/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2018, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ #ifndef ASSIMP_BUILD_NO_EXPORT #ifndef ASSIMP_BUILD_NO_FBX_EXPORTER #include "FBXExporter.h" #include "FBXExportNode.h" #include "FBXExportProperty.h" #include "FBXCommon.h" #include // aiGetVersion #include #include #include #include // StreamWriterLE #include // DeadlyExportError #include // aiTextureType #include #include // Header files, standard library. #include // shared_ptr #include #include // stringstream #include // localtime, tm_* #include #include #include #include // endl // RESOURCES: // https://code.blender.org/2013/08/fbx-binary-file-format-specification/ // https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure const double DEG = 57.29577951308232087679815481; // degrees per radian // some constants that we'll use for writing metadata namespace FBX { const std::string EXPORT_VERSION_STR = "7.4.0"; const uint32_t EXPORT_VERSION_INT = 7400; // 7.4 == 2014/2015 // FBX files have some hashed values that depend on the creation time field, // but for now we don't actually know how to generate these. // what we can do is set them to a known-working version. // this is the data that Blender uses in their FBX export process. const std::string GENERIC_CTIME = "1970-01-01 10:00:00:000"; const std::string GENERIC_FILEID = "\x28\xb3\x2a\xeb\xb6\x24\xcc\xc2\xbf\xc8\xb0\x2a\xa9\x2b\xfc\xf1"; const std::string GENERIC_FOOTID = "\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"; } using namespace Assimp; using namespace FBX; namespace Assimp { // --------------------------------------------------------------------- // Worker function for exporting a scene to binary FBX. // Prototyped and registered in Exporter.cpp void ExportSceneFBX ( const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties ){ // initialize the exporter FBXExporter exporter(pScene, pProperties); // perform binary export exporter.ExportBinary(pFile, pIOSystem); } // --------------------------------------------------------------------- // Worker function for exporting a scene to ASCII FBX. // Prototyped and registered in Exporter.cpp /*void ExportSceneFBXA ( const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties ){ // initialize the exporter FBXExporter exporter(pScene, pProperties); // perform ascii export exporter.ExportAscii(pFile, pIOSystem); }*/ // TODO } // end of namespace Assimp FBXExporter::FBXExporter ( const aiScene* pScene, const ExportProperties* pProperties ) : mScene(pScene) , mProperties(pProperties) { // will probably need to determine UIDs, connections, etc here. // basically anything that needs to be known // before we start writing sections to the stream. } void FBXExporter::ExportBinary ( const char* pFile, IOSystem* pIOSystem ){ // remember that we're exporting in binary mode binary = true; // we're not currently using these preferences, // but clang will cry about it if we never touch it. // TODO: some of these might be relevant to export (void)mProperties; // open the indicated file for writing (in binary mode) outfile.reset(pIOSystem->Open(pFile,"wb")); if (!outfile) { throw DeadlyExportError( "could not open output .fbx file: " + std::string(pFile) ); } // first a binary-specific file header WriteBinaryHeader(); // the rest of the file is in node entries. // we have to serialize each entry before we write to the output, // as the first thing we write is the byte offset of the _next_ entry. // Either that or we can skip back to write the offset when we finish. WriteAllNodes(); // finally we have a binary footer to the file WriteBinaryFooter(); // explicitly release file pointer, // so we don't have to rely on class destruction. outfile.reset(); } void FBXExporter::ExportAscii ( const char* pFile, IOSystem* pIOSystem ){ // remember that we're exporting in ascii mode binary = false; // open the indicated file for writing in text mode outfile.reset(pIOSystem->Open(pFile,"wt")); if (!outfile) { throw DeadlyExportError( "could not open output .fbx file: " + std::string(pFile) ); } // 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 all the sections WriteAllNodes(); // explicitly release file pointer, // so we don't have to rely on class destruction. outfile.reset(); } void FBXExporter::WriteBinaryHeader() { // first a specific sequence of 23 bytes, always the same const char binary_header[24] = "Kaydara FBX Binary\x20\x20\x00\x1a\x00"; outfile->Write(binary_header, 1, 23); // then FBX version number, "multiplied" by 1000, as little-endian uint32. // so 7.3 becomes 7300 == 0x841C0000, 7.4 becomes 7400 == 0xE81C0000, etc { StreamWriterLE outstream(outfile); outstream.PutU4(EXPORT_VERSION_INT); } // StreamWriter destructor writes the data to the file // after this the node data starts immediately // (probably with the FBXHEaderExtension node) } void FBXExporter::WriteBinaryFooter() { outfile->Write(NULL_RECORD.c_str(), NULL_RECORD.size(), 1); outfile->Write(GENERIC_FOOTID.c_str(), GENERIC_FOOTID.size(), 1); for (size_t i = 0; i < 4; ++i) { outfile->Write("\x00", 1, 1); } // here some padding is added for alignment to 16 bytes. // if already aligned, the full 16 bytes is added. size_t pos = outfile->Tell(); size_t pad = 16 - (pos % 16); for (size_t i = 0; i < pad; ++i) { outfile->Write("\x00", 1, 1); } // now the file version again { StreamWriterLE outstream(outfile); outstream.PutU4(EXPORT_VERSION_INT); } // StreamWriter destructor writes the data to the file // and finally some binary footer added to all files for (size_t i = 0; i < 120; ++i) { outfile->Write("\x00", 1, 1); } outfile->Write(FOOT_MAGIC.c_str(), FOOT_MAGIC.size(), 1); } void FBXExporter::WriteAllNodes () { // header // (and fileid, creation time, creator, if binary) WriteHeaderExtension(); // global settings WriteGlobalSettings(); // documents WriteDocuments(); // references WriteReferences(); // definitions WriteDefinitions(); // objects WriteObjects(); // connections WriteConnections(); // WriteTakes? (deprecated since at least 2015 (fbx 7.4)) } //FBXHeaderExtension top-level node void FBXExporter::WriteHeaderExtension () { FBX::Node n("FBXHeaderExtension"); StreamWriterLE outstream(outfile); // begin node n.Begin(outstream); // write properties // (none) // finish properties n.EndProperties(outstream, 0); // write child nodes FBX::Node::WritePropertyNode( "FBXHeaderVersion", int32_t(1003), outstream ); FBX::Node::WritePropertyNode( "FBXVersion", int32_t(EXPORT_VERSION_INT), outstream ); FBX::Node::WritePropertyNode( "EncryptionType", int32_t(0), outstream ); FBX::Node CreationTimeStamp("CreationTimeStamp"); time_t rawtime; time(&rawtime); struct tm * now = localtime(&rawtime); CreationTimeStamp.AddChild("Version", int32_t(1000)); CreationTimeStamp.AddChild("Year", int32_t(now->tm_year + 1900)); CreationTimeStamp.AddChild("Month", int32_t(now->tm_mon + 1)); CreationTimeStamp.AddChild("Day", int32_t(now->tm_mday)); CreationTimeStamp.AddChild("Hour", int32_t(now->tm_hour)); 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); std::stringstream creator; creator << "Open Asset Import Library (Assimp) " << aiGetVersionMajor() << "." << aiGetVersionMinor() << "." << aiGetVersionRevision(); FBX::Node::WritePropertyNode("Creator", creator.str(), outstream); 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); // finish