2531 lines
95 KiB
C++
2531 lines
95 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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#include "FBXExporter.h"
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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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#include <assimp/Exporter.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/Exceptional.h> // DeadlyExportError
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#include <assimp/material.h> // aiTextureType
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#include <assimp/scene.h>
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#include <assimp/mesh.h>
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// Header files, standard library.
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#include <memory> // shared_ptr
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#include <string>
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#include <sstream> // stringstream
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#include <ctime> // localtime, tm_*
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#include <map>
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#include <set>
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#include <vector>
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#include <array>
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#include <unordered_set>
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// RESOURCES:
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// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
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// https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
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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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// FBX files have some hashed values that depend on the creation time field,
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// but for now we don't actually know how to generate these.
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// what we can do is set them to a known-working version.
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// this is the data that Blender uses in their FBX export process.
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const std::string GENERIC_CTIME = "1970-01-01 10:00:00:000";
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const std::string GENERIC_FILEID =
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"\x28\xb3\x2a\xeb\xb6\x24\xcc\xc2\xbf\xc8\xb0\x2a\xa9\x2b\xfc\xf1";
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const std::string GENERIC_FOOTID =
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"\xfa\xbc\xab\x09\xd0\xc8\xd4\x66\xb1\x76\xfb\x83\x1c\xf7\x26\x7e";
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const std::string FOOT_MAGIC =
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"\xf8\x5a\x8c\x6a\xde\xf5\xd9\x7e\xec\xe9\x0c\xe3\x75\x8f\x29\x0b";
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const std::string COMMENT_UNDERLINE =
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";------------------------------------------------------------------";
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}
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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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void ExportSceneFBX (
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const char* pFile,
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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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// perform binary export
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exporter.ExportBinary(pFile, pIOSystem);
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}
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// ---------------------------------------------------------------------
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// Worker function for exporting a scene to ASCII FBX.
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// Prototyped and registered in Exporter.cpp
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void ExportSceneFBXA (
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const char* pFile,
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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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// perform ascii export
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exporter.ExportAscii(pFile, pIOSystem);
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}
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} // end of namespace Assimp
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FBXExporter::FBXExporter ( const aiScene* pScene, const ExportProperties* pProperties )
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: binary(false)
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, mScene(pScene)
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, mProperties(pProperties)
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, outfile()
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, connections()
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, mesh_uids()
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, material_uids()
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, node_uids() {
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// will probably need to determine UIDs, connections, etc here.
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// basically anything that needs to be known
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// before we start writing sections to the stream.
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}
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void FBXExporter::ExportBinary (
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const char* pFile,
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IOSystem* pIOSystem
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){
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// remember that we're exporting in binary mode
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binary = true;
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// we're not currently using these preferences,
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// but clang will cry about it if we never touch it.
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// TODO: some of these might be relevant to export
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(void)mProperties;
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// open the indicated file for writing (in binary mode)
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outfile.reset(pIOSystem->Open(pFile,"wb"));
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if (!outfile) {
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throw DeadlyExportError(
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"could not open output .fbx file: " + std::string(pFile)
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);
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}
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// first a binary-specific file header
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WriteBinaryHeader();
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// the rest of the file is in node entries.
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// we have to serialize each entry before we write to the output,
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// as the first thing we write is the byte offset of the _next_ entry.
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// Either that or we can skip back to write the offset when we finish.
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WriteAllNodes();
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// finally we have a binary footer to the file
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WriteBinaryFooter();
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// explicitly release file pointer,
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// so we don't have to rely on class destruction.
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outfile.reset();
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}
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void FBXExporter::ExportAscii (
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const char* pFile,
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IOSystem* pIOSystem
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){
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// remember that we're exporting in ascii mode
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binary = false;
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// open the indicated file for writing in text mode
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outfile.reset(pIOSystem->Open(pFile,"wt"));
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if (!outfile) {
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throw DeadlyExportError(
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"could not open output .fbx file: " + std::string(pFile)
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);
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}
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// write the ascii header
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WriteAsciiHeader();
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// write all the sections
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WriteAllNodes();
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// make sure the file ends with a newline.
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// note: if the file is opened in text mode,
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// this should do the right cross-platform thing.
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outfile->Write("\n", 1, 1);
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// explicitly release file pointer,
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// so we don't have to rely on class destruction.
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outfile.reset();
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}
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void FBXExporter::WriteAsciiHeader()
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{
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// basically just a comment at the top of the file
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std::stringstream head;
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head << "; FBX " << EXPORT_VERSION_STR << " project file\n";
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head << "; Created by the Open Asset Import Library (Assimp)\n";
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head << "; http://assimp.org\n";
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head << "; -------------------------------------------------\n";
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const std::string ascii_header = head.str();
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outfile->Write(ascii_header.c_str(), ascii_header.size(), 1);
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}
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void FBXExporter::WriteAsciiSectionHeader(const std::string& title)
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{
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StreamWriterLE outstream(outfile);
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std::stringstream s;
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s << "\n\n; " << title << '\n';
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s << FBX::COMMENT_UNDERLINE << "\n";
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outstream.PutString(s.str());
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}
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void FBXExporter::WriteBinaryHeader()
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{
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// first a specific sequence of 23 bytes, always the same
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const char binary_header[24] = "Kaydara FBX Binary\x20\x20\x00\x1a\x00";
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outfile->Write(binary_header, 1, 23);
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// then FBX version number, "multiplied" by 1000, as little-endian uint32.
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// so 7.3 becomes 7300 == 0x841C0000, 7.4 becomes 7400 == 0xE81C0000, etc
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{
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StreamWriterLE outstream(outfile);
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outstream.PutU4(EXPORT_VERSION_INT);
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} // StreamWriter destructor writes the data to the file
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// after this the node data starts immediately
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// (probably with the FBXHEaderExtension node)
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}
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void FBXExporter::WriteBinaryFooter()
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{
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outfile->Write(NULL_RECORD.c_str(), NULL_RECORD.size(), 1);
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outfile->Write(GENERIC_FOOTID.c_str(), GENERIC_FOOTID.size(), 1);
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// here some padding is added for alignment to 16 bytes.
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// if already aligned, the full 16 bytes is added.
