1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341
|
#ifndef EXPORT_FBX
#define EXPORT_FBX
#include <fbxsdk.h>
/******************************
ExporterFBX is the class devoted to export the info contained in a VCG mesh to an FBX file.
In order to compile the following class you need to:
- download the VCGlib from our SVN server and put the code in ../../vcglib
- download from Autodesk website the FBXSDK-2012.1 and put the lib and include folders in ../fbx-2012.1
*/
template <class SaveMeshType>
class ExporterFBX
{
public:
typedef typename SaveMeshType::VertexPointer VertexPointer;
typedef typename SaveMeshType::ScalarType ScalarType;
typedef typename SaveMeshType::VertexType VertexType;
typedef typename SaveMeshType::FaceType FaceType;
typedef typename SaveMeshType::FacePointer FacePointer;
typedef typename SaveMeshType::VertexIterator VertexIterator;
typedef typename SaveMeshType::FaceIterator FaceIterator;
typedef typename SaveMeshType::CoordType CoordType;
/****
The Save function save the info contained in a mesh into a FBX file.
Parameters:
- m is the mesh containing geometry, textures and materials info
- filename is the path of the file in which you want to save the data.
- binary says to the function if you want to save the file in binary or ascii format.
- embed Do you want textures directly embedded inside the file?
Please note that accordingly to FBX SDK semantics is meaningless to ask for a ascii file with embedded textures.
At the opposite it's perfectly legal to have a binary file without embedded textures.
- mask is used by the programmer to specify which attributes the function should save on the file. For example if I want to save vertex normal and wedge texture
I should write something like mask = tri::io::Mask::IOM_WEDGTEXCOORD | tri::io::Mask::IOM_VERTCOLOR | tri::io::Mask::IOM_VERTNORMAL;
*/
static int Save(SaveMeshType &m, const char * filename,const bool binary,const bool embed,const int mask)
{
KFbxSdkManager* sdkman = KFbxSdkManager::Create();
KFbxIOSettings * ios = KFbxIOSettings::Create(sdkman, IOSROOT );
ios->SetBoolProp(EXP_FBX_MATERIAL,true);
ios->SetBoolProp(EXP_FBX_TEXTURE,true);
ios->SetBoolProp(EXP_FBX_EMBEDDED,embed);
ios->SetBoolProp(EXP_FBX_SHAPE,true);
ios->SetBoolProp(EXP_FBX_ANIMATION,false);
ios->SetBoolProp(EXP_FBX_GLOBAL_SETTINGS, true);
sdkman->SetIOSettings(ios);
if(sdkman == NULL)
return -1;
KFbxExporter* lExporter = KFbxExporter::Create(sdkman,"VCGFbxFileExporter");
int asciiexportind = -1;
if ((!binary) && (!embed))
{
int formatnum = sdkman->GetIOPluginRegistry()->GetWriterFormatCount();
bool asciifound = false;
int ii = 0;
while ((!asciifound) && (ii<formatnum))
{
if (sdkman->GetIOPluginRegistry()->WriterIsFBX(ii))
{
KString plugdesc =sdkman->GetIOPluginRegistry()->GetWriterFormatDescription(ii);
if (plugdesc.Find("ascii")>=0)
{
asciiexportind = ii;
asciifound = true;
}
}
++ii;
}
}
if(!lExporter->Initialize(filename, asciiexportind,ios))
return false;
KFbxScene* scene = KFbxScene::Create(sdkman,"VCGScene");
bool result = fillScene(m,*scene,mask);
if (!result)
return -1;
result = lExporter->Export(scene);
lExporter->Destroy();
if (!result)
return -1;
return 0;
}
/********
GetExportCapability returns a mask with extra attributes that ExporterFBX class is able to export.
It doesn't mean that in every file you export you will find all these attributes.
The attributes set you want to actually export are defined by the mask parameter in the Save function.
