Implement ascii FBX export.
It's available under the 'fbxa' format id.
This commit is contained in:
@@ -66,7 +66,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <vector>
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#include <array>
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#include <unordered_set>
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#include <iostream> // endl
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// RESOURCES:
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// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
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@@ -89,6 +88,8 @@ namespace FBX {
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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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using namespace Assimp;
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@@ -115,7 +116,7 @@ namespace Assimp {
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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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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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@@ -126,7 +127,7 @@ namespace Assimp {
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// perform ascii export
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exporter.ExportAscii(pFile, pIOSystem);
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}*/ // TODO
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}
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} // end of namespace Assimp
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@@ -194,27 +195,43 @@ void FBXExporter::ExportAscii (
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);
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}
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// this isn't really necessary,
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// but the Autodesk FBX SDK puts a similar comment at the top of the file.
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// Theirs declares that the file copyright is owned by Autodesk...
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std::stringstream head;
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using std::endl;
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head << "; FBX " << EXPORT_VERSION_STR << " project file" << endl;
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head << "; Created by the Open Asset Import Library (Assimp)" << endl;
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head << "; http://assimp.org" << endl;
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head << "; -------------------------------------------------" << endl;
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head << endl;
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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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// 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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@@ -294,28 +311,39 @@ void FBXExporter::WriteAllNodes ()
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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);
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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, 0);
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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
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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
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);
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FBX::Node::WritePropertyNode(
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"EncryptionType", int32_t(0), outstream
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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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@@ -329,36 +357,50 @@ void FBXExporter::WriteHeaderExtension ()
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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);
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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("Creator", creator.str(), outstream);
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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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//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);
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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, true);
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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("FileId", raw, outstream);
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FBX::Node::WritePropertyNode("CreationTime", GENERIC_CTIME, outstream);
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FBX::Node::WritePropertyNode("Creator", creator.str(), outstream);
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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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@@ -385,11 +427,15 @@ void FBXExporter::WriteGlobalSettings ()
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p.AddP70int("CurrentTimeMarker", -1);
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gs.AddChild(p);
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gs.Dump(outfile);
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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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@@ -411,16 +457,19 @@ void FBXExporter::WriteDocuments ()
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doc.AddChild("RootNode", int64_t(0));
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docs.AddChild(doc);
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docs.Dump(outfile);
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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);
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n.Dump(outfile, binary, 0);
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}
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@@ -469,9 +518,6 @@ size_t count_images(const aiScene* scene) {
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}
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}
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}
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//for (auto &s : images) {
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// std::cout << "found image: " << s << std::endl;
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//}
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return images.size();
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}
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@@ -511,6 +557,11 @@ void FBXExporter::WriteDefinitions ()
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// determining how many of each type of object there are
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// and specifying the base properties to use when otherwise unspecified.
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// ascii section header
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if (!binary) {
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WriteAsciiSectionHeader("Object definitions");
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}
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// we need to count the objects
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int32_t count;
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int32_t total_count = 0;
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@@ -890,7 +941,7 @@ void FBXExporter::WriteDefinitions ()
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defs.AddChild("Version", int32_t(100));
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defs.AddChild("Count", int32_t(total_count));
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for (auto &n : object_nodes) { defs.AddChild(n); }
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defs.Dump(outfile);
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defs.Dump(outfile, binary, 0);
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}
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@@ -936,14 +987,20 @@ int64_t to_ktime(double ticks, const aiAnimation* anim) {
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void FBXExporter::WriteObjects ()
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{
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if (!binary) {
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WriteAsciiSectionHeader("Object properties");
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}
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// numbers should match those given in definitions! make sure to check
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StreamWriterLE outstream(outfile);
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FBX::Node object_node("Objects");
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object_node.Begin(outstream);
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object_node.EndProperties(outstream);
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int indent = 0;
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object_node.Begin(outstream, binary, indent);
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object_node.EndProperties(outstream, binary, indent);
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object_node.BeginChildren(outstream, binary, indent);
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// geometry (aiMesh)
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mesh_uids.clear();
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indent = 1;
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for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
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// it's all about this mesh
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aiMesh* m = mScene->mMeshes[mi];
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@@ -955,9 +1012,11 @@ void FBXExporter::WriteObjects ()
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n.AddProperty(uid);
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n.AddProperty(FBX::SEPARATOR + "Geometry");
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n.AddProperty("Mesh");
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n.Begin(outstream);
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n.DumpProperties(outstream);
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n.EndProperties(outstream);
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n.Begin(outstream, binary, indent);
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n.DumpProperties(outstream, binary, indent);
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n.EndProperties(outstream, binary, indent);
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n.BeginChildren(outstream, binary, indent);
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indent = 2;
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// output vertex data - each vertex should be unique (probably)
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std::vector<double> flattened_vertices;
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@@ -981,7 +1040,7 @@ void FBXExporter::WriteObjects ()
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}
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}
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FBX::Node::WritePropertyNode(
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"Vertices", flattened_vertices, outstream
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"Vertices", flattened_vertices, outstream, binary, indent
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);
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// output polygon data as a flattened array of vertex indices.
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@@ -997,30 +1056,38 @@ void FBXExporter::WriteObjects ()
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);
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}
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FBX::Node::WritePropertyNode(
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"PolygonVertexIndex", polygon_data, outstream
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"PolygonVertexIndex", polygon_data, outstream, binary, indent
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);
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// here could be edges but they're insane.
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// it's optional anyway, so let's ignore it.
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FBX::Node::WritePropertyNode(
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"GeometryVersion", int32_t(124), outstream
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"GeometryVersion", int32_t(124), outstream, binary, indent
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);
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// normals, if any
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if (m->HasNormals()) {
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FBX::Node normals("LayerElementNormal", int32_t(0));
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normals.Begin(outstream);
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normals.DumpProperties(outstream);
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normals.EndProperties(outstream);
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FBX::Node::WritePropertyNode("Version", int32_t(101), outstream);
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FBX::Node::WritePropertyNode("Name", "", outstream);
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normals.Begin(outstream, binary, indent);
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normals.DumpProperties(outstream, binary, indent);
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normals.EndProperties(outstream, binary, indent);
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normals.BeginChildren(outstream, binary, indent);
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indent = 3;
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FBX::Node::WritePropertyNode(
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"MappingInformationType", "ByPolygonVertex", outstream
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"Version", int32_t(101), outstream, binary, indent
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);
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FBX::Node::WritePropertyNode(
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"Name", "", outstream, binary, indent
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);
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FBX::Node::WritePropertyNode(
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"MappingInformationType", "ByPolygonVertex",
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outstream, binary, indent
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);
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// TODO: vertex-normals or indexed normals when appropriate
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FBX::Node::WritePropertyNode(
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"ReferenceInformationType", "Direct", outstream
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"ReferenceInformationType", "Direct",
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outstream, binary, indent
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);
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std::vector<double> normal_data;
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normal_data.reserve(3 * polygon_data.size());
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@@ -1033,10 +1100,13 @@ void FBXExporter::WriteObjects ()
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normal_data.push_back(n.z);
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}
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}
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FBX::Node::WritePropertyNode("Normals", normal_data, outstream);
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FBX::Node::WritePropertyNode(
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"Normals", normal_data, outstream, binary, indent
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);
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// note: version 102 has a NormalsW also... not sure what it is,
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// so we can stick with version 101 for now.
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normals.End(outstream, true);
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indent = 2;
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normals.End(outstream, binary, indent, true);
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}
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// uvs, if any
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@@ -1057,18 +1127,26 @@ void FBXExporter::WriteObjects ()
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DefaultLogger::get()->warn(err.str());
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}
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FBX::Node uv("LayerElementUV", int32_t(uvi));
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uv.Begin(outstream);
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uv.DumpProperties(outstream);
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uv.EndProperties(outstream);
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FBX::Node::WritePropertyNode("Version", int32_t(101), outstream);
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uv.Begin(outstream, binary, indent);
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uv.DumpProperties(outstream, binary, indent);
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uv.EndProperties(outstream, binary, indent);
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uv.BeginChildren(outstream, binary, indent);
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indent = 3;
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FBX::Node::WritePropertyNode(
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"Version", int32_t(101), outstream, binary, indent
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);
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// it doesn't seem like assimp keeps the uv map name,
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// so just leave it blank.
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FBX::Node::WritePropertyNode("Name", "", outstream);
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FBX::Node::WritePropertyNode(
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"MappingInformationType", "ByPolygonVertex", outstream
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"Name", "", outstream, binary, indent
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);
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FBX::Node::WritePropertyNode(
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"ReferenceInformationType", "IndexToDirect", outstream
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"MappingInformationType", "ByPolygonVertex",
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outstream, binary, indent
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);
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FBX::Node::WritePropertyNode(
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"ReferenceInformationType", "IndexToDirect",
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outstream, binary, indent
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);
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std::vector<double> uv_data;
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@@ -1093,9 +1171,14 @@ void FBXExporter::WriteObjects ()
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}
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}
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}
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FBX::Node::WritePropertyNode("UV", uv_data, outstream);
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FBX::Node::WritePropertyNode("UVIndex", uv_indices, outstream);
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uv.End(outstream, true);
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FBX::Node::WritePropertyNode(
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"UV", uv_data, outstream, binary, indent
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);
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FBX::Node::WritePropertyNode(
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"UVIndex", uv_indices, outstream, binary, indent
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);
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indent = 2;
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uv.End(outstream, binary, indent, true);
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}
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// i'm not really sure why this material section exists,
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@@ -1108,7 +1191,7 @@ void FBXExporter::WriteObjects ()
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mat.AddChild("ReferenceInformationType", "IndexToDirect");
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std::vector<int32_t> mat_indices = {0};
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mat.AddChild("Materials", mat_indices);
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mat.Dump(outstream);
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mat.Dump(outstream, binary, indent);
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// finally we have the layer specifications,
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// which select the normals / UV set / etc to use.