node n.End(outstream, true); // that's it for FBXHeaderExtension... // but binary files also need top-level FileID, CreationTime, Creator: std::vector 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); } void FBXExporter::WriteGlobalSettings () { FBX::Node gs("GlobalSettings"); gs.AddChild("Version", int32_t(1000)); FBX::Node p("Properties70"); p.AddP70int("UpAxis", 1); p.AddP70int("UpAxisSign", 1); p.AddP70int("FrontAxis", 2); p.AddP70int("FrontAxisSign", 1); p.AddP70int("CoordAxis", 0); p.AddP70int("CoordAxisSign", 1); p.AddP70int("OriginalUpAxis", 1); p.AddP70int("OriginalUpAxisSign", 1); p.AddP70double("UnitScaleFactor", 1.0); p.AddP70double("OriginalUnitScaleFactor", 1.0); p.AddP70color("AmbientColor", 0.0, 0.0, 0.0); p.AddP70string("DefaultCamera", "Producer Perspective"); p.AddP70enum("TimeMode", 11); p.AddP70enum("TimeProtocol", 2); p.AddP70enum("SnapOnFrameMode", 0); p.AddP70time("TimeSpanStart", 0); // TODO: animation support p.AddP70time("TimeSpanStop", FBX::SECOND); // TODO: animation support p.AddP70double("CustomFrameRate", -1.0); p.AddP70("TimeMarker", "Compound", "", ""); // not sure what this is p.AddP70int("CurrentTimeMarker", -1); gs.AddChild(p); gs.Dump(outfile); } void FBXExporter::WriteDocuments () { // not sure what the use of multiple documents would be, // or whether any end-application supports it FBX::Node docs("Documents"); docs.AddChild("Count", int32_t(1)); FBX::Node doc("Document"); // generate uid int64_t uid = generate_uid(); doc.AddProperties(uid, "", "Scene"); FBX::Node p("Properties70"); p.AddP70("SourceObject", "object", "", ""); // what is this even for? p.AddP70string("ActiveAnimStackName", ""); // should do this properly? doc.AddChild(p); // UID for root node in scene heirarchy. // always set to 0 in the case of a single document. // not sure what happens if more than one document exists, // but that won't matter to us as we're exporting a single scene. doc.AddChild("RootNode", int64_t(0)); docs.AddChild(doc); docs.Dump(outfile); } void FBXExporter::WriteReferences () { // always empty for now. // not really sure what this is for. FBX::Node n("References"); n.Dump(outfile); } // --------------------------------------------------------------- // some internal helper functions used for writing the definitions // (before any actual data is written) // --------------------------------------------------------------- size_t count_nodes(const aiNode* n) { size_t count = 1; for (size_t i = 0; i < n->mNumChildren; ++i) { count += count_nodes(n->mChildren[i]); } return count; } bool has_phong_mat(const aiScene* scene) { // just search for any material with a shininess exponent for (size_t i = 0; i < scene->mNumMaterials; ++i) { aiMaterial* mat = scene->mMaterials[i]; float shininess = 0; mat->Get(AI_MATKEY_SHININESS, shininess); if (shininess > 0) { return true; } } return false; } size_t count_images(const aiScene* scene) { std::unordered_set images; aiString texpath; for (size_t i = 0; i < scene->mNumMaterials; ++i) { aiMaterial* mat = scene->mMaterials[i]; for ( size_t tt = aiTextureType_DIFFUSE; tt < aiTextureType_UNKNOWN; ++tt ){ const aiTextureType textype = static_cast(tt); const size_t texcount = mat->GetTextureCount(textype); for (size_t j = 0; j < texcount; ++j) { mat->GetTexture(textype, j, &texpath); images.insert(std::string(texpath.C_Str())); } } } //for (auto &s : images) { // std::cout << "found image: " << s << std::endl; //} return images.size(); } size_t count_textures(const aiScene* scene) { size_t count = 0; for (size_t i = 0; i < scene->mNumMaterials; ++i) { aiMaterial* mat = scene->mMaterials[i]; for ( size_t tt = aiTextureType_DIFFUSE; tt < aiTextureType_UNKNOWN; ++tt ){ // TODO: handle layered textures if (mat->GetTextureCount(static_cast(tt)) > 0) { count += 1; } } } return count; } size_t count_deformers(const aiScene* scene) { size_t count = 0; for (size_t i = 0; i < scene->mNumMeshes; ++i) { const size_t n = scene->mMeshes[i]->mNumBones; if (n) { // 1 main deformer, 1 subdeformer per bone count += n + 1; } } return count; } void FBXExporter::WriteDefinitions () { // basically this is just bookkeeping: // determining how many of each type of object there are // and specifying the base properties to use when otherwise unspecified. // we need to count the objects int32_t count; int32_t total_count = 0; // and store them std::vector object_nodes; FBX::Node n, pt, p; // GlobalSettings // this seems to always be here in Maya exports n = FBX::Node("ObjectType", Property("GlobalSettings")); count = 1; n.AddChild("Count", count); object_nodes.push_back(n); total_count += count; // AnimationStack / FbxAnimStack // this seems to always be here in Maya exports count = 0; if (count) { n = FBX::Node("ObjectType", Property("AnimationStack")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate", Property("FbxAnimStack")); p = FBX::Node("Properties70"); p.AddP70string("Description", ""); p.AddP70time("LocalStart", 0); p.AddP70time("LocalStop", 0); p.AddP70time("ReferenceStart", 0); p.AddP70time("ReferenceStop", 0); pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // AnimationLayer / FbxAnimLayer // this seems to always be here in Maya exports count = 0; if (count) { n = FBX::Node("ObjectType", Property("AnimationLayer")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate", Property("FBXAnimLayer")); p = FBX::Node("Properties70"); p.AddP70("Weight", "Number", "", "A", double(100)); p.AddP70bool("Mute", 0); p.AddP70bool("Solo", 0); p.AddP70bool("Lock", 0); p.AddP70color("Color", 0.8, 0.8, 0.8); p.AddP70("BlendMode", "enum", "", "", int32_t(0)); p.AddP70("RotationAccumulationMode", "enum", "", "", int32_t(0)); p.AddP70("ScaleAccumulationMode", "enum", "", "", int32_t(0)); p.AddP70("BlendModeBypass", "ULongLong", "", "", int64_t(0)); pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // NodeAttribute // this is completely absurd. // there can only be one "NodeAttribute" template, // but FbxSkeleton, FbxCamera, FbxLight all are "NodeAttributes". // so if only one exists we should set the template for that, // otherwise... we just pick one :/. // the others have to set all their properties every instance, // because there's no template. count = 1; // TODO: select properly if (count) { // FbxSkeleton n = FBX::Node("ObjectType", Property("NodeAttribute")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate", Property("FbxSkeleton")); p = FBX::Node("Properties70"); p.AddP70color("Color", 0.8, 0.8, 0.8); p.AddP70double("Size", 33.333333333333); p.AddP70("LimbLength", "double", "Number", "H", double(1)); // note: not sure what the "H" flag is for - hidden? pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // Model / FbxNode // <~~ node heirarchy count = count_nodes(mScene->mRootNode) - 1; // (not counting root node) if (count) { n = FBX::Node("ObjectType", Property("Model")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate", Property("FbxNode")); p = FBX::Node("Properties70"); p.AddP70enum("QuaternionInterpolate", 0); p.AddP70vector("RotationOffset", 0.0, 0.0, 0.0); p.AddP70vector("RotationPivot", 0.0, 0.0, 0.0); p.AddP70vector("ScalingOffset", 0.0, 0.0, 0.0); p.AddP70vector("ScalingPivot", 0.0, 0.0, 0.0); p.AddP70bool("TranslationActive", 0); p.AddP70vector("TranslationMin", 0.0, 0.0, 0.0); p.AddP70vector("TranslationMax", 