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size_t pos = outfile->Tell();
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size_t pad = 16 - (pos % 16);
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for (size_t i = 0; i < pad; ++i) {
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outfile->Write("\x00", 1, 1);
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}
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// not sure what this is, but it seems to always be 0 in modern files
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for (size_t i = 0; i < 4; ++i) {
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outfile->Write("\x00", 1, 1);
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}
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// now the file version again
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{
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StreamWriterLE outstream(outfile);
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outstream.PutU4(EXPORT_VERSION_INT);
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} // StreamWriter destructor writes the data to the file
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// and finally some binary footer added to all files
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for (size_t i = 0; i < 120; ++i) {
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outfile->Write("\x00", 1, 1);
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}
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outfile->Write(FOOT_MAGIC.c_str(), FOOT_MAGIC.size(), 1);
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}
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void FBXExporter::WriteAllNodes ()
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{
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// header
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// (and fileid, creation time, creator, if binary)
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WriteHeaderExtension();
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// global settings
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WriteGlobalSettings();
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// documents
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WriteDocuments();
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// references
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WriteReferences();
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// definitions
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WriteDefinitions();
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// objects
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WriteObjects();
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// connections
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WriteConnections();
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// WriteTakes? (deprecated since at least 2015 (fbx 7.4))
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}
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//FBXHeaderExtension top-level node
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void FBXExporter::WriteHeaderExtension ()
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{
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if (!binary) {
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// no title, follows directly from the top comment
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}
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FBX::Node n("FBXHeaderExtension");
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StreamWriterLE outstream(outfile);
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int indent = 0;
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// begin node
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n.Begin(outstream, binary, indent);
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// write properties
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// (none)
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// finish properties
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n.EndProperties(outstream, binary, indent, 0);
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// begin children
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n.BeginChildren(outstream, binary, indent);
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indent = 1;
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// write child nodes
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FBX::Node::WritePropertyNode(
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"FBXHeaderVersion", int32_t(1003), outstream, binary, indent
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);
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FBX::Node::WritePropertyNode(
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"FBXVersion", int32_t(EXPORT_VERSION_INT), outstream, binary, indent
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);
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if (binary) {
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FBX::Node::WritePropertyNode(
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"EncryptionType", int32_t(0), outstream, binary, indent
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);
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}
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FBX::Node CreationTimeStamp("CreationTimeStamp");
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time_t rawtime;
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time(&rawtime);
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struct tm * now = localtime(&rawtime);
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CreationTimeStamp.AddChild("Version", int32_t(1000));
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CreationTimeStamp.AddChild("Year", int32_t(now->tm_year + 1900));
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CreationTimeStamp.AddChild("Month", int32_t(now->tm_mon + 1));
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CreationTimeStamp.AddChild("Day", int32_t(now->tm_mday));
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CreationTimeStamp.AddChild("Hour", int32_t(now->tm_hour));
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CreationTimeStamp.AddChild("Minute", int32_t(now->tm_min));
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CreationTimeStamp.AddChild("Second", int32_t(now->tm_sec));
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CreationTimeStamp.AddChild("Millisecond", int32_t(0));
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CreationTimeStamp.Dump(outstream, binary, indent);
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std::stringstream creator;
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creator << "Open Asset Import Library (Assimp) " << aiGetVersionMajor()
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<< "." << aiGetVersionMinor() << "." << aiGetVersionRevision();
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FBX::Node::WritePropertyNode(
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"Creator", creator.str(), outstream, binary, indent
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);
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//FBX::Node sceneinfo("SceneInfo");
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//sceneinfo.AddProperty("GlobalInfo" + FBX::SEPARATOR + "SceneInfo");
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// not sure if any of this is actually needed,
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// so just write an empty node for now.
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//sceneinfo.Dump(outstream, binary, indent);
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indent = 0;
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// finish node
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n.End(outstream, binary, indent, true);
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// that's it for FBXHeaderExtension...
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if (!binary) { return; }
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// but binary files also need top-level FileID, CreationTime, Creator:
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std::vector<uint8_t> raw(GENERIC_FILEID.size());
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for (size_t i = 0; i < GENERIC_FILEID.size(); ++i) {
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raw[i] = uint8_t(GENERIC_FILEID[i]);
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}
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FBX::Node::WritePropertyNode(
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"FileId", raw, outstream, binary, indent
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);
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FBX::Node::WritePropertyNode(
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"CreationTime", GENERIC_CTIME, outstream, binary, indent
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);
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FBX::Node::WritePropertyNode(
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"Creator", creator.str(), outstream, binary, indent
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);
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}
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void FBXExporter::WriteGlobalSettings ()
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{
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if (!binary) {
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// no title, follows directly from the header extension
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}
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FBX::Node gs("GlobalSettings");
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gs.AddChild("Version", int32_t(1000));
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FBX::Node p("Properties70");
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p.AddP70int("UpAxis", 1);
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p.AddP70int("UpAxisSign", 1);
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p.AddP70int("FrontAxis", 2);
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p.AddP70int("FrontAxisSign", 1);
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p.AddP70int("CoordAxis", 0);
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p.AddP70int("CoordAxisSign", 1);
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p.AddP70int("OriginalUpAxis", 1);
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p.AddP70int("OriginalUpAxisSign", 1);
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p.AddP70double("UnitScaleFactor", 1.0);
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p.AddP70double("OriginalUnitScaleFactor", 1.0);
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p.AddP70color("AmbientColor", 0.0, 0.0, 0.0);
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p.AddP70string("DefaultCamera", "Producer Perspective");
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p.AddP70enum("TimeMode", 11);
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p.AddP70enum("TimeProtocol", 2);
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p.AddP70enum("SnapOnFrameMode", 0);
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p.AddP70time("TimeSpanStart", 0); // TODO: animation support
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p.AddP70time("TimeSpanStop", FBX::SECOND); // TODO: animation support
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p.AddP70double("CustomFrameRate", -1.0);
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p.AddP70("TimeMarker", "Compound", "", ""); // not sure what this is
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p.AddP70int("CurrentTimeMarker", -1);
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gs.AddChild(p);
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gs.Dump(outfile, binary, 0);
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}
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void FBXExporter::WriteDocuments ()
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{
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if (!binary) {
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WriteAsciiSectionHeader("Documents Description");
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}
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// not sure what the use of multiple documents would be,
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// or whether any end-application supports it
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FBX::Node docs("Documents");
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docs.AddChild("Count", int32_t(1));
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FBX::Node doc("Document");
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// generate uid
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int64_t uid = generate_uid();
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doc.AddProperties(uid, "", "Scene");
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FBX::Node p("Properties70");
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p.AddP70("SourceObject", "object", "", ""); // what is this even for?
