commit
c7a683ddaf
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@ -98,7 +98,7 @@ void ExportSceneAssbin(const char*, IOSystem*, const aiScene*, const ExportPrope
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void ExportSceneAssxml(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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//void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
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// ------------------------------------------------------------------------------------------------
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@ -173,7 +173,7 @@ Exporter::ExportFormatEntry gExporters[] =
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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Exporter::ExportFormatEntry( "fbx", "Autodesk FBX (binary)", "fbx", &ExportSceneFBX, 0 ),
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//Exporter::ExportFormatEntry( "fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0 ),
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Exporter::ExportFormatEntry( "fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0 ),
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#endif
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#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
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@ -45,9 +45,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "FBXCommon.h"
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/Exceptional.h> // DeadlyExportError
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#include <assimp/ai_assert.h>
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#include <assimp/StringUtils.h> // ai_snprintf
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#include <string>
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#include <ostream>
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#include <sstream> // ostringstream
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#include <memory> // shared_ptr
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// AddP70<type> helpers... there's no usable pattern here,
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@ -145,33 +149,174 @@ void FBX::Node::AddP70time(
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}
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// public member functions for writing nodes to stream
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void FBX::Node::Dump(
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std::shared_ptr<Assimp::IOStream> outfile,
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bool binary, int indent
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) {
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if (binary) {
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Assimp::StreamWriterLE outstream(outfile);
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DumpBinary(outstream);
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} else {
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std::ostringstream ss;
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DumpAscii(ss, indent);
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std::string s = ss.str();
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outfile->Write(s.c_str(), s.size(), 1);
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}
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}
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void FBX::Node::Dump(
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Assimp::StreamWriterLE &outstream,
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bool binary, int indent
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) {
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if (binary) {
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DumpBinary(outstream);
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} else {
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std::ostringstream ss;
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DumpAscii(ss, indent);
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outstream.PutString(ss.str());
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}
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}
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// public member functions for low-level writing
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void FBX::Node::Begin(
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Assimp::StreamWriterLE &s,
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bool binary, int indent
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) {
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if (binary) {
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BeginBinary(s);
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} else {
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// assume we're at the correct place to start already
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(void)indent;
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std::ostringstream ss;
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BeginAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::DumpProperties(
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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) {
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if (binary) {
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DumpPropertiesBinary(s);
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} else {
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std::ostringstream ss;
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DumpPropertiesAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::EndProperties(
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Assimp::StreamWriterLE &s,
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bool binary, int indent
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) {
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EndProperties(s, binary, indent, properties.size());
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}
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void FBX::Node::EndProperties(
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Assimp::StreamWriterLE &s,
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bool binary, int indent,
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size_t num_properties
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) {
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if (binary) {
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EndPropertiesBinary(s, num_properties);
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} else {
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// nothing to do
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(void)indent;
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}
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}
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void FBX::Node::BeginChildren(
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Assimp::StreamWriterLE &s,
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bool binary, int indent
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) {
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if (binary) {
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// nothing to do
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} else {
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std::ostringstream ss;
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BeginChildrenAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::DumpChildren(
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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) {
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if (binary) {
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DumpChildrenBinary(s);
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} else {
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std::ostringstream ss;
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DumpChildrenAscii(ss, indent);
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s.PutString(ss.str());
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}
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}
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void FBX::Node::End(
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Assimp::StreamWriterLE &s,
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bool binary, int indent,
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bool has_children
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) {
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if (binary) {
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EndBinary(s, has_children);
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} else {
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std::ostringstream ss;
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EndAscii(ss, indent, has_children);
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s.PutString(ss.str());
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}
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}
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// public member functions for writing to binary fbx
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void FBX::Node::Dump(std::shared_ptr<Assimp::IOStream> outfile)
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{
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Assimp::StreamWriterLE outstream(outfile);
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Dump(outstream);
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}
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void FBX::Node::Dump(Assimp::StreamWriterLE &s)
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void FBX::Node::DumpBinary(Assimp::StreamWriterLE &s)
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{
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// write header section (with placeholders for some things)
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Begin(s);
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BeginBinary(s);
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// write properties
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DumpProperties(s);
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DumpPropertiesBinary(s);
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// go back and fill in property related placeholders
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EndProperties(s, properties.size());
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EndPropertiesBinary(s, properties.size());
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// write children
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DumpChildren(s);
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DumpChildrenBinary(s);
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// finish, filling in end offset placeholder
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End(s, !children.empty());
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EndBinary(s, force_has_children || !children.empty());
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}
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void FBX::Node::Begin(Assimp::StreamWriterLE &s)
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// public member functions for writing to ascii fbx
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void FBX::Node::DumpAscii(std::ostream &s, int indent)
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{
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// write name
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BeginAscii(s, indent);
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// write properties
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DumpPropertiesAscii(s, indent);
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if (force_has_children || !children.empty()) {
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// begin children (with a '{')
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BeginChildrenAscii(s, indent + 1);
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// write children
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DumpChildrenAscii(s, indent + 1);
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}
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// finish (also closing the children bracket '}')
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EndAscii(s, indent, force_has_children || !children.empty());
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}
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// private member functions for low-level writing to fbx
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void FBX::Node::BeginBinary(Assimp::StreamWriterLE &s)
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{
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// remember start pos so we can come back and write the end pos
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this->start_pos = s.Tell();
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@ -189,26 +334,14 @@ void FBX::Node::Begin(Assimp::StreamWriterLE &s)
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this->property_start = s.Tell();
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}
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void FBX::Node::DumpProperties(Assimp::StreamWriterLE& s)
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void FBX::Node::DumpPropertiesBinary(Assimp::StreamWriterLE& s)
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{
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for (auto &p : properties) {
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p.Dump(s);
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p.DumpBinary(s);
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}
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}
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void FBX::Node::DumpChildren(Assimp::StreamWriterLE& s)
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{
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for (FBX::Node& child : children) {
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child.Dump(s);
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}
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}
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void FBX::Node::EndProperties(Assimp::StreamWriterLE &s)
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{
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EndProperties(s, properties.size());
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}
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void FBX::Node::EndProperties(
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void FBX::Node::EndPropertiesBinary(
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Assimp::StreamWriterLE &s,
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size_t num_properties
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) {
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@ -222,7 +355,14 @@ void FBX::Node::EndProperties(
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s.Seek(pos);
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}
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void FBX::Node::End(
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void FBX::Node::DumpChildrenBinary(Assimp::StreamWriterLE& s)
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{
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for (FBX::Node& child : children) {
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child.DumpBinary(s);
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}
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}
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void FBX::Node::EndBinary(
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Assimp::StreamWriterLE &s,
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bool has_children
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) {
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@ -237,48 +377,192 @@ void FBX::Node::End(
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}
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// static member functions
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void FBX::Node::BeginAscii(std::ostream& s, int indent)
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{
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s << '\n';
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for (int i = 0; i < indent; ++i) { s << '\t'; }
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s << name << ": ";
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}
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// convenience function to create and write a property node,
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// holding a single property which is an array of values.
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// does not copy the data, so is efficient for large arrays.
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void FBX::Node::DumpPropertiesAscii(std::ostream &s, int indent)
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{
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for (size_t i = 0; i < properties.size(); ++i) {
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if (i > 0) { s << ", "; }
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properties[i].DumpAscii(s, indent);
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}
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}
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void FBX::Node::BeginChildrenAscii(std::ostream& s, int indent)
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{
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// only call this if there are actually children
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s << " {";
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(void)indent;
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}
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void FBX::Node::DumpChildrenAscii(std::ostream& s, int indent)
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{
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// children will need a lot of padding and corralling
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if (children.size() || force_has_children) {
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for (size_t i = 0; i < children.size(); ++i) {
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// no compression in ascii files, so skip this node if it exists
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if (children[i].name == "EncryptionType") { continue; }
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// the child can dump itself
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children[i].DumpAscii(s, indent);
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}
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}
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}
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void FBX::Node::EndAscii(std::ostream& s, int indent, bool has_children)
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{
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if (!has_children) { return; } // nothing to do
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s << '\n';
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for (int i = 0; i < indent; ++i) { s << '\t'; }
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s << "}";
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}
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// private helpers for static member functions
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// ascii property node from vector of doubles
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void FBX::Node::WritePropertyNodeAscii(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s,
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int indent
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){
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char buffer[32];
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FBX::Node node(name);
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node.Begin(s, false, indent);
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std::string vsize = std::to_string(v.size());
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// *<size> {
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s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
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// indent + 1
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for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
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// a: value,value,value,...
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s.PutString("a: ");
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int count = 0;
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for (size_t i = 0; i < v.size(); ++i) {
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if (i > 0) { s.PutChar(','); }
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int len = ai_snprintf(buffer, sizeof(buffer), "%f", v[i]);
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count += len;
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if (count > 2048) { s.PutChar('\n'); count = 0; }
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if (len < 0 || len > 31) {
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// this should never happen
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throw DeadlyExportError("failed to convert double to string");
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}
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for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
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}
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// }
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s.PutChar('\n');
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for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
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s.PutChar('}'); s.PutChar(' ');
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node.End(s, false, indent, false);
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}
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// ascii property node from vector of int32_t
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void FBX::Node::WritePropertyNodeAscii(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s,
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int indent
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){
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char buffer[32];
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FBX::Node node(name);
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node.Begin(s, false, indent);
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std::string vsize = std::to_string(v.size());
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// *<size> {
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s.PutChar('*'); s.PutString(vsize); s.PutString(" {\n");
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// indent + 1
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for (int i = 0; i < indent + 1; ++i) { s.PutChar('\t'); }
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// a: value,value,value,...