0.0, 0.0, 0.0); p.AddP70bool("TranslationMinX", 0); p.AddP70bool("TranslationMinY", 0); p.AddP70bool("TranslationMinZ", 0); p.AddP70bool("TranslationMaxX", 0); p.AddP70bool("TranslationMaxY", 0); p.AddP70bool("TranslationMaxZ", 0); p.AddP70enum("RotationOrder", 0); p.AddP70bool("RotationSpaceForLimitOnly", 0); p.AddP70double("RotationStiffnessX", 0.0); p.AddP70double("RotationStiffnessY", 0.0); p.AddP70double("RotationStiffnessZ", 0.0); p.AddP70double("AxisLen", 10.0); p.AddP70vector("PreRotation", 0.0, 0.0, 0.0); p.AddP70vector("PostRotation", 0.0, 0.0, 0.0); p.AddP70bool("RotationActive", 0); p.AddP70vector("RotationMin", 0.0, 0.0, 0.0); p.AddP70vector("RotationMax", 0.0, 0.0, 0.0); p.AddP70bool("RotationMinX", 0); p.AddP70bool("RotationMinY", 0); p.AddP70bool("RotationMinZ", 0); p.AddP70bool("RotationMaxX", 0); p.AddP70bool("RotationMaxY", 0); p.AddP70bool("RotationMaxZ", 0); p.AddP70enum("InheritType", 0); p.AddP70bool("ScalingActive", 0); p.AddP70vector("ScalingMin", 0.0, 0.0, 0.0); p.AddP70vector("ScalingMax", 1.0, 1.0, 1.0); p.AddP70bool("ScalingMinX", 0); p.AddP70bool("ScalingMinY", 0); p.AddP70bool("ScalingMinZ", 0); p.AddP70bool("ScalingMaxX", 0); p.AddP70bool("ScalingMaxY", 0); p.AddP70bool("ScalingMaxZ", 0); p.AddP70vector("GeometricTranslation", 0.0, 0.0, 0.0); p.AddP70vector("GeometricRotation", 0.0, 0.0, 0.0); p.AddP70vector("GeometricScaling", 1.0, 1.0, 1.0); p.AddP70double("MinDampRangeX", 0.0); p.AddP70double("MinDampRangeY", 0.0); p.AddP70double("MinDampRangeZ", 0.0); p.AddP70double("MaxDampRangeX", 0.0); p.AddP70double("MaxDampRangeY", 0.0); p.AddP70double("MaxDampRangeZ", 0.0); p.AddP70double("MinDampStrengthX", 0.0); p.AddP70double("MinDampStrengthY", 0.0); p.AddP70double("MinDampStrengthZ", 0.0); p.AddP70double("MaxDampStrengthX", 0.0); p.AddP70double("MaxDampStrengthY", 0.0); p.AddP70double("MaxDampStrengthZ", 0.0); p.AddP70double("PreferedAngleX", 0.0); p.AddP70double("PreferedAngleY", 0.0); p.AddP70double("PreferedAngleZ", 0.0); p.AddP70("LookAtProperty", "object", "", ""); p.AddP70("UpVectorProperty", "object", "", ""); p.AddP70bool("Show", 1); p.AddP70bool("NegativePercentShapeSupport", 1); p.AddP70int("DefaultAttributeIndex", -1); p.AddP70bool("Freeze", 0); p.AddP70bool("LODBox", 0); p.AddP70( "Lcl Translation", "Lcl Translation", "", "A", double(0), double(0), double(0) ); p.AddP70( "Lcl Rotation", "Lcl Rotation", "", "A", double(0), double(0), double(0) ); p.AddP70( "Lcl Scaling", "Lcl Scaling", "", "A", double(1), double(1), double(1) ); p.AddP70("Visibility", "Visibility", "", "A", double(1)); p.AddP70( "Visibility Inheritance", "Visibility Inheritance", "", "", int32_t(1) ); pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // Geometry / FbxMesh // <~~ aiMesh count = mScene->mNumMeshes; if (count) { n = FBX::Node("ObjectType", Property("Geometry")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate", Property("FbxMesh")); p = FBX::Node("Properties70"); p.AddP70color("Color", 0, 0, 0); p.AddP70vector("BBoxMin", 0, 0, 0); p.AddP70vector("BBoxMax", 0, 0, 0); p.AddP70bool("Primary Visibility", 1); p.AddP70bool("Casts Shadows", 1); p.AddP70bool("Receive Shadows", 1); pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // Material / FbxSurfacePhong, FbxSurfaceLambert, FbxSurfaceMaterial // <~~ aiMaterial // basically if there's any phong material this is defined as phong, // and otherwise lambert. // More complex materials cause a bare-bones FbxSurfaceMaterial definition // and are treated specially, as they're not really supported by FBX. // TODO: support Maya's Stingray PBS material count = mScene->mNumMaterials; if (count) { bool has_phong = has_phong_mat(mScene); n = FBX::Node("ObjectType", Property("Material")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate"); if (has_phong) { pt.AddProperty("FbxSurfacePhong"); } else { pt.AddProperty("FbxSurfaceLambert"); } p = FBX::Node("Properties70"); if (has_phong) { p.AddP70string("ShadingModel", "Phong"); } else { p.AddP70string("ShadingModel", "Lambert"); } p.AddP70bool("MultiLayer", 0); p.AddP70colorA("EmissiveColor", 0.0, 0.0, 0.0); p.AddP70numberA("EmissiveFactor", 1.0); p.AddP70colorA("AmbientColor", 0.2, 0.2, 0.2); p.AddP70numberA("AmbientFactor", 1.0); p.AddP70colorA("DiffuseColor", 0.8, 0.8, 0.8); p.AddP70numberA("DiffuseFactor", 1.0); p.AddP70vector("Bump", 0.0, 0.0, 0.0); p.AddP70vector("NormalMap", 0.0, 0.0, 0.0); p.AddP70double("BumpFactor", 1.0); p.AddP70colorA("TransparentColor", 0.0, 0.0, 0.0); p.AddP70numberA("TransparencyFactor", 0.0); p.AddP70color("DisplacementColor", 0.0, 0.0, 0.0); p.AddP70double("DisplacementFactor", 1.0); p.AddP70color("VectorDisplacementColor", 0.0, 0.0, 0.0); p.AddP70double("VectorDisplacementFactor", 1.0); if (has_phong) { p.AddP70colorA("SpecularColor", 0.2, 0.2, 0.2); p.AddP70numberA("SpecularFactor", 1.0); p.AddP70numberA("ShininessExponent", 20.0); p.AddP70colorA("ReflectionColor", 0.0, 0.0, 0.0); p.AddP70numberA("ReflectionFactor", 1.0); } pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // Video / FbxVideo // one for each image file. count = count_images(mScene); if (count) { n = FBX::Node("ObjectType", Property("Video")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate", Property("FbxVideo")); p = FBX::Node("Properties70"); p.AddP70bool("ImageSequence", 0); p.AddP70int("ImageSequenceOffset", 0); p.AddP70double("FrameRate", 0.0); p.AddP70int("LastFrame", 0); p.AddP70int("Width", 0); p.AddP70int("Height", 0); p.AddP70("Path", "KString", "XRefUrl", "", ""); p.AddP70int("StartFrame", 0); p.AddP70int("StopFrame", 0); p.AddP70double("PlaySpeed", 0.0); p.AddP70time("Offset", 0); p.AddP70enum("InterlaceMode", 0); p.AddP70bool("FreeRunning", 0); p.AddP70bool("Loop", 0); p.AddP70enum("AccessMode", 0); pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // Texture / FbxFileTexture // <~~ aiTexture count = count_textures(mScene); if (count) { n = FBX::Node("ObjectType", Property("Texture")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate", Property("FbxFileTexture")); p = FBX::Node("Properties70"); p.AddP70enum("TextureTypeUse", 0); p.AddP70numberA("Texture alpha", 1.0); p.AddP70enum("CurrentMappingType", 0); p.AddP70enum("WrapModeU", 0); p.AddP70enum("WrapModeV", 0); p.AddP70bool("UVSwap", 0); p.AddP70bool("PremultiplyAlpha", 1); p.AddP70vectorA("Translation", 0.0, 0.0, 0.0); p.AddP70vectorA("Rotation", 0.0, 0.0, 0.0); p.AddP70vectorA("Scaling", 1.0, 1.0, 1.0); p.AddP70vector("TextureRotationPivot", 0.0, 0.0, 0.0); p.AddP70vector("TextureScalingPivot", 0.0, 0.0, 0.0); p.AddP70enum("CurrentTextureBlendMode", 1); p.AddP70string("UVSet", "default"); p.AddP70bool("UseMaterial", 0); p.AddP70bool("UseMipMap", 0); pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // AnimationCurveNode / FbxAnimCurveNode count = 0; if (count) { n = FBX::Node("ObjectType", Property("AnimationCurveNode")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate", Property("FbxAnimCurveNode")); p = FBX::Node("Properties70"); p.AddP70("d", "Compound", "", ""); pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // Pose count = 0; for (size_t i = 0; i < mScene->mNumMeshes; ++i) { aiMesh* mesh = mScene->mMeshes[i]; if (mesh->HasBones()) { ++count; } } if (count) { n = FBX::Node("ObjectType", Property("Pose")); n.AddChild("Count", count); object_nodes.push_back(n); total_count += count; } // Deformer count = count_deformers(mScene); if (count) { n = FBX::Node("ObjectType", Property("Deformer")); n.AddChild("Count", count); object_nodes.push_back(n); total_count += count; } // (template) count = 0; if (count) { n = FBX::Node("ObjectType", Property("")); n.AddChild("Count", count); pt = FBX::Node("PropertyTemplate", Property("")); p = FBX::Node("Properties70"); pt.AddChild(p); n.AddChild(pt); object_nodes.push_back(n); total_count += count; } // now write it all FBX::Node defs("Definitions"); defs.AddChild("Version", int32_t(100)); defs.AddChild("Count", int32_t(total_count)); for (auto &n : object_nodes) { defs.AddChild(n); } defs.Dump(outfile); } // ------------------------------------------------------------------- // some internal helper functions used for writing the objects section // (which holds the actual data) // ------------------------------------------------------------------- aiNode* get_node_for_mesh(unsigned int meshIndex, aiNode* node) { for (size_t i = 0; i < node->mNumMeshes; ++i) { if (node->mMeshes[i] == meshIndex) { return node; } } for (size_t i = 0; i < node->mNumChildren; ++i) { aiNode* ret = get_node_for_mesh(meshIndex, node->mChildren[i]); if (ret) { return ret; } } return nullptr; } aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene) { std::vector node_chain; while (node != scene->mRootNode) { node_chain.push_back(node); node = node->mParent; } aiMatrix4x4 transform; for (auto n = node_chain.rbegin(); n != node_chain.rend(); ++n) { transform *= (*n)->mTransformation; } return transform; } void FBXExporter::WriteObjects () { // 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); // geometry (aiMesh) mesh_uids.clear(); for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) { // it's all about this mesh aiMesh* m = mScene->mMeshes[mi]; // start the node record FBX::Node n("Geometry"); int64_t uid = generate_uid(); mesh_uids.push_back(uid); n.AddProperty(uid); n.AddProperty(FBX::SEPARATOR + "Geometry"); n.AddProperty("Mesh"); n.Begin(outstream); n.DumpProperties(outstream); n.EndProperties(outstream); // output vertex data - each vertex should be unique (probably) std::vector flattened_vertices; // index of original vertex in vertex data vector std::vector vertex_indices; // map of vertex value to its index in the data vector std::map index_by_vertex_value; size_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); if (elem == index_by_vertex_value.end()) { vertex_indices.push_back(index); index_by_vertex_value[vtx] = index; flattened_vertices.push_back(vtx[0]); flattened_vertices.push_back(vtx[1]); flattened_vertices.push_back(vtx[2]); ++index; } else { vertex_indices.push_back(elem->second); } } FBX::Node::WritePropertyNode( "Vertices", flattened_vertices, outstream ); // output polygon data as a flattened array of vertex indices. // the last vertex index of each polygon is negated and - 1 std::vector polygon_data; for (size_t fi = 0; fi < m->mNumFaces; ++fi) { const aiFace &f = m->mFaces[fi]; for (size_t pvi = 0; pvi < f.mNumIndices - 1; ++pvi) { polygon_data.push_back(vertex_indices[f.mIndices[pvi]]); } polygon_data.push_back( -1 - vertex_indices[f.mIndices[f.mNumIndices-1]] ); } FBX::Node::WritePropertyNode( "PolygonVertexIndex", polygon_data, outstream ); // 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 ); // 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::WritePropertyNode( "MappingInformationType", "ByPolygonVertex", outstream ); // TODO: vertex-normals or indexed normals when appropriate FBX::Node::WritePropertyNode( "ReferenceInformationType", "Direct", outstream ); std::vector normal_data; normal_data.reserve(3 * polygon_data.size()); for (size_t fi = 0; fi < m->mNumFaces; ++fi) { const aiFace &f = m->mFaces[fi]; for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) { const aiVector3D &n = m->mNormals[f.mIndices[pvi]]; normal_data.push_back(n.x); normal_data.push_back(n.y); normal_data.push_back(n.z); } } FBX::Node::WritePropertyNode("Normals", normal_data, outstream); // 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); } // uvs, if any for (size_t uvi = 0; uvi < m->GetNumUVChannels(); ++uvi) { if (m->mNumUVComponents[uvi] > 2) { // FBX only supports 2-channel UV maps... // or at least i'm not sure how to indicate a different number std::stringstream err; err << "Only 2-channel UV maps supported by FBX,"; err << " but mesh " << mi; if (m->mName.length) { err << " (" << m->mName.C_Str() << ")"; } err << " UV map " << uvi; err << " has " << m->mNumUVComponents[uvi]; err << " components! Data will be preserved,"; 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); // 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 ); FBX::Node::WritePropertyNode( "ReferenceInformationType", "IndexToDirect", outstream ); std::vector uv_data; std::vector uv_indices; std::map index_by_uv; size_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) { const aiVector3D &uv = m->mTextureCoords[uvi][f.mIndices[pvi]]; auto elem = index_by_uv.find(uv); if (elem == index_by_uv.end()) { index_by_uv[uv] = index; uv_indices.push_back(index); for (size_t x = 0; x < m->mNumUVComponents[uvi]; ++x) { uv_data.push_back(uv[x]); } ++index; } else { uv_indices.push_back(elem->second); } } } FBX::Node::WritePropertyNode("UV", uv_data, outstream); FBX::Node::WritePropertyNode("UVIndex", uv_indices, outstream); uv.End(outstream, 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))); mat.AddChild("Version", int32_t(101)); mat.AddChild("Name", ""); mat.AddChild("MappingInformationType", "AllSame"); mat.AddChild("ReferenceInformationType", "IndexToDirect"); std::vector mat_indices = {0}; mat.AddChild("Materials", mat_indices); mat.Dump(outstream); // 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))); layer.AddChild("Version", int32_t(100)); FBX::Node le("LayerElement"); le.AddChild("Type", "LayerElementNormal"); le.AddChild("TypedIndex", int32_t(0)); layer.AddChild(le); le = FBX::Node("LayerElement"); le.AddChild("Type", "LayerElementMaterial"); le.AddChild("TypedIndex", int32_t(0)); layer.AddChild(le); le = FBX::Node("LayerElement"); le.AddChild("Type", "LayerElementUV"); le.AddChild("TypedIndex", int32_t(0)); layer.AddChild(le); layer.Dump(outstream); // finish the node record n.End(outstream, true); } // aiMaterial material_uids.clear(); for (size_t i = 0; i < mScene->mNumMaterials; ++i) { // it's all about this material aiMaterial* m = mScene->mMaterials[i]; // these are used to recieve material data float f; aiColor3D c; // start the node record FBX::Node n("Material"); int64_t uid = generate_uid(); material_uids.push_back(uid); n.AddProperty(uid); aiString name; m->Get(AI_MATKEY_NAME, name); n.AddProperty(name.C_Str() + FBX::SEPARATOR + "Material"); n.AddProperty(""); n.AddChild("Version", int32_t(102)); f = 0; m->Get(AI_MATKEY_SHININESS, f); bool phong = (f > 0); if (phong) { n.AddChild("ShadingModel", "phong"); } else { n.AddChild("ShadingModel", "lambert"); } n.AddChild("MultiLayer", int32_t(0)); FBX::Node p("Properties70"); // materials exported using the FBX SDK have two sets of fields. // there are the properties specified in the PropertyTemplate, // which are those supported by the modernFBX SDK, // and an extra set of properties with simpler names. // The extra properties are a