.AddP70numberA("d|Z", DEG*R.z);
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r.AddChild(rp);
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r.Dump(outstream);
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// connect to layer
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FBX::Node rcl("C");
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rcl.AddProperties("OO", ids[1], layer_uid);
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connections.push_back(rcl); // TODO: emplace_back
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// connect to bone
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FBX::Node rcb("C");
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rcb.AddProperties("OP", ids[1], node_uids[node], "Lcl Rotation");
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connections.push_back(rcb); // TODO: emplace_back
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// scale
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FBX::Node s("AnimationCurveNode");
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s.AddProperties(ids[2], "S" + FBX::SEPARATOR + "AnimCurveNode", "");
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FBX::Node sp("Properties70");
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sp.AddP70numberA("d|X", S.x);
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sp.AddP70numberA("d|Y", S.y);
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sp.AddP70numberA("d|Z", S.z);
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s.AddChild(sp);
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s.Dump(outstream);
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// connect to layer
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FBX::Node scl("C");
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scl.AddProperties("OO", ids[2], layer_uid);
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connections.push_back(scl); // TODO: emplace_back
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// connect to bone
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FBX::Node scb("C");
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scb.AddProperties("OP", ids[2], node_uids[node], "Lcl Scaling");
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connections.push_back(scb); // TODO: emplace_back
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nodeanim_uids.push_back(ids);
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}
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curve_node_uids.push_back(nodeanim_uids);
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}
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// AnimCurve - defines actual keyframe data.
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// there's a separate curve for every component of every vector,
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// for example a transform curvenode will have separate X/Y/Z AnimCurve's
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for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
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const aiAnimation* anim = mScene->mAnimations[ai];
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for (size_t nai = 0; nai < anim->mNumChannels; ++nai) {
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const aiNodeAnim* na = anim->mChannels[nai];
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// get the corresponding aiNode
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const aiNode* node = mScene->mRootNode->FindNode(na->mNodeName);
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// and its transform
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const aiMatrix4x4 node_xfm = get_world_transform(node, mScene);
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aiVector3D T, R, S;
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node_xfm.Decompose(S, R, T);
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const std::array<int64_t,3>& ids = curve_node_uids[ai][nai];
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int64_t curve_uid;
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std::vector<int64_t> times;
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std::vector<float> values;
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// TODO: compress code (it's a bit annoying)
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// translation x
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FBX::Node tx("AnimationCurve");
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curve_uid = generate_uid();
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tx.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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tx.AddChild("Default", double(T.x)); // default value
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tx.AddChild("KeyVer", int32_t(4009));
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times.clear();
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values.clear();
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for (size_t pki = 0; pki < na->mNumPositionKeys; ++pki) {
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const aiVectorKey& k = na->mPositionKeys[pki];
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times.push_back(to_ktime(k.mTime, anim));
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values.push_back(k.mValue.x);
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}
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tx.AddChild("KeyTime", times);
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tx.AddChild("KeyValueFloat", values);
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// TODO: keyframe flags (STUB for now)
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tx.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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tx.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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tx.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
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tx.Dump(outstream);
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FBX::Node txc("C");
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txc.AddProperties("OP", curve_uid, ids[0], "d|X");
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connections.push_back(txc); // TODO: emplace_back
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// translation y
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FBX::Node ty("AnimationCurve");
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curve_uid = generate_uid();
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ty.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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ty.AddChild("Default", double(T.y)); // default value
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ty.AddChild("KeyVer", int32_t(4009));
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times.clear();
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values.clear();
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for (size_t pki = 0; pki < na->mNumPositionKeys; ++pki) {
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const aiVectorKey& k = na->mPositionKeys[pki];
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times.push_back(to_ktime(k.mTime, anim));
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values.push_back(k.mValue.y);
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}
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ty.AddChild("KeyTime", times);
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ty.AddChild("KeyValueFloat", values);
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// TODO: keyframe flags (STUB for now)
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ty.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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ty.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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ty.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
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ty.Dump(outstream);
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FBX::Node tyc("C");