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s.PutString("a: ");
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int count = 0;
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for (size_t i = 0; i < v.size(); ++i) {
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if (i > 0) { s.PutChar(','); }
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int len = ai_snprintf(buffer, sizeof(buffer), "%d", v[i]);
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count += len;
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if (count > 2048) { s.PutChar('\n'); count = 0; }
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if (len < 0 || len > 31) {
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// this should never happen
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throw DeadlyExportError("failed to convert double to string");
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}
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for (int j = 0; j < len; ++j) { s.PutChar(buffer[j]); }
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}
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// }
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s.PutChar('\n');
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for (int i = 0; i < indent; ++i) { s.PutChar('\t'); }
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s.PutChar('}'); s.PutChar(' ');
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node.End(s, false, indent, false);
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}
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// binary property node from vector of doubles
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// TODO: optional zip compression!
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void FBX::Node::WritePropertyNode(
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void FBX::Node::WritePropertyNodeBinary(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s
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){
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Node node(name);
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node.Begin(s);
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FBX::Node node(name);
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node.BeginBinary(s);
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s.PutU1('d');
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s.PutU4(uint32_t(v.size())); // number of elements
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s.PutU4(0); // no encoding (1 would be zip-compressed)
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s.PutU4(uint32_t(v.size()) * 8); // data size
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for (auto it = v.begin(); it != v.end(); ++it) { s.PutF8(*it); }
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node.EndProperties(s, 1);
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node.End(s, false);
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node.EndPropertiesBinary(s, 1);
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node.EndBinary(s, false);
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}
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// convenience function to create and write a property node,
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// holding a single property which is an array of values.
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// does not copy the data, so is efficient for large arrays.
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// binary property node from vector of int32_t
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// TODO: optional zip compression!
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void FBX::Node::WritePropertyNode(
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void FBX::Node::WritePropertyNodeBinary(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s
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){
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Node node(name);
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node.Begin(s);
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FBX::Node node(name);
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node.BeginBinary(s);
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s.PutU1('i');
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s.PutU4(uint32_t(v.size())); // number of elements
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s.PutU4(0); // no encoding (1 would be zip-compressed)
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s.PutU4(uint32_t(v.size()) * 4); // data size
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for (auto it = v.begin(); it != v.end(); ++it) { s.PutI4(*it); }
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node.EndProperties(s, 1);
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node.End(s, false);
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node.EndPropertiesBinary(s, 1);
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node.EndBinary(s, false);
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}
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// public static member functions
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// convenience function to create and write a property node,
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// holding a single property which is an array of values.
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// does not copy the data, so is efficient for large arrays.
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void FBX::Node::WritePropertyNode(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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){
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if (binary) {
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FBX::Node::WritePropertyNodeBinary(name, v, s);
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} else {
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FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
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}
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}
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// convenience function to create and write a property node,
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// holding a single property which is an array of values.
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// does not copy the data, so is efficient for large arrays.
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void FBX::Node::WritePropertyNode(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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){
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if (binary) {
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FBX::Node::WritePropertyNodeBinary(name, v, s);
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} else {
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FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
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}
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}
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#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
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#endif // ASSIMP_BUILD_NO_EXPORT
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|
|
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@ -66,14 +66,18 @@ public: // public data members
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std::vector<FBX::Property> properties; // node properties
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std::vector<FBX::Node> children; // child nodes
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// some nodes always pretend they have children...
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bool force_has_children = false;
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public: // constructors
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Node() = default;
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Node(const std::string& n) : name(n) {}
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||||
Node(const std::string& n, const FBX::Property &p)
|
||||
|
||||
// convenience template to construct with properties directly
|
||||
template <typename... More>
|
||||
Node(const std::string& n, const More... more)
|
||||
: name(n)
|
||||
{ properties.push_back(p); }
|
||||
Node(const std::string& n, const std::vector<FBX::Property> &pv)
|
||||
: name(n), properties(pv) {}
|
||||
{ AddProperties(more...); }
|
||||
|
||||
public: // functions to add properties or children
|
||||
// add a single property to the node
|
||||
|
@ -138,19 +142,48 @@ public: // support specifically for dealing with Properties70 nodes
|
|||
|
||||
public: // member functions for writing data to a file or stream
|
||||
|
||||
// write the full node as binary data to the given file or stream
|
||||
void Dump(std::shared_ptr<Assimp::IOStream> outfile);
|
||||
void Dump(Assimp::StreamWriterLE &s);
|
||||
// write the full node to the given file or stream
|
||||
void Dump(
|
||||
std::shared_ptr<Assimp::IOStream> outfile,
|
||||
bool binary, int indent
|
||||
);
|
||||
void Dump(Assimp::StreamWriterLE &s, bool binary, int indent);
|
||||
|
||||
// these other functions are for writing data piece by piece.
|
||||
// they must be used carefully.
|
||||
// for usage examples see FBXExporter.cpp.
|
||||
void Begin(Assimp::StreamWriterLE &s);
|
||||
void DumpProperties(Assimp::StreamWriterLE& s);
|
||||
void EndProperties(Assimp::StreamWriterLE &s);
|
||||
void EndProperties(Assimp::StreamWriterLE &s, size_t num_properties);
|
||||
void DumpChildren(Assimp::StreamWriterLE& s);
|
||||
void End(Assimp::StreamWriterLE &s, bool has_children);
|
||||
void Begin(Assimp::StreamWriterLE &s, bool binary, int indent);
|
||||
void DumpProperties(Assimp::StreamWriterLE& s, bool binary, int indent);
|
||||
void EndProperties(Assimp::StreamWriterLE &s, bool binary, int indent);
|
||||
void EndProperties(
|
||||
Assimp::StreamWriterLE &s, bool binary, int indent,
|
||||
size_t num_properties
|
||||
);
|
||||
void BeginChildren(Assimp::StreamWriterLE &s, bool binary, int indent);
|
||||
void DumpChildren(Assimp::StreamWriterLE& s, bool binary, int indent);
|
||||
void End(
|
||||
Assimp::StreamWriterLE &s, bool binary, int indent,
|
||||
bool has_children
|
||||
);
|
||||
|
||||
private: // internal functions used for writing
|
||||
|
||||
void DumpBinary(Assimp::StreamWriterLE &s);
|
||||
void DumpAscii(Assimp::StreamWriterLE &s, int indent);
|
||||
void DumpAscii(std::ostream &s, int indent);
|
||||
|
||||
void BeginBinary(Assimp::StreamWriterLE &s);
|
||||
void DumpPropertiesBinary(Assimp::StreamWriterLE& s);
|
||||
void EndPropertiesBinary(Assimp::StreamWriterLE &s);
|
||||
void EndPropertiesBinary(Assimp::StreamWriterLE &s, size_t num_properties);
|
||||
void DumpChildrenBinary(Assimp::StreamWriterLE& s);
|
||||
void EndBinary(Assimp::StreamWriterLE &s, bool has_children);
|
||||
|
||||
void BeginAscii(std::ostream &s, int indent);
|
||||
void DumpPropertiesAscii(std::ostream &s, int indent);
|
||||
void BeginChildrenAscii(std::ostream &s, int indent);
|
||||
void DumpChildrenAscii(std::ostream &s, int indent);
|
||||
void EndAscii(std::ostream &s, int indent, bool has_children);
|
||||
|
||||
private: // data used for binary dumps
|
||||
size_t start_pos; // starting position in stream
|
||||
|
@ -165,11 +198,12 @@ public: // static member functions
|
|||
static void WritePropertyNode(
|
||||
const std::string& name,
|
||||
const T value,
|
||||
Assimp::StreamWriterLE& s
|
||||
Assimp::StreamWriterLE& s,
|
||||
bool binary, int indent
|
||||
) {
|
||||
FBX::Property p(value);
|
||||
FBX::Node node(name, p);
|
||||
node.Dump(s);
|
||||
node.Dump(s, binary, indent);
|
||||
}
|
||||
|
||||
// convenience function to create and write a property node,
|
||||
|
@ -178,7 +212,8 @@ public: // static member functions
|
|||
static void WritePropertyNode(
|
||||
const std::string& name,
|
||||
const std::vector<double>& v,
|
||||
Assimp::StreamWriterLE& s
|
||||
Assimp::StreamWriterLE& s,
|
||||
bool binary, int indent
|
||||
);
|
||||
|
||||
// convenience function to create and write a property node,
|
||||
|
@ -187,8 +222,34 @@ public: // static member functions
|
|||
static void WritePropertyNode(
|
||||
const std::string& name,
|
||||
const std::vector<int32_t>& v,
|
||||
Assimp::StreamWriterLE& s,
|
||||
bool binary, int indent
|
||||
);
|
||||
|
||||
private: // static helper functions
|
||||
static void WritePropertyNodeAscii(
|
||||
const std::string& name,
|
||||
const std::vector<double>& v,
|
||||
Assimp::StreamWriterLE& s,
|
||||
int indent
|
||||
);
|
||||
static void WritePropertyNodeAscii(
|
||||
const std::string& name,
|
||||
const std::vector<int32_t>& v,
|
||||
Assimp::StreamWriterLE& s,
|
||||
int indent
|
||||
);
|
||||
static void WritePropertyNodeBinary(
|
||||
const std::string& name,
|
||||
const std::vector<double>& v,
|
||||
Assimp::StreamWriterLE& s
|
||||
);
|
||||
static void WritePropertyNodeBinary(
|
||||
const std::string& name,
|
||||
const std::vector<int32_t>& v,
|
||||
Assimp::StreamWriterLE& s
|
||||
);
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -48,7 +48,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <sstream> // stringstream
|
||||
#include <ostream>
|
||||
#include <locale>
|
||||
#include <sstream> // ostringstream
|
||||
|
||||
|
||||
// constructors for single element properties
|
||||
|
@ -164,18 +166,18 @@ size_t FBX::Property::size()
|
|||
}
|
||||
}
|
||||
|
||||
void FBX::Property::Dump(Assimp::StreamWriterLE &s)
|
||||
void FBX::Property::DumpBinary(Assimp::StreamWriterLE &s)
|
||||
{
|
||||
s.PutU1(type);
|
||||
uint8_t* d;
|
||||
uint8_t* d = data.data();
|
||||
size_t N;
|
||||
switch (type) {
|
||||
case 'C': s.PutU1(*(reinterpret_cast<uint8_t*>(data.data()))); return;
|
||||
case 'Y': s.PutI2(*(reinterpret_cast<int16_t*>(data.data()))); return;
|
||||
case 'I': s.PutI4(*(reinterpret_cast<int32_t*>(data.data()))); return;
|
||||
case 'F': s.PutF4(*(reinterpret_cast<float*>(data.data()))); return;
|
||||
case 'D': s.PutF8(*(reinterpret_cast<double*>(data.data()))); return;
|
||||
case 'L': s.PutI8(*(reinterpret_cast<int64_t*>(data.data()))); return;
|
||||
case 'C': s.PutU1(*(reinterpret_cast<uint8_t*>(d))); return;
|
||||
case 'Y': s.PutI2(*(reinterpret_cast<int16_t*>(d))); return;
|
||||
case 'I': s.PutI4(*(reinterpret_cast<int32_t*>(d))); return;
|
||||
case 'F': s.PutF4(*(reinterpret_cast<float*>(d))); return;
|
||||
case 'D': s.PutF8(*(reinterpret_cast<double*>(d))); return;
|
||||
case 'L': s.PutI8(*(reinterpret_cast<int64_t*>(d))); return;
|
||||
case 'S':
|
||||
case 'R':
|
||||
s.PutU4(uint32_t(data.size()));
|
||||
|
@ -187,7 +189,6 @@ void FBX::Property::Dump(Assimp::StreamWriterLE &s)
|
|||
s.PutU4(0); // no encoding (1 would be zip-compressed)
|
||||
// TODO: compress if large?
