FBX Export: Tidy animation export code.

pull/1857/head
Tommy 2018-03-27 13:03:10 +02:00
parent 57bd125839
commit ee0cdb3954
2 changed files with 129 additions and 276 deletions

View File

@ -962,7 +962,7 @@ void FBXExporter::WriteObjects ()
std::vector<int32_t> vertex_indices;
// map of vertex value to its index in the data vector
std::map<aiVector3D,size_t> index_by_vertex_value;
int32_t index = 0;
int32_t index = 0;
for (size_t vi = 0; vi < m->mNumVertices; ++vi) {
aiVector3D vtx = m->mVertices[vi];
auto elem = index_by_vertex_value.find(vtx);
@ -1071,7 +1071,7 @@ void FBXExporter::WriteObjects ()
std::vector<double> uv_data;
std::vector<int32_t> uv_indices;
std::map<aiVector3D,int32_t> index_by_uv;
int32_t index = 0;
int32_t index = 0;
for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
const aiFace &f = m->mFaces[fi];
for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
@ -1908,13 +1908,14 @@ void FBXExporter::WriteObjects ()
std::string name = anim->mName.C_Str() + FBX::SEPARATOR + "AnimStack";
asnode.AddProperties(animstack_uid, name, "");
FBX::Node p("Properties70");
p.AddP70time("LocalStart", 0);
p.AddP70time("LocalStop", 0);
p.AddP70time("LocalStart", 0); // assimp doesn't store this
p.AddP70time("LocalStop", to_ktime(anim->mDuration, anim));
p.AddP70time("ReferenceStart", 0);
p.AddP70time("ReferenceStop", 0);
p.AddP70time("ReferenceStop", to_ktime(anim->mDuration, anim));
asnode.AddChild(p);
// 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);
@ -1959,66 +1960,32 @@ void FBXExporter::WriteObjects ()
const aiMatrix4x4 node_xfm = get_world_transform(node, mScene);
aiVector3D T, R, S;
node_xfm.Decompose(S, R, T);
// generate uids for all AnimationCurveNode
// AnimationCurveNode uids
std::array<int64_t,3> ids;
ids[0] = generate_uid(); // T
ids[1] = generate_uid(); // R
ids[2] = generate_uid(); // S
// translation
FBX::Node t("AnimationCurveNode");
t.AddProperties(ids[0], "T" + FBX::SEPARATOR + "AnimCurveNode", "");
FBX::Node tp("Properties70");
tp.AddP70numberA("d|X", T.x);
tp.AddP70numberA("d|Y", T.y);
tp.AddP70numberA("d|Z", T.z);
t.AddChild(tp);
t.Dump(outstream);
// connect to layer
FBX::Node tcl("C");
tcl.AddProperties("OO", ids[0], layer_uid);
connections.push_back(tcl); // TODO: emplace_back
// connect to bone
FBX::Node tcb("C");
tcb.AddProperties("OP", ids[0], node_uids[node], "Lcl Translation");
connections.push_back(tcb); // TODO: emplace_back
WriteAnimationCurveNode(outstream,
ids[0], "T", T, "Lcl Translation",
layer_uid, node_uids[node]
);
// rotation
FBX::Node r("AnimationCurveNode");
r.AddProperties(ids[1], "R" + FBX::SEPARATOR + "AnimCurveNode", "");
FBX::Node rp("Properties70");
rp.AddP70numberA("d|X", DEG*R.x);
rp.AddP70numberA("d|Y", DEG*R.y);
rp.AddP70numberA("d|Z", DEG*R.z);
r.AddChild(rp);
r.Dump(outstream);
// connect to layer
FBX::Node rcl("C");
rcl.AddProperties("OO", ids[1], layer_uid);
connections.push_back(rcl); // TODO: emplace_back
// connect to bone
FBX::Node rcb("C");
rcb.AddProperties("OP", ids[1], node_uids[node], "Lcl Rotation");
connections.push_back(rcb); // TODO: emplace_back
WriteAnimationCurveNode(outstream,
ids[1], "R", R, "Lcl Rotation",
layer_uid, node_uids[node]
);
// scale
FBX::Node s("AnimationCurveNode");
s.AddProperties(ids[2], "S" + FBX::SEPARATOR + "AnimCurveNode", "");
FBX::Node sp("Properties70");
sp.AddP70numberA("d|X", S.x);
sp.AddP70numberA("d|Y", S.y);
sp.AddP70numberA("d|Z", S.z);
s.AddChild(sp);
s.Dump(outstream);
// connect to layer
FBX::Node scl("C");
scl.AddProperties("OO", ids[2], layer_uid);
connections.push_back(scl); // TODO: emplace_back
// connect to bone
FBX::Node scb("C");
scb.AddProperties("OP", ids[2], node_uids[node], "Lcl Scaling");
connections.push_back(scb); // TODO: emplace_back
WriteAnimationCurveNode(outstream,
ids[2], "S", S, "Lcl Scale",
layer_uid, node_uids[node]
);
// store the uids for later use
nodeanim_uids.push_back(ids);
}
curve_node_uids.push_back(nodeanim_uids);
