Merge pull request #2451 from mlavik1/fbxexporter_embedded_textures
FBXExporter: Embedded texture supportpull/2450/head^2
commit
f81b90a469
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@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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namespace Assimp {
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namespace FBX
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{
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const std::string NULL_RECORD = { // 13 null bytes
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@ -80,7 +80,7 @@ namespace FBX
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TransformInheritance_MAX // end-of-enum sentinel
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};
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}
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}
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#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
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#endif // AI_FBXCOMMON_H_INC
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@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <sstream> // ostringstream
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#include <memory> // shared_ptr
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namespace Assimp {
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// AddP70<type> helpers... there's no usable pattern here,
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// so all are defined as separate functions.
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// Even "animatable" properties are often completely different
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@ -367,7 +368,7 @@ void FBX::Node::EndBinary(
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bool has_children
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) {
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// if there were children, add a null record
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if (has_children) { s.PutString(FBX::NULL_RECORD); }
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if (has_children) { s.PutString(Assimp::FBX::NULL_RECORD); }
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// now go back and write initial pos
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this->end_pos = s.Tell();
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@ -563,6 +564,6 @@ void FBX::Node::WritePropertyNode(
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FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
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}
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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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@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <string>
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#include <vector>
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namespace Assimp {
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namespace FBX {
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class Node;
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}
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@ -264,7 +265,7 @@ private: // static helper functions
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);
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};
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}
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#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
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@ -52,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <locale>
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#include <sstream> // ostringstream
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namespace Assimp {
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// constructors for single element properties
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FBX::Property::Property(bool v)
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@ -359,6 +359,6 @@ void FBX::Property::DumpAscii(std::ostream& s, int indent)
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throw runtime_error(err.str());
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}
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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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@ -56,6 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <ostream>
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#include <type_traits> // is_void
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namespace Assimp {
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namespace FBX {
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class Property;
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}
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@ -123,7 +124,7 @@ private:
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char type;
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std::vector<uint8_t> data;
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};
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}
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#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
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#endif // AI_FBXEXPORTPROPERTY_H_INC
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@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "FBXExportNode.h"
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#include "FBXExportProperty.h"
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#include "FBXCommon.h"
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#include "FBXUtil.h"
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#include <assimp/version.h> // aiGetVersion
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#include <assimp/IOSystem.hpp>
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@ -73,7 +74,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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const ai_real DEG = ai_real( 57.29577951308232087679815481 ); // degrees per radian
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using namespace Assimp;
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using namespace Assimp::FBX;
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// some constants that we'll use for writing metadata
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namespace Assimp {
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namespace FBX {
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const std::string EXPORT_VERSION_STR = "7.4.0";
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const uint32_t EXPORT_VERSION_INT = 7400; // 7.4 == 2014/2015
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@ -92,11 +97,6 @@ namespace FBX {
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";------------------------------------------------------------------";
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}
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using namespace Assimp;
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using namespace FBX;
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namespace Assimp {
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// ---------------------------------------------------------------------
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// Worker function for exporting a scene to binary FBX.
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// Prototyped and registered in Exporter.cpp
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@ -121,6 +121,7 @@ namespace Assimp {
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IOSystem* pIOSystem,
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const aiScene* pScene,
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const ExportProperties* pProperties
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){
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// initialize the exporter
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FBXExporter exporter(pScene, pProperties);
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@ -1393,10 +1394,6 @@ void FBXExporter::WriteObjects ()
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// FbxVideo - stores images used by textures.
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for (const auto &it : uid_by_image) {
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if (it.first.compare(0, 1, "*") == 0) {
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// TODO: embedded textures
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continue;
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}
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FBX::Node n("Video");
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const int64_t& uid = it.second;
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const std::string name = ""; // TODO: ... name???
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@ -1406,7 +1403,33 @@ void FBXExporter::WriteObjects ()
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// TODO: get full path... relative path... etc... ugh...
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// for now just use the same path for everything,
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// and hopefully one of them will work out.
