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@@ -525,8 +525,9 @@ void FBXExporter::WriteDefinitions ()
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total_count += count;
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// AnimationStack / FbxAnimStack
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- // this seems to always be here in Maya exports
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- count = 0;
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+ // this seems to always be here in Maya exports,
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+ // but no harm seems to come of leaving it out.
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+ count = mScene->mNumAnimations;
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if (count) {
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n = FBX::Node("ObjectType", Property("AnimationStack"));
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n.AddChild("Count", count);
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@@ -544,8 +545,11 @@ void FBXExporter::WriteDefinitions ()
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}
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// AnimationLayer / FbxAnimLayer
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- // this seems to always be here in Maya exports
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- count = 0;
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+ // this seems to always be here in Maya exports,
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+ // but no harm seems to come of leaving it out.
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+ // Assimp doesn't support animation layers,
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+ // so there will be one per aiAnimation
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+ count = mScene->mNumAnimations;
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if (count) {
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n = FBX::Node("ObjectType", Property("AnimationLayer"));
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n.AddChild("Count", count);
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@@ -821,7 +825,7 @@ void FBXExporter::WriteDefinitions ()
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}
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// AnimationCurveNode / FbxAnimCurveNode
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- count = 0;
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+ count = mScene->mNumAnimations * 3;
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if (count) {
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n = FBX::Node("ObjectType", Property("AnimationCurveNode"));
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n.AddChild("Count", count);
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@@ -834,6 +838,15 @@ void FBXExporter::WriteDefinitions ()
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total_count += count;
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}
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+ // AnimationCurve / FbxAnimCurve
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+ count = mScene->mNumAnimations * 9;
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+ if (count) {
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+ n = FBX::Node("ObjectType", Property("AnimationCurve"));
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+ n.AddChild("Count", count);
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+ object_nodes.push_back(n);
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+ total_count += count;
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+ }
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+
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// Pose
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count = 0;
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for (size_t i = 0; i < mScene->mNumMeshes; ++i) {
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@@ -911,6 +924,12 @@ aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene)
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return transform;
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}
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+int64_t to_ktime(double ticks, const aiAnimation* anim) {
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+ if (anim->mTicksPerSecond <= 0) {
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+ return ticks * FBX::SECOND;
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+ }
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+ return (ticks / anim->mTicksPerSecond) * FBX::SECOND;
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+}
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void FBXExporter::WriteObjects ()
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{
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@@ -1849,6 +1868,416 @@ void FBXExporter::WriteObjects ()
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outstream, mScene->mRootNode, 0, limbnodes
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);
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+ // animations
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+ //
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+ // in FBX there are:
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+ // * AnimationStack - corresponds to an aiAnimation
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+ // * AnimationLayer - a combinable animation component
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+ // * AnimationCurveNode - links the property to be animated
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+ // * AnimationCurve - defines animation data for a single property value
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+ //
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+ // the CurveNode also provides the default value for a property,
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+ // such as the X, Y, Z coordinates for animatable translation.
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+ //
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+ // the Curve only specifies values for one component of the property,
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+ // so there will be a separate AnimationCurve for X, Y, and Z.
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+ //
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+ // Assimp has:
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+ // * aiAnimation - basically corresponds to an AnimationStack
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+ // * aiNodeAnim - defines all animation for one aiNode
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+ // * aiVectorKey/aiQuatKey - define the keyframe data for T/R/S
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+ //
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+ // assimp has no equivalent for AnimationLayer,
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+ // and these are flattened on FBX import.
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+ // we can assume there will be one per AnimationStack.
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+ //
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+ // the aiNodeAnim contains all animation data for a single aiNode,
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+ // which will correspond to three AnimationCurveNode's:
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+ // one each for translation, rotation and scale.
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+ // The data for each of these will be put in 9 AnimationCurve's,
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+ // T.X, T.Y, T.Z, R.X, R.Y, R.Z, etc.
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+
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+ // AnimationStack / aiAnimation
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+ std::vector<int64_t> animation_stack_uids(mScene->mNumAnimations);
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+ for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
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+ int64_t animstack_uid = generate_uid();
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+ animation_stack_uids[ai] = animstack_uid;
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+ const aiAnimation* anim = mScene->mAnimations[ai];
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+
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+ FBX::Node asnode("AnimationStack");
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+ std::string name = anim->mName.C_Str() + FBX::SEPARATOR + "AnimStack";
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+ asnode.AddProperties(animstack_uid, name, "");
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+ FBX::Node p("Properties70");
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+ p.AddP70time("LocalStart", 0);
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+ p.AddP70time("LocalStop", 0);
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+ p.AddP70time("ReferenceStart", 0);
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+ p.AddP70time("ReferenceStop", 0);
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+ asnode.AddChild(p);
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+
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+ // this node absurdly always pretends it has children
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+ asnode.Begin(outstream);
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+ asnode.DumpProperties(outstream);
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+ asnode.EndProperties(outstream);
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+ asnode.DumpChildren(outstream);
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+ asnode.End(outstream, true);
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+
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+ // note: animation stacks are not connected to anything
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+ }
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+
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+ // AnimationLayer - one per aiAnimation
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+ std::vector<int64_t> animation_layer_uids(mScene->mNumAnimations);
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+ for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
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+ int64_t animlayer_uid = generate_uid();
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+ animation_layer_uids[ai] = animlayer_uid;
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+ FBX::Node alnode("AnimationLayer");
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+ alnode.AddProperties(animlayer_uid, FBX::SEPARATOR + "AnimLayer", "");
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+
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+ // this node absurdly always pretends it has children
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+ alnode.Begin(outstream);
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+ alnode.DumpProperties(outstream);
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+ alnode.EndProperties(outstream);
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+ alnode.DumpChildren(outstream);
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+ alnode.End(outstream, true);
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+
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+ // connect to the relevant animstack
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+ FBX::Node c("C");
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+ c.AddProperties("OO", animlayer_uid, animation_stack_uids[ai]);
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+ connections.push_back(c); // TODO: emplace_back
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+ }
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+
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+ // AnimCurveNode - three per aiNodeAnim
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+ std::vector<std::vector<std::array<int64_t,3>>> curve_node_uids;
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+ for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
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+ const aiAnimation* anim = mScene->mAnimations[ai];
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+ const int64_t layer_uid = animation_layer_uids[ai];
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+ std::vector<std::array<int64_t,3>> nodeanim_uids;
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+ for (size_t nai = 0; nai < anim->mNumChannels; ++nai) {
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+ const aiNodeAnim* na = anim->mChannels[nai];
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+ // get the corresponding aiNode
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+ const aiNode* node = mScene->mRootNode->FindNode(na->mNodeName);
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+ // and its transform
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+ const aiMatrix4x4 node_xfm = get_world_transform(node, mScene);
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+ aiVector3D T, R, S;
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+ node_xfm.Decompose(S, R, T);
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+ // generate uids for all AnimationCurveNode
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+ std::array<int64_t,3> ids;
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+ ids[0] = generate_uid(); // T
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+ ids[1] = generate_uid(); // R
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+ ids[2] = generate_uid(); // S
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+
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+ // translation
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+ FBX::Node t("AnimationCurveNode");
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+ t.AddProperties(ids[0], "T" + FBX::SEPARATOR + "AnimCurveNode", "");
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+ FBX::Node tp("Properties70");
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+ tp.AddP70numberA("d|X", T.x);
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+ tp.AddP70numberA("d|Y", T.y);
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+ tp.AddP70numberA("d|Z", T.z);
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+ t.AddChild(tp);
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+ t.Dump(outstream);
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+ // connect to layer
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+ FBX::Node tcl("C");
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+ tcl.AddProperties("OO", ids[0], layer_uid);
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+ connections.push_back(tcl); // TODO: emplace_back
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+ // connect to bone
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+ FBX::Node tcb("C");
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+ tcb.AddProperties("OP", ids[0], node_uids[node], "Lcl Translation");
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+ connections.push_back(tcb); // TODO: emplace_back
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+
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+ // rotation
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+ FBX::Node r("AnimationCurveNode");
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+ r.AddProperties(ids[1], "R" + FBX::SEPARATOR + "AnimCurveNode", "");
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+ FBX::Node rp("Properties70");
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+ rp.AddP70numberA("d|X", DEG*R.x);
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+ rp.AddP70numberA("d|Y", DEG*R.y);
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+ rp.AddP70numberA("d|Z", DEG*R.z);
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+ r.AddChild(rp);
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+ r.Dump(outstream);
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+ // connect to layer
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+ FBX::Node rcl("C");
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+ rcl.AddProperties("OO", ids[1], layer_uid);
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+ connections.push_back(rcl); // TODO: emplace_back
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+ // connect to bone
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+ FBX::Node rcb("C");
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+ rcb.AddProperties("OP", ids[1], node_uids[node], "Lcl Rotation");
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+ connections.push_back(rcb); // TODO: emplace_back
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+
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+ // scale
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+ FBX::Node s("AnimationCurveNode");
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+ s.AddProperties(ids[2], "S" + FBX::SEPARATOR + "AnimCurveNode", "");
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+ FBX::Node sp("Properties70");
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+ sp.AddP70numberA("d|X", S.x);
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+ sp.AddP70numberA("d|Y", S.y);
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+ sp.AddP70numberA("d|Z", S.z);
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+ s.AddChild(sp);
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+ s.Dump(outstream);
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+ // connect to layer
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+ FBX::Node scl("C");
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+ scl.AddProperties("OO", ids[2], layer_uid);
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+ connections.push_back(scl); // TODO: emplace_back
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+ // connect to bone
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+ FBX::Node scb("C");
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+ scb.AddProperties("OP", ids[2], node_uids[node], "Lcl Scaling");
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+ connections.push_back(scb); // TODO: emplace_back
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+
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+ nodeanim_uids.push_back(ids);
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+ }
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+ curve_node_uids.push_back(nodeanim_uids);
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+ }
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+
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+ // AnimCurve - defines actual keyframe data.
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+ // there's a separate curve for every component of every vector,
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+ // for example a transform curvenode will have separate X/Y/Z AnimCurve's
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+ for (size_t ai = 0; ai < mScene->mNumAnimations; ++ai) {
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+ const aiAnimation* anim = mScene->mAnimations[ai];
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+ for (size_t nai = 0; nai < anim->mNumChannels; ++nai) {
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+ const aiNodeAnim* na = anim->mChannels[nai];
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+ // get the corresponding aiNode
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+ const aiNode* node = mScene->mRootNode->FindNode(na->mNodeName);
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+ // and its transform
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+ const aiMatrix4x4 node_xfm = get_world_transform(node, mScene);
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+ aiVector3D T, R, S;
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+ node_xfm.Decompose(S, R, T);
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+ const std::array<int64_t,3>& ids = curve_node_uids[ai][nai];
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+
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+ int64_t curve_uid;
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+ std::vector<int64_t> times;
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+ std::vector<float> values;
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+
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+ // TODO: compress code (it's a bit annoying)
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+
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+ // translation x
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+ FBX::Node tx("AnimationCurve");
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+ curve_uid = generate_uid();
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+ tx.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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+ tx.AddChild("Default", double(T.x)); // default value
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+ tx.AddChild("KeyVer", int32_t(4009));
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+ times.clear();
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+ values.clear();
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+ for (size_t pki = 0; pki < na->mNumPositionKeys; ++pki) {
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+ const aiVectorKey& k = na->mPositionKeys[pki];
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+ times.push_back(to_ktime(k.mTime, anim));
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+ values.push_back(k.mValue.x);
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+ }
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+ tx.AddChild("KeyTime", times);
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+ tx.AddChild("KeyValueFloat", values);
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+ // TODO: keyframe flags (STUB for now)
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+ tx.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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+ tx.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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+ tx.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
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+ tx.Dump(outstream);
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+ FBX::Node txc("C");
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+ txc.AddProperties("OP", curve_uid, ids[0], "d|X");
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+ connections.push_back(txc); // TODO: emplace_back
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+
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+ // translation y
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+ FBX::Node ty("AnimationCurve");
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+ curve_uid = generate_uid();
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+ ty.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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+ ty.AddChild("Default", double(T.y)); // default value
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+ ty.AddChild("KeyVer", int32_t(4009));
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+ times.clear();
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+ values.clear();
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+ for (size_t pki = 0; pki < na->mNumPositionKeys; ++pki) {
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+ const aiVectorKey& k = na->mPositionKeys[pki];
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+ times.push_back(to_ktime(k.mTime, anim));
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+ values.push_back(k.mValue.y);
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+ }
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+ ty.AddChild("KeyTime", times);
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+ ty.AddChild("KeyValueFloat", values);
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+ // TODO: keyframe flags (STUB for now)
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+ ty.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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+ ty.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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+ ty.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
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+ ty.Dump(outstream);
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+ FBX::Node tyc("C");
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+ tyc.AddProperties("OP", curve_uid, ids[0], "d|Y");
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+ connections.push_back(tyc); // TODO: emplace_back
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+
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+ // translation z
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+ FBX::Node tz("AnimationCurve");
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+ curve_uid = generate_uid();
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+ tz.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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+ tz.AddChild("Default", double(T.z)); // default value
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+ tz.AddChild("KeyVer", int32_t(4009));
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+ times.clear();
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+ values.clear();
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+ for (size_t pki = 0; pki < na->mNumPositionKeys; ++pki) {
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+ const aiVectorKey& k = na->mPositionKeys[pki];
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+ times.push_back(to_ktime(k.mTime, anim));
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+ values.push_back(k.mValue.z);
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+ }
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+ tz.AddChild("KeyTime", times);
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+ tz.AddChild("KeyValueFloat", values);
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+ // TODO: keyframe flags (STUB for now)
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+ tz.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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+ tz.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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+ tz.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
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+ tz.Dump(outstream);
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+ FBX::Node tzc("C");
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+ tzc.AddProperties("OP", curve_uid, ids[0], "d|Z");
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+ connections.push_back(tzc); // TODO: emplace_back
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+
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+ // rotation x
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+ FBX::Node rx("AnimationCurve");
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+ curve_uid = generate_uid();
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+ rx.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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+ rx.AddChild("Default", double(R.x)); // default value
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+ rx.AddChild("KeyVer", int32_t(4009));
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+ times.clear();
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+ values.clear();
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+ for (size_t pki = 0; pki < na->mNumRotationKeys; ++pki) {
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+ const aiQuatKey& k = na->mRotationKeys[pki];
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+ times.push_back(to_ktime(k.mTime, anim));
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+ // there must be a better way...
