Merge branch 'master' into Fix_SceneCombiner_Texture_Reindexing
commit
9a851cac7b
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@ -2203,7 +2203,65 @@ void FBXExporter::WriteObjects ()
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bpnode.Dump(outstream, binary, indent);
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}*/
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// TODO: cameras, lights
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// lights
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indent = 1;
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lights_uids.clear();
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for (size_t li = 0; li < mScene->mNumLights; ++li) {
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aiLight* l = mScene->mLights[li];
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int64_t uid = generate_uid();
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const std::string lightNodeAttributeName = l->mName.C_Str() + FBX::SEPARATOR + "NodeAttribute";
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FBX::Node lna("NodeAttribute");
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lna.AddProperties(uid, lightNodeAttributeName, "Light");
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FBX::Node lnap("Properties70");
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// Light color.
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lnap.AddP70colorA("Color", l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b);
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// TODO Assimp light description is quite concise and do not handle light intensity.
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// Default value to 1000W.
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lnap.AddP70numberA("Intensity", 1000);
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// FBXLight::EType conversion
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switch (l->mType) {
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case aiLightSource_POINT:
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lnap.AddP70enum("LightType", 0);
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break;
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case aiLightSource_DIRECTIONAL:
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lnap.AddP70enum("LightType", 1);
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break;
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case aiLightSource_SPOT:
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lnap.AddP70enum("LightType", 2);
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lnap.AddP70numberA("InnerAngle", AI_RAD_TO_DEG(l->mAngleInnerCone));
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lnap.AddP70numberA("OuterAngle", AI_RAD_TO_DEG(l->mAngleOuterCone));
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break;
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// TODO Assimp do not handle 'area' nor 'volume' lights, but FBX does.
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/*case aiLightSource_AREA:
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lnap.AddP70enum("LightType", 3);
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lnap.AddP70enum("AreaLightShape", 0); // 0=Rectangle, 1=Sphere
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break;
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case aiLightSource_VOLUME:
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lnap.AddP70enum("LightType", 4);
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break;*/
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default:
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break;
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}
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// Did not understood how to configure the decay so disabling attenuation.
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lnap.AddP70enum("DecayType", 0);
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// Dump to FBX stream
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lna.AddChild(lnap);
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lna.AddChild("TypeFlags", FBX::FBXExportProperty("Light"));
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lna.AddChild("GeometryVersion", FBX::FBXExportProperty(int32_t(124)));
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lna.Dump(outstream, binary, indent);
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// Store name and uid (will be used later when parsing scene nodes)
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lights_uids[l->mName.C_Str()] = uid;
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}
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// TODO: cameras
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// write nodes (i.e. model hierarchy)
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// start at root node
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@ -2607,10 +2665,19 @@ void FBXExporter::WriteModelNodes(
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// and connect them
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connections.emplace_back("C", "OO", node_attribute_uid, node_uid);
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} else {
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// generate a null node so we can add children to it
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WriteModelNode(
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outstream, binary, node, node_uid, "Null", transform_chain
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);
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const auto& lightIt = lights_uids.find(node->mName.C_Str());
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if(lightIt != lights_uids.end()) {
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// Node has a light connected to it.
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WriteModelNode(
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outstream, binary, node, node_uid, "Light", transform_chain
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);
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connections.emplace_back("C", "OO", lightIt->second, node_uid);
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} else {
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// generate a null node so we can add children to it
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WriteModelNode(
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outstream, binary, node, node_uid, "Null", transform_chain
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);
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}
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}
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// if more than one child mesh, make nodes for each mesh
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@ -63,6 +63,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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struct aiScene;
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struct aiNode;
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struct aiLight;
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//struct aiMaterial;
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namespace Assimp
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@ -95,6 +96,7 @@ namespace Assimp
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std::vector<int64_t> mesh_uids;
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std::vector<int64_t> material_uids;
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std::map<const aiNode*,int64_t> node_uids;
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std::map<std::string,int64_t> lights_uids;
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// this crude unique-ID system is actually fine
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int64_t last_uid = 999999;
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