|
||||
s.PutU4(uint32_t(data.size())); // data size
|
||||
d = data.data();
|
||||
for (size_t i = 0; i < N; ++i) {
|
||||
s.PutI4((reinterpret_cast<int32_t*>(d))[i]);
|
||||
}
|
||||
|
@ -198,7 +199,6 @@ void FBX::Property::Dump(Assimp::StreamWriterLE &s)
|
|||
s.PutU4(0); // no encoding (1 would be zip-compressed)
|
||||
// TODO: compress if large?
|
||||
s.PutU4(uint32_t(data.size())); // data size
|
||||
d = data.data();
|
||||
for (size_t i = 0; i < N; ++i) {
|
||||
s.PutI8((reinterpret_cast<int64_t*>(d))[i]);
|
||||
}
|
||||
|
@ -209,7 +209,6 @@ void FBX::Property::Dump(Assimp::StreamWriterLE &s)
|
|||
s.PutU4(0); // no encoding (1 would be zip-compressed)
|
||||
// TODO: compress if large?
|
||||
s.PutU4(uint32_t(data.size())); // data size
|
||||
d = data.data();
|
||||
for (size_t i = 0; i < N; ++i) {
|
||||
s.PutF4((reinterpret_cast<float*>(d))[i]);
|
||||
}
|
||||
|
@ -220,18 +219,146 @@ void FBX::Property::Dump(Assimp::StreamWriterLE &s)
|
|||
s.PutU4(0); // no encoding (1 would be zip-compressed)
|
||||
// TODO: compress if large?
|
||||
s.PutU4(uint32_t(data.size())); // data size
|
||||
d = data.data();
|
||||
for (size_t i = 0; i < N; ++i) {
|
||||
s.PutF8((reinterpret_cast<double*>(d))[i]);
|
||||
}
|
||||
return;
|
||||
default:
|
||||
std::stringstream err;
|
||||
std::ostringstream err;
|
||||
err << "Tried to dump property with invalid type '";
|
||||
err << type << "'!";
|
||||
throw DeadlyExportError(err.str());
|
||||
}
|
||||
}
|
||||
|
||||
void FBX::Property::DumpAscii(Assimp::StreamWriterLE &outstream, int indent)
|
||||
{
|
||||
std::ostringstream ss;
|
||||
ss.imbue(std::locale::classic());
|
||||
ss.precision(15); // this seems to match official FBX SDK exports
|
||||
DumpAscii(ss, indent);
|
||||
outstream.PutString(ss.str());
|
||||
}
|
||||
|
||||
void FBX::Property::DumpAscii(std::ostream& s, int indent)
|
||||
{
|
||||
// no writing type... or anything. just shove it into the stream.
|
||||
uint8_t* d = data.data();
|
||||
size_t N;
|
||||
size_t swap = data.size();
|
||||
size_t count = 0;
|
||||
switch (type) {
|
||||
case 'C':
|
||||
if (*(reinterpret_cast<uint8_t*>(d))) { s << 'T'; }
|
||||
else { s << 'F'; }
|
||||
return;
|
||||
case 'Y': s << *(reinterpret_cast<int16_t*>(d)); return;
|
||||
case 'I': s << *(reinterpret_cast<int32_t*>(d)); return;
|
||||
case 'F': s << *(reinterpret_cast<float*>(d)); return;
|
||||
case 'D': s << *(reinterpret_cast<double*>(d)); return;
|
||||
case 'L': s << *(reinterpret_cast<int64_t*>(d)); return;
|
||||
case 'S':
|
||||
// first search to see if it has "\x00\x01" in it -
|
||||
// which separates fields which are reversed in the ascii version.
|
||||
// yeah.
|
||||
// FBX, yeah.
|
||||
for (size_t i = 0; i < data.size(); ++i) {
|
||||
if (data[i] == '\0') {
|
||||
swap = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
case 'R':
|
||||
s << '"';
|
||||
// we might as well check this now,
|
||||
// probably it will never happen
|
||||
for (size_t i = 0; i < data.size(); ++i) {
|
||||
char c = data[i];
|
||||
if (c == '"') {
|
||||
throw runtime_error("can't handle quotes in property string");
|
||||
}
|
||||
}
|
||||
// first write the SWAPPED member (if any)
|
||||
for (size_t i = swap + 2; i < data.size(); ++i) {
|
||||
char c = data[i];
|
||||
s << c;
|
||||
}
|
||||
// then a separator
|
||||
if (swap != data.size()) {
|
||||
s << "::";
|
||||
}
|
||||
// then the initial member
|
||||
for (size_t i = 0; i < swap; ++i) {
|
||||
char c = data[i];
|
||||
s << c;
|
||||
}
|
||||
s << '"';
|
||||
return;
|
||||
case 'i':
|
||||
N = data.size() / 4; // number of elements
|
||||
s << '*' << N << " {\n";
|
||||
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
|
||||
s << "a: ";
|
||||
for (size_t i = 0; i < N; ++i) {
|
||||
if (i > 0) { s << ','; }
|
||||
if (count++ > 120) { s << '\n'; count = 0; }
|
||||
s << (reinterpret_cast<int32_t*>(d))[i];
|
||||
}
|
||||
s << '\n';
|
||||
for (int i = 0; i < indent; ++i) { s << '\t'; }
|
||||
s << "} ";
|
||||
return;
|
||||
case 'l':
|
||||
N = data.size() / 8;
|
||||
s << '*' << N << " {\n";
|
||||
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
|
||||
s << "a: ";
|
||||
for (size_t i = 0; i < N; ++i) {
|
||||
if (i > 0) { s << ','; }
|
||||
if (count++ > 120) { s << '\n'; count = 0; }
|
||||
s << (reinterpret_cast<int64_t*>(d))[i];
|
||||
}
|
||||
s << '\n';
|
||||
for (int i = 0; i < indent; ++i) { s << '\t'; }
|
||||
s << "} ";
|
||||
return;
|
||||
case 'f':
|
||||
N = data.size() / 4;
|
||||
s << '*' << N << " {\n";
|
||||
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
|
||||
s << "a: ";
|
||||
for (size_t i = 0; i < N; ++i) {
|
||||
if (i > 0) { s << ','; }
|
||||
if (count++ > 120) { s << '\n'; count = 0; }
|
||||
s << (reinterpret_cast<float*>(d))[i];
|
||||
}
|
||||
s << '\n';
|
||||
for (int i = 0; i < indent; ++i) { s << '\t'; }
|
||||
s << "} ";
|
||||
return;
|
||||
case 'd':
|
||||
N = data.size() / 8;
|
||||
s << '*' << N << " {\n";
|
||||
for (int i = 0; i < indent + 1; ++i) { s << '\t'; }
|
||||
s << "a: ";
|
||||
// set precision to something that can handle doubles
|
||||
s.precision(15);
|
||||
for (size_t i = 0; i < N; ++i) {
|
||||
if (i > 0) { s << ','; }
|
||||
if (count++ > 120) { s << '\n'; count = 0; }
|
||||
s << (reinterpret_cast<double*>(d))[i];
|
||||
}
|
||||
s << '\n';
|
||||
for (int i = 0; i < indent; ++i) { s << '\t'; }
|
||||
s << "} ";
|
||||
return;
|
||||
default:
|
||||
std::ostringstream err;
|
||||
err << "Tried to dump property with invalid type '";
|
||||
err << type << "'!";
|
||||
throw runtime_error(err.str());
|
||||
}
|
||||
}
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
|
||||
#endif // ASSIMP_BUILD_NO_EXPORT
|
||||
|
|
|
@ -53,6 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <ostream>
|
||||
#include <type_traits> // is_void
|
||||
|
||||
namespace FBX {
|
||||
|
@ -113,7 +114,10 @@ public:
|
|||
size_t size();
|
||||
|
||||
// write this property node as binary data to the given stream
|
||||
void Dump(Assimp::StreamWriterLE &s);
|
||||
void DumpBinary(Assimp::StreamWriterLE &s);
|
||||
void DumpAscii(Assimp::StreamWriterLE &s, int indent=0);
|
||||
void DumpAscii(std::ostream &s, int indent=0);
|
||||
// note: make sure the ostream is in classic "C" locale
|
||||
|
||||
private:
|
||||
char type;
|
||||
|
|
|
@ -66,7 +66,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include <vector>
|
||||
#include <array>
|
||||
#include <unordered_set>
|
||||
#include <iostream> // endl
|
||||
|
||||
// RESOURCES:
|
||||
// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
|
||||
|
@ -89,6 +88,8 @@ namespace FBX {
|
|||
"\xfa\xbc\xab\x09\xd0\xc8\xd4\x66\xb1\x76\xfb\x83\x1c\xf7\x26\x7e";
|
||||
const std::string FOOT_MAGIC =
|
||||
"\xf8\x5a\x8c\x6a\xde\xf5\xd9\x7e\xec\xe9\x0c\xe3\x75\x8f\x29\x0b";
|
||||
const std::string COMMENT_UNDERLINE =
|
||||
";------------------------------------------------------------------";
|
||||
}
|
||||
|
||||
using namespace Assimp;
|
||||
|
@ -115,7 +116,7 @@ namespace Assimp {
|
|||
// ---------------------------------------------------------------------
|
||||
// Worker function for exporting a scene to ASCII FBX.
|
||||
// Prototyped and registered in Exporter.cpp
|
||||
/*void ExportSceneFBXA (
|
||||
void ExportSceneFBXA (
|
||||
const char* pFile,
|
||||
IOSystem* pIOSystem,
|
||||
const aiScene* pScene,
|
||||
|
@ -126,7 +127,7 @@ namespace Assimp {
|
|||
|
||||
// perform ascii export
|
||||
exporter.ExportAscii(pFile, pIOSystem);
|
||||
}*/ // TODO
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
|
@ -194,27 +195,43 @@ void FBXExporter::ExportAscii (
|
|||
);
|
||||
}
|
||||
|
||||
// this isn't really necessary,
|
||||
// but the Autodesk FBX SDK puts a similar comment at the top of the file.
|
||||
// Theirs declares that the file copyright is owned by Autodesk...
|
||||
std::stringstream head;
|
||||
using std::endl;
|
||||
head << "; FBX " << EXPORT_VERSION_STR << " project file" << endl;
|
||||
head << "; Created by the Open Asset Import Library (Assimp)" << endl;
|
||||
head << "; http://assimp.org" << endl;
|
||||
head << "; -------------------------------------------------" << endl;
|
||||
head << endl;
|
||||
const std::string ascii_header = head.str();
|
||||
outfile->Write(ascii_header.c_str(), ascii_header.size(), 1);
|
||||
// write the ascii header
|
||||
WriteAsciiHeader();
|
||||
|
||||
// write all the sections
|
||||
WriteAllNodes();
|
||||
|
||||
// make sure the file ends with a newline.
|
||||
// note: if the file is opened in text mode,
|
||||
// this should do the right cross-platform thing.
|
||||
outfile->Write("\n", 1, 1);
|
||||
|
||||
// explicitly release file pointer,
|
||||
// so we don't have to rely on class destruction.
|
||||
outfile.reset();
|
||||
}
|
||||
|
||||
void FBXExporter::WriteAsciiHeader()
|
||||
{
|
||||
// basically just a comment at the top of the file
|
||||
std::stringstream head;
|
||||
head << "; FBX " << EXPORT_VERSION_STR << " project file\n";
|
||||
head << "; Created by the Open Asset Import Library (Assimp)\n";
|
||||
head << "; http://assimp.org\n";
|
||||
head << "; -------------------------------------------------\n";
|
||||
const std::string ascii_header = head.str();
|
||||
outfile->Write(ascii_header.c_str(), ascii_header.size(), 1);
|
||||
}
|
||||
|
||||
void FBXExporter::WriteAsciiSectionHeader(const std::string& title)
|
||||
{
|
||||
StreamWriterLE outstream(outfile);
|
||||
std::stringstream s;
|
||||
s << "\n\n; " << title << '\n';
|
||||
s << FBX::COMMENT_UNDERLINE << "\n";
|
||||
outstream.PutString(s.str());
|
||||
}
|
||||
|
||||
void FBXExporter::WriteBinaryHeader()
|
||||
{
|
||||
// first a specific sequence of 23 bytes, always the same
|
||||
|
@ -294,28 +311,39 @@ void FBXExporter::WriteAllNodes ()
|
|||
//FBXHeaderExtension top-level node
|
||||
void FBXExporter::WriteHeaderExtension ()
|
||||
{
|
||||
if (!binary) {
|
||||
// no title, follows directly from the top comment
|
||||
}
|
||||
FBX::Node n("FBXHeaderExtension");
|
||||
StreamWriterLE outstream(outfile);
|
||||
int indent = 0;
|
||||
|
||||
// begin node
|
||||
n.Begin(outstream);
|
||||
n.Begin(outstream, binary, indent);
|
||||
|
||||
// write properties
|
||||
// (none)
|
||||
|
||||
// finish properties
|
||||
n.EndProperties(outstream, 0);
|
||||
n.EndProperties(outstream, binary, indent, 0);
|
||||
|
||||
// begin children
|
||||
n.BeginChildren(outstream, binary, indent);
|
||||
|
||||
indent = 1;
|
||||
|
||||
// write child nodes
|
||||
FBX::Node::WritePropertyNode(
|
||||
"FBXHeaderVersion", int32_t(1003), outstream
|
||||
"FBXHeaderVersion", int32_t(1003), outstream, binary, indent
|
||||
);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"FBXVersion", int32_t(EXPORT_VERSION_INT), outstream
|
||||
);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"EncryptionType", int32_t(0), outstream
|
||||
"FBXVersion", int32_t(EXPORT_VERSION_INT), outstream, binary, indent
|
||||
);
|
||||
if (binary) {
|
||||
FBX::Node::WritePropertyNode(
|
||||
"EncryptionType", int32_t(0), outstream, binary, indent
|
||||
);
|
||||
}
|
||||
|
||||
FBX::Node CreationTimeStamp("CreationTimeStamp");
|
||||
time_t rawtime;
|
||||
|
@ -329,36 +357,50 @@ void FBXExporter::WriteHeaderExtension ()
|
|||
CreationTimeStamp.AddChild("Minute", int32_t(now->tm_min));
|
||||
CreationTimeStamp.AddChild("Second", int32_t(now->tm_sec));
|
||||
CreationTimeStamp.AddChild("Millisecond", int32_t(0));
|
||||
CreationTimeStamp.Dump(outstream);
|
||||
CreationTimeStamp.Dump(outstream, binary, indent);
|
||||
|
||||
std::stringstream creator;
|
||||
creator << "Open Asset Import Library (Assimp) " << aiGetVersionMajor()
|
||||
<< "." << aiGetVersionMinor() << "." << aiGetVersionRevision();
|
||||
FBX::Node::WritePropertyNode("Creator", creator.str(), outstream);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"Creator", creator.str(), outstream, binary, indent
|
||||
);
|
||||
|
||||
FBX::Node sceneinfo("SceneInfo");
|
||||
//FBX::Node sceneinfo("SceneInfo");
|
||||
//sceneinfo.AddProperty("GlobalInfo" + FBX::SEPARATOR + "SceneInfo");
|
||||
// not sure if any of this is actually needed,
|
||||
// so just write an empty node for now.
|
||||
sceneinfo.Dump(outstream);
|
||||
//sceneinfo.Dump(outstream, binary, indent);
|
||||
|
||||
indent = 0;
|
||||
|
||||
// finish node
|
||||
n.End(outstream, true);
|
||||
n.End(outstream, binary, indent, true);
|
||||
|
||||
// that's it for FBXHeaderExtension...
|
||||
if (!binary) { return; }
|
||||
|
||||
// but binary files also need top-level FileID, CreationTime, Creator:
|
||||
std::vector<uint8_t> raw(GENERIC_FILEID.size());
|
||||
for (size_t i = 0; i < GENERIC_FILEID.size(); ++i) {
|
||||
raw[i] = uint8_t(GENERIC_FILEID[i]);
|
||||
}
|
||||
FBX::Node::WritePropertyNode("FileId", raw, outstream);
|
||||
FBX::Node::WritePropertyNode("CreationTime", GENERIC_CTIME, outstream);
|
||||
FBX::Node::WritePropertyNode("Creator", creator.str(), outstream);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"FileId", raw, outstream, binary, indent
|
||||
);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"CreationTime", GENERIC_CTIME, outstream, binary, indent
|
||||
);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"Creator", creator.str(), outstream, binary, indent
|
||||
);
|
||||
}
|
||||
|
||||
void FBXExporter::WriteGlobalSettings ()
|
||||
{
|
||||
if (!binary) {
|
||||
// no title, follows directly from the header extension
|
||||
}
|
||||
FBX::Node gs("GlobalSettings");
|
||||
gs.AddChild("Version", int32_t(1000));
|
||||
|
||||
|
@ -385,11 +427,15 @@ void FBXExporter::WriteGlobalSettings ()
|
|||
p.AddP70int("CurrentTimeMarker", -1);
|
||||
gs.AddChild(p);
|
||||
|
||||
gs.Dump(outfile);
|
||||
gs.Dump(outfile, binary, 0);
|
||||
}
|
||||
|
||||
void FBXExporter::WriteDocuments ()
|
||||
{
|
||||
if (!binary) {
|
||||
WriteAsciiSectionHeader("Documents Description");
|
||||
}
|
||||
|
||||
// not sure what the use of multiple documents would be,
|
||||
// or whether any end-application supports it
|
||||
FBX::Node docs("Documents");
|
||||
|
@ -411,15 +457,19 @@ void FBXExporter::WriteDocuments ()
|
|||
doc.AddChild("RootNode", int64_t(0));
|
||||
|
||||
docs.AddChild(doc);
|
||||
docs.Dump(outfile);
|
||||
docs.Dump(outfile, binary, 0);
|
||||
}
|
||||
|
||||
void FBXExporter::WriteReferences ()
|
||||
{
|
||||
if (!binary) {
|
||||
WriteAsciiSectionHeader("Document References");
|
||||
}
|
||||
// always empty for now.