legacy material system from pre-2009. // // In the modern system, each property has "color" and "factor". // Generally the interpretation of these seems to be // that the colour is multiplied by the factor before use, // but this is not always clear-cut. // // Usually assimp only stores the colour, // so we can just leave the factors at the default "1.0". // first we can export the "standard" properties if (m->Get(AI_MATKEY_COLOR_AMBIENT, c) == aiReturn_SUCCESS) { p.AddP70colorA("AmbientColor", c.r, c.g, c.b); //p.AddP70numberA("AmbientFactor", 1.0); } if (m->Get(AI_MATKEY_COLOR_DIFFUSE, c) == aiReturn_SUCCESS) { p.AddP70colorA("DiffuseColor", c.r, c.g, c.b); //p.AddP70numberA("DiffuseFactor", 1.0); } if (m->Get(AI_MATKEY_COLOR_TRANSPARENT, c) == aiReturn_SUCCESS) { // "TransparentColor" / "TransparencyFactor"... // thanks FBX, for your insightful interpretation of consistency p.AddP70colorA("TransparentColor", c.r, c.g, c.b); // TransparencyFactor defaults to 0.0, so set it to 1.0. // note: Maya always sets this to 1.0, // so we can't use it sensibly as "Opacity". // In stead we rely on the legacy "Opacity" value, below. // Blender also relies on "Opacity" not "TransparencyFactor", // probably for a similar reason. p.AddP70numberA("TransparencyFactor", 1.0); } if (m->Get(AI_MATKEY_COLOR_REFLECTIVE, c) == aiReturn_SUCCESS) { p.AddP70colorA("ReflectionColor", c.r, c.g, c.b); } if (m->Get(AI_MATKEY_REFLECTIVITY, f) == aiReturn_SUCCESS) { p.AddP70numberA("ReflectionFactor", f); } if (phong) { if (m->Get(AI_MATKEY_COLOR_SPECULAR, c) == aiReturn_SUCCESS) { p.AddP70colorA("SpecularColor", c.r, c.g, c.b); } if (m->Get(AI_MATKEY_SHININESS_STRENGTH, f) == aiReturn_SUCCESS) { p.AddP70numberA("ShininessFactor", f); } if (m->Get(AI_MATKEY_SHININESS, f) == aiReturn_SUCCESS) { p.AddP70numberA("ShininessExponent", f); } if (m->Get(AI_MATKEY_REFLECTIVITY, f) == aiReturn_SUCCESS) { p.AddP70numberA("ReflectionFactor", f); } } // Now the legacy system. // For safety let's include it. // thrse values don't exist in the property template, // and usualy are completely ignored when loading. // One notable exception is the "Opacity" property, // which Blender uses as (1.0 - alpha). c.r = 0; c.g = 0; c.b = 0; m->Get(AI_MATKEY_COLOR_EMISSIVE, c); p.AddP70vector("Emissive", c.r, c.g, c.b); c.r = 0.2; c.g = 0.2; c.b = 0.2; m->Get(AI_MATKEY_COLOR_AMBIENT, c); p.AddP70vector("Ambient", c.r, c.g, c.b); c.r = 0.8; c.g = 0.8; c.b = 0.8; m->Get(AI_MATKEY_COLOR_DIFFUSE, c); p.AddP70vector("Diffuse", c.r, c.g, c.b); // The FBX SDK determines "Opacity" from transparency colour (RGB) // and factor (F) as: O = (1.0 - F * ((R + G + B) / 3)). // However we actually have an opacity value, // so we should take it from AI_MATKEY_OPACITY if possible. // It might make more sense to use TransparencyFactor, // but Blender actually loads "Opacity" correctly, so let's use it. f = 1.0; if (m->Get(AI_MATKEY_COLOR_TRANSPARENT, c) == aiReturn_SUCCESS) { f = 1.0 - ((c.r + c.g + c.b) / 3); } m->Get(AI_MATKEY_OPACITY, f); p.AddP70double("Opacity", f); if (phong) { // specular color is multiplied by shininess_strength c.r = 0.2; c.g = 0.2; c.b = 0.2; m->Get(AI_MATKEY_COLOR_SPECULAR, c); f = 1.0; m->Get(AI_MATKEY_SHININESS_STRENGTH, f); p.AddP70vector("Specular", f*c.r, f*c.g, f*c.b); f = 20.0; m->Get(AI_MATKEY_SHININESS, f); p.AddP70double("Shininess", f); // Legacy "Reflectivity" is F*F*((R+G+B)/3), // where F is the proportion of light reflected (AKA reflectivity), // and RGB is the reflective colour of the material. // No idea why, but we might as well set it the same way. f = 0.0; m->Get(AI_MATKEY_REFLECTIVITY, f); c.r = 1.0, c.g = 1.0, c.b = 1.0; m->Get(AI_MATKEY_COLOR_REFLECTIVE, c); p.AddP70double("Reflectivity", f*f*((c.r+c.g+c.b)/3.0)); } n.AddChild(p); n.Dump(outstream); } // we need to look up all the images we're using, // so we can generate uids, and eliminate duplicates. std::map uid_by_image; for (size_t i = 0; i < mScene->mNumMaterials; ++i) { aiString texpath; aiMaterial* mat = mScene->mMaterials[i]; for ( size_t tt = aiTextureType_DIFFUSE; tt < aiTextureType_UNKNOWN; ++tt ){ const aiTextureType textype = static_cast(tt); const size_t texcount = mat->GetTextureCount(textype); for (size_t j = 0; j < texcount; ++j) { mat->GetTexture(textype, j, &texpath); const std::string texstring = texpath.C_Str(); auto elem = uid_by_image.find(texstring); if (elem == uid_by_image.end()) { uid_by_image[texstring] = generate_uid(); } } } } // FbxVideo - stores images used by textures. for (const auto &it : uid_by_image) { if (it.first.compare(0, 1, "*") == 0) { // TODO: embedded textures continue; } FBX::Node n("Video"); const int64_t& uid = it.second; const std::string name = ""; // TODO: ... name??? n.AddProperties(uid, name + FBX::SEPARATOR + "Video", "Clip"); n.AddChild("Type", "Clip"); FBX::Node p("Properties70"); // TODO: get full path... relative path... etc... ugh... // for now just use the same path for everything, // and hopefully one of them will work out. const std::string& path = it.first; p.AddP70("Path", "KString", "XRefUrl", "", path); n.AddChild(p); n.AddChild("UseMipMap", int32_t(0)); n.AddChild("Filename", path); n.AddChild("RelativeFilename", path); n.Dump(outstream); } // Textures // referenced by material_index/texture_type pairs. std::map,int64_t> texture_uids; const std::map prop_name_by_tt = { {aiTextureType_DIFFUSE, "DiffuseColor"}, {aiTextureType_SPECULAR, "SpecularColor"}, {aiTextureType_AMBIENT, "AmbientColor"}, {aiTextureType_EMISSIVE, "EmissiveColor"}, {aiTextureType_HEIGHT, "Bump"}, {aiTextureType_NORMALS, "NormalMap"}, {aiTextureType_SHININESS, "ShininessExponent"}, {aiTextureType_OPACITY, "TransparentColor"}, {aiTextureType_DISPLACEMENT, "DisplacementColor"}, //{aiTextureType_LIGHTMAP, "???"}, {aiTextureType_REFLECTION, "ReflectionColor"} //{aiTextureType_UNKNOWN, ""} }; for (size_t i = 0; i < mScene->mNumMaterials; ++i) { // textures are attached to materials aiMaterial* mat = mScene->mMaterials[i]; int64_t material_uid = material_uids[i]; for ( size_t j = aiTextureType_DIFFUSE; j < aiTextureType_UNKNOWN; ++j ) { const aiTextureType tt = static_cast(j); size_t n = mat->GetTextureCount(tt); if (n < 1) { // no texture of this type continue; } if (n > 1) { // TODO: multilayer textures std::stringstream err; err << "Multilayer textures not supported (for now),"; err << " skipping texture type " << j; err << " of material " << i; DefaultLogger::get()->warn(err.str()); } // get image path for this (single-image) texture aiString tpath; if (mat->GetTexture(tt, 0, &tpath) != aiReturn_SUCCESS) { std::stringstream err; err << "Failed to get texture 0 for texture of type " << tt; err << " on material " << i; err << ", however GetTextureCount returned 1."; throw DeadlyExportError(err.str()); } const std::string texture_path(tpath.C_Str()); // get connected image uid auto elem = uid_by_image.find(texture_path); if (elem == uid_by_image.end()) { // this should never happen std::stringstream err; err << "Failed to find video element for texture with path"; err << " \"" << texture_path << "\""; err << ", type " << j << ", material " << i; throw DeadlyExportError(err.str()); } const int64_t image_uid = elem->second; // get the name of the material property to connect to auto elem2 = prop_name_by_tt.find(tt); if (elem2 == prop_name_by_tt.end()) { // don't know how to handle this type of texture, // so skip it. std::stringstream err; err << "Not sure how to handle texture of type " << j; err << " on material " << i; err << ", skipping..."; DefaultLogger::get()->warn(err.str()); continue; } const std::string& prop_name = elem2->second; // generate a uid for this texture 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); // link the image data to the texture c = FBX::Node("C"); c.AddProperties("OO", image_uid, texture_uid); connections.push_back(c); // now write the actual texture node FBX::Node tnode("Texture"); // TODO: some way to determine texture name? const std::string texture_name = "" + FBX::SEPARATOR + "Texture"; tnode.AddProperties(texture_uid, texture_name, ""); // there really doesn't seem to be a better type than this: tnode.AddChild("Type", "TextureVideoClip"); tnode.AddChild("Version", int32_t(202)); tnode.AddChild("TextureName", texture_name); FBX::Node p("Properties70"); p.AddP70enum("CurrentTextureBlendMode", 0); // TODO: verify //p.AddP70string("UVSet", ""); // TODO: how should this work? p.AddP70bool("UseMaterial", 1); tnode.AddChild(p); // can't easily detrmine which texture path will be correct, // so just store what we have in every field. // these being incorrect is a common problem with FBX anyway. tnode.AddChild("FileName", texture_path); 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( "Cropping", int32_t(0), int32_t(0), int32_t(0), int32_t(0) ); tnode.Dump(outstream); } } // bones. // // output structure: // subset of node heirarchy that are "skeleton", // i.e. do not have meshes but only bones. // but.. i'm not sure how anyone could guarantee that... // // input... // well, for each mesh it has "bones", // and the bone names correspond to nodes. // of course we also need the parent nodes, // as they give some of the transform........ // // well. we can assume a sane input, i suppose. // // so input is the bone node heirarchy, // with an extra thing for the transformation of the MESH in BONE space. // // output is a set of bone nodes, // a "bindpose" which indicates the default local transform of all bones, // and a set of "deformers". // each deformer is parented to a mesh geometry, // and has one or more "subdeformer"s as children. // each subdeformer has one bone node as a child, // and represents the influence of that bone on the grandparent mesh. // the subdeformer has a list of indices, and weights, // with indices specifying vertex indices, // and weights specifying the correspoding influence of this bone. // it also has Transform and TransformLink elements, // specifying the transform of the MESH in BONE space, // and the transformation of the BONE in WORLD space, // likely in the bindpose. // // the input bone structure is different but similar, // storing the number of weights for this bone, // and an array of (vertex index, weight) pairs. // // one sticky point is that the number of vertices may not match, // because assimp splits vertices by normal, uv, etc. // first we should mark the skeleton for each mesh. // the skeleton must include not only the aiBones, // but also all their parent nodes. // anything that affects the position of any bone node must be included. std::vector> skeleton_by_mesh(mScene->mNumMeshes); // at the same time we can build a list of all the skeleton nodes, // which will be used later to mark them as type "limbNode". std::unordered_set limbnodes; // and a map of nodes by bone name, as finding them is annoying. std::map node_by_bone; for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) { const aiMesh* m = mScene->mMeshes[mi]; std::set skeleton; for (size_t bi =0; bi < m->mNumBones; ++bi) { const aiBone* b = m->mBones[bi]; const std::string name(b->mName.C_Str()); auto elem = node_by_bone.find(name); aiNode* n; if (elem != node_by_bone.end()) { n = elem->second; } else { n = mScene->mRootNode->FindNode(b->mName); if (!n) { // this should never happen std::stringstream err; err << "Failed to find node for bone: \"" << name << "\""; throw DeadlyExportError(err.str()); } node_by_bone[name] = n; limbnodes.insert(n); } skeleton.insert(n); // mark all parent nodes as skeleton as well, // up until we find the root node, // or else the node containing the mesh, // or else the parent of a node containig the mesh. for ( const aiNode* parent = n->mParent; parent && parent != mScene->mRootNode; parent = parent->mParent ) { // if we've already done this node we can skip it all if (skeleton.count(parent)) { break; } // ignore fbx transform nodes as these will be collapsed later // TODO: cache this by aiNode* const std::string node_name(parent->mName.C_Str()); if (node_name.find(MAGIC_NODE_TAG) != std::string::npos) { continue; } // otherwise check if this is the root of the skeleton bool end = false; // is the mesh part of this node? for (size_t i = 0; i < parent->mNumMeshes; ++i) { if (parent->mMeshes[i] == mi) { end = true; break; } } // is the mesh in one of the children of this node? for (size_t j = 0; j < parent->mNumChildren; ++j) { aiNode* child = parent->mChildren[j]; for (size_t i = 0; i < child->mNumMeshes; ++i) { if (child->mMeshes[i] == mi) { end = true; break; } } if (end) { break; } } limbnodes.insert(parent); skeleton.insert(parent); // if it was the skeleton root we can finish here if (end) { break; } } } skeleton_by_mesh[mi] = skeleton; } // we'll need the uids for the bone nodes, so generate them now for (size_t i = 0; i < mScene->mNumMeshes; ++i) { auto &s = skeleton_by_mesh[i]; for (const aiNode* n : s) { auto elem = node_uids.find(n); if (elem == node_uids.end()) { node_uids[n] = generate_uid(); } } } // now, for each aiMesh, we need to export a deformer, // and for each aiBone a subdeformer, // which should have all the skinning info. // these will need to be connected properly to the mesh, // and we can do that all now. for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) { const aiMesh* m = mScene->mMeshes[mi]; if (!m->HasBones()) { continue; } // make a deformer for this mesh int64_t deformer_uid = generate_uid(); FBX::Node dnode("Deformer"); dnode.AddProperties(deformer_uid, FBX::SEPARATOR + "Deformer", "Skin"); dnode.AddChild("Version", int32_t(101)); // "acuracy"... this is not a typo.... dnode.AddChild("Link_DeformAcuracy", double(50)); dnode.AddChild("SkinningType", "Linear"); // TODO: other modes? dnode.Dump(outstream); // connect it FBX::Node c("C"); c.AddProperties("OO", deformer_uid, mesh_uids[mi]); connections.push_back(c); // TODO: emplace_back // we will be indexing by vertex... // but there might be a different number of "vertices" // between assimp and our output FBX. // this code is cut-and-pasted from the geometry section above... // ideally this should not be so. // --- // index of original vertex in vertex data vector std::vector vertex_indices; // map of vertex value to its index in the data vector std::map index_by_vertex_value; size_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); if (elem == index_by_vertex_value.end()) { vertex_indices.push_back(index); index_by_vertex_value[vtx] = index; ++index; } else { vertex_indices.push_back(elem->second); } } // TODO, FIXME: this won't work if anything is not in the bind pose. // for now if such a situation is detected, we throw an exception. std::set