Merge pull request #2638 from RumbleballTheReal/master

Added VertexColor to FBX exporter (one channel)
pull/2639/head^2
Kim Kulling 2019-09-07 21:00:28 +02:00 committed by GitHub
commit a835afeb2b
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1 changed files with 50 additions and 0 deletions

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@ -1134,6 +1134,51 @@ void FBXExporter::WriteObjects ()
normals.End(outstream, binary, indent, true);
}
// colors, if any
// TODO only one color channel currently
const int32_t colorChannelIndex = 0;
if (m->HasVertexColors(colorChannelIndex)) {
FBX::Node vertexcolors("LayerElementColor", int32_t(colorChannelIndex));
vertexcolors.Begin(outstream, binary, indent);
vertexcolors.DumpProperties(outstream, binary, indent);
vertexcolors.EndProperties(outstream, binary, indent);
vertexcolors.BeginChildren(outstream, binary, indent);
indent = 3;
FBX::Node::WritePropertyNode(
"Version", int32_t(101), outstream, binary, indent
);
char layerName[8];
sprintf(layerName, "COLOR_%d", colorChannelIndex);
FBX::Node::WritePropertyNode(
"Name", (const char*)layerName, outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"MappingInformationType", "ByPolygonVertex",
outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"ReferenceInformationType", "Direct",
outstream, binary, indent
);
std::vector<double> color_data;
color_data.reserve(4 * polygon_data.size());
for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
const aiFace &f = m->mFaces[fi];
for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
const aiColor4D &c = m->mColors[colorChannelIndex][f.mIndices[pvi]];
color_data.push_back(c.r);
color_data.push_back(c.g);
color_data.push_back(c.b);
color_data.push_back(c.a);
}
}
FBX::Node::WritePropertyNode(
"Colors", color_data, outstream, binary, indent
);
indent = 2;
vertexcolors.End(outstream, binary, indent, true);
}
// uvs, if any
for (size_t uvi = 0; uvi < m->GetNumUVChannels(); ++uvi) {
if (m->mNumUVComponents[uvi] > 2) {
@ -1227,6 +1272,11 @@ void FBXExporter::WriteObjects ()
le.AddChild("Type", "LayerElementNormal");
le.AddChild("TypedIndex", int32_t(0));
layer.AddChild(le);
// TODO only 1 color channel currently
le = FBX::Node("LayerElement");
le.AddChild("Type", "LayerElementColor");
le.AddChild("TypedIndex", int32_t(0));
layer.AddChild(le);
le = FBX::Node("LayerElement");
le.AddChild("Type", "LayerElementMaterial");
le.AddChild("TypedIndex", int32_t(0));