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tyc.AddProperties("OP", curve_uid, ids[0], "d|Y");
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connections.push_back(tyc); // TODO: emplace_back
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// translation z
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FBX::Node tz("AnimationCurve");
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curve_uid = generate_uid();
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tz.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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tz.AddChild("Default", double(T.z)); // default value
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tz.AddChild("KeyVer", int32_t(4009));
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times.clear();
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values.clear();
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for (size_t pki = 0; pki < na->mNumPositionKeys; ++pki) {
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const aiVectorKey& k = na->mPositionKeys[pki];
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times.push_back(to_ktime(k.mTime, anim));
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values.push_back(k.mValue.z);
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}
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tz.AddChild("KeyTime", times);
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tz.AddChild("KeyValueFloat", values);
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// TODO: keyframe flags (STUB for now)
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tz.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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tz.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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tz.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
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tz.Dump(outstream);
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FBX::Node tzc("C");
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tzc.AddProperties("OP", curve_uid, ids[0], "d|Z");
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connections.push_back(tzc); // TODO: emplace_back
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// rotation x
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FBX::Node rx("AnimationCurve");
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curve_uid = generate_uid();
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rx.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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rx.AddChild("Default", double(R.x)); // default value
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rx.AddChild("KeyVer", int32_t(4009));
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times.clear();
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values.clear();
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for (size_t pki = 0; pki < na->mNumRotationKeys; ++pki) {
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const aiQuatKey& k = na->mRotationKeys[pki];
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times.push_back(to_ktime(k.mTime, anim));
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// there must be a better way...
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aiMatrix4x4 m(k.mValue.GetMatrix());
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aiVector3D qs, qr, qt;
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m.Decompose(qs, qr, qt);
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qr *= DEG;
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values.push_back(qr.x);
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}
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rx.AddChild("KeyTime", times);
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rx.AddChild("KeyValueFloat", values);
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// TODO: keyframe flags (STUB for now)
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rx.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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rx.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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rx.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
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rx.Dump(outstream);
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FBX::Node rxc("C");
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rxc.AddProperties("OP", curve_uid, ids[1], "d|X");
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connections.push_back(rxc); // TODO: emplace_back
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// rotation y
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FBX::Node ry("AnimationCurve");
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curve_uid = generate_uid();
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ry.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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ry.AddChild("Default", double(R.y)); // default value
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ry.AddChild("KeyVer", int32_t(4009));
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times.clear();
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values.clear();
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for (size_t pki = 0; pki < na->mNumRotationKeys; ++pki) {
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const aiQuatKey& k = na->mRotationKeys[pki];
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times.push_back(to_ktime(k.mTime, anim));
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// there must be a better way...
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aiMatrix4x4 m(k.mValue.GetMatrix());
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aiVector3D qs, qr, qt;
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m.Decompose(qs, qr, qt);
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qr *= DEG;
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values.push_back(qr.y);
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}
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ry.AddChild("KeyTime", times);
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ry.AddChild("KeyValueFloat", values);
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// TODO: keyframe flags (STUB for now)
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ry.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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ry.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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ry.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
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ry.Dump(outstream);
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FBX::Node ryc("C");
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ryc.AddProperties("OP", curve_uid, ids[1], "d|Y");
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connections.push_back(ryc); // TODO: emplace_back
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// rotation z
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FBX::Node rz("AnimationCurve");
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curve_uid = generate_uid();
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rz.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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rz.AddChild("Default", double(R.z)); // default value
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rz.AddChild("KeyVer", int32_t(4009));
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times.clear();
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values.clear();
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for (size_t pki = 0; pki < na->mNumRotationKeys; ++pki) {
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const aiQuatKey& k = na->mRotationKeys[pki];
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times.push_back(to_ktime(k.mTime, anim));
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// there must be a better way...
