/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2024, 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. ---------------------------------------------------------------------- */ /** @file FBXExporter.h * Declares the exporter class to write a scene to an fbx file */ #ifndef AI_FBXEXPORTER_H_INC #define AI_FBXEXPORTER_H_INC #ifndef ASSIMP_BUILD_NO_FBX_EXPORTER #include "FBXExportNode.h" // FBX::Node #include "FBXCommon.h" // FBX::TransformInheritance #include //#include #include // StreamWriterLE #include // DeadlyExportError #include #include #include #include // shared_ptr #include // stringstream struct aiScene; struct aiNode; struct aiLight; namespace Assimp { class IOSystem; class IOStream; class ExportProperties; // --------------------------------------------------------------------- /** Helper class to export a given scene to an FBX file. */ // --------------------------------------------------------------------- class FBXExporter { public: /// Constructor for a specific scene to export FBXExporter(const aiScene* pScene, const ExportProperties* pProperties); // call one of these methods to export void ExportBinary(const char* pFile, IOSystem* pIOSystem); void ExportAscii(const char* pFile, IOSystem* pIOSystem); private: bool binary; // whether current export is in binary or ascii format const aiScene* mScene; // the scene to export const ExportProperties* mProperties; // currently unused std::shared_ptr outfile; // file to write to std::vector connections; // connection storage std::vector mesh_uids; std::vector material_uids; std::map node_uids; std::map lights_uids; // this crude unique-ID system is actually fine int64_t last_uid = 999999; int64_t generate_uid() { return ++last_uid; } // binary files have a specific header and footer, // in addition to the actual data void WriteBinaryHeader(); void WriteBinaryFooter(); // ascii files have a comment at the top void WriteAsciiHeader(); // WriteAllNodes does the actual export. // It just calls all the Write
methods below in order. void WriteAllNodes(); // Methods to write individual sections. // The order here matches the order inside an FBX file. // Each method corresponds to a top-level FBX section, // except WriteHeader which also includes some binary-only sections // and WriteFooter which is binary data only. void WriteHeaderExtension(); // WriteFileId(); // binary-only, included in WriteHeader // WriteCreationTime(); // binary-only, included in WriteHeader // WriteCreator(); // binary-only, included in WriteHeader void WriteGlobalSettings(); void WriteDocuments(); void WriteReferences(); void WriteDefinitions(); void WriteObjects(); void WriteConnections(); // WriteTakes(); // deprecated since at least 2015 (fbx 7.4) // helpers void WriteAsciiSectionHeader(const std::string& title); void WriteModelNodes( Assimp::StreamWriterLE& s, const aiNode* node, int64_t parent_uid, const std::unordered_set& limbnodes ); void WriteModelNodes( // usually don't call this directly StreamWriterLE& s, const aiNode* node, int64_t parent_uid, const std::unordered_set& limbnodes, std::vector>& transform_chain ); void WriteModelNode( // nor this StreamWriterLE& s, bool binary, const aiNode* node, int64_t node_uid, const std::string& type, const std::vector>& xfm_chain, FBX::TransformInheritance ti_type=FBX::TransformInheritance_RSrs ); void WriteAnimationCurveNode( StreamWriterLE &outstream, int64_t uid, const std::string &name, // "T", "R", or "S" aiVector3D default_value, const 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& times, const std::vector& values, int64_t curvenode_id, const std::string& property_link // "d|X", "d|Y", etc ); }; } #endif // ASSIMP_BUILD_NO_FBX_EXPORTER #endif // AI_FBXEXPORTER_H_INC