@ -2039,242 +2006,52 @@ void FBXExporter::WriteObjects ()
node_xfm.Decompose(S, R, T);
const std::array<int64_t,3>& ids = curve_node_uids[ai][nai];
int64_t curve_uid;
std::vector<int64_t> times;
std::vector<float> values;
std::vector<float> xval, yval, zval;
// TODO: compress code (it's a bit annoying)
// translation x
FBX::Node tx("AnimationCurve");
curve_uid = generate_uid();
tx.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
tx.AddChild("Default", double(T.x)); // default value
tx.AddChild("KeyVer", int32_t(4009));
times.clear();
values.clear();
for (size_t pki = 0; pki < na->mNumPositionKeys; ++pki) {
const aiVectorKey& k = na->mPositionKeys[pki];
// position/translation
for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) {
const aiVectorKey& k = na->mPositionKeys[ki];
times.push_back(to_ktime(k.mTime, anim));
values.push_back(k.mValue.x);
xval.push_back(k.mValue.x);
yval.push_back(k.mValue.y);
zval.push_back(k.mValue.z);
}
tx.AddChild("KeyTime", times);
tx.AddChild("KeyValueFloat", values);
// TODO: keyframe flags (STUB for now)
tx.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
tx.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
tx.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
tx.Dump(outstream);
FBX::Node txc("C");
txc.AddProperties("OP", curve_uid, ids[0], "d|X");
connections.push_back(txc); // TODO: emplace_back
// one curve each for X, Y, Z
WriteAnimationCurve(outstream, T.x, times, xval, ids[0], "d|X");
WriteAnimationCurve(outstream, T.y, times, yval, ids[0], "d|Y");
WriteAnimationCurve(outstream, T.z, times, zval, ids[0], "d|Z");
// translation y
FBX::Node ty("AnimationCurve");
curve_uid = generate_uid();
ty.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
ty.AddChild("Default", double(T.y)); // default value
ty.AddChild("KeyVer", int32_t(4009));
times.clear();
values.clear();
for (size_t pki = 0; pki < na->mNumPositionKeys; ++pki) {
const aiVectorKey& k = na->mPositionKeys[pki];
// rotation
times.clear(); xval.clear(); yval.clear(); zval.clear();
for (size_t ki = 0; ki < na->mNumRotationKeys; ++ki) {
const aiQuatKey& k = na->mRotationKeys[ki];
times.push_back(to_ktime(k.mTime, anim));
values.push_back(k.mValue.y);
}
ty.AddChild("KeyTime", times);
ty.AddChild("KeyValueFloat", values);
// TODO: keyframe flags (STUB for now)
ty.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
ty.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
ty.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
ty.Dump(outstream);
FBX::Node tyc("C");
tyc.AddProperties("OP", curve_uid, ids[0], "d|Y");
connections.push_back(tyc); // TODO: emplace_back
// translation z
FBX::Node tz("AnimationCurve");
curve_uid = generate_uid();
tz.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
tz.AddChild("Default", double(T.z)); // default value
tz.AddChild("KeyVer", int32_t(4009));
times.clear();
values.clear();
for (size_t pki = 0; pki < na->mNumPositionKeys; ++pki) {
const aiVectorKey& k = na->mPositionKeys[pki];
times.push_back(to_ktime(k.mTime, anim));
values.push_back(k.mValue.z);
}
tz.AddChild("KeyTime", times);
tz.AddChild("KeyValueFloat", values);
// TODO: keyframe flags (STUB for now)
tz.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
tz.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
tz.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
tz.Dump(outstream);
FBX::Node tzc("C");
tzc.AddProperties("OP", curve_uid, ids[0], "d|Z");
connections.push_back(tzc); // TODO: emplace_back
// rotation x
FBX::Node rx("AnimationCurve");
curve_uid = generate_uid();
rx.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
rx.AddChild("Default", double(R.x)); // default value
rx.AddChild("KeyVer", int32_t(4009));
times.clear();
values.clear();
for (size_t pki = 0; pki < na->mNumRotationKeys; ++pki) {
const aiQuatKey& k = na->mRotationKeys[pki];
times.push_back(to_ktime(k.mTime, anim));
// there must be a better way...