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aiMatrix4x4 m(k.mValue.GetMatrix());
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aiVector3D qs, qr, qt;
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m.Decompose(qs, qr, qt);
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qr *= DEG;
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values.push_back(qr.z);
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}
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rz.AddChild("KeyTime", times);
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rz.AddChild("KeyValueFloat", values);
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// TODO: keyframe flags (STUB for now)
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rz.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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||||
rz.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
||||
rz.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
|
||||
rz.Dump(outstream);
|
||||
FBX::Node rzc("C");
|
||||
rzc.AddProperties("OP", curve_uid, ids[1], "d|Z");
|
||||
connections.push_back(rzc); // TODO: emplace_back
|
||||
|
||||
// scale x
|
||||
FBX::Node sx("AnimationCurve");
|
||||
curve_uid = generate_uid();
|
||||
sx.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
|
||||
sx.AddChild("Default", double(S.x)); // default value
|
||||
sx.AddChild("KeyVer", int32_t(4009));
|
||||
times.clear();
|
||||
values.clear();
|
||||
for (size_t pki = 0; pki < na->mNumScalingKeys; ++pki) {
|
||||
const aiVectorKey& k = na->mScalingKeys[pki];
|
||||
times.push_back(to_ktime(k.mTime, anim));
|
||||
values.push_back(k.mValue.x);
|
||||
}
|
||||
sx.AddChild("KeyTime", times);
|
||||
sx.AddChild("KeyValueFloat", values);
|
||||
// TODO: keyframe flags (STUB for now)
|
||||
sx.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
|
||||
sx.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
||||
sx.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
|
||||
sx.Dump(outstream);
|
||||
FBX::Node sxc("C");
|
||||
sxc.AddProperties("OP", curve_uid, ids[2], "d|X");
|
||||
connections.push_back(sxc); // TODO: emplace_back
|
||||
|
||||
// scale y
|
||||
FBX::Node sy("AnimationCurve");
|
||||
curve_uid = generate_uid();
|
||||
sy.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
|
||||
sy.AddChild("Default", double(S.y)); // default value
|
||||
sy.AddChild("KeyVer", int32_t(4009));
|
||||
times.clear();
|
||||
values.clear();
|
||||
for (size_t pki = 0; pki < na->mNumScalingKeys; ++pki) {
|
||||
const aiVectorKey& k = na->mScalingKeys[pki];
|
||||
times.push_back(to_ktime(k.mTime, anim));
|
||||
values.push_back(k.mValue.y);
|
||||
}
|
||||
sy.AddChild("KeyTime", times);
|
||||
sy.AddChild("KeyValueFloat", values);
|
||||
// TODO: keyframe flags (STUB for now)
|
||||
sy.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
|
||||
sy.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
||||
sy.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
|
||||
sy.Dump(outstream);
|
||||
FBX::Node syc("C");
|
||||
syc.AddProperties("OP", curve_uid, ids[2], "d|Y");
|
||||
connections.push_back(syc); // TODO: emplace_back
|
||||
|
||||
// scale z
|
||||
FBX::Node sz("AnimationCurve");
|
||||
curve_uid = generate_uid();
|
||||
sz.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
|
||||
sz.AddChild("Default", double(S.z)); // default value
|
||||
sz.AddChild("KeyVer", int32_t(4009));
|
||||
times.clear();
|
||||
values.clear();
|
||||
for (size_t pki = 0; pki < na->mNumScalingKeys; ++pki) {
|
||||
const aiVectorKey& k = na->mScalingKeys[pki];
|
||||
times.push_back(to_ktime(k.mTime, anim));
|
||||
values.push_back(k.mValue.z);
|
||||
}
|
||||
sz.AddChild("KeyTime", times);
|
||||
sz.AddChild("KeyValueFloat", values);
|
||||
// TODO: keyframe flags (STUB for now)
|
||||
sz.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
|
||||
sz.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
||||
sz.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
|
||||
sz.Dump(outstream);
|
||||
FBX::Node szc("C");
|
||||
szc.AddProperties("OP", curve_uid, ids[2], "d|Z");
|
||||
connections.push_back(szc); // TODO: emplace_back
|
||||
}
|
||||
}
|
||||
|
||||
object_node.End(outstream, true);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue