0bd877780f
Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
178 lines
6.4 KiB
C++
178 lines
6.4 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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/** @file FBXExporter.h
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* Declares the exporter class to write a scene to an fbx file
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*/
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#ifndef AI_FBXEXPORTER_H_INC
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#define AI_FBXEXPORTER_H_INC
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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#include "FBXExportNode.h" // FBX::Node
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#include "FBXCommon.h" // FBX::TransformInheritance
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#include <assimp/types.h>
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//#include <assimp/material.h>
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/Exceptional.h> // DeadlyExportError
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#include <vector>
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#include <map>
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#include <unordered_set>
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#include <memory> // shared_ptr
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#include <sstream> // stringstream
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struct aiScene;
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struct aiNode;
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//struct aiMaterial;
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namespace Assimp
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{
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class IOSystem;
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class IOStream;
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class ExportProperties;
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// ---------------------------------------------------------------------
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/** Helper class to export a given scene to an FBX file. */
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// ---------------------------------------------------------------------
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class FBXExporter
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{
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public:
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/// Constructor for a specific scene to export
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FBXExporter(const aiScene* pScene, const ExportProperties* pProperties);
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// call one of these methods to export
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void ExportBinary(const char* pFile, IOSystem* pIOSystem);
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void ExportAscii(const char* pFile, IOSystem* pIOSystem);
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private:
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bool binary; // whether current export is in binary or ascii format
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const aiScene* mScene; // the scene to export
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const ExportProperties* mProperties; // currently unused
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std::shared_ptr<IOStream> outfile; // file to write to
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std::vector<FBX::Node> connections; // connection storage
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std::vector<int64_t> mesh_uids;
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std::vector<int64_t> material_uids;
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std::map<const aiNode*,int64_t> node_uids;
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// this crude unique-ID system is actually fine
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int64_t last_uid = 999999;
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int64_t generate_uid() { return ++last_uid; }
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// binary files have a specific header and footer,
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// in addition to the actual data
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void WriteBinaryHeader();
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void WriteBinaryFooter();
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// ascii files have a comment at the top
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void WriteAsciiHeader();
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// WriteAllNodes does the actual export.
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// It just calls all the Write<Section> methods below in order.
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void WriteAllNodes();
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// Methods to write individual sections.
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// The order here matches the order inside an FBX file.
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// Each method corresponds to a top-level FBX section,
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// except WriteHeader which also includes some binary-only sections
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// and WriteFooter which is binary data only.
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void WriteHeaderExtension();
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// WriteFileId(); // binary-only, included in WriteHeader
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// WriteCreationTime(); // binary-only, included in WriteHeader
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// WriteCreator(); // binary-only, included in WriteHeader
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void WriteGlobalSettings();
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void WriteDocuments();
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void WriteReferences();
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void WriteDefinitions();
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void WriteObjects();
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void WriteConnections();
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// WriteTakes(); // deprecated since at least 2015 (fbx 7.4)
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// helpers
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void WriteAsciiSectionHeader(const std::string& title);
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void WriteModelNodes(
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Assimp::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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void WriteModelNodes( // usually don't call this directly
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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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std::vector<std::pair<std::string,aiVector3D>>& transform_chain
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);
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void WriteModelNode( // nor this
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StreamWriterLE& s,
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bool binary,
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const aiNode* node,
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int64_t node_uid,
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const std::string& type,
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const std::vector<std::pair<std::string,aiVector3D>>& xfm_chain,
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FBX::TransformInheritance ti_type=FBX::TransformInheritance_RSrs
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);
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void WriteAnimationCurveNode(
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StreamWriterLE& outstream,
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int64_t uid,
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const 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 animation_layer_uid,
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int64_t node_uid
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);
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void 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_id,
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const std::string& property_link // "d|X", "d|Y", etc
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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 // AI_FBXEXPORTER_H_INC
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