From 3d0775eebc0f2a86b87752385782e9b90c83279f Mon Sep 17 00:00:00 2001 From: ywang Date: Mon, 12 Aug 2019 18:10:43 -0700 Subject: [PATCH] respect export flag if aiJoinIdenticalVertices is not needed --- code/Common/Exporter.cpp | 5 ++- code/FBX/FBXExporter.cpp | 68 +++++++++++++++++++--------------------- 2 files changed, 37 insertions(+), 36 deletions(-) diff --git a/code/Common/Exporter.cpp b/code/Common/Exporter.cpp index 090b561ae..88bd9916f 100644 --- a/code/Common/Exporter.cpp +++ b/code/Common/Exporter.cpp @@ -472,7 +472,10 @@ aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const c } ExportProperties emptyProperties; // Never pass NULL ExportProperties so Exporters don't have to worry. - exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProperties ? pProperties : &emptyProperties); + ExportProperties* pProp = pProperties ? (ExportProperties*)pProperties : &emptyProperties; + pProp->SetPropertyBool("bJoinIdenticalVertices", must_join_again); + exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProp); + exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProp); pimpl->mProgressHandler->UpdateFileWrite(4, 4); } catch (DeadlyExportError& err) { diff --git a/code/FBX/FBXExporter.cpp b/code/FBX/FBXExporter.cpp index 8ebc8555a..0722a0fba 100644 --- a/code/FBX/FBXExporter.cpp +++ b/code/FBX/FBXExporter.cpp @@ -67,6 +67,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include #include +#include // RESOURCES: // https://code.blender.org/2013/08/fbx-binary-file-format-specification/ @@ -1005,6 +1006,9 @@ void FBXExporter::WriteObjects () object_node.EndProperties(outstream, binary, indent); object_node.BeginChildren(outstream, binary, indent); + bool bJoinIdenticalVertices = mProperties->GetPropertyBool("bJoinIdenticalVertices", true); + std::vector> vVertexIndice;//save vertex_indices as it is needed later + // geometry (aiMesh) mesh_uids.clear(); indent = 1; @@ -1031,21 +1035,35 @@ void FBXExporter::WriteObjects () std::vector vertex_indices; // map of vertex value to its index in the data vector std::map index_by_vertex_value; - int32_t index = 0; - for (size_t vi = 0; vi < m->mNumVertices; ++vi) { - aiVector3D vtx = m->mVertices[vi]; - auto elem = index_by_vertex_value.find(vtx); - if (elem == index_by_vertex_value.end()) { - vertex_indices.push_back(index); - index_by_vertex_value[vtx] = index; - flattened_vertices.push_back(vtx[0]); - flattened_vertices.push_back(vtx[1]); - flattened_vertices.push_back(vtx[2]); - ++index; - } else { - vertex_indices.push_back(int32_t(elem->second)); + if(bJoinIdenticalVertices){ + int32_t index = 0; + for (size_t vi = 0; vi < m->mNumVertices; ++vi) { + aiVector3D vtx = m->mVertices[vi]; + auto elem = index_by_vertex_value.find(vtx); + if (elem == index_by_vertex_value.end()) { + vertex_indices.push_back(index); + index_by_vertex_value[vtx] = index; + flattened_vertices.push_back(vtx[0]); + flattened_vertices.push_back(vtx[1]); + flattened_vertices.push_back(vtx[2]); + ++index; + } else { + vertex_indices.push_back(int32_t(elem->second)); + } } } + else { // do not join vertex, respect the export flag + vertex_indices.resize(m->mNumVertices); + std::iota(vertex_indices.begin(), vertex_indices.end(), 0); + for(unsigned int v = 0; v < m->mNumVertices; ++ v) { + aiVector3D vtx = m->mVertices[v]; + flattened_vertices.push_back(vtx.x); + flattened_vertices.push_back(vtx.y); + flattened_vertices.push_back(vtx.z); + } + } + vVertexIndice.push_back(vertex_indices); + FBX::Node::WritePropertyNode( "Vertices", flattened_vertices, outstream, binary, indent ); @@ -1748,28 +1766,8 @@ void FBXExporter::WriteObjects () // connect it 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" - // between assimp and our output FBX. - // this code is cut-and-pasted from the geometry section above... - // ideally this should not be so. - // --- - // index of original vertex in vertex data vector - std::vector vertex_indices; - // map of vertex value to its index in the data vector - std::map index_by_vertex_value; - int32_t index = 0; - for (size_t vi = 0; vi < m->mNumVertices; ++vi) { - aiVector3D vtx = m->mVertices[vi]; - auto elem = index_by_vertex_value.find(vtx); - if (elem == index_by_vertex_value.end()) { - vertex_indices.push_back(index); - index_by_vertex_value[vtx] = index; - ++index; - } else { - vertex_indices.push_back(int32_t(elem->second)); - } - } + //computed before + std::vector& vertex_indices = vVertexIndice[mi]; // TODO, FIXME: this won't work if anything is not in the bind pose. // for now if such a situation is detected, we throw an exception.