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+ aiMatrix4x4 m(k.mValue.GetMatrix());
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+ aiVector3D qs, qr, qt;
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+ m.Decompose(qs, qr, qt);
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+ qr *= DEG;
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+ values.push_back(qr.x);
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+ }
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+ rx.AddChild("KeyTime", times);
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+ rx.AddChild("KeyValueFloat", values);
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+ // TODO: keyframe flags (STUB for now)
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+ rx.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
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+ rx.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
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+ rx.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
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+ rx.Dump(outstream);
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+ FBX::Node rxc("C");
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+ rxc.AddProperties("OP", curve_uid, ids[1], "d|X");
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+ connections.push_back(rxc); // TODO: emplace_back
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+
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+ // rotation y
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+ FBX::Node ry("AnimationCurve");
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+ curve_uid = generate_uid();
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+ ry.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
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+ ry.AddChild("Default", double(R.y)); // default value
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+ ry.AddChild("KeyVer", int32_t(4009));
|
|
|
+ times.clear();
|
|
|
+ values.clear();
|
|
|
+ for (size_t pki = 0; pki < na->mNumRotationKeys; ++pki) {
|
|
|
+ const aiQuatKey& k = na->mRotationKeys[pki];
|
|
|
+ times.push_back(to_ktime(k.mTime, anim));
|
|
|
+ // there must be a better way...
|
|
|
+ aiMatrix4x4 m(k.mValue.GetMatrix());
|
|
|
+ aiVector3D qs, qr, qt;
|
|
|
+ m.Decompose(qs, qr, qt);
|
|
|
+ qr *= DEG;
|
|
|
+ values.push_back(qr.y);
|
|
|
+ }
|
|
|
+ ry.AddChild("KeyTime", times);
|
|
|
+ ry.AddChild("KeyValueFloat", values);
|
|
|
+ // TODO: keyframe flags (STUB for now)
|
|
|
+ ry.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
|
|
|
+ ry.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
|
|
+ ry.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
|
|
|
+ ry.Dump(outstream);
|
|
|
+ FBX::Node ryc("C");
|
|
|
+ ryc.AddProperties("OP", curve_uid, ids[1], "d|Y");
|
|
|
+ connections.push_back(ryc); // TODO: emplace_back
|
|
|
+
|
|
|
+ // rotation z
|
|
|
+ FBX::Node rz("AnimationCurve");
|
|
|
+ curve_uid = generate_uid();
|
|
|
+ rz.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
|
|
|
+ rz.AddChild("Default", double(R.z)); // default value
|
|
|
+ rz.AddChild("KeyVer", int32_t(4009));
|
|
|
+ times.clear();
|
|
|
+ values.clear();
|
|
|
+ for (size_t pki = 0; pki < na->mNumRotationKeys; ++pki) {
|
|
|
+ const aiQuatKey& k = na->mRotationKeys[pki];
|
|
|
+ times.push_back(to_ktime(k.mTime, anim));
|
|
|
+ // there must be a better way...
