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@ -63,6 +63,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <ctime> // localtime, tm_*
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#include <map>
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#include <set>
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#include <vector>
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#include <array>
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#include <unordered_set>
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#include <iostream> // endl
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@ -525,8 +527,9 @@ 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 +547,11 @@ 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 +827,7 @@ 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 +840,15 @@ 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 +926,12 @@ 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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@ -943,7 +964,7 @@ void FBXExporter::WriteObjects ()
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std::vector<int32_t> vertex_indices;
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// map of vertex value to its index in the data vector
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std::map<aiVector3D,size_t> index_by_vertex_value;
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int32_t index = 0;
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int32_t index = 0;
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for (size_t vi = 0; vi < m->mNumVertices; ++vi) {
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aiVector3D vtx = m->mVertices[vi];
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auto elem = index_by_vertex_value.find(vtx);
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@ -1052,7 +1073,7 @@ void FBXExporter::WriteObjects ()
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std::vector<double> uv_data;
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std::vector<int32_t> uv_indices;
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std::map<aiVector3D,int32_t> index_by_uv;
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int32_t index = 0;
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int32_t index = 0;
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for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
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const aiFace &f = m->mFaces[fi];
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for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
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@ -1849,6 +1870,193 @@ 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); // assimp doesn't store this
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p.AddP70time("LocalStop", to_ktime(anim->mDuration, anim));
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p.AddP70time("ReferenceStart", 0);
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p.AddP70time("ReferenceStop", to_ktime(anim->mDuration, anim));
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asnode.AddChild(p);
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// this node absurdly always pretends it has children
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// (in this case it does, but just in case...)
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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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// AnimationCurveNode uids
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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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WriteAnimationCurveNode(outstream,
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ids[0], "T", T, "Lcl Translation",
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layer_uid, node_uids[node]
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);
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// rotation
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WriteAnimationCurveNode(outstream,
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ids[1], "R", R, "Lcl Rotation",
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layer_uid, node_uids[node]
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);
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// scale
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WriteAnimationCurveNode(outstream,
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ids[2], "S", S, "Lcl Scale",
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layer_uid, node_uids[node]
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);
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// store the uids for later use
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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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std::vector<int64_t> times;
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std::vector<float> xval, yval, zval;
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// position/translation
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for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) {
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const aiVectorKey& k = na->mPositionKeys[ki];
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times.push_back(to_ktime(k.mTime, anim));
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xval.push_back(k.mValue.x);
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yval.push_back(k.mValue.y);
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zval.push_back(k.mValue.z);
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}
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// one curve each for X, Y, Z
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WriteAnimationCurve(outstream, T.x, times, xval, ids[0], "d|X");
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WriteAnimationCurve(outstream, T.y, times, yval, ids[0], "d|Y");
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WriteAnimationCurve(outstream, T.z, times, zval, ids[0], "d|Z");
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// rotation
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times.clear(); xval.clear(); yval.clear(); zval.clear();
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for (size_t ki = 0; ki < na->mNumRotationKeys; ++ki) {
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const aiQuatKey& k = na->mRotationKeys[ki];
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times.push_back(to_ktime(k.mTime, anim));
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// TODO: aiQuaternion method to convert to Euler...
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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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xval.push_back(qr.x);
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yval.push_back(qr.y);
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zval.push_back(qr.z);
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}
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WriteAnimationCurve(outstream, R.x, times, xval, ids[1], "d|X");
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WriteAnimationCurve(outstream, R.y, times, yval, ids[1], "d|Y");
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WriteAnimationCurve(outstream, R.z, times, zval, ids[1], "d|Z");
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// scaling/scale
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times.clear(); xval.clear(); yval.clear(); zval.clear();
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for (size_t ki = 0; ki < na->mNumScalingKeys; ++ki) {
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const aiVectorKey& k = na->mScalingKeys[ki];
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times.push_back(to_ktime(k.mTime, anim));
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xval.push_back(k.mValue.x);
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yval.push_back(k.mValue.y);
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zval.push_back(k.mValue.z);
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}
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WriteAnimationCurve(outstream, S.x, times, xval, ids[2], "d|X");
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WriteAnimationCurve(outstream, S.y, times, yval, ids[2], "d|Y");
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WriteAnimationCurve(outstream, S.z, times, zval, ids[2], "d|Z");
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}
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}
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object_node.End(outstream, true);
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}
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@ -2119,6 +2327,65 @@ void FBXExporter::WriteModelNodes(
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}
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}
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void FBXExporter::WriteAnimationCurveNode(
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StreamWriterLE& outstream,
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int64_t uid,
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std::string name, // "T", "R", or "S"
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aiVector3D default_value,
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std::string property_name, // "Lcl Translation" etc
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int64_t layer_uid,
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int64_t node_uid
|
|
|
|
|
) {
|
|
|
|
|
FBX::Node n("AnimationCurveNode");
|
|
|
|
|
n.AddProperties(uid, name + FBX::SEPARATOR + "AnimCurveNode", "");
|
|
|
|
|
FBX::Node p("Properties70");
|
|
|
|
|
p.AddP70numberA("d|X", default_value.x);
|
|
|
|
|
p.AddP70numberA("d|Y", default_value.y);
|
|
|
|
|
p.AddP70numberA("d|Z", default_value.z);
|
|
|
|
|
n.AddChild(p);
|
|
|
|
|
n.Dump(outstream);
|
|
|
|
|
// connect to layer
|
|
|
|
|
FBX::Node cl("C");
|
|
|
|
|
cl.AddProperties("OO", uid, layer_uid);
|
|
|
|
|
this->connections.push_back(cl); // TODO: emplace_back
|
|
|
|
|
// connect to bone
|
|
|
|
|
FBX::Node cb("C");
|
|
|
|
|
cb.AddProperties("OP", uid, node_uid, property_name);
|
|
|
|
|
this->connections.push_back(cb); // TODO: emplace_back
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void FBXExporter::WriteAnimationCurve(
|
|
|
|
|
StreamWriterLE& outstream,
|
|
|
|
|
double default_value,
|
|
|
|
|
const std::vector<int64_t>& times,
|
|
|
|
|
const std::vector<float>& values,
|
|
|
|
|
int64_t curvenode_uid,
|
|
|
|
|
const std::string& property_link // "d|X", "d|Y", etc
|
|
|
|
|
) {
|
|
|
|
|
FBX::Node n("AnimationCurve");
|
|
|
|
|
int64_t curve_uid = generate_uid();
|
|
|
|
|
n.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
|
|
|
|
|
n.AddChild("Default", default_value);
|
|
|
|
|
n.AddChild("KeyVer", int32_t(4009));
|
|
|
|
|
n.AddChild("KeyTime", times);
|
|
|
|
|
n.AddChild("KeyValueFloat", values);
|
|
|
|
|
// TODO: keyattr flags and data (STUB for now)
|
|
|
|
|
n.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
|
|
|
|
|
n.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
|
|
|
|
ai_assert(times.size() <= std::numeric_limits<int32_t>::max());
|
|
|
|
|
n.AddChild(
|
|
|
|
|
"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
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void FBXExporter::WriteConnections ()
|
|
|
|
|
{
|
|
|
|
|
// we should have completed the connection graph already,
|
|
|
|
|