// TODO: aiQuaternion method to convert to Euler...
aiMatrix4x4 m(k.mValue.GetMatrix());
aiVector3D qs, qr, qt;
m.Decompose(qs, qr, qt);
qr *= DEG;
values.push_back(qr.x);
xval.push_back(qr.x);
yval.push_back(qr.y);
zval.push_back(qr.z);
}
rx.AddChild("KeyTime", times);
rx.AddChild("KeyValueFloat", values);
// TODO: keyframe flags (STUB for now)
rx.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
rx.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
rx.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
rx.Dump(outstream);
FBX::Node rxc("C");
rxc.AddProperties("OP", curve_uid, ids[1], "d|X");
connections.push_back(rxc); // TODO: emplace_back
WriteAnimationCurve(outstream, R.x, times, xval, ids[1], "d|X");
WriteAnimationCurve(outstream, R.y, times, yval, ids[1], "d|Y");
WriteAnimationCurve(outstream, R.z, times, zval, ids[1], "d|Z");
// rotation y
FBX::Node ry("AnimationCurve");
curve_uid = generate_uid();
ry.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
ry.AddChild("Default", double(R.y)); // default value
ry.AddChild("KeyVer", int32_t(4009));
times.clear();
values.clear();
for (size_t pki = 0; pki < na->mNumRotationKeys; ++pki) {
const aiQuatKey& k = na->mRotationKeys[pki];
// scaling/scale
times.clear(); xval.clear(); yval.clear(); zval.clear();
for (size_t ki = 0; ki < na->mNumScalingKeys; ++ki) {
const aiVectorKey& k = na->mScalingKeys[ki];
times.push_back(to_ktime(k.mTime, anim));
// there must be a better way...
aiMatrix4x4 m(k.mValue.GetMatrix());
aiVector3D qs, qr, qt;
m.Decompose(qs, qr, qt);
qr *= DEG;
values.push_back(qr.y);
xval.push_back(k.mValue.x);
yval.push_back(k.mValue.y);
zval.push_back(k.mValue.z);
}
ry.AddChild("KeyTime", times);
ry.AddChild("KeyValueFloat", values);
// TODO: keyframe flags (STUB for now)
ry.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
ry.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
ry.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
ry.Dump(outstream);
FBX::Node ryc("C");
ryc.AddProperties("OP", curve_uid, ids[1], "d|Y");
connections.push_back(ryc); // TODO: emplace_back
// rotation z
FBX::Node rz("AnimationCurve");
curve_uid = generate_uid();
rz.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
rz.AddChild("Default", double(R.z)); // default value
rz.AddChild("KeyVer", int32_t(4009));
times.clear();
values.clear();
for (size_t pki = 0; pki < na->mNumRotationKeys; ++pki) {
const aiQuatKey& k = na->mRotationKeys[pki];
times.push_back(to_ktime(k.mTime, anim));
// there must be a better way...
aiMatrix4x4 m(k.mValue.GetMatrix());
aiVector3D qs, qr, qt;
m.Decompose(qs, qr, qt);
qr *= DEG;
values.push_back(qr.z);
}
rz.AddChild("KeyTime", times);
rz.AddChild("KeyValueFloat", values);
// TODO: keyframe flags (STUB for now)
rz.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
rz.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
rz.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
rz.Dump(outstream);
FBX::Node rzc("C");
rzc.AddProperties("OP", curve_uid, ids[1], "d|Z");
connections.push_back(rzc); // TODO: emplace_back
// scale x
FBX::Node sx("AnimationCurve");
curve_uid = generate_uid();
sx.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
sx.AddChild("Default", double(S.x)); // default value
sx.AddChild("KeyVer", int32_t(4009));
times.clear();
values.clear();
for (size_t pki = 0; pki < na->mNumScalingKeys; ++pki) {
const aiVectorKey& k = na->mScalingKeys[pki];
times.push_back(to_ktime(k.mTime, anim));
values.push_back(k.mValue.x);
}
sx.AddChild("KeyTime", times);
sx.AddChild("KeyValueFloat", values);
// TODO: keyframe flags (STUB for now)
sx.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
sx.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
sx.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
sx.Dump(outstream);
FBX::Node sxc("C");
sxc.AddProperties("OP", curve_uid, ids[2], "d|X");
connections.push_back(sxc); // TODO: emplace_back
// scale y
FBX::Node sy("AnimationCurve");
curve_uid = generate_uid();
sy.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
sy.AddChild("Default", double(S.y)); // default value