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p.AddP70string("ActiveAnimStackName", ""); // should do this properly?
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doc.AddChild(p);
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// UID for root node in scene hierarchy.
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// always set to 0 in the case of a single document.
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// not sure what happens if more than one document exists,
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// but that won't matter to us as we're exporting a single scene.
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doc.AddChild("RootNode", int64_t(0));
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docs.AddChild(doc);
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docs.Dump(outfile, binary, 0);
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}
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void FBXExporter::WriteReferences ()
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{
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if (!binary) {
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WriteAsciiSectionHeader("Document References");
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}
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// always empty for now.
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// not really sure what this is for.
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FBX::Node n("References");
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n.force_has_children = true;
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n.Dump(outfile, binary, 0);
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}
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// ---------------------------------------------------------------
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// some internal helper functions used for writing the definitions
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// (before any actual data is written)
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// ---------------------------------------------------------------
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size_t count_nodes(const aiNode* n) {
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size_t count = 1;
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for (size_t i = 0; i < n->mNumChildren; ++i) {
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count += count_nodes(n->mChildren[i]);
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}
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return count;
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}
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bool has_phong_mat(const aiScene* scene)
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{
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// just search for any material with a shininess exponent
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for (size_t i = 0; i < scene->mNumMaterials; ++i) {
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aiMaterial* mat = scene->mMaterials[i];
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float shininess = 0;
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mat->Get(AI_MATKEY_SHININESS, shininess);
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if (shininess > 0) {
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return true;
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}
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}
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return false;
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}
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|
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size_t count_images(const aiScene* scene) {
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std::unordered_set<std::string> images;
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aiString texpath;
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for (size_t i = 0; i < scene->mNumMaterials; ++i) {
|
|
aiMaterial* mat = scene->mMaterials[i];
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for (
|
|
size_t tt = aiTextureType_DIFFUSE;
|
|
tt < aiTextureType_UNKNOWN;
|
|
++tt
|
|
){
|
|
const aiTextureType textype = static_cast<aiTextureType>(tt);
|
|
const size_t texcount = mat->GetTextureCount(textype);
|
|
for (unsigned int j = 0; j < texcount; ++j) {
|
|
mat->GetTexture(textype, j, &texpath);
|
|
images.insert(std::string(texpath.C_Str()));
|
|
}
|
|
}
|
|
}
|
|
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<aiTextureType>(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.
|
|
|
|
// ascii section header
|
|
if (!binary) {
|
|
WriteAsciiSectionHeader("Object definitions");
|
|
}
|
|
|
|
// we need to count the objects
|
|
int32_t count;
|
|
int32_t total_count = 0;
|
|
|
|
// and store them
|
|
std::vector<FBX::Node> object_nodes;
|
|
FBX::Node n, pt, p;
|
|
|
|
// GlobalSettings
|
|
// this seems to always be here in Maya exports
|
|
n = FBX::Node("ObjectType", "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,
|
|
// but no harm seems to come of leaving it out.
|
|
count = mScene->mNumAnimations;
|
|
if (count) {
|
|
n = FBX::Node("ObjectType", "AnimationStack");
|
|
n.AddChild("Count", count);
|
|
pt = FBX::Node("PropertyTemplate", "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,
|
|
// but no harm seems to come of leaving it out.
|
|
// Assimp doesn't support animation layers,
|
|
// so there will be one per aiAnimation
|
|
count = mScene->mNumAnimations;
|
|
if (count) {
|
|
n = FBX::Node("ObjectType", "AnimationLayer");
|
|
n.AddChild("Count", count);
|
|
pt = FBX::Node("PropertyTemplate", "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", "NodeAttribute");
|
|
n.AddChild("Count", count);
|
|
pt = FBX::Node("PropertyTemplate", "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 hierarchy
|
|
count = int32_t(count_nodes(mScene->mRootNode)) - 1; // (not counting root node)
|
|
if (count) {
|
|
n = FBX::Node("ObjectType", "Model");
|
|
n.AddChild("Count", count);
|
|
pt = FBX::Node("PropertyTemplate", "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", "Geometry");
|
|
n.AddChild("Count", count);
|
|
pt = FBX::Node("PropertyTemplate", "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", "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 = int32_t(count_images(mScene));
|
|
if (count) {
|
|
n = FBX::Node("ObjectType", "Video");
|
|
n.AddChild("Count", count);
|
|
pt = FBX::Node("PropertyTemplate", "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 = int32_t(count_textures(mScene));
|
|
if (count) {
|
|
n = FBX::Node("ObjectType", "Texture");
|
|
n.AddChild("Count", count);
|
|
pt = FBX::Node("PropertyTemplate", "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 = mScene->mNumAnimations * 3;
|
|
if (count) {
|
|
n = FBX::Node("ObjectType", "AnimationCurveNode");
|
|
n.AddChild("Count", count);
|
|
pt = FBX::Node("PropertyTemplate", "FbxAnimCurveNode");
|
|
p = FBX::Node("Properties70");
|
|
p.AddP70("d", "Compound", "", "");
|
|
pt.AddChild(p);
|
|
n.AddChild(pt);
|
|
object_nodes.push_back(n);
|
|
total_count += count;
|
|
}
|
|
|
|
// AnimationCurve / FbxAnimCurve
|
|
count = mScene->mNumAnimations * 9;
|
|
if (count) {
|
|
n = FBX::Node("ObjectType", "AnimationCurve");
|
|
n.AddChild("Count", count);
|
|
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", "Pose");
|
|
n.AddChild("Count", count);
|
|
object_nodes.push_back(n);
|
|
total_count += count;
|
|
}
|
|
|
|
// Deformer
|
|
count = int32_t(count_deformers(mScene));
|
|
if (count) {
|
|
n = FBX::Node("ObjectType", "Deformer");
|
|
n.AddChild("Count", count);
|
|
object_nodes.push_back(n);
|
|
total_count += count;
|
|
}
|
|
|
|
// (template)
|
|
count = 0;
|
|
if (count) {
|
|
n = FBX::Node("ObjectType", "");
|
|
n.AddChild("Count", count);
|
|
pt = FBX::Node("PropertyTemplate", "");
|
|
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, binary, 0);
|
|
}
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
// 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<const aiNode*> 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;
|
|
}
|
|
|
|
int64_t to_ktime(double ticks, const aiAnimation* anim) {
|
|
if (anim->mTicksPerSecond <= 0) {
|
|
return static_cast<int64_t>(ticks) * FBX::SECOND;
|
|
}
|
|
return (static_cast<int64_t>(ticks) / static_cast<int64_t>(anim->mTicksPerSecond)) * FBX::SECOND;
|
|
}
|
|
|
|
int64_t to_ktime(double time) {
|
|
return (static_cast<int64_t>(time * FBX::SECOND));
|
|
}
|
|
|
|
void FBXExporter::WriteObjects ()
|
|
{
|
|
if (!binary) {
|
|
WriteAsciiSectionHeader("Object properties");
|
|
}
|
|
// numbers should match those given in definitions! make sure to check
|
|
StreamWriterLE outstream(outfile);
|
|
FBX::Node object_node("Objects");
|
|
int indent = 0;
|
|
object_node.Begin(outstream, binary, indent);
|
|
object_node.EndProperties(outstream, binary, indent);
|
|
object_node.BeginChildren(outstream, binary, indent);
|
|
|
|
// geometry (aiMesh)
|
|
mesh_uids.clear();
|
|
indent = 1;
|
|
for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
|
|
// it's all about this mesh
|
|
aiMesh* m = mScene->mMeshes[mi];
|
|
|
|
// 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, binary, indent);
|
|
n.DumpProperties(outstream, binary, indent);
|
|
n.EndProperties(outstream, binary, indent);
|
|
n.BeginChildren(outstream, binary, indent);
|
|
indent = 2;
|
|
|
|
// output vertex data - each vertex should be unique (probably)
|
|
std::vector<double> flattened_vertices;
|
|
// index of original vertex in vertex data vector
|
|
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;
|
|
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(int32_t(elem->second));
|
|
}
|
|
}
|
|
FBX::Node::WritePropertyNode(
|
|
"Vertices", flattened_vertices, outstream, binary, indent
|
|
);
|
|
|
|
// output polygon data as a flattened array of vertex indices.
|
|
// the last vertex index of each polygon is negated and - 1
|
|
std::vector<int32_t> 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, binary, indent
|
|
);
|
|
|
|
// here could be edges but they're insane.
|
|
// it's optional anyway, so let's ignore it.
|
|
|
|
FBX::Node::WritePropertyNode(
|
|
"GeometryVersion", int32_t(124), outstream, binary, indent
|
|
);
|
|
|
|
// normals, if any
|
|
if (m->HasNormals()) {
|
|
FBX::Node normals("LayerElementNormal", int32_t(0));
|
|
normals.Begin(outstream, binary, indent);
|
|
normals.DumpProperties(outstream, binary, indent);
|
|
normals.EndProperties(outstream, binary, indent);
|
|
normals.BeginChildren(outstream, binary, indent);
|
|
indent = 3;
|
|
FBX::Node::WritePropertyNode(
|
|
"Version", int32_t(101), outstream, binary, indent
|
|
);
|
|
FBX::Node::WritePropertyNode(
|
|
"Name", "", outstream, binary, indent
|
|
);
|
|
FBX::Node::WritePropertyNode(
|
|
"MappingInformationType", "ByPolygonVertex",
|
|
outstream, binary, indent
|
|
);
|
|
// TODO: vertex-normals or indexed normals when appropriate
|
|
FBX::Node::WritePropertyNode(
|
|
"ReferenceInformationType", "Direct",
|
|
outstream, binary, indent
|
|
);
|
|
std::vector<double> 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, binary, indent
|
|
);
|
|
// note: version 102 has a NormalsW also... not sure what it is,
|
|
// so we can stick with version 101 for now.
|
|
indent = 2;
|
|
normals.End(outstream, binary, indent, 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.";
|
|
ASSIMP_LOG_WARN(err.str());
|
|
}
|
|
FBX::Node uv("LayerElementUV", int32_t(uvi));
|
|
uv.Begin(outstream, binary, indent);
|
|
uv.DumpProperties(outstream, binary, indent);
|
|
uv.EndProperties(outstream, binary, indent);
|
|
uv.BeginChildren(outstream, binary, indent);
|
|
indent = 3;
|
|
FBX::Node::WritePropertyNode(
|
|
"Version", int32_t(101), outstream, binary, indent
|
|
);
|
|
// it doesn't seem like assimp keeps the uv map name,
|
|
// so just leave it blank.
|
|
FBX::Node::WritePropertyNode(
|
|
"Name", "", outstream, binary, indent
|
|
);
|
|
FBX::Node::WritePropertyNode(
|
|
"MappingInformationType", "ByPolygonVertex",
|
|
outstream, binary, indent
|
|
);
|
|
FBX::Node::WritePropertyNode(
|
|
"ReferenceInformationType", "IndexToDirect",
|
|
outstream, binary, indent
|
|
);
|
|
|
|
std::vector<double> uv_data;
|
|
std::vector<int32_t> uv_indices;
|
|
std::map<aiVector3D,int32_t> index_by_uv;
|
|
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) {
|
|
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 (unsigned int 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, binary, indent
|
|
);
|
|
FBX::Node::WritePropertyNode(
|
|
"UVIndex", uv_indices, outstream, binary, indent
|
|
);
|
|
indent = 2;
|
|
uv.End(outstream, binary, indent, true);
|
|
}
|
|
|
|
// i'm not really sure why this material section exists,
|
|
// as the material is linked via "Connections".
|
|
// it seems to always have the same "0" value.