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@@ -1127,10 +1210,11 @@ void FBXExporter::WriteObjects ()
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le.AddChild("Type", "LayerElementUV");
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le.AddChild("TypedIndex", int32_t(0));
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layer.AddChild(le);
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layer.Dump(outstream);
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layer.Dump(outstream, binary, indent);
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// finish the node record
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n.End(outstream, true);
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indent = 1;
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n.End(outstream, binary, indent, true);
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}
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// aiMaterial
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@@ -1274,7 +1358,7 @@ void FBXExporter::WriteObjects ()
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n.AddChild(p);
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n.Dump(outstream);
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n.Dump(outstream, binary, indent);
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}
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// we need to look up all the images we're using,
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@@ -1322,7 +1406,7 @@ void FBXExporter::WriteObjects ()
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n.AddChild("UseMipMap", int32_t(0));
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n.AddChild("Filename", path);
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n.AddChild("RelativeFilename", path);
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n.Dump(outstream);
|
||||
n.Dump(outstream, binary, indent);
|
||||
}
|
||||
|
||||
// Textures
|
||||
@@ -1441,7 +1525,7 @@ void FBXExporter::WriteObjects ()
|
||||
tnode.AddChild(
|
||||
"Cropping", int32_t(0), int32_t(0), int32_t(0), int32_t(0)
|
||||
);
|
||||
tnode.Dump(outstream);
|
||||
tnode.Dump(outstream, binary, indent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1594,7 +1678,7 @@ void FBXExporter::WriteObjects ()
|
||||
// "acuracy"... this is not a typo....
|
||||
dnode.AddChild("Link_DeformAcuracy", double(50));
|
||||
dnode.AddChild("SkinningType", "Linear"); // TODO: other modes?
|
||||
dnode.Dump(outstream);
|
||||
dnode.Dump(outstream, binary, indent);
|
||||
|
||||
// connect it
|
||||
connections.emplace_back("C", "OO", deformer_uid, mesh_uids[mi]);
|
||||
@@ -1738,7 +1822,7 @@ void FBXExporter::WriteObjects ()
|
||||
// there's not really any way around this at the moment.
|
||||
|
||||
// done
|
||||
sdnode.Dump(outstream);
|
||||
sdnode.Dump(outstream, binary, indent);
|
||||
|
||||
// lastly, connect to the parent deformer
|
||||
connections.emplace_back(
|
||||
@@ -1856,7 +1940,7 @@ void FBXExporter::WriteObjects ()
|
||||
}
|
||||
|
||||
// now write it
|
||||
bpnode.Dump(outstream);
|
||||
bpnode.Dump(outstream, binary, indent);
|
||||
}*/
|
||||
|
||||
// TODO: cameras, lights
|
||||
@@ -1916,7 +2000,7 @@ void FBXExporter::WriteObjects ()
|
||||
// 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);
|
||||
asnode.Dump(outstream, binary, indent);
|
||||
|
||||
// note: animation stacks are not connected to anything
|
||||
}
|
||||
@@ -1931,7 +2015,7 @@ void FBXExporter::WriteObjects ()
|
||||
|
||||
// this node absurdly always pretends it has children
|
||||
alnode.force_has_children = true;
|
||||
alnode.Dump(outstream);
|
||||
alnode.Dump(outstream, binary, indent);
|
||||
|
||||
// connect to the relevant animstack
|
||||
connections.emplace_back(
|
||||
@@ -2048,7 +2132,8 @@ void FBXExporter::WriteObjects ()
|
||||
}
|
||||
}
|
||||
|
||||
object_node.End(outstream, true);
|
||||
indent = 0;
|
||||
object_node.End(outstream, binary, indent, true);
