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@@ -1134,6 +1134,51 @@ void FBXExporter::WriteObjects ()
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normals.End(outstream, binary, indent, true);
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normals.End(outstream, binary, indent, true);
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}
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}
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+ // colors, if any
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+ // TODO only one color channel currently
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+ const int32_t colorChannelIndex = 0;
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+ if (m->HasVertexColors(colorChannelIndex)) {
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+ FBX::Node vertexcolors("LayerElementColor", int32_t(colorChannelIndex));
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+ vertexcolors.Begin(outstream, binary, indent);
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+ vertexcolors.DumpProperties(outstream, binary, indent);
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+ vertexcolors.EndProperties(outstream, binary, indent);
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+ vertexcolors.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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+ char layerName[8];
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+ sprintf(layerName, "COLOR_%d", colorChannelIndex);
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+ FBX::Node::WritePropertyNode(
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+ "Name", (const char*)layerName, 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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+ FBX::Node::WritePropertyNode(
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+ "ReferenceInformationType", "Direct",
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+ outstream, binary, indent
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+ );
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+ std::vector<double> color_data;
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+ color_data.reserve(4 * polygon_data.size());
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+ for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
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+ const aiFace &f = m->mFaces[fi];
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+ for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
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+ const aiColor4D &c = m->mColors[colorChannelIndex][f.mIndices[pvi]];
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+ color_data.push_back(c.r);
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+ color_data.push_back(c.g);
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+ color_data.push_back(c.b);
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+ color_data.push_back(c.a);
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+ }
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+ }
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+ FBX::Node::WritePropertyNode(
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+ "Colors", color_data, outstream, binary, indent
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+ );
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+ indent = 2;
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+ vertexcolors.End(outstream, binary, indent, true);
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+ }
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+
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// uvs, if any
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// uvs, if any
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for (size_t uvi = 0; uvi < m->GetNumUVChannels(); ++uvi) {
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for (size_t uvi = 0; uvi < m->GetNumUVChannels(); ++uvi) {
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if (m->mNumUVComponents[uvi] > 2) {
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if (m->mNumUVComponents[uvi] > 2) {
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@@ -1227,6 +1272,11 @@ void FBXExporter::WriteObjects ()
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le.AddChild("Type", "LayerElementNormal");
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le.AddChild("Type", "LayerElementNormal");
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le.AddChild("TypedIndex", int32_t(0));
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le.AddChild("TypedIndex", int32_t(0));
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layer.AddChild(le);
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layer.AddChild(le);
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+ // TODO only 1 color channel currently
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+ le = FBX::Node("LayerElement");
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+ le.AddChild("Type", "LayerElementColor");
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+ le.AddChild("TypedIndex", int32_t(0));
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+ layer.AddChild(le);
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le = FBX::Node("LayerElement");
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le = FBX::Node("LayerElement");
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le.AddChild("Type", "LayerElementMaterial");
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le.AddChild("Type", "LayerElementMaterial");
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le.AddChild("TypedIndex", int32_t(0));
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le.AddChild("TypedIndex", int32_t(0));
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