*/
static int GetExportMaskCapability()
{
int capability = 0;
capability |= vcg::tri::io::Mask::IOM_VERTCOORD;
capability |= vcg::tri::io::Mask::IOM_VERTCOLOR;
capability |= vcg::tri::io::Mask::IOM_VERTNORMAL;
capability |= vcg::tri::io::Mask::IOM_WEDGTEXCOORD;
return capability;
}
private:
static KFbxFileTexture* newTexture(KFbxScene& scene,const char* name,const KFbxVector2& trans = KFbxVector2(0.0,0.0),const KFbxVector2& rot = KFbxVector2(0.0,0.0),const KFbxVector2& scal = KFbxVector2(1.0,1.0))
{
static int conttext = 0;
std::string label = createName("texture_",conttext);
KFbxFileTexture* text = KFbxFileTexture::Create(&scene,label.c_str());
text->SetFileName(name);
text->SetTextureUse(KFbxTexture::eSTANDARD);
text->SetMappingType(KFbxTexture::eUV);
text->SetMaterialUse(KFbxFileTexture::eMODEL_MATERIAL);
text->SetSwapUV(false);
text->SetTranslation(trans[0],trans[1]);
text->SetScale(scal[0],scal[1]);
text->SetRotation(rot[0],rot[1]);
++conttext;
return text;
}
static KFbxSurfacePhong* newPhongMaterial(KFbxScene& scene,const char* name,KFbxFileTexture* text = NULL,const fbxDouble3& dif = fbxDouble3(1.0,1.0,1.0)/*,const fbxDouble3& amb = fbxDouble3(1.0,1.0,1.0),const fbxDouble3& em = fbxDouble3(1.0,1.0,1.0),const double& transp = 0.0,const double& shin = 0.0*/)
{
KFbxSurfacePhong* mat = KFbxSurfacePhong::Create(&scene, name);
mat->Diffuse.Set(dif);
//mat->Ambient.Set(amb);
//mat->Emissive.Set(em);
//mat->TransparencyFactor.Set(transp);
//mat->ShadingModel.Set("Phong");
//mat->Shininess.Set(shin);
if (text)
mat->Diffuse.ConnectSrcObject(text);
return mat;
}
static void insertMaterialElementLayer(KFbxMesh* vcgmesh)
{
KFbxGeometryElementMaterial* lMaterialElement = vcgmesh->CreateElementMaterial();
lMaterialElement->SetMappingMode(KFbxGeometryElement::eBY_POLYGON);
lMaterialElement->SetReferenceMode(KFbxGeometryElement::eINDEX_TO_DIRECT);
}
static std::string createName(const char* base,const int ind)
{
char buffer[33];
sprintf(buffer,"%d",ind);
std::string res = std::string(base) + std::string(buffer);
return res;
}
static bool fillScene(SaveMeshType& m,KFbxScene& scene,const int mask)
{
bool wedgetexcoord = (vcg::tri::HasPerWedgeTexCoord(m) && (mask | vcg::tri::io::Mask::IOM_WEDGTEXCOORD));
bool vertnorm = (vcg::tri::HasPerVertexNormal(m) && (mask | vcg::tri::io::Mask::IOM_VERTNORMAL));
bool facecolasmaterial = false;
int fn = int(m.face.size());
std::set<vcg::Color4b> matset;
if (wedgetexcoord)
{
for(int ii = 0;ii < fn;++ii)
{
if (!m.face[ii].IsD())
{
int ind = m.face[ii].WT(0).N();
if ((ind == -1) && vcg::tri::HasPerVertexColor(m))
{
for(int hh = 0;hh < 3;++hh)
matset.insert(m.face[ii].V(hh)->C());
facecolasmaterial = true;
}
}
}
}
bool vertcol = (vcg::tri::HasPerVertexColor(m) && (mask | vcg::tri::io::Mask::IOM_VERTCOLOR)) && !facecolasmaterial;
/*KFbxNode* cam = insertCamera(&scene, "VCGCamera");*/
KFbxMesh* vcgmesh = KFbxMesh::Create(&scene,"VCGMeshAttribute");
KFbxNode* meshnode = KFbxNode::Create(&scene,"VCGMeshNode");
meshnode->SetNodeAttribute(vcgmesh);
if (m.textures.size() > 0)
meshnode->SetShadingMode(KFbxNode::eTEXTURE_SHADING);
else
meshnode->SetShadingMode(KFbxNode::eHARD_SHADING);
KFbxGeometryElementVertexColor* vcolorlay = NULL;
if (vertcol)
{
vcolorlay = vcgmesh->CreateElementVertexColor();
vcolorlay->SetMappingMode(KFbxGeometryElement::eBY_CONTROL_POINT);
vcolorlay->SetReferenceMode(KFbxGeometryElement::eDIRECT);
}
KFbxGeometryElementNormal* vnormlay = NULL;
