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-rw-r--r--thirdparty/assimp/code/FBX/FBXExporter.cpp122
1 files changed, 85 insertions, 37 deletions
diff --git a/thirdparty/assimp/code/FBX/FBXExporter.cpp b/thirdparty/assimp/code/FBX/FBXExporter.cpp
index 8ebc8555a2..9316dc4f02 100644
--- a/thirdparty/assimp/code/FBX/FBXExporter.cpp
+++ b/thirdparty/assimp/code/FBX/FBXExporter.cpp
@@ -67,6 +67,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include <array>
#include <unordered_set>
+#include <numeric>
// RESOURCES:
// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
@@ -1005,6 +1006,9 @@ void FBXExporter::WriteObjects ()
object_node.EndProperties(outstream, binary, indent);
object_node.BeginChildren(outstream, binary, indent);
+ bool bJoinIdenticalVertices = mProperties->GetPropertyBool("bJoinIdenticalVertices", true);
+ std::vector<std::vector<int32_t>> vVertexIndice;//save vertex_indices as it is needed later
+
// geometry (aiMesh)
mesh_uids.clear();
indent = 1;
@@ -1031,21 +1035,35 @@ void FBXExporter::WriteObjects ()
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));
+ if(bJoinIdenticalVertices){
+ 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));
+ }
+ }
+ }
+ else { // do not join vertex, respect the export flag
+ vertex_indices.resize(m->mNumVertices);
+ std::iota(vertex_indices.begin(), vertex_indices.end(), 0);
+ for(unsigned int v = 0; v < m->mNumVertices; ++ v) {
+ aiVector3D vtx = m->mVertices[v];
+ flattened_vertices.push_back(vtx.x);
+ flattened_vertices.push_back(vtx.y);
+ flattened_vertices.push_back(vtx.z);
}
}
+ vVertexIndice.push_back(vertex_indices);
+
FBX::Node::WritePropertyNode(
"Vertices", flattened_vertices, outstream, binary, indent
);
@@ -1116,6 +1134,51 @@ void FBXExporter::WriteObjects ()
normals.End(outstream, binary, indent, true);
}
+ // colors, if any
+ // TODO only one color channel currently
+ const int32_t colorChannelIndex = 0;
+ if (m->HasVertexColors(colorChannelIndex)) {
+ FBX::Node vertexcolors("LayerElementColor", int32_t(colorChannelIndex));
+ vertexcolors.Begin(outstream, binary, indent);
+ vertexcolors.DumpProperties(outstream, binary, indent);
+ vertexcolors.EndProperties(outstream, binary, indent);
+ vertexcolors.BeginChildren(outstream, binary, indent);
+ indent = 3;
+ FBX::Node::WritePropertyNode(
+ "Version", int32_t(101), outstream, binary, indent
+ );
+ char layerName[8];
+ sprintf(layerName, "COLOR_%d", colorChannelIndex);
+ FBX::Node::WritePropertyNode(
+ "Name", (const char*)layerName, outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "MappingInformationType", "ByPolygonVertex",
+ outstream, binary, indent
+ );
+ FBX::Node::WritePropertyNode(
+ "ReferenceInformationType", "Direct",
+ outstream, binary, indent
+ );
+ std::vector<double> color_data;
+ color_data.reserve(4 * 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 aiColor4D &c = m->mColors[colorChannelIndex][f.mIndices[pvi]];
+ color_data.push_back(c.r);
+ color_data.push_back(c.g);
+ color_data.push_back(c.b);
+ color_data.push_back(c.a);
+ }
+ }
+ FBX::Node::WritePropertyNode(
+ "Colors", color_data, outstream, binary, indent
+ );
+ indent = 2;
+ vertexcolors.End(outstream, binary, indent, true);
+ }
+
// uvs, if any
for (size_t uvi = 0; uvi < m->GetNumUVChannels(); ++uvi) {
if (m->mNumUVComponents[uvi] > 2) {
@@ -1209,6 +1272,11 @@ void FBXExporter::WriteObjects ()
le.AddChild("Type", "LayerElementNormal");
le.AddChild("TypedIndex", int32_t(0));
layer.AddChild(le);
+ // TODO only 1 color channel currently
+ le = FBX::Node("LayerElement");
+ le.AddChild("Type", "LayerElementColor");
+ le.AddChild("TypedIndex", int32_t(0));
+ layer.AddChild(le);
le = FBX::Node("LayerElement");
le.AddChild("Type", "LayerElementMaterial");
le.AddChild("TypedIndex", int32_t(0));
@@ -1221,7 +1289,7 @@ void FBXExporter::WriteObjects ()
for(unsigned int lr = 1; lr < m->GetNumUVChannels(); ++ lr)
{
- FBX::Node layerExtra("Layer", int32_t(1));
+ FBX::Node layerExtra("Layer", int32_t(lr));
layerExtra.AddChild("Version", int32_t(100));
FBX::Node leExtra("LayerElement");
leExtra.AddChild("Type", "LayerElementUV");
@@ -1748,28 +1816,8 @@ void FBXExporter::WriteObjects ()
// 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));
- }
- }
+ //computed before
+ std::vector<int32_t>& vertex_indices = vVertexIndice[mi];
// 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.
@@ -2435,7 +2483,7 @@ void FBXExporter::WriteModelNodes(
void FBXExporter::WriteAnimationCurveNode(
StreamWriterLE& outstream,
int64_t uid,
- std::string name, // "T", "R", or "S"
+ const std::string& name, // "T", "R", or "S"
aiVector3D default_value,
std::string property_name, // "Lcl Translation" etc
int64_t layer_uid,