|
||||
}
|
||||
|
||||
// convenience map of magic node name strings to FBX properties,
|
||||
@@ -2074,13 +2159,14 @@ const std::map<std::string,std::pair<std::string,char>> transform_types = {
|
||||
};
|
||||
|
||||
// write a single model node to the stream
|
||||
void WriteModelNode(
|
||||
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=TransformInheritance_RSrs
|
||||
TransformInheritance inherit_type
|
||||
){
|
||||
const aiVector3D zero = {0, 0, 0};
|
||||
const aiVector3D one = {1, 1, 1};
|
||||
@@ -2148,7 +2234,7 @@ void WriteModelNode(
|
||||
m.AddChild("Shading", Property(true));
|
||||
m.AddChild("Culling", Property("CullingOff"));
|
||||
|
||||
m.Dump(outstream);
|
||||
m.Dump(outstream, binary, 1);
|
||||
}
|
||||
|
||||
// wrapper for WriteModelNodes to create and pass a blank transform chain
|
||||
@@ -2249,9 +2335,13 @@ void FBXExporter::WriteModelNodes(
|
||||
node_uid
|
||||
);
|
||||
// write model node
|
||||
WriteModelNode(outstream, node, node_uid, "Mesh", transform_chain);
|
||||
WriteModelNode(
|
||||
outstream, binary, node, node_uid, "Mesh", transform_chain
|
||||
);
|
||||
} else if (limbnodes.count(node)) {
|
||||
WriteModelNode(outstream, node, node_uid, "LimbNode", transform_chain);
|
||||
WriteModelNode(
|
||||
outstream, binary, node, node_uid, "LimbNode", transform_chain
|
||||
);
|
||||
// we also need to write a nodeattribute to mark it as a skeleton
|
||||
int64_t node_attribute_uid = generate_uid();
|
||||
FBX::Node na("NodeAttribute");
|
||||
@@ -2259,12 +2349,14 @@ void FBXExporter::WriteModelNodes(
|
||||
node_attribute_uid, FBX::SEPARATOR + "NodeAttribute", "LimbNode"
|
||||
);
|
||||
na.AddChild("TypeFlags", Property("Skeleton"));
|
||||
na.Dump(outstream);
|
||||
na.Dump(outstream, binary, 1);
|
||||
// and connect them
|
||||
connections.emplace_back("C", "OO", node_attribute_uid, node_uid);
|
||||
} else {
|
||||
// generate a null node so we can add children to it
|
||||
WriteModelNode(outstream, node, node_uid, "Null", transform_chain);
|
||||
WriteModelNode(
|
||||
outstream, binary, node, node_uid, "Null", transform_chain
|
||||
);
|
||||
}
|
||||
|
||||
// if more than one child mesh, make nodes for each mesh
|
||||
@@ -2296,7 +2388,7 @@ void FBXExporter::WriteModelNodes(
|
||||
FBX::Node p("Properties70");
|
||||
p.AddP70enum("InheritType", 1);
|
||||
m.AddChild(p);
|
||||
m.Dump(outstream);
|
||||
m.Dump(outstream, binary, 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2325,7 +2417,7 @@ void FBXExporter::WriteAnimationCurveNode(
|
||||
p.AddP70numberA("d|Y", default_value.y);
|
||||
p.AddP70numberA("d|Z", default_value.z);
|
||||
n.AddChild(p);
|
||||
n.Dump(outstream);
|
||||
n.Dump(outstream, binary, 1);
|
||||
// connect to layer
|
||||
this->connections.emplace_back("C", "OO", uid, layer_uid);
|
||||
// connect to bone
|
||||
@@ -2356,7 +2448,7 @@ void FBXExporter::WriteAnimationCurve(
|
||||
"KeyAttrRefCount",
|
||||
std::vector<int32_t>{static_cast<int32_t>(times.size())}
|
||||
);
|
||||
n.Dump(outstream);
|
||||
n.Dump(outstream, binary, 1);
|
||||
this->connections.emplace_back(
|
||||
"C", "OP", curve_uid, curvenode_uid, property_link
|
||||
);
|
||||
@@ -2367,13 +2459,18 @@ void FBXExporter::WriteConnections ()
|
||||
{
|
||||
// we should have completed the connection graph already,
|
||||
// so basically just dump it here
|
||||
if (!binary) {
|
||||
WriteAsciiSectionHeader("Object connections");
|
||||
}
|
||||
// TODO: comments with names in the ascii version
|
||||
FBX::Node conn("Connections");
|
||||
StreamWriterLE outstream(outfile);
|
||||
conn.Begin(outstream);
|
||||
conn.Begin(outstream, binary, 0);
|
||||
conn.BeginChildren(outstream, binary, 0);
|
||||
for (auto &n : connections) {
|
||||
n.Dump(outstream);
|
||||
n.Dump(outstream, binary, 1);
|
||||
}
|
||||
conn.End(outstream, !connections.empty());
|
||||
conn.End(outstream, binary, 0, !connections.empty());
|
||||
connections.clear();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user