|
||||
// not really sure what this is for.
|
||||
FBX::Node n("References");
|
||||
n.Dump(outfile);
|
||||
n.force_has_children = true;
|
||||
n.Dump(outfile, binary, 0);
|
||||
}
|
||||
|
||||
|
||||
|
@ -468,9 +518,6 @@ size_t count_images(const aiScene* scene) {
|
|||
}
|
||||
}
|
||||
}
|
||||
//for (auto &s : images) {
|
||||
// std::cout << "found image: " << s << std::endl;
|
||||
//}
|
||||
return images.size();
|
||||
}
|
||||
|
||||
|
@ -510,6 +557,11 @@ void FBXExporter::WriteDefinitions ()
|
|||
// determining how many of each type of object there are
|
||||
// and specifying the base properties to use when otherwise unspecified.
|
||||
|
||||
// ascii section header
|
||||
if (!binary) {
|
||||
WriteAsciiSectionHeader("Object definitions");
|
||||
}
|
||||
|
||||
// we need to count the objects
|
||||
int32_t count;
|
||||
int32_t total_count = 0;
|
||||
|
@ -520,7 +572,7 @@ void FBXExporter::WriteDefinitions ()
|
|||
|
||||
// GlobalSettings
|
||||
// this seems to always be here in Maya exports
|
||||
n = FBX::Node("ObjectType", Property("GlobalSettings"));
|
||||
n = FBX::Node("ObjectType", "GlobalSettings");
|
||||
count = 1;
|
||||
n.AddChild("Count", count);
|
||||
object_nodes.push_back(n);
|
||||
|
@ -531,9 +583,9 @@ void FBXExporter::WriteDefinitions ()
|
|||
// but no harm seems to come of leaving it out.
|
||||
count = mScene->mNumAnimations;
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("AnimationStack"));
|
||||
n = FBX::Node("ObjectType", "AnimationStack");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate", Property("FbxAnimStack"));
|
||||
pt = FBX::Node("PropertyTemplate", "FbxAnimStack");
|
||||
p = FBX::Node("Properties70");
|
||||
p.AddP70string("Description", "");
|
||||
p.AddP70time("LocalStart", 0);
|
||||
|
@ -553,9 +605,9 @@ void FBXExporter::WriteDefinitions ()
|
|||
// so there will be one per aiAnimation
|
||||
count = mScene->mNumAnimations;
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("AnimationLayer"));
|
||||
n = FBX::Node("ObjectType", "AnimationLayer");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate", Property("FBXAnimLayer"));
|
||||
pt = FBX::Node("PropertyTemplate", "FBXAnimLayer");
|
||||
p = FBX::Node("Properties70");
|
||||
p.AddP70("Weight", "Number", "", "A", double(100));
|
||||
p.AddP70bool("Mute", 0);
|
||||
|
@ -583,9 +635,9 @@ void FBXExporter::WriteDefinitions ()
|
|||
count = 1; // TODO: select properly
|
||||
if (count) {
|
||||
// FbxSkeleton
|
||||
n = FBX::Node("ObjectType", Property("NodeAttribute"));
|
||||
n = FBX::Node("ObjectType", "NodeAttribute");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate", Property("FbxSkeleton"));
|
||||
pt = FBX::Node("PropertyTemplate", "FbxSkeleton");
|
||||
p = FBX::Node("Properties70");
|
||||
p.AddP70color("Color", 0.8, 0.8, 0.8);
|
||||
p.AddP70double("Size", 33.333333333333);
|
||||
|
@ -601,9 +653,9 @@ void FBXExporter::WriteDefinitions ()
|
|||
// <~~ node heirarchy
|
||||
count = int32_t(count_nodes(mScene->mRootNode)) - 1; // (not counting root node)
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("Model"));
|
||||
n = FBX::Node("ObjectType", "Model");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate", Property("FbxNode"));
|
||||
pt = FBX::Node("PropertyTemplate", "FbxNode");
|
||||
p = FBX::Node("Properties70");
|
||||
p.AddP70enum("QuaternionInterpolate", 0);
|
||||
p.AddP70vector("RotationOffset", 0.0, 0.0, 0.0);
|
||||
|
@ -698,9 +750,9 @@ void FBXExporter::WriteDefinitions ()
|
|||
// <~~ aiMesh
|
||||
count = mScene->mNumMeshes;
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("Geometry"));
|
||||
n = FBX::Node("ObjectType", "Geometry");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate", Property("FbxMesh"));
|
||||
pt = FBX::Node("PropertyTemplate", "FbxMesh");
|
||||
p = FBX::Node("Properties70");
|
||||
p.AddP70color("Color", 0, 0, 0);
|
||||
p.AddP70vector("BBoxMin", 0, 0, 0);
|
||||
|
@ -724,7 +776,7 @@ void FBXExporter::WriteDefinitions ()
|
|||
count = mScene->mNumMaterials;
|
||||
if (count) {
|
||||
bool has_phong = has_phong_mat(mScene);
|
||||
n = FBX::Node("ObjectType", Property("Material"));
|
||||
n = FBX::Node("ObjectType", "Material");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate");
|
||||
if (has_phong) {
|
||||
|
@ -771,9 +823,9 @@ void FBXExporter::WriteDefinitions ()
|
|||
// one for each image file.
|
||||
count = int32_t(count_images(mScene));
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("Video"));
|
||||
n = FBX::Node("ObjectType", "Video");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate", Property("FbxVideo"));
|
||||
pt = FBX::Node("PropertyTemplate", "FbxVideo");
|
||||
p = FBX::Node("Properties70");
|
||||
p.AddP70bool("ImageSequence", 0);
|
||||
p.AddP70int("ImageSequenceOffset", 0);
|
||||
|
@ -800,9 +852,9 @@ void FBXExporter::WriteDefinitions ()
|
|||
// <~~ aiTexture
|
||||
count = int32_t(count_textures(mScene));
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("Texture"));
|
||||
n = FBX::Node("ObjectType", "Texture");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate", Property("FbxFileTexture"));
|
||||
pt = FBX::Node("PropertyTemplate", "FbxFileTexture");
|
||||
p = FBX::Node("Properties70");
|
||||
p.AddP70enum("TextureTypeUse", 0);
|
||||
p.AddP70numberA("Texture alpha", 1.0);
|
||||
|
@ -829,9 +881,9 @@ void FBXExporter::WriteDefinitions ()
|
|||
// AnimationCurveNode / FbxAnimCurveNode
|
||||
count = mScene->mNumAnimations * 3;
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("AnimationCurveNode"));
|
||||
n = FBX::Node("ObjectType", "AnimationCurveNode");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate", Property("FbxAnimCurveNode"));
|
||||
pt = FBX::Node("PropertyTemplate", "FbxAnimCurveNode");
|
||||
p = FBX::Node("Properties70");
|
||||
p.AddP70("d", "Compound", "", "");
|
||||
pt.AddChild(p);
|
||||
|
@ -843,7 +895,7 @@ void FBXExporter::WriteDefinitions ()
|
|||
// AnimationCurve / FbxAnimCurve
|
||||
count = mScene->mNumAnimations * 9;
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("AnimationCurve"));
|
||||
n = FBX::Node("ObjectType", "AnimationCurve");
|
||||
n.AddChild("Count", count);
|
||||
object_nodes.push_back(n);
|
||||
total_count += count;
|
||||
|
@ -856,7 +908,7 @@ void FBXExporter::WriteDefinitions ()
|
|||
if (mesh->HasBones()) { ++count; }
|
||||
}
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("Pose"));
|
||||
n = FBX::Node("ObjectType", "Pose");
|
||||
n.AddChild("Count", count);
|
||||
object_nodes.push_back(n);
|
||||
total_count += count;
|
||||
|
@ -865,7 +917,7 @@ void FBXExporter::WriteDefinitions ()
|
|||
// Deformer
|
||||
count = int32_t(count_deformers(mScene));
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property("Deformer"));
|
||||
n = FBX::Node("ObjectType", "Deformer");
|
||||
n.AddChild("Count", count);
|
||||
object_nodes.push_back(n);
|
||||
total_count += count;
|
||||
|
@ -874,9 +926,9 @@ void FBXExporter::WriteDefinitions ()
|
|||
// (template)
|
||||
count = 0;
|
||||
if (count) {
|
||||
n = FBX::Node("ObjectType", Property(""));
|
||||
n = FBX::Node("ObjectType", "");
|
||||
n.AddChild("Count", count);
|
||||
pt = FBX::Node("PropertyTemplate", Property(""));
|
||||
pt = FBX::Node("PropertyTemplate", "");
|
||||
p = FBX::Node("Properties70");
|
||||
pt.AddChild(p);
|
||||
n.AddChild(pt);
|
||||
|
@ -889,7 +941,7 @@ void FBXExporter::WriteDefinitions ()
|
|||
defs.AddChild("Version", int32_t(100));
|
||||
defs.AddChild("Count", int32_t(total_count));
|
||||
for (auto &n : object_nodes) { defs.AddChild(n); }
|
||||
defs.Dump(outfile);
|
||||
defs.Dump(outfile, binary, 0);
|
||||
}
|
||||
|
||||
|
||||
|
@ -935,14 +987,20 @@ int64_t to_ktime(double ticks, const aiAnimation* anim) {
|
|||
|
||||
void FBXExporter::WriteObjects ()
|
||||
{
|
||||
if (!binary) {
|
||||
WriteAsciiSectionHeader("Object properties");
|
||||
}
|
||||
// numbers should match those given in definitions! make sure to check
|
||||
StreamWriterLE outstream(outfile);
|
||||
FBX::Node object_node("Objects");
|
||||
object_node.Begin(outstream);
|
||||
object_node.EndProperties(outstream);
|
||||
int indent = 0;
|
||||
object_node.Begin(outstream, binary, indent);
|
||||
object_node.EndProperties(outstream, binary, indent);
|
||||
object_node.BeginChildren(outstream, binary, indent);
|
||||
|
||||
// geometry (aiMesh)
|
||||
mesh_uids.clear();
|
||||
indent = 1;
|
||||
for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
|
||||
// it's all about this mesh
|
||||
aiMesh* m = mScene->mMeshes[mi];
|
||||
|
@ -954,9 +1012,11 @@ void FBXExporter::WriteObjects ()
|
|||
n.AddProperty(uid);
|
||||
n.AddProperty(FBX::SEPARATOR + "Geometry");
|
||||
n.AddProperty("Mesh");
|
||||
n.Begin(outstream);
|
||||
n.DumpProperties(outstream);
|
||||
n.EndProperties(outstream);
|
||||
n.Begin(outstream, binary, indent);
|
||||
n.DumpProperties(outstream, binary, indent);
|
||||
n.EndProperties(outstream, binary, indent);
|
||||
n.BeginChildren(outstream, binary, indent);
|
||||
indent = 2;
|
||||
|
||||
// output vertex data - each vertex should be unique (probably)
|
||||
std::vector<double> flattened_vertices;
|
||||
|
@ -980,7 +1040,7 @@ void FBXExporter::WriteObjects ()
|
|||
}
|
||||
}
|
||||
FBX::Node::WritePropertyNode(
|
||||
"Vertices", flattened_vertices, outstream
|
||||
"Vertices", flattened_vertices, outstream, binary, indent
|
||||
);
|
||||
|
||||
// output polygon data as a flattened array of vertex indices.