sy.AddChild("KeyVer", int32_t(4009));
times.clear();
values.clear();
for (size_t pki = 0; pki < na->mNumScalingKeys; ++pki) {
const aiVectorKey& k = na->mScalingKeys[pki];
times.push_back(to_ktime(k.mTime, anim));
values.push_back(k.mValue.y);
}
sy.AddChild("KeyTime", times);
sy.AddChild("KeyValueFloat", values);
// TODO: keyframe flags (STUB for now)
sy.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
sy.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
sy.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
sy.Dump(outstream);
FBX::Node syc("C");
syc.AddProperties("OP", curve_uid, ids[2], "d|Y");
connections.push_back(syc); // TODO: emplace_back
// scale z
FBX::Node sz("AnimationCurve");
curve_uid = generate_uid();
sz.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
sz.AddChild("Default", double(S.z)); // default value
sz.AddChild("KeyVer", int32_t(4009));
times.clear();
values.clear();
for (size_t pki = 0; pki < na->mNumScalingKeys; ++pki) {
const aiVectorKey& k = na->mScalingKeys[pki];
times.push_back(to_ktime(k.mTime, anim));
values.push_back(k.mValue.z);
}
sz.AddChild("KeyTime", times);
sz.AddChild("KeyValueFloat", values);
// TODO: keyframe flags (STUB for now)
sz.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
sz.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
sz.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
sz.Dump(outstream);
FBX::Node szc("C");
szc.AddProperties("OP", curve_uid, ids[2], "d|Z");
connections.push_back(szc); // TODO: emplace_back
WriteAnimationCurve(outstream, S.x, times, xval, ids[2], "d|X");
WriteAnimationCurve(outstream, S.y, times, yval, ids[2], "d|Y");
WriteAnimationCurve(outstream, S.z, times, zval, ids[2], "d|Z");
}
}
@ -2548,6 +2325,65 @@ void FBXExporter::WriteModelNodes(
}
}
void FBXExporter::WriteAnimationCurveNode(
StreamWriterLE& outstream,
int64_t uid,
std::string name, // "T", "R", or "S"
aiVector3D default_value,
std::string property_name, // "Lcl Translation" etc
int64_t layer_uid,
int64_t node_uid
) {
FBX::Node n("AnimationCurveNode");
n.AddProperties(uid, name + FBX::SEPARATOR + "AnimCurveNode", "");
FBX::Node p("Properties70");
p.AddP70numberA("d|X", default_value.x);
p.AddP70numberA("d|Y", default_value.y);
p.AddP70numberA("d|Z", default_value.z);
n.AddChild(p);
n.Dump(outstream);
// connect to layer
FBX::Node cl("C");
cl.AddProperties("OO", uid, layer_uid);
this->connections.push_back(cl); // TODO: emplace_back
// connect to bone
FBX::Node cb("C");
cb.AddProperties("OP", uid, node_uid, property_name);
this->connections.push_back(cb); // TODO: emplace_back
}
void FBXExporter::WriteAnimationCurve(
StreamWriterLE& outstream,
double default_value,
const std::vector<int64_t>& times,
const std::vector<float>& values,
int64_t curvenode_uid,
const std::string& property_link // "d|X", "d|Y", etc
) {
FBX::Node n("AnimationCurve");
int64_t curve_uid = generate_uid();
n.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
n.AddChild("Default", default_value);
n.AddChild("KeyVer", int32_t(4009));
n.AddChild("KeyTime", times);
n.AddChild("KeyValueFloat", values);
// TODO: keyattr flags and data (STUB for now)
n.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
n.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
ai_assert(times.size() <= std::numeric_limits<int32_t>::max());
n.AddChild(
"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
}
void FBXExporter::WriteConnections ()
{
// we should have completed the connection graph already,

View File

@ -139,6 +139,23 @@ namespace Assimp
const std::unordered_set<const aiNode*>& limbnodes,
std::vector<std::pair<std::string,aiVector3D>>& transform_chain
);
void WriteAnimationCurveNode(
StreamWriterLE& outstream,
int64_t uid,
std::string name, // "T", "R", or "S"
aiVector3D default_value,
std::string property_name, // "Lcl Translation" etc
int64_t animation_layer_uid,
int64_t node_uid
);
void WriteAnimationCurve(
StreamWriterLE& outstream,
double default_value,
const std::vector<int64_t>& times,
const std::vector<float>& values,
int64_t curvenode_id,
const std::string& property_link // "d|X", "d|Y", etc
);
};
}