|
|
FBX::Node mat("LayerElementMaterial", int32_t(0));
|
|
mat.AddChild("Version", int32_t(101));
|
|
mat.AddChild("Name", "");
|
|
mat.AddChild("MappingInformationType", "AllSame");
|
|
mat.AddChild("ReferenceInformationType", "IndexToDirect");
|
|
std::vector<int32_t> mat_indices = {0};
|
|
mat.AddChild("Materials", mat_indices);
|
|
mat.Dump(outstream, binary, indent);
|
|
|
|
// finally we have the layer specifications,
|
|
// which select the normals / UV set / etc to use.
|
|
// TODO: handle multiple uv sets correctly?
|
|
FBX::Node layer("Layer", 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, binary, indent);
|
|
|
|
// finish the node record
|
|
indent = 1;
|
|
n.End(outstream, binary, indent, 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 receive 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 usually are completely ignored when loading.
|
|
// One notable exception is the "Opacity" property,
|
|
// which Blender uses as (1.0 - alpha).
|
|
c.r = 0.0f; c.g = 0.0f; c.b = 0.0f;
|
|
m->Get(AI_MATKEY_COLOR_EMISSIVE, c);
|
|
p.AddP70vector("Emissive", c.r, c.g, c.b);
|
|
c.r = 0.2f; c.g = 0.2f; c.b = 0.2f;
|
|
m->Get(AI_MATKEY_COLOR_AMBIENT, c);
|
|
p.AddP70vector("Ambient", c.r, c.g, c.b);
|
|
c.r = 0.8f; c.g = 0.8f; c.b = 0.8f;
|
|
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 = 1.0f;
|
|
if (m->Get(AI_MATKEY_COLOR_TRANSPARENT, c) == aiReturn_SUCCESS) {
|
|
f = 1.0f - ((c.r + c.g + c.b) / 3.0f);
|
|
}
|
|
m->Get(AI_MATKEY_OPACITY, f);
|
|
p.AddP70double("Opacity", f);
|
|
if (phong) {
|
|
// specular color is multiplied by shininess_strength
|
|
c.r = 0.2f; c.g = 0.2f; c.b = 0.2f;
|
|
m->Get(AI_MATKEY_COLOR_SPECULAR, c);
|
|
f = 1.0f;
|
|
m->Get(AI_MATKEY_SHININESS_STRENGTH, f);
|
|
p.AddP70vector("Specular", f*c.r, f*c.g, f*c.b);
|
|
f = 20.0f;
|
|
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 = 0.0f;
|
|
m->Get(AI_MATKEY_REFLECTIVITY, f);
|
|
c.r = 1.0f, c.g = 1.0f, c.b = 1.0f;
|
|
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, binary, indent);
|
|
}
|
|
|
|
// we need to look up all the images we're using,
|
|
// so we can generate uids, and eliminate duplicates.
|
|
std::map<std::string, int64_t> 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<aiTextureType>(tt);
|
|
const size_t texcount = mat->GetTextureCount(textype);
|
|
for (size_t j = 0; j < texcount; ++j) {
|
|
mat->GetTexture(textype, (unsigned int)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) {
|
|
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.
|
|
std::string path = it.first;
|
|
// try get embedded texture
|
|
const aiTexture* embedded_texture = mScene->GetEmbeddedTexture(it.first.c_str());
|
|
if (embedded_texture != nullptr) {
|
|
// change the path (use original filename, if available. If name is empty, concatenate texture index with file extension)
|
|
std::stringstream newPath;
|
|
if (embedded_texture->mFilename.length > 0) {
|
|
newPath << embedded_texture->mFilename.C_Str();
|
|
} else if (embedded_texture->achFormatHint[0]) {
|
|
int texture_index = std::stoi(path.substr(1, path.size() - 1));
|
|
newPath << texture_index << "." << embedded_texture->achFormatHint;
|
|
}
|
|
path = newPath.str();
|
|
// embed the texture
|
|
size_t texture_size = static_cast<size_t>(embedded_texture->mWidth * std::max(embedded_texture->mHeight, 1u));
|
|
if (binary) {
|
|
// embed texture as binary data
|
|
std::vector<uint8_t> tex_data;
|
|
tex_data.resize(texture_size);
|
|
memcpy(&tex_data[0], (char*)embedded_texture->pcData, texture_size);
|
|
n.AddChild("Content", tex_data);
|
|
} else {
|
|
// embed texture in base64 encoding
|
|
std::string encoded_texture = FBX::Util::EncodeBase64((char*)embedded_texture->pcData, texture_size);
|
|
n.AddChild("Content", encoded_texture);
|
|
}
|
|
}
|
|
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, binary, indent);
|
|
}
|
|
|
|
// Textures
|
|
// referenced by material_index/texture_type pairs.
|
|
std::map<std::pair<size_t,size_t>,int64_t> texture_uids;
|
|
const std::map<aiTextureType,std::string> 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<aiTextureType>(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;
|
|
ASSIMP_LOG_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...";
|
|
ASSIMP_LOG_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
|
|
connections.emplace_back(
|
|
"C", "OP", texture_uid, material_uid, prop_name
|
|
);
|
|
|
|
// link the image data to the texture
|
|
connections.emplace_back("C", "OO", image_uid, texture_uid);
|
|
|
|
// 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_Source", "None");
|
|
tnode.AddChild(
|
|
"Cropping", int32_t(0), int32_t(0), int32_t(0), int32_t(0)
|
|
);
|
|
tnode.Dump(outstream, binary, indent);
|
|
}
|
|
}
|
|
|
|
// bones.
|
|
//
|
|
// output structure:
|
|
// subset of node hierarchy 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 hierarchy,
|
|
// 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 corresponding 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.
|
|
|
|
// functor for aiNode sorting
|
|
struct SortNodeByName
|
|
{
|
|
bool operator()(const aiNode *lhs, const aiNode *rhs) const
|
|
{
|
|
return strcmp(lhs->mName.C_Str(), rhs->mName.C_Str()) < 0;
|
|
}
|
|
};
|
|
|
|
// 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.