|
||||
|
@ -996,30 +1056,38 @@ void FBXExporter::WriteObjects ()
|
|||
);
|
||||
}
|
||||
FBX::Node::WritePropertyNode(
|
||||
"PolygonVertexIndex", polygon_data, outstream
|
||||
"PolygonVertexIndex", polygon_data, outstream, binary, indent
|
||||
);
|
||||
|
||||
// here could be edges but they're insane.
|
||||
// it's optional anyway, so let's ignore it.
|
||||
|
||||
FBX::Node::WritePropertyNode(
|
||||
"GeometryVersion", int32_t(124), outstream
|
||||
"GeometryVersion", int32_t(124), outstream, binary, indent
|
||||
);
|
||||
|
||||
// normals, if any
|
||||
if (m->HasNormals()) {
|
||||
FBX::Node normals("LayerElementNormal", Property(int32_t(0)));
|
||||
normals.Begin(outstream);
|
||||
normals.DumpProperties(outstream);
|
||||
normals.EndProperties(outstream);
|
||||
FBX::Node::WritePropertyNode("Version", int32_t(101), outstream);
|
||||
FBX::Node::WritePropertyNode("Name", "", outstream);
|
||||
FBX::Node normals("LayerElementNormal", int32_t(0));
|
||||
normals.Begin(outstream, binary, indent);
|
||||
normals.DumpProperties(outstream, binary, indent);
|
||||
normals.EndProperties(outstream, binary, indent);
|
||||
normals.BeginChildren(outstream, binary, indent);
|
||||
indent = 3;
|
||||
FBX::Node::WritePropertyNode(
|
||||
"MappingInformationType", "ByPolygonVertex", outstream
|
||||
"Version", int32_t(101), outstream, binary, indent
|
||||
);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"Name", "", outstream, binary, indent
|
||||
);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"MappingInformationType", "ByPolygonVertex",
|
||||
outstream, binary, indent
|
||||
);
|
||||
// TODO: vertex-normals or indexed normals when appropriate
|
||||
FBX::Node::WritePropertyNode(
|
||||
"ReferenceInformationType", "Direct", outstream
|
||||
"ReferenceInformationType", "Direct",
|
||||
outstream, binary, indent
|
||||
);
|
||||
std::vector<double> normal_data;
|
||||
normal_data.reserve(3 * polygon_data.size());
|
||||
|
@ -1032,10 +1100,13 @@ void FBXExporter::WriteObjects ()
|
|||
normal_data.push_back(n.z);
|
||||
}
|
||||
}
|
||||
FBX::Node::WritePropertyNode("Normals", normal_data, outstream);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"Normals", normal_data, outstream, binary, indent
|
||||
);
|
||||
// note: version 102 has a NormalsW also... not sure what it is,
|
||||
// so we can stick with version 101 for now.
|
||||
normals.End(outstream, true);
|
||||
indent = 2;
|
||||
normals.End(outstream, binary, indent, true);
|
||||
}
|
||||
|
||||
// uvs, if any
|
||||
|
@ -1055,19 +1126,27 @@ void FBXExporter::WriteObjects ()
|
|||
err << " but may be incorrectly interpreted on load.";
|
||||
DefaultLogger::get()->warn(err.str());
|
||||
}
|
||||
FBX::Node uv("LayerElementUV", Property(int32_t(uvi)));
|
||||
uv.Begin(outstream);
|
||||
uv.DumpProperties(outstream);
|
||||
uv.EndProperties(outstream);
|
||||
FBX::Node::WritePropertyNode("Version", int32_t(101), outstream);
|
||||
FBX::Node uv("LayerElementUV", int32_t(uvi));
|
||||
uv.Begin(outstream, binary, indent);
|
||||
uv.DumpProperties(outstream, binary, indent);
|
||||
uv.EndProperties(outstream, binary, indent);
|
||||
uv.BeginChildren(outstream, binary, indent);
|
||||
indent = 3;
|
||||
FBX::Node::WritePropertyNode(
|
||||
"Version", int32_t(101), outstream, binary, indent
|
||||
);
|
||||
// it doesn't seem like assimp keeps the uv map name,
|
||||
// so just leave it blank.
|
||||
FBX::Node::WritePropertyNode("Name", "", outstream);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"MappingInformationType", "ByPolygonVertex", outstream
|
||||
"Name", "", outstream, binary, indent
|
||||
);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"ReferenceInformationType", "IndexToDirect", outstream
|
||||
"MappingInformationType", "ByPolygonVertex",
|
||||
outstream, binary, indent
|
||||
);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"ReferenceInformationType", "IndexToDirect",
|
||||
outstream, binary, indent
|
||||
);
|
||||
|
||||
std::vector<double> uv_data;
|
||||
|
@ -1092,27 +1171,32 @@ void FBXExporter::WriteObjects ()
|
|||
}
|
||||
}
|
||||
}
|
||||
FBX::Node::WritePropertyNode("UV", uv_data, outstream);
|
||||
FBX::Node::WritePropertyNode("UVIndex", uv_indices, outstream);
|
||||
uv.End(outstream, true);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"UV", uv_data, outstream, binary, indent
|
||||
);
|
||||
FBX::Node::WritePropertyNode(
|
||||
"UVIndex", uv_indices, outstream, binary, indent
|
||||
);
|
||||
indent = 2;
|
||||
uv.End(outstream, binary, indent, true);
|
||||
}
|
||||
|
||||
// i'm not really sure why this material section exists,
|
||||
// as the material is linked via "Connections".
|
||||
// it seems to always have the same "0" value.
|
||||
FBX::Node mat("LayerElementMaterial", Property(int32_t(0)));
|
||||
FBX::Node mat("LayerElementMaterial", int32_t(0));
|
||||
mat.AddChild("Version", int32_t(101));
|
||||
mat.AddChild("Name", "");
|
||||
mat.AddChild("MappingInformationType", "AllSame");
|
||||
mat.AddChild("ReferenceInformationType", "IndexToDirect");
|
||||
std::vector<int32_t> mat_indices = {0};
|
||||
mat.AddChild("Materials", mat_indices);
|
||||
mat.Dump(outstream);
|
||||
mat.Dump(outstream, binary, indent);
|
||||
|
||||
// finally we have the layer specifications,
|
||||
// which select the normals / UV set / etc to use.
|
||||
// TODO: handle multiple uv sets correctly?