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const std::string& path = it.first;
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std::string path = it.first;
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// try get embedded texture
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const aiTexture* embedded_texture = mScene->GetEmbeddedTexture(it.first.c_str());
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if (embedded_texture != nullptr) {
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// change the path (use original filename, if available. If name is empty, concatenate texture index with file extension)
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std::stringstream newPath;
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if (embedded_texture->mFilename.length > 0) {
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newPath << embedded_texture->mFilename.C_Str();
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} else if (embedded_texture->achFormatHint[0]) {
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int texture_index = std::stoi(path.substr(1, path.size() - 1));
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newPath << texture_index << "." << embedded_texture->achFormatHint;
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}
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path = newPath.str();
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// embed the texture
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size_t texture_size = static_cast<size_t>(embedded_texture->mWidth * std::max(embedded_texture->mHeight, 1u));
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if (binary) {
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// embed texture as binary data
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std::vector<uint8_t> tex_data;
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tex_data.resize(texture_size);
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memcpy(&tex_data[0], (char*)embedded_texture->pcData, texture_size);
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n.AddChild("Content", tex_data);
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} else {
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// embed texture in base64 encoding
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std::string encoded_texture = FBX::Util::EncodeBase64((char*)embedded_texture->pcData, texture_size);
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n.AddChild("Content", encoded_texture);
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}
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}
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p.AddP70("Path", "KString", "XRefUrl", "", path);
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n.AddChild(p);
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n.AddChild("UseMipMap", int32_t(0));
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@ -157,6 +157,66 @@ size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out)
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return outLength;
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}
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static const char to_base64_string[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
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char EncodeBase64(char byte)
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{
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return to_base64_string[(size_t)byte];
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}
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/** Encodes a block of 4 bytes to base64 encoding
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*
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* @param bytes Bytes to encode.
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* @param out_string String to write encoded values to.
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* @param string_pos Position in out_string.*/
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void EncodeByteBlock(const char* bytes, std::string& out_string, size_t string_pos)
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{
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char b0 = (bytes[0] & 0xFC) >> 2;
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char b1 = (bytes[0] & 0x03) << 4 | ((bytes[1] & 0xF0) >> 4);
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char b2 = (bytes[1] & 0x0F) << 2 | ((bytes[2] & 0xC0) >> 6);
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char b3 = (bytes[2] & 0x3F);
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out_string[string_pos + 0] = EncodeBase64(b0);
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out_string[string_pos + 1] = EncodeBase64(b1);
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out_string[string_pos + 2] = EncodeBase64(b2);
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out_string[string_pos + 3] = EncodeBase64(b3);
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}
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std::string EncodeBase64(const char* data, size_t length)
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{
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// calculate extra bytes needed to get a multiple of 3
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size_t extraBytes = 3 - length % 3;
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// number of base64 bytes
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size_t encodedBytes = 4 * (length + extraBytes) / 3;
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std::string encoded_string(encodedBytes, '=');
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// read blocks of 3 bytes
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for (size_t ib3 = 0; ib3 < length / 3; ib3++)
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{
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const size_t iByte = ib3 * 3;
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const size_t iEncodedByte = ib3 * 4;
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const char* currData = &data[iByte];
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EncodeByteBlock(currData, encoded_string, iEncodedByte);
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}
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// if size of data is not a multiple of 3, also encode the final bytes (and add zeros where needed)
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if (extraBytes > 0)
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{
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char finalBytes[4] = { 0,0,0,0 };
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memcpy(&finalBytes[0], &data[length - length % 3], length % 3);
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const size_t iEncodedByte = encodedBytes - 4;
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EncodeByteBlock(&finalBytes[0], encoded_string, iEncodedByte);
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// add '=' at the end
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for (size_t i = 0; i < 4 * extraBytes / 3; i++)
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encoded_string[encodedBytes - i - 1] = '=';
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}
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return encoded_string;
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}
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} // !Util
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} // !FBX
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} // !Assimp
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@ -113,6 +113,15 @@ uint8_t DecodeBase64(char ch);
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* @return size of the decoded data (number of bytes)*/
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size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out);
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char EncodeBase64(char byte);
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/** Encode bytes in base64-encoding
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*
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* @param data Binary data to encode.
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* @param inLength Number of bytes to encode.
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* @return base64-encoded string*/
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std::string EncodeBase64(const char* data, size_t length);
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}
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}
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}
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@ -389,6 +389,14 @@ struct aiScene
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//! Returns an embedded texture
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const aiTexture* GetEmbeddedTexture(const char* filename) const {
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// lookup using texture ID (if referenced like: "*1", "*2", etc.)
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if ('*' == *filename) {
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int index = std::atoi(filename + 1);
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if (0 > index || mNumTextures <= static_cast<unsigned>(index))
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return nullptr;
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return mTextures[index];
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}
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// lookup using filename
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const char* shortFilename = GetShortFilename(filename);
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for (unsigned int i = 0; i < mNumTextures; i++) {
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const char* shortTextureFilename = GetShortFilename(mTextures[i]->mFilename.C_Str());
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