Added support for embedded textures to the FBXExporter (both binary and ASCII). Also made the FBX-namespaces more consistent (we had both Assimp::FBX:: and FBX::). Since we seem to support two types of embedded texture references (both asterisk+texture_id and filepath) I made the exporter use aiScene::GetEmbeddedTexture for looking up texture reference and integrated @loebl 's modification of the function to support the old ("*1") type of references (https://github.com/loebl/assimp/commit/e217358)
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@@ -54,6 +54,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <sstream> // ostringstream
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#include <memory> // shared_ptr
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namespace Assimp {
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// AddP70<type> helpers... there's no usable pattern here,
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// so all are defined as separate functions.
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// Even "animatable" properties are often completely different
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@@ -252,7 +253,8 @@ void FBX::Node::DumpChildren(
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} else {
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std::ostringstream ss;
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DumpChildrenAscii(ss, indent);
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s.PutString(ss.str());
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if (ss.tellp() > 0)
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s.PutString(ss.str());
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}
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}
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@@ -266,7 +268,8 @@ void FBX::Node::End(
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} else {
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std::ostringstream ss;
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EndAscii(ss, indent, has_children);
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s.PutString(ss.str());
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if (ss.tellp() > 0)
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s.PutString(ss.str());
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}
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}
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@@ -367,7 +370,7 @@ void FBX::Node::EndBinary(
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bool has_children
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) {
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// if there were children, add a null record
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if (has_children) { s.PutString(FBX::NULL_RECORD); }
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if (has_children) { s.PutString(Assimp::FBX::NULL_RECORD); }
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// now go back and write initial pos
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this->end_pos = s.Tell();
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@@ -563,6 +566,6 @@ void FBX::Node::WritePropertyNode(
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FBX::Node::WritePropertyNodeAscii(name, v, s, indent);
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}
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}
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}
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#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
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#endif // ASSIMP_BUILD_NO_EXPORT
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