|
||||
FBX::Node layer("Layer", Property(int32_t(0)));
|
||||
FBX::Node layer("Layer", int32_t(0));
|
||||
layer.AddChild("Version", int32_t(100));
|
||||
FBX::Node le("LayerElement");
|
||||
le.AddChild("Type", "LayerElementNormal");
|
||||
|
@ -1126,10 +1210,11 @@ void FBXExporter::WriteObjects ()
|
|||
le.AddChild("Type", "LayerElementUV");
|
||||
le.AddChild("TypedIndex", int32_t(0));
|
||||
layer.AddChild(le);
|
||||
layer.Dump(outstream);
|
||||
layer.Dump(outstream, binary, indent);
|
||||
|
||||
// finish the node record
|
||||
n.End(outstream, true);
|
||||
indent = 1;
|
||||
n.End(outstream, binary, indent, true);
|
||||
}
|
||||
|
||||
// aiMaterial
|
||||
|
@ -1273,7 +1358,7 @@ void FBXExporter::WriteObjects ()
|
|||
|
||||
n.AddChild(p);
|
||||
|
||||
n.Dump(outstream);
|
||||
n.Dump(outstream, binary, indent);
|
||||
}
|
||||
|
||||
// we need to look up all the images we're using,
|
||||
|
@ -1321,7 +1406,7 @@ void FBXExporter::WriteObjects ()
|
|||
n.AddChild("UseMipMap", int32_t(0));
|
||||
n.AddChild("Filename", path);
|
||||
n.AddChild("RelativeFilename", path);
|
||||
n.Dump(outstream);
|
||||
n.Dump(outstream, binary, indent);
|
||||
}
|
||||
|
||||
// Textures
|
||||
|
@ -1408,14 +1493,12 @@ void FBXExporter::WriteObjects ()
|
|||
const int64_t texture_uid = generate_uid();
|
||||
|
||||
// link the texture to the material
|
||||
FBX::Node c("C");
|
||||
c.AddProperties("OP", texture_uid, material_uid, prop_name);
|
||||
connections.push_back(c);
|
||||
connections.emplace_back(
|
||||
"C", "OP", texture_uid, material_uid, prop_name
|
||||
);
|
||||
|
||||
// link the image data to the texture
|
||||
c = FBX::Node("C");
|
||||
c.AddProperties("OO", image_uid, texture_uid);
|
||||
connections.push_back(c);
|
||||
connections.emplace_back("C", "OO", image_uid, texture_uid);
|
||||
|
||||
// now write the actual texture node
|
||||
FBX::Node tnode("Texture");
|
||||
|
@ -1438,11 +1521,11 @@ void FBXExporter::WriteObjects ()
|
|||
tnode.AddChild("RelativeFilename", texture_path);
|
||||
tnode.AddChild("ModelUVTranslation", double(0.0), double(0.0));
|
||||
tnode.AddChild("ModelUVScaling", double(1.0), double(1.0));
|
||||
tnode.AddChild("Texture_Alpha_Soutce", "None");
|
||||
tnode.AddChild("Texture_Alpha_Source", "None");
|
||||
tnode.AddChild(
|
||||
"Cropping", int32_t(0), int32_t(0), int32_t(0), int32_t(0)
|
||||
);
|
||||
tnode.Dump(outstream);
|
||||
tnode.Dump(outstream, binary, indent);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1595,12 +1678,10 @@ void FBXExporter::WriteObjects ()
|
|||
// "acuracy"... this is not a typo....
|
||||
dnode.AddChild("Link_DeformAcuracy", double(50));
|
||||
dnode.AddChild("SkinningType", "Linear"); // TODO: other modes?
|
||||
dnode.Dump(outstream);
|
||||
dnode.Dump(outstream, binary, indent);
|
||||
|
||||
// connect it
|
||||
FBX::Node c("C");
|
||||
c.AddProperties("OO", deformer_uid, mesh_uids[mi]);
|
||||
connections.push_back(c); // TODO: emplace_back
|
||||
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"
|
||||
|
@ -1703,7 +1784,7 @@ void FBXExporter::WriteObjects ()
|
|||
|
||||
// this should be the same as the bone's mOffsetMatrix.
|
||||
// if it's not the same, the skeleton isn't in the bind pose.
|
||||
const float epsilon = 1e-5f; // some error is to be expected
|
||||
const float epsilon = 1e-4f; // some error is to be expected
|
||||
bool bone_xform_okay = true;
|
||||
if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
|
||||
not_in_bind_pose.insert(b);
|
||||
|
@ -1741,17 +1822,17 @@ void FBXExporter::WriteObjects ()
|
|||
// there's not really any way around this at the moment.
|
||||
|
||||
// done
|
||||
sdnode.Dump(outstream);
|
||||
sdnode.Dump(outstream, binary, indent);
|
||||
|
||||
// lastly, connect to the parent deformer
|
||||
c = FBX::Node("C");
|
||||
c.AddProperties("OO", subdeformer_uid, deformer_uid);
|
||||
connections.push_back(c); // TODO: emplace_back
|
||||
connections.emplace_back(
|
||||
"C", "OO", subdeformer_uid, deformer_uid
|
||||
);
|
||||
|
||||
// we also need to connect the limb node to the subdeformer.
|
||||
c = FBX::Node("C");
|
||||
c.AddProperties("OO", node_uids[bone_node], subdeformer_uid);
|
||||
connections.push_back(c); // TODO: emplace_back
|
||||
connections.emplace_back(
|
||||
"C", "OO", node_uids[bone_node], subdeformer_uid
|
||||
);
|
||||
}
|
||||
|
||||
// if we cannot create a valid FBX file, simply die.
|
||||
|
@ -1859,7 +1940,7 @@ void FBXExporter::WriteObjects ()
|
|||
}
|
||||
|
||||
// now write it
|
||||
bpnode.Dump(outstream);
|
||||
bpnode.Dump(outstream, binary, indent);
|
||||
}*/
|
||||
|
||||
// TODO: cameras, lights
|
||||
|
@ -1918,11 +1999,8 @@ void FBXExporter::WriteObjects ()
|
|||
|
||||
// this node absurdly always pretends it has children
|
||||
// (in this case it does, but just in case...)
|
||||
asnode.Begin(outstream);
|
||||
asnode.DumpProperties(outstream);
|
||||
asnode.EndProperties(outstream);
|
||||
asnode.DumpChildren(outstream);
|
||||
asnode.End(outstream, true);
|
||||
asnode.force_has_children = true;
|
||||
asnode.Dump(outstream, binary, indent);
|
||||
|
||||
// note: animation stacks are not connected to anything
|
||||
}
|
||||
|
@ -1936,16 +2014,13 @@ void FBXExporter::WriteObjects ()
|
|||
alnode.AddProperties(animlayer_uid, FBX::SEPARATOR + "AnimLayer", "");
|
||||
|
||||
// this node absurdly always pretends it has children
|
||||
alnode.Begin(outstream);
|
||||
alnode.DumpProperties(outstream);
|
||||
alnode.EndProperties(outstream);
|
||||
alnode.DumpChildren(outstream);
|
||||
alnode.End(outstream, true);
|
||||
alnode.force_has_children = true;
|
||||
alnode.Dump(outstream, binary, indent);
|
||||
|
||||
// connect to the relevant animstack
|
||||
FBX::Node c("C");
|
||||
c.AddProperties("OO", animlayer_uid, animation_stack_uids[ai]);
|
||||
connections.push_back(c); // TODO: emplace_back
|
||||
connections.emplace_back(
|
||||
"C", "OO", animlayer_uid, animation_stack_uids[ai]
|
||||
);
|
||||
}
|
||||
|
||||
// AnimCurveNode - three per aiNodeAnim
|
||||
|
@ -2057,7 +2132,8 @@ void FBXExporter::WriteObjects ()
|
|||
}
|
||||
}
|
||||
|
||||
object_node.End(outstream, true);
|
||||
indent = 0;
|
||||
object_node.End(outstream, binary, indent, true);
|
||||
}
|
||||
|
||||
// convenience map of magic node name strings to FBX properties,
|
||||
|
@ -2083,13 +2159,14 @@ const std::map<std::string,std::pair<std::string,char>> transform_types = {
|
|||
};
|
||||
|
||||
// write a single model node to the stream
|
||||
void WriteModelNode(
|
||||
void FBXExporter::WriteModelNode(
|
||||
StreamWriterLE& outstream,
|
||||
bool binary,
|
||||
const aiNode* node,
|
||||
int64_t node_uid,
|
||||
const std::string& type,
|
||||
const std::vector<std::pair<std::string,aiVector3D>>& transform_chain,
|
||||
TransformInheritance inherit_type=TransformInheritance_RSrs
|
||||
TransformInheritance inherit_type
|
||||
){
|
||||
const aiVector3D zero = {0, 0, 0};
|
||||
const aiVector3D one = {1, 1, 1};
|
||||
|
@ -2157,7 +2234,7 @@ void WriteModelNode(
|
|||
m.AddChild("Shading", Property(true));
|
||||
m.AddChild("Culling", Property("CullingOff"));
|
||||
|
||||
m.Dump(outstream);
|
||||
m.Dump(outstream, binary, 1);
|
||||
}
|
||||
|
||||
// wrapper for WriteModelNodes to create and pass a blank transform chain
|
||||
|
@ -2181,15 +2258,6 @@ void FBXExporter::WriteModelNodes(
|
|||
// first collapse any expanded transformation chains created by FBX import.
|
||||
std::string node_name(node->mName.C_Str());
|
||||
if (node_name.find(MAGIC_NODE_TAG) != std::string::npos) {
|
||||
if (node->mNumChildren != 1) {
|
||||
// this should never happen
|
||||
std::stringstream err;
|
||||
err << "FBX transformation node should have exactly 1 child,";
|
||||
err << " but " << node->mNumChildren << " found";
|
||||
err << " on node \"" << node_name << "\"!";
|
||||
throw DeadlyExportError(err.str());
|
||||
}
|
||||
aiNode* next_node = node->mChildren[0];
|
||||
auto pos = node_name.find(MAGIC_NODE_TAG) + MAGIC_NODE_TAG.size() + 1;
|
||||
std::string type_name = node_name.substr(pos);
|
||||
auto elem = transform_types.find(type_name);
|
||||
|
@ -2223,10 +2291,16 @@ void FBXExporter::WriteModelNodes(
|
|||
err << elem->second.second;
|
||||
throw DeadlyExportError(err.str());
|
||||
}
|
||||
// now just continue to the next node
|
||||
WriteModelNodes(
|
||||
outstream, next_node, parent_uid, limbnodes, transform_chain
|
||||
);
|
||||
// now continue on to any child nodes
|
||||
for (unsigned i = 0; i < node->mNumChildren; ++i) {
|
||||
WriteModelNodes(
|
||||
outstream,
|
||||
node->mChildren[i],
|
||||
parent_uid,
|
||||
limbnodes,
|
||||
transform_chain
|
||||
);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -2240,9 +2314,7 @@ void FBXExporter::WriteModelNodes(
|
|||
node_uid = generate_uid();
|
||||
node_uids[node] = node_uid;
|
||||
}
|
||||
FBX::Node c("C");
|
||||
c.AddProperties("OO", node_uid, parent_uid);
|
||||
connections.push_back(c);
|
||||
connections.emplace_back("C", "OO", node_uid, parent_uid);
|
||||
}
|
||||
|
||||
// what type of node is this?