|
|
|
+ aiMatrix4x4 m(k.mValue.GetMatrix());
|
|
|
+ aiVector3D qs, qr, qt;
|
|
|
+ m.Decompose(qs, qr, qt);
|
|
|
+ qr *= DEG;
|
|
|
+ values.push_back(qr.z);
|
|
|
+ }
|
|
|
+ rz.AddChild("KeyTime", times);
|
|
|
+ rz.AddChild("KeyValueFloat", values);
|
|
|
+ // TODO: keyframe flags (STUB for now)
|
|
|
+ rz.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
|
|
|
+ rz.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
|
|
+ rz.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
|
|
|
+ rz.Dump(outstream);
|
|
|
+ FBX::Node rzc("C");
|
|
|
+ rzc.AddProperties("OP", curve_uid, ids[1], "d|Z");
|
|
|
+ connections.push_back(rzc); // TODO: emplace_back
|
|
|
+
|
|
|
+ // scale x
|
|
|
+ FBX::Node sx("AnimationCurve");
|
|
|
+ curve_uid = generate_uid();
|
|
|
+ sx.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
|
|
|
+ sx.AddChild("Default", double(S.x)); // default value
|
|
|
+ sx.AddChild("KeyVer", int32_t(4009));
|
|
|
+ times.clear();
|
|
|
+ values.clear();
|
|
|
+ for (size_t pki = 0; pki < na->mNumScalingKeys; ++pki) {
|
|
|
+ const aiVectorKey& k = na->mScalingKeys[pki];
|
|
|
+ times.push_back(to_ktime(k.mTime, anim));
|
|
|
+ values.push_back(k.mValue.x);
|
|
|
+ }
|
|
|
+ sx.AddChild("KeyTime", times);
|
|
|
+ sx.AddChild("KeyValueFloat", values);
|
|
|
+ // TODO: keyframe flags (STUB for now)
|
|
|
+ sx.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
|
|
|
+ sx.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
|
|
+ sx.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
|
|
|
+ sx.Dump(outstream);
|
|
|
+ FBX::Node sxc("C");
|
|
|
+ sxc.AddProperties("OP", curve_uid, ids[2], "d|X");
|
|
|
+ connections.push_back(sxc); // TODO: emplace_back
|
|
|
+
|
|
|
+ // scale y
|
|
|
+ FBX::Node sy("AnimationCurve");
|
|
|
+ curve_uid = generate_uid();
|
|
|
+ sy.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
|
|
|
+ sy.AddChild("Default", double(S.y)); // default value
|
|
|
+ sy.AddChild("KeyVer", int32_t(4009));
|
|
|
+ times.clear();
|
|
|
+ values.clear();
|
|
|
+ for (size_t pki = 0; pki < na->mNumScalingKeys; ++pki) {
|
|
|
+ const aiVectorKey& k = na->mScalingKeys[pki];
|
|
|
+ times.push_back(to_ktime(k.mTime, anim));
|
|
|
+ values.push_back(k.mValue.y);
|
|
|
+ }
|
|
|
+ sy.AddChild("KeyTime", times);
|
|
|
+ sy.AddChild("KeyValueFloat", values);
|
|
|
+ // TODO: keyframe flags (STUB for now)
|
|
|
+ sy.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
|
|
|
+ sy.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
|
|
+ sy.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
|
|
|
+ sy.Dump(outstream);
|
|
|
+ FBX::Node syc("C");
|
|
|
+ syc.AddProperties("OP", curve_uid, ids[2], "d|Y");
|
|
|
+ connections.push_back(syc); // TODO: emplace_back
|
|
|
+
|
|
|
+ // scale z
|
|
|
+ FBX::Node sz("AnimationCurve");
|
|
|
+ curve_uid = generate_uid();
|
|
|
+ sz.AddProperties(curve_uid, FBX::SEPARATOR + "AnimCurve", "");
|
|
|
+ sz.AddChild("Default", double(S.z)); // default value
|
|
|
+ sz.AddChild("KeyVer", int32_t(4009));
|
|
|
+ times.clear();
|
|
|
+ values.clear();
|
|
|
+ for (size_t pki = 0; pki < na->mNumScalingKeys; ++pki) {
|
|
|
+ const aiVectorKey& k = na->mScalingKeys[pki];
|
|
|
+ times.push_back(to_ktime(k.mTime, anim));
|
|
|
+ values.push_back(k.mValue.z);
|
|
|
+ }
|
|
|
+ sz.AddChild("KeyTime", times);
|
|
|
+ sz.AddChild("KeyValueFloat", values);
|
|
|
+ // TODO: keyframe flags (STUB for now)
|
|
|
+ sz.AddChild("KeyAttrFlags", std::vector<int32_t>{0});
|
|
|
+ sz.AddChild("KeyAttrDataFloat", std::vector<float>{0,0,0,0});
|
|
|
+ sz.AddChild("KeyAttrRefCount", std::vector<int32_t>{static_cast<int32_t>(times.size())});
|
|
|
+ sz.Dump(outstream);
|
|
|
+ FBX::Node szc("C");
|
|
|
+ szc.AddProperties("OP", curve_uid, ids[2], "d|Z");
|
|
|
+ connections.push_back(szc); // TODO: emplace_back
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
object_node.End(outstream, true);
|
|
|
}
|
|
|
|