|
|
// Use SorNodeByName to make sure the exported result will be the same across all systems
|
|
// Otherwise the aiNodes of the skeleton would be sorted based on the pointer address, which isn't consistent
|
|
std::vector<std::set<const aiNode*, SortNodeByName>> 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<const aiNode*> limbnodes;
|
|
|
|
//actual bone nodes in fbx, without parenting-up
|
|
std::unordered_set<std::string> setAllBoneNamesInScene;
|
|
for(unsigned int m = 0; m < mScene->mNumMeshes; ++ m)
|
|
{
|
|
aiMesh* pMesh = mScene->mMeshes[m];
|
|
for(unsigned int b = 0; b < pMesh->mNumBones; ++ b)
|
|
setAllBoneNamesInScene.insert(pMesh->mBones[b]->mName.data);
|
|
}
|
|
aiMatrix4x4 mxTransIdentity;
|
|
|
|
// and a map of nodes by bone name, as finding them is annoying.
|
|
std::map<std::string,aiNode*> node_by_bone;
|
|
for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
|
|
const aiMesh* m = mScene->mMeshes[mi];
|
|
std::set<const aiNode*, SortNodeByName> 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;
|
|
}
|
|
//not a bone in scene && no effect in transform
|
|
if(setAllBoneNamesInScene.find(node_name)==setAllBoneNamesInScene.end()
|
|
&& parent->mTransformation == mxTransIdentity) {
|
|
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, binary, indent);
|
|
|
|
// connect it
|
|
connections.emplace_back("C", "OO", deformer_uid, mesh_uids[mi]);
|
|
|
|
// we will be indexing by vertex...
|
|
// but there might be a different number of "vertices"
|
|
// 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<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;
|
|
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(int32_t(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<const aiBone*> not_in_bind_pose;
|
|
std::set<const aiNode*> 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((unsigned int)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<const aiNode*, SortNodeByName> 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<int32_t> subdef_indices;
|
|
std::vector<double> 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-4f; // some error is to be expected
|
|
bool bone_xform_okay = true;
|
|
if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
|
|
not_in_bind_pose.insert(b);
|
|
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 nonexistent),
|
|
// 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, binary, indent);
|
|
|
|
// lastly, connect to the parent deformer
|
|
connections.emplace_back(
|
|
"C", "OO", subdeformer_uid, deformer_uid
|
|
);
|
|
|
|
// we also need to connect the limb node to the subdeformer.
|
|
connections.emplace_back(
|
|
"C", "OO", node_uids[bone_node], subdeformer_uid
|
|
);
|
|
}
|
|
|
|
// 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<aiNode*> 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, binary, indent);
|
|
}*/
|
|
|
|
// TODO: cameras, lights
|
|
|
|
// write nodes (i.e. model hierarchy)
|
|
// start at root node
|
|
WriteModelNodes(
|
|
outstream, mScene->mRootNode, 0, limbnodes
|
|
);
|
|
|
|
// animations
|
|
//
|
|
// in FBX there are:
|
|
// * AnimationStack - corresponds to an aiAnimation
|
|
// * AnimationLayer - a combinable animation component
|
|
// * AnimationCurveNode - links the property to be animated
|
|
// * AnimationCurve - defines animation data for a single property value
|
|
//
|
|
// the CurveNode also provides the default value for a property,
|
|
// such as the X, Y, Z coordinates for animatable translation.
|
|
//
|
|
// the Curve only specifies values for one component of the property,
|
|
// so there will be a separate AnimationCurve for X, Y, and Z.
|
|
//
|
|
// Assimp has:
|
|
// * aiAnimation - basically corresponds to an AnimationStack
|
|
// * aiNodeAnim - defines all animation for one aiNode
|
|
// * aiVectorKey/aiQuatKey - define the keyframe data for T/R/S
|
|
//
|
|
// assimp has no equivalent for AnimationLayer,
|
|
// and these are flattened on FBX import.
|
|
// we can assume there will be one per AnimationStack.
|
|
//
|
|
// the aiNodeAnim contains all animation data for a single aiNode,
|
|
// which will correspond to three AnimationCurveNode's:
|
|
// one each for translation, rotation and scale.
|
|
// The data for each of these will be put in 9 AnimationCurve's,
|
|
// T.X, T.Y, T.Z, R.X, R.Y, R.Z, etc.
|
|
|
|
// AnimationStack / aiAnimation
|
|
std::vector<int64_t> animation_stack_uids(mScene->mNumAnimations);
|
|
for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
|
|
int64_t animstack_uid = generate_uid();
|
|
animation_stack_uids[ai] = animstack_uid;
|
|
const aiAnimation* anim = mScene->mAnimations[ai];
|
|
|
|
FBX::Node asnode("AnimationStack");
|
|
std::string name = anim->mName.C_Str() + FBX::SEPARATOR + "AnimStack";
|
|
asnode.AddProperties(animstack_uid, name, "");
|
|
FBX::Node p("Properties70");
|
|
p.AddP70time("LocalStart", 0); // assimp doesn't store this
|
|
p.AddP70time("LocalStop", to_ktime(anim->mDuration, anim));
|
|
p.AddP70time("ReferenceStart", 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.force_has_children = true;
|
|
asnode.Dump(outstream, binary, indent);
|
|
|
|
// note: animation stacks are not connected to anything
|
|
}
|
|
|
|
// AnimationLayer - one per aiAnimation
|
|
std::vector<int64_t> animation_layer_uids(mScene->mNumAnimations);
|
|
for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
|
|
int64_t animlayer_uid = generate_uid();
|
|
animation_layer_uids[ai] = animlayer_uid;
|
|
FBX::Node alnode("AnimationLayer");
|
|
alnode.AddProperties(animlayer_uid, FBX::SEPARATOR + "AnimLayer", "");
|
|
|
|
// this node absurdly always pretends it has children
|
|
alnode.force_has_children = true;
|
|
alnode.Dump(outstream, binary, indent);
|
|
|
|
// connect to the relevant animstack
|
|
connections.emplace_back(
|
|
"C", "OO", animlayer_uid, animation_stack_uids[ai]
|
|
);
|
|
}
|
|
|
|
// AnimCurveNode - three per aiNodeAnim
|
|
std::vector<std::vector<std::array<int64_t,3>>> curve_node_uids;
|
|
for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
|
|
const aiAnimation* anim = mScene->mAnimations[ai];
|
|
const int64_t layer_uid = animation_layer_uids[ai];
|
|
std::vector<std::array<int64_t,3>> nodeanim_uids;
|
|
for (size_t nai = 0; nai < anim->mNumChannels; ++nai) {
|
|
const aiNodeAnim* na = anim->mChannels[nai];
|
|
// get the corresponding aiNode
|
|
const aiNode* node = mScene->mRootNode->FindNode(na->mNodeName);
|
|
// and its transform
|
|
const aiMatrix4x4 node_xfm = get_world_transform(node, mScene);
|
|
aiVector3D T, R, S;
|
|
node_xfm.Decompose(S, R, T);
|
|
|
|
// AnimationCurveNode uids
|
|
std::array<int64_t,3> ids;
|
|
ids[0] = generate_uid(); // T
|
|
ids[1] = generate_uid(); // R
|
|
ids[2] = generate_uid(); // S
|
|
|
|
// translation
|
|
WriteAnimationCurveNode(outstream,
|
|
ids[0], "T", T, "Lcl Translation",
|
|
layer_uid, node_uids[node]
|
|
);
|
|
|
|
// rotation
|
|
WriteAnimationCurveNode(outstream,
|
|
ids[1], "R", R, "Lcl Rotation",
|
|
layer_uid, node_uids[node]
|
|
);
|
|
|
|
// scale
|
|
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);
|
|
}
|
|
|
|
// AnimCurve - defines actual keyframe data.
