Merge pull request #3918 from Nodrev/fbx-lights-export

Adding basic support for lights in FBX exporter
pull/3938/head^2
Kim Kulling 2021-06-14 14:46:36 +02:00 committed by GitHub
commit a0388b1727
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2 changed files with 74 additions and 5 deletions

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