|
||||
|
@ -2250,21 +2322,23 @@ void FBXExporter::WriteModelNodes(
|
|||
// handled later
|
||||
} else if (node->mNumMeshes == 1) {
|
||||
// connect to child mesh, which should have been written previously
|
||||
FBX::Node c("C");
|
||||
c.AddProperties("OO", mesh_uids[node->mMeshes[0]], node_uid);
|
||||
connections.push_back(c);
|
||||
connections.emplace_back(
|
||||
"C", "OO", mesh_uids[node->mMeshes[0]], node_uid
|
||||
);
|
||||
// also connect to the material for the child mesh
|
||||
c = FBX::Node("C");
|
||||
c.AddProperties(
|
||||
"OO",
|
||||
connections.emplace_back(
|
||||
"C", "OO",
|
||||
material_uids[mScene->mMeshes[node->mMeshes[0]]->mMaterialIndex],
|
||||
node_uid
|
||||
);
|
||||
connections.push_back(c);
|
||||
// write model node
|
||||
WriteModelNode(outstream, node, node_uid, "Mesh", transform_chain);
|
||||
WriteModelNode(
|
||||
outstream, binary, node, node_uid, "Mesh", transform_chain
|
||||
);
|
||||
} else if (limbnodes.count(node)) {
|
||||
WriteModelNode(outstream, node, node_uid, "LimbNode", transform_chain);
|
||||
WriteModelNode(
|
||||
outstream, binary, node, node_uid, "LimbNode", transform_chain
|
||||
);
|
||||
// we also need to write a nodeattribute to mark it as a skeleton
|
||||
int64_t node_attribute_uid = generate_uid();
|
||||
FBX::Node na("NodeAttribute");
|
||||
|
@ -2272,14 +2346,14 @@ void FBXExporter::WriteModelNodes(
|
|||
node_attribute_uid, FBX::SEPARATOR + "NodeAttribute", "LimbNode"
|
||||
);
|
||||
na.AddChild("TypeFlags", Property("Skeleton"));
|
||||
na.Dump(outstream);
|
||||
na.Dump(outstream, binary, 1);
|
||||
// and connect them
|
||||
FBX::Node c("C");
|
||||
c.AddProperties("OO", node_attribute_uid, node_uid);
|
||||
connections.push_back(c);
|
||||
connections.emplace_back("C", "OO", node_attribute_uid, node_uid);
|
||||
} else {
|
||||
// generate a null node so we can add children to it
|
||||
WriteModelNode(outstream, node, node_uid, "Null", transform_chain);
|
||||
WriteModelNode(
|
||||
outstream, binary, node, node_uid, "Null", transform_chain
|
||||
);
|
||||
}
|
||||
|
||||
// if more than one child mesh, make nodes for each mesh
|
||||
|
@ -2288,23 +2362,19 @@ void FBXExporter::WriteModelNodes(
|
|||
// make a new model node
|
||||
int64_t new_node_uid = generate_uid();
|
||||
// connect to parent node
|
||||
FBX::Node c("C");
|
||||
c.AddProperties("OO", new_node_uid, node_uid);
|
||||
connections.push_back(c);
|
||||
connections.emplace_back("C", "OO", new_node_uid, node_uid);
|
||||
// connect to child mesh, which should have been written previously
|
||||
c = FBX::Node("C");
|
||||
c.AddProperties("OO", mesh_uids[node->mMeshes[i]], new_node_uid);
|
||||
connections.push_back(c);
|
||||
connections.emplace_back(
|
||||
"C", "OO", mesh_uids[node->mMeshes[i]], new_node_uid
|
||||
);
|
||||
// also connect to the material for the child mesh
|
||||
c = FBX::Node("C");
|
||||
c.AddProperties(
|
||||
"OO",
|
||||
connections.emplace_back(
|
||||
"C", "OO",
|
||||
material_uids[
|
||||
mScene->mMeshes[node->mMeshes[i]]->mMaterialIndex
|
||||
],
|
||||
new_node_uid
|
||||
);
|
||||
connections.push_back(c);
|
||||
// write model node
|
||||
FBX::Node m("Model");
|
||||
// take name from mesh name, if it exists
|
||||
|
@ -2315,7 +2385,7 @@ void FBXExporter::WriteModelNodes(
|
|||
FBX::Node p("Properties70");
|
||||
p.AddP70enum("InheritType", 1);
|
||||
m.AddChild(p);
|
||||
m.Dump(outstream);
|
||||
m.Dump(outstream, binary, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2344,15 +2414,11 @@ void FBXExporter::WriteAnimationCurveNode(
|
|||
p.AddP70numberA("d|Y", default_value.y);
|
||||
p.AddP70numberA("d|Z", default_value.z);
|
||||
n.AddChild(p);
|
||||
n.Dump(outstream);
|
||||
n.Dump(outstream, binary, 1);
|
||||
// connect to layer
|
||||
FBX::Node cl("C");
|
||||
cl.AddProperties("OO", uid, layer_uid);
|
||||
this->connections.push_back(cl); // TODO: emplace_back
|
||||
this->connections.emplace_back("C", "OO", uid, layer_uid);
|
||||
// connect to bone
|
||||
FBX::Node cb("C");
|
||||
cb.AddProperties("OP", uid, node_uid, property_name);
|
||||
this->connections.push_back(cb); // TODO: emplace_back
|
||||
this->connections.emplace_back("C", "OP", uid, node_uid, property_name);
|
||||
}
|
||||
|
||||
|
||||
|
@ -2379,10 +2445,10 @@ void FBXExporter::WriteAnimationCurve(
|
|||
"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
|
||||
n.Dump(outstream, binary, 1);
|
||||
this->connections.emplace_back(
|
||||
"C", "OP", curve_uid, curvenode_uid, property_link
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
@ -2390,13 +2456,18 @@ void FBXExporter::WriteConnections ()
|
|||
{
|
||||
// we should have completed the connection graph already,
|
||||
// so basically just dump it here
|
||||
if (!binary) {
|
||||
WriteAsciiSectionHeader("Object connections");
|
||||
}
|
||||
// TODO: comments with names in the ascii version
|
||||
FBX::Node conn("Connections");
|
||||
StreamWriterLE outstream(outfile);
|
||||
conn.Begin(outstream);
|
||||
conn.Begin(outstream, binary, 0);
|
||||
conn.BeginChildren(outstream, binary, 0);
|
||||
for (auto &n : connections) {
|
||||
n.Dump(outstream);
|
||||
n.Dump(outstream, binary, 1);
|
||||
}
|
||||
conn.End(outstream, !connections.empty());
|
||||
conn.End(outstream, binary, 0, !connections.empty());
|
||||
connections.clear();
|
||||
}
|
||||
|
||||
|
|
|
@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
|
||||
|
||||
#include "FBXExportNode.h" // FBX::Node
|
||||
#include "FBXCommon.h" // FBX::TransformInheritance
|
||||
|
||||
#include <assimp/types.h>
|
||||
//#include <assimp/material.h>
|
||||
|
@ -104,6 +105,9 @@ namespace Assimp
|
|||
void WriteBinaryHeader();
|
||||
void WriteBinaryFooter();
|
||||
|
||||
// ascii files have a comment at the top
|
||||
void WriteAsciiHeader();
|
||||
|
||||
// WriteAllNodes does the actual export.
|
||||
// It just calls all the Write<Section> methods below in order.
|
||||
void WriteAllNodes();
|
||||
|
@ -126,6 +130,7 @@ namespace Assimp
|
|||
// WriteTakes(); // deprecated since at least 2015 (fbx 7.4)
|
||||
|
||||
// helpers
|
||||
void WriteAsciiSectionHeader(const std::string& title);
|
||||
void WriteModelNodes(
|
||||
Assimp::StreamWriterLE& s,
|
||||
const aiNode* node,
|
||||
|
@ -139,6 +144,15 @@ namespace Assimp
|
|||
const std::unordered_set<const aiNode*>& limbnodes,
|
||||
std::vector<std::pair<std::string,aiVector3D>>& transform_chain
|
||||
);
|
||||
void WriteModelNode( // nor this
|
||||
StreamWriterLE& s,
|
||||
bool binary,
|
||||
const aiNode* node,
|
||||
int64_t node_uid,
|
||||
const std::string& type,
|
||||
const std::vector<std::pair<std::string,aiVector3D>>& xfm_chain,
|
||||
FBX::TransformInheritance ti_type=FBX::TransformInheritance_RSrs
|
||||
);
|
||||
void WriteAnimationCurveNode(
|
||||
StreamWriterLE& outstream,
|
||||
int64_t uid,
|
||||
|
|
|
@ -203,6 +203,12 @@ public:
|
|||
Put(n);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------
|
||||
/** Write a single character to the stream */
|
||||
void PutChar(char c) {
|
||||
Put(c);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------
|
||||
/** Write an aiString to the stream */
|
||||
void PutString(const aiString& s)
|
||||
|
|
Loading…
Reference in New Issue