|
|
// there's a separate curve for every component of every vector,
|
|
// for example a transform curvenode will have separate X/Y/Z AnimCurve's
|
|
for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
|
|
const aiAnimation* anim = mScene->mAnimations[ai];
|
|
for (size_t nai = 0; nai < anim->mNumChannels; ++nai) {
|
|
const aiNodeAnim* na = anim->mChannels[nai];
|
|
// get the corresponding aiNode
|
|
const aiNode* node = mScene->mRootNode->FindNode(na->mNodeName);
|
|
// and its transform
|
|
const aiMatrix4x4 node_xfm = get_world_transform(node, mScene);
|
|
aiVector3D T, R, S;
|
|
node_xfm.Decompose(S, R, T);
|
|
const std::array<int64_t,3>& ids = curve_node_uids[ai][nai];
|
|
|
|
std::vector<int64_t> times;
|
|
std::vector<float> xval, yval, zval;
|
|
|
|
// position/translation
|
|
for (size_t ki = 0; ki < na->mNumPositionKeys; ++ki) {
|
|
const aiVectorKey& k = na->mPositionKeys[ki];
|
|
times.push_back(to_ktime(k.mTime));
|
|
xval.push_back(k.mValue.x);
|
|
yval.push_back(k.mValue.y);
|
|
zval.push_back(k.mValue.z);
|
|
}
|
|
// 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");
|
|
|
|
// 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));
|
|
// TODO: aiQuaternion method to convert to Euler...
|
|
aiMatrix4x4 m(k.mValue.GetMatrix());
|
|
aiVector3D qs, qr, qt;
|
|
m.Decompose(qs, qr, qt);
|
|
qr *= DEG;
|
|
xval.push_back(qr.x);
|
|
yval.push_back(qr.y);
|
|
zval.push_back(qr.z);
|
|
}
|
|
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");
|
|
|
|
// 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));
|
|
xval.push_back(k.mValue.x);
|
|
yval.push_back(k.mValue.y);
|
|
zval.push_back(k.mValue.z);
|
|
}
|
|
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");
|
|
}
|
|
}
|
|
|
|
indent = 0;
|
|
object_node.End(outstream, binary, indent, true);
|
|
}
|
|
|
|
// convenience map of magic node name strings to FBX properties,
|
|
// including the expected type of transform.
|
|
const std::map<std::string,std::pair<std::string,char>> 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 FBXExporter::WriteModelNode(
|
|
StreamWriterLE& outstream,
|
|
bool binary,
|
|
const aiNode* node,
|
|
int64_t node_uid,
|
|
const std::string& type,
|
|
const std::vector<std::pair<std::string,aiVector3D>>& transform_chain,
|
|
TransformInheritance inherit_type
|
|
){
|
|
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 hierarchy for each node.
|
|
// as such we can bake the hierarchy 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", FBXExportProperty(true));
|
|
m.AddChild("Culling", FBXExportProperty("CullingOff"));
|
|
|
|
m.Dump(outstream, binary, 1);
|
|
}
|
|
|
|
// wrapper for WriteModelNodes to create and pass a blank transform chain
|
|
void FBXExporter::WriteModelNodes(
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StreamWriterLE& s,
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const aiNode* node,
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int64_t parent_uid,
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const std::unordered_set<const aiNode*>& limbnodes
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) {
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std::vector<std::pair<std::string,aiVector3D>> chain;
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WriteModelNodes(s, node, parent_uid, limbnodes, chain);
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}
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void FBXExporter::WriteModelNodes(
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StreamWriterLE& outstream,
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const aiNode* node,
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int64_t parent_uid,
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const std::unordered_set<const aiNode*>& limbnodes,
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std::vector<std::pair<std::string,aiVector3D>>& transform_chain
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) {
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// first collapse any expanded transformation chains created by FBX import.
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std::string node_name(node->mName.C_Str());
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if (node_name.find(MAGIC_NODE_TAG) != std::string::npos) {
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auto pos = node_name.find(MAGIC_NODE_TAG) + MAGIC_NODE_TAG.size() + 1;
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std::string type_name = node_name.substr(pos);
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auto elem = transform_types.find(type_name);
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if (elem == transform_types.end()) {
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// then this is a bug and should be fixed
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std::stringstream err;
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err << "unrecognized FBX transformation node";
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err << " of type " << type_name << " in node " << node_name;
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throw DeadlyExportError(err.str());
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}
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aiVector3D t, r, s;
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node->mTransformation.Decompose(s, r, t);
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switch (elem->second.second) {
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case 'i': // inverse
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// we don't need to worry about the inverse matrices
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break;
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case 't': // translation
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transform_chain.emplace_back(elem->first, t);
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break;
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case 'r': // rotation
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r *= float(DEG);
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transform_chain.emplace_back(elem->first, r);
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break;
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case 's': // scale
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transform_chain.emplace_back(elem->first, s);
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break;
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default:
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// this should never happen
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std::stringstream err;
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err << "unrecognized FBX transformation type code: ";
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err << elem->second.second;
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throw DeadlyExportError(err.str());
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}
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// now continue on to any child nodes
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for (unsigned i = 0; i < node->mNumChildren; ++i) {
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WriteModelNodes(
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outstream,
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node->mChildren[i],
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parent_uid,
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limbnodes,
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transform_chain
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);
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}
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return;
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}
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int64_t node_uid = 0;
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// generate uid and connect to parent, if not the root node,
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if (node != mScene->mRootNode) {
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auto elem = node_uids.find(node);
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if (elem != node_uids.end()) {
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node_uid = elem->second;
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} else {
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node_uid = generate_uid();
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node_uids[node] = node_uid;
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}
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connections.emplace_back("C", "OO", node_uid, parent_uid);
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}
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// what type of node is this?