if (vertnorm)
{
vnormlay = vcgmesh->CreateElementNormal();
vnormlay->SetMappingMode(KFbxGeometryElement::eBY_CONTROL_POINT);
vnormlay->SetReferenceMode(KFbxGeometryElement::eDIRECT);
}
int zz;
for(zz = 0;zz < m.textures.size();++zz)
{
KFbxFileTexture* tex = newTexture(scene,m.textures[zz].c_str());
KFbxSurfacePhong* phong = newPhongMaterial(scene,createName("mat_",zz).c_str(),tex);
KFbxNode* meshnode = vcgmesh->GetNode();
if(meshnode == NULL)
return false;
meshnode->AddMaterial(phong);
}
for(std::set<vcg::Color4b>::iterator it = matset.begin();it != matset.end();++it)
{
vcg::Color4b vcgcol = *it;
fbxDouble3 fbxcol(vcgcol[0] / 255.0f,vcgcol[1]/ 255.0f,vcgcol[2]/ 255.0f);
KFbxSurfacePhong* phong = newPhongMaterial(scene,createName("mat_",zz).c_str(),NULL,fbxcol);
KFbxNode* meshnode = vcgmesh->GetNode();
if(meshnode == NULL)
return false;
meshnode->AddMaterial(phong);
++zz;
}
if (m.textures.size() > 0)
insertMaterialElementLayer(vcgmesh);
int vn = int(m.vert.size());
int notdeletedvert = m.vn;
int deletedvert = int(vn - notdeletedvert);
vcgmesh->InitControlPoints(notdeletedvert);
std::vector<int> deletedBeforeValid(vn);
KFbxVector4* controlp = vcgmesh->GetControlPoints();
int validvert = 0;
int invalidvert = 0;
for(int ii = 0;ii < vn;++ii)
{
if (!m.vert[ii].IsD())
{
deletedBeforeValid[ii] = invalidvert;
vcg::Point3<ScalarType> p = m.vert[ii].P();
controlp[validvert] = KFbxVector4(p.X(),p.Y(),p.Z());
if (vertcol)
{
//Paolo imposed the non templetization of color scalar type. Always byte!
vcg::Color4b vcgcol = m.vert[ii].C();
KFbxColor fbxcol(vcgcol[0] / 255.0f,vcgcol[1] / 255.0f,vcgcol[2] / 255.0f,vcgcol[3] / 255.0f);
if (vcolorlay)
{
KFbxLayerElementArrayTemplate<KFbxColor>& carr = vcolorlay->GetDirectArray();
carr.Add(fbxcol);
}
}
if(vertnorm)
{
CoordType vcgnorm = m.vert[ii].N();
KFbxVector4 fbxnorm(vcgnorm[0],vcgnorm[1],vcgnorm[2]);
if (vnormlay)
{
KFbxLayerElementArrayTemplate<KFbxVector4>& narr = vnormlay->GetDirectArray();
narr.Add(fbxnorm);
}
}
++validvert;
}
else
++invalidvert;
}
KFbxGeometryElementUV* uvel = NULL;
if (wedgetexcoord)
{
uvel = vcgmesh->CreateElementUV("UV");
uvel->SetMappingMode(KFbxGeometryElement::eBY_POLYGON_VERTEX);
uvel->SetReferenceMode(KFbxGeometryElement::eINDEX_TO_DIRECT);
}
int validface = 0;
for(int ii = 0;ii < fn;++ii)
{
if (!m.face[ii].IsD())
{
if (wedgetexcoord)
{
vcg::Color4b facecol;
int textind = m.face[ii].WT(0).N();
int matind = textind;
if ((textind == -1) && vcg::tri::HasPerVertexColor(m))
{
std::set<vcg::Color4b>::iterator it = matset.find(m.face[ii].V(0)->C());
matind = int(std::distance(matset.begin(),it) + m.textures.size());
}
vcgmesh->BeginPolygon(matind,textind);
}
else
vcgmesh->BeginPolygon();
int validvertex = 0;
for (int jj = 0;jj < 3;++jj)
{
if (!m.face[ii].V(jj)->IsD())
{
int vi_with_invalid = int(m.face[ii].V(jj) - &(*m.vert.begin()));
int vi = vi_with_invalid - deletedBeforeValid[vi_with_invalid];
vcgmesh->AddPolygon(vi);
if (wedgetexcoord)
{
ScalarType u = m.face[ii].WT(jj).U();
ScalarType v = m.face[ii].WT(jj).V();
uvel->GetDirectArray().Add(KFbxVector2(u,v));
uvel->GetIndexArray().Add(validface * 3 + validvertex);
++validvertex;
}
}
}
vcgmesh->EndPolygon();
++validface;
}
}
/*for(std::set<KFbxVector2>::iterator it = indexset.begin();it != indexset.end();++it)
uvel->GetDirectArray().Add(*it);*/
KFbxNode* root = scene.GetRootNode();
root->AddChild(meshnode);
return true;
}
};
#endif
|