not_in_bind_pose; std::set no_offset_matrix; // first get this mesh's position in world space, // as we'll need it for each subdeformer. // // ...of course taking the position of the MESH doesn't make sense, // as it can be instanced to many nodes. // All we can do is assume no instancing, // and take the first node we find that contains the mesh. aiNode* mesh_node = get_node_for_mesh(mi, mScene->mRootNode); aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene); // now make a subdeformer for each bone in the skeleton const std::set &skeleton = skeleton_by_mesh[mi]; for (const aiNode* bone_node : skeleton) { // if there's a bone for this node, find it const aiBone* b = nullptr; for (size_t bi = 0; bi < m->mNumBones; ++bi) { // TODO: this probably should index by something else const std::string name(m->mBones[bi]->mName.C_Str()); if (node_by_bone[name] == bone_node) { b = m->mBones[bi]; break; } } if (!b) { no_offset_matrix.insert(bone_node); } // start the subdeformer node const int64_t subdeformer_uid = generate_uid(); FBX::Node sdnode("Deformer"); sdnode.AddProperties( subdeformer_uid, FBX::SEPARATOR + "SubDeformer", "Cluster" ); sdnode.AddChild("Version", int32_t(100)); sdnode.AddChild("UserData", "", ""); // add indices and weights, if any if (b) { std::vector subdef_indices; std::vector subdef_weights; int32_t last_index = -1; for (size_t wi = 0; wi < b->mNumWeights; ++wi) { int32_t vi = vertex_indices[b->mWeights[wi].mVertexId]; if (vi == last_index) { // only for vertices we exported to fbx // TODO, FIXME: this assumes identically-located vertices // will always deform in the same way. // as assimp doesn't store a separate list of "positions", // there's not much that can be done about this // other than assuming that identical position means // identical vertex. continue; } subdef_indices.push_back(vi); subdef_weights.push_back(b->mWeights[wi].mWeight); last_index = vi; } // yes, "indexes" sdnode.AddChild("Indexes", subdef_indices); sdnode.AddChild("Weights", subdef_weights); } // transform is the transform of the mesh, but in bone space. // if the skeleton is in the bind pose, // we can take the inverse of the world-space bone transform // and multiply by the world-space transform of the mesh. aiMatrix4x4 bone_xform = get_world_transform(bone_node, mScene); aiMatrix4x4 inverse_bone_xform = bone_xform; inverse_bone_xform.Inverse(); aiMatrix4x4 tr = inverse_bone_xform * mesh_xform; // 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-5; // some error is to be expected bool bone_xform_okay = true; if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) { not_in_bind_pose.insert(b); bone_xform_okay = false; } // if we have a bone we should use the mOffsetMatrix, // otherwise try to just use the calculated transform. if (b) { sdnode.AddChild("Transform", b->mOffsetMatrix); } else { sdnode.AddChild("Transform", tr); } // note: it doesn't matter if we mix these, // because if they disagree we'll throw an exception later. // it could be that the skeleton is not in the bone pose // but all bones are still defined, // in which case this would use the mOffsetMatrix for everything // and a correct skeleton would still be output. // transformlink should be the position of the bone in world space. // if the bone is in the bind pose (or nonexistant), // we can just use the matrix we already calculated if (bone_xform_okay) { sdnode.AddChild("TransformLink", bone_xform); // otherwise we can only work it out using the mesh position. } else { aiMatrix4x4 trl = b->mOffsetMatrix; trl.Inverse(); trl *= mesh_xform; sdnode.AddChild("TransformLink", trl); } // note: this means we ALWAYS rely on the mesh node transform // being unchanged from the time the skeleton was bound. // there's not really any way around this at the moment. // done sdnode.Dump(outstream); // lastly, connect to the parent deformer c = FBX::Node("C"); c.AddProperties("OO", subdeformer_uid, deformer_uid); connections.push_back(c); // TODO: emplace_back // 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 } // if we cannot create a valid FBX file, simply die. // this will both prevent unnecessary bug reports, // and tell the user what they can do to fix the situation // (i.e. export their model in the bind pose). if (no_offset_matrix.size() && not_in_bind_pose.size()) { std::stringstream err; err << "Not enough information to construct bind pose"; err << " for mesh " << mi << "!"; err << " Transform matrix for bone \""; err << (*not_in_bind_pose.begin())->mName.C_Str() << "\""; if (not_in_bind_pose.size() > 1) { err << " (and " << not_in_bind_pose.size() - 1 << " more)"; } err << " does not match mOffsetMatrix,"; err << " and node \""; err << (*no_offset_matrix.begin())->mName.C_Str() << "\""; if (no_offset_matrix.size() > 1) { err << " (and " << no_offset_matrix.size() - 1 << " more)"; } err << " has no offset matrix to rely on."; err << " Please ensure bones are in the bind pose to export."; throw DeadlyExportError(err.str()); } } // BindPose // // This is a legacy system, which should be unnecessary. // // Somehow including it slows file loading by the official FBX SDK, // and as it can reconstruct it from the deformers anyway, // this is not currently included. // // The code is kept here in case it's useful in the future, // but it's pretty much a hack anyway, // as assimp doesn't store bindpose information for full skeletons. // /*for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) { aiMesh* mesh = mScene->mMeshes[mi]; if (! mesh->HasBones()) { continue; } int64_t bindpose_uid = generate_uid(); FBX::Node bpnode("Pose"); bpnode.AddProperty(bindpose_uid); // note: this uid is never linked or connected to anything. bpnode.AddProperty(FBX::SEPARATOR + "Pose"); // blank name bpnode.AddProperty("BindPose"); bpnode.AddChild("Type", "BindPose"); bpnode.AddChild("Version", int32_t(100)); aiNode* mesh_node = get_node_for_mesh(mi, mScene->mRootNode); // next get the whole skeleton for this mesh. // we need it all to define the bindpose section. // the FBX SDK will complain if it's missing, // and also if parents of used bones don't have a subdeformer. // order shouldn't matter. std::set skeleton; for (size_t bi = 0; bi < mesh->mNumBones; ++bi) { // bone node should have already been indexed const aiBone* b = mesh->mBones[bi]; const std::string bone_name(b->mName.C_Str()); aiNode* parent = node_by_bone[bone_name]; // insert all nodes down to the root or mesh node while ( parent && parent != mScene->mRootNode && parent != mesh_node ) { skeleton.insert(parent); parent = parent->mParent; } } // number of pose nodes. includes one for the mesh itself. bpnode.AddChild("NbPoseNodes", int32_t(1 + skeleton.size())); // the first pose node is always the mesh itself FBX::Node pose("PoseNode"); pose.AddChild("Node", mesh_uids[mi]); aiMatrix4x4 mesh_node_xform = get_world_transform(mesh_node, mScene); pose.AddChild("Matrix", mesh_node_xform); bpnode.AddChild(pose); for (aiNode* bonenode : skeleton) { // does this node have a uid yet? int64_t node_uid; auto node_uid_iter = node_uids.find(bonenode); if (node_uid_iter != node_uids.end()) { node_uid = node_uid_iter->second; } else { node_uid = generate_uid(); node_uids[bonenode] = node_uid; } // make a pose thingy pose = FBX::Node("PoseNode"); pose.AddChild("Node", node_uid); aiMatrix4x4 node_xform = get_world_transform(bonenode, mScene); pose.AddChild("Matrix", node_xform); bpnode.AddChild(pose); } // now write it bpnode.Dump(outstream); }*/ // TODO: cameras, lights // write nodes (i.e. model heirarchy) // start at root node WriteModelNodes( outstream, mScene->mRootNode, 0, limbnodes ); object_node.End(outstream, true); } // convenience map of magic node name strings to FBX properties, // including the expected type of transform. const std::map> transform_types = { {"Translation", {"Lcl Translation", 't'}}, {"RotationOffset", {"RotationOffset", 't'}}, {"RotationPivot", {"RotationPivot", 't'}}, {"PreRotation", {"PreRotation", 'r'}}, {"Rotation", {"Lcl Rotation", 'r'}}, {"PostRotation", {"PostRotation", 'r'}}, {"RotationPivotInverse", {"RotationPivotInverse", 'i'}}, {"ScalingOffset", {"ScalingOffset", 't'}}, {"ScalingPivot", {"ScalingPivot", 't'}}, {"Scaling", {"Lcl Scaling", 's'}}, {"ScalingPivotInverse", {"ScalingPivotInverse", 'i'}}, {"GeometricScaling", {"GeometricScaling", 's'}}, {"GeometricRotation", {"GeometricRotation", 'r'}}, {"GeometricTranslation", {"GeometricTranslation", 't'}}, {"GeometricTranslationInverse", {"GeometricTranslationInverse", 'i'}}, {"GeometricRotationInverse", {"GeometricRotationInverse", 'i'}}, {"GeometricScalingInverse", {"GeometricScalingInverse", 'i'}} }; // write a single model node to the stream void WriteModelNode( StreamWriterLE& outstream, const aiNode* node, int64_t node_uid, const std::string& type, const std::vector>& transform_chain, TransformInheritance inherit_type=TransformInheritance_RSrs ){ const aiVector3D zero = {0, 0, 0}; const aiVector3D one = {1, 1, 1}; FBX::Node m("Model"); std::string name = node->mName.C_Str() + FBX::SEPARATOR + "Model"; m.AddProperties(node_uid, name, type); m.AddChild("Version", int32_t(232)); FBX::Node p("Properties70"); p.AddP70bool("RotationActive", 1); p.AddP70int("DefaultAttributeIndex", 0); p.AddP70enum("InheritType", inherit_type); if (transform_chain.empty()) { // decompose 4x4 transform matrix into TRS aiVector3D t, r, s; node->mTransformation.Decompose(s, r, t); if (t != zero) { p.AddP70( "Lcl Translation", "Lcl Translation", "", "A", double(t.x), double(t.y), double(t.z) ); } if (r != zero) { p.AddP70( "Lcl Rotation", "Lcl Rotation", "", "A", double(DEG*r.x), double(DEG*r.y), double(DEG*r.z) ); } if (s != one) { p.AddP70( "Lcl Scaling", "Lcl Scaling", "", "A", double(s.x), double(s.y), double(s.z) ); } } else { // apply the transformation chain. // these transformation elements are created when importing FBX, // which has a complex transformation heirarchy for each node. // as such we can bake the heirarchy back into the node on export. for (auto &item : transform_chain) { auto elem = transform_types.find(item.first); if (elem == transform_types.end()) { // then this is a bug std::stringstream err; err << "unrecognized FBX transformation type: "; err << item.first; throw DeadlyExportError(err.str()); } const std::string &name = elem->second.first; const aiVector3D &v = item.second; if (name.compare(0, 4, "Lcl ") == 0) { // special handling for animatable properties p.AddP70( name, name, "", "A", double(v.x), double(v.y), double(v.z) ); } else { p.AddP70vector(name, v.x, v.y, v.z); } } } m.AddChild(p); // not sure what these are for, // but they seem to be omnipresent m.AddChild("Shading", Property(true)); m.AddChild("Culling", Property("CullingOff")); m.Dump(outstream); } // wrapper for WriteModelNodes to create and pass a blank transform chain void FBXExporter::WriteModelNodes( StreamWriterLE& s, const aiNode* node, int64_t parent_uid, const std::unordered_set& limbnodes ) { std::vector> chain; WriteModelNodes(s, node, parent_uid, limbnodes, chain); } void FBXExporter::WriteModelNodes( StreamWriterLE& outstream, const aiNode* node, int64_t parent_uid, const std::unordered_set& limbnodes, std::vector>& transform_chain ) { // 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); if (elem == transform_types.end()) { // then this is a bug and should be fixed std::stringstream err; err << "unrecognized FBX transformation node"; err << " of type " << type_name << " in node " << node_name; throw DeadlyExportError(err.str()); } aiVector3D t, r, s; node->mTransformation.Decompose(s, r, t); switch (elem->second.second) { case 'i': // inverse // we don't need to worry about the inverse matrices break; case 't': // translation transform_chain.emplace_back(elem->first, t); break; case 'r': // rotation r *= DEG; transform_chain.emplace_back(elem->first, r); break; case 's': // scale transform_chain.emplace_back(elem->first, s); break; default: // this should never happen std::stringstream err; err << "unrecognized FBX transformation type code: "; err << elem->second.second; throw DeadlyExportError(err.str()); } // now just continue to the next node WriteModelNodes( outstream, next_node, parent_uid, limbnodes, transform_chain ); return; } int64_t node_uid = 0; // generate uid and connect to parent, if not the root node, if (node != mScene->mRootNode) { auto elem = node_uids.find(node); if (elem != node_uids.end()) { node_uid = elem->second; } else { node_uid = generate_uid(); node_uids[node] = node_uid; } FBX::Node c("C"); c.AddProperties("OO", node_uid, parent_uid); connections.push_back(c); } // what type of node is this? if (node == mScene->mRootNode) { // 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); // also connect to the material for the child mesh c = FBX::Node("C"); c.AddProperties( "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); } else if (limbnodes.count(node)) { WriteModelNode(outstream, 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"); na.AddProperties( node_attribute_uid, FBX::SEPARATOR + "NodeAttribute", "LimbNode" ); na.AddChild("TypeFlags", Property("Skeleton")); na.Dump(outstream); // and connect them FBX::Node c("C"); c.AddProperties("OO", node_attribute_uid, node_uid); connections.push_back(c); } else { // generate a null node so we can add children to it WriteModelNode(outstream, node, node_uid, "Null", transform_chain); } // if more than one child mesh, make nodes for each mesh if (node->mNumMeshes > 1 || node == mScene->mRootNode) { for (size_t i = 0; i < node->mNumMeshes; ++i) { // 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); // 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); // also connect to the material for the child mesh c = FBX::Node("C"); c.AddProperties( "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 std::string name = mScene->mMeshes[node->mMeshes[i]]->mName.C_Str(); name += FBX::SEPARATOR + "Model"; m.AddProperties(new_node_uid, name, "Mesh"); m.AddChild("Version", int32_t(232)); FBX::Node p("Properties70"); p.AddP70enum("InheritType", 1); m.AddChild(p); m.Dump(outstream); } } // now recurse into children for (size_t i = 0; i < node->mNumChildren; ++i) { WriteModelNodes( outstream, node->mChildren[i], node_uid, limbnodes ); } } void FBXExporter::WriteConnections () { // we should have completed the connection graph already, // so basically just dump it here FBX::Node conn("Connections"); StreamWriterLE outstream(outfile); conn.Begin(outstream); for (auto &n : connections) { n.Dump(outstream); } conn.End(outstream, !connections.empty()); connections.clear(); } #endif // ASSIMP_BUILD_NO_FBX_EXPORTER #endif // ASSIMP_BUILD_NO_EXPORT