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if (node == mScene->mRootNode) {
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// handled later
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} else if (node->mNumMeshes == 1) {
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// connect to child mesh, which should have been written previously
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connections.emplace_back(
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"C", "OO", mesh_uids[node->mMeshes[0]], node_uid
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);
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// also connect to the material for the child mesh
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connections.emplace_back(
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"C", "OO",
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material_uids[mScene->mMeshes[node->mMeshes[0]]->mMaterialIndex],
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node_uid
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);
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// write model node
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WriteModelNode(
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outstream, binary, node, node_uid, "Mesh", transform_chain
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);
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} else if (limbnodes.count(node)) {
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WriteModelNode(
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outstream, binary, node, node_uid, "LimbNode", transform_chain
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);
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// we also need to write a nodeattribute to mark it as a skeleton
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int64_t node_attribute_uid = generate_uid();
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FBX::Node na("NodeAttribute");
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na.AddProperties(
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node_attribute_uid, FBX::SEPARATOR + "NodeAttribute", "LimbNode"
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);
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na.AddChild("TypeFlags", FBXExportProperty("Skeleton"));
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na.Dump(outstream, binary, 1);
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// and connect them
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connections.emplace_back("C", "OO", node_attribute_uid, node_uid);
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} else {
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// generate a null node so we can add children to it
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WriteModelNode(
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outstream, binary, node, node_uid, "Null", transform_chain
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);
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}
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// if more than one child mesh, make nodes for each mesh
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if (node->mNumMeshes > 1 || node == mScene->mRootNode) {
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for (size_t i = 0; i < node->mNumMeshes; ++i) {
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// make a new model node
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int64_t new_node_uid = generate_uid();
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// connect to parent node
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connections.emplace_back("C", "OO", new_node_uid, node_uid);
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// connect to child mesh, which should have been written previously
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connections.emplace_back(
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"C", "OO", mesh_uids[node->mMeshes[i]], new_node_uid
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);
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// also connect to the material for the child mesh
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connections.emplace_back(
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"C", "OO",
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material_uids[
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mScene->mMeshes[node->mMeshes[i]]->mMaterialIndex
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],
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new_node_uid
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);
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// write model node
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FBX::Node m("Model");
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// take name from mesh name, if it exists
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std::string name = mScene->mMeshes[node->mMeshes[i]]->mName.C_Str();
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name += FBX::SEPARATOR + "Model";
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m.AddProperties(new_node_uid, name, "Mesh");
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m.AddChild("Version", int32_t(232));
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FBX::Node p("Properties70");
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p.AddP70enum("InheritType", 1);
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m.AddChild(p);
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m.Dump(outstream, binary, 1);
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}
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}
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// now recurse into children
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for (size_t i = 0; i < node->mNumChildren; ++i) {
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WriteModelNodes(
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outstream, node->mChildren[i], node_uid, limbnodes
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);
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}
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}
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void FBXExporter::WriteAnimationCurveNode(
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StreamWriterLE& outstream,
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int64_t uid,
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std::string name, // "T", "R", or "S"
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aiVector3D default_value,
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std::string property_name, // "Lcl Translation" etc
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int64_t layer_uid,
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int64_t node_uid
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) {
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FBX::Node n("AnimationCurveNode");
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n.AddProperties(uid, name + FBX::SEPARATOR + "AnimCurveNode", "");
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FBX::Node p("Properties70");
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p.AddP70numberA("d|X", default_value.x);
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p.AddP70numberA("d|Y", default_value.y);
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p.AddP70numberA("d|Z", default_value.z);
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n.AddChild(p);
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n.Dump(outstream, binary, 1);
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// connect to layer
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this->connections.emplace_back("C", "OO", uid, layer_uid);
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// connect to bone
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this->connections.emplace_back("C", "OP", uid, node_uid, property_name);
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}
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void FBXExporter::WriteAnimationCurve(
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StreamWriterLE& outstream,
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double default_value,
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const std::vector<int64_t>& times,
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const std::vector<float>& values,
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int64_t curvenode_uid,
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const std::string& property_link // "d|X", "d|Y", etc
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) {
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FBX::Node n("AnimationCurve");
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int64_t curve_uid = generate_uid();
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n.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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n.AddChild("Default", default_value);
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n.AddChild("KeyVer", int32_t(4009));
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n.AddChild("KeyTime", times);
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n.AddChild("KeyValueFloat", values);
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// TODO: keyattr flags and data (STUB for now)
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n.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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n.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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n.AddChild(
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"KeyAttrRefCount",
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std::vector<int32_t>{static_cast<int32_t>(times.size())}
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);
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n.Dump(outstream, binary, 1);
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this->connections.emplace_back(
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"C", "OP", curve_uid, curvenode_uid, property_link
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);
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}
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|
|
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void FBXExporter::WriteConnections ()
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{
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// we should have completed the connection graph already,
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// so basically just dump it here
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if (!binary) {
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WriteAsciiSectionHeader("Object connections");
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}
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// TODO: comments with names in the ascii version
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FBX::Node conn("Connections");
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StreamWriterLE outstream(outfile);
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conn.Begin(outstream, binary, 0);
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conn.BeginChildren(outstream, binary, 0);
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for (auto &n : connections) {
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n.Dump(outstream, binary, 1);
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}
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conn.End(outstream, binary, 0, !connections.empty());
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connections.clear();
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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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