mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-07-18 03:24:15 -04:00
add more options for export model
This commit is contained in:
@ -2,7 +2,8 @@
|
||||
|
||||
namespace AssetStudio
|
||||
{
|
||||
void Fbx::Exporter::Export(String^ path, IImported^ imported, bool eulerFilter, float filterPrecision, bool allFrames, bool allBones, bool skins, float boneSize, float scaleFactor, int versionIndex, bool isAscii)
|
||||
void Fbx::Exporter::Export(String^ path, IImported^ imported, bool eulerFilter, float filterPrecision,
|
||||
bool allNodes, bool skins, bool animation, bool blendShape, bool castToBone, float boneSize, float scaleFactor, int versionIndex, bool isAscii)
|
||||
{
|
||||
FileInfo^ file = gcnew FileInfo(path);
|
||||
DirectoryInfo^ dir = file->Directory;
|
||||
@ -13,16 +14,22 @@ namespace AssetStudio
|
||||
String^ currentDir = Directory::GetCurrentDirectory();
|
||||
Directory::SetCurrentDirectory(dir->FullName);
|
||||
auto name = Path::GetFileName(path);
|
||||
Exporter^ exporter = gcnew Exporter(name, imported, allFrames, allBones, skins, boneSize, scaleFactor, versionIndex, isAscii);
|
||||
exporter->ExportMorphs();
|
||||
exporter->ExportAnimations(eulerFilter, filterPrecision);
|
||||
Exporter^ exporter = gcnew Exporter(name, imported, allNodes, skins, castToBone, boneSize, scaleFactor, versionIndex, isAscii);
|
||||
if (blendShape)
|
||||
{
|
||||
exporter->ExportMorphs();
|
||||
}
|
||||
if (animation)
|
||||
{
|
||||
exporter->ExportAnimations(eulerFilter, filterPrecision);
|
||||
}
|
||||
exporter->pExporter->Export(exporter->pScene);
|
||||
delete exporter;
|
||||
|
||||
Directory::SetCurrentDirectory(currentDir);
|
||||
}
|
||||
|
||||
Fbx::Exporter::Exporter(String^ name, IImported^ imported, bool allFrames, bool allBones, bool skins, float boneSize, float scaleFactor, int versionIndex, bool isAscii)
|
||||
Fbx::Exporter::Exporter(String^ name, IImported^ imported, bool allNodes, bool skins, bool castToBone, float boneSize, float scaleFactor, int versionIndex, bool isAscii)
|
||||
{
|
||||
this->imported = imported;
|
||||
exportSkins = skins;
|
||||
@ -86,7 +93,7 @@ namespace AssetStudio
|
||||
}
|
||||
|
||||
framePaths = nullptr;
|
||||
if (!allFrames)
|
||||
if (!allNodes)
|
||||
{
|
||||
framePaths = SearchHierarchy();
|
||||
if (!framePaths)
|
||||
@ -104,7 +111,7 @@ namespace AssetStudio
|
||||
|
||||
if (imported->MeshList != nullptr)
|
||||
{
|
||||
SetJointsFromImportedMeshes(allBones);
|
||||
SetJointsFromImportedMeshes(castToBone);
|
||||
|
||||
pMaterials = new FbxArray<FbxSurfacePhong*>();
|
||||
pTextures = new FbxArray<FbxFileTexture*>();
|
||||
@ -167,13 +174,13 @@ namespace AssetStudio
|
||||
}
|
||||
}
|
||||
|
||||
void Fbx::Exporter::SetJointsNode(ImportedFrame^ frame, HashSet<String^>^ bonePaths, bool allBones)
|
||||
void Fbx::Exporter::SetJointsNode(ImportedFrame^ frame, HashSet<String^>^ bonePaths, bool castToBone)
|
||||
{
|
||||
size_t pointer;
|
||||
if (frameToNode->TryGetValue(frame, pointer))
|
||||
{
|
||||
auto pNode = (FbxNode*)pointer;
|
||||
if (allBones)
|
||||
if (castToBone)
|
||||
{
|
||||
FbxSkeleton* pJoint = FbxSkeleton::Create(pScene, "");
|
||||
pJoint->Size.Set(FbxDouble(boneSize));
|
||||
@ -205,7 +212,7 @@ namespace AssetStudio
|
||||
}
|
||||
for (int i = 0; i < frame->Count; i++)
|
||||
{
|
||||
SetJointsNode(frame[i], bonePaths, allBones);
|
||||
SetJointsNode(frame[i], bonePaths, castToBone);
|
||||
}
|
||||
}
|
||||
|
||||
@ -256,7 +263,7 @@ namespace AssetStudio
|
||||
}
|
||||
}
|
||||
|
||||
void Fbx::Exporter::SetJointsFromImportedMeshes(bool allBones)
|
||||
void Fbx::Exporter::SetJointsFromImportedMeshes(bool castToBone)
|
||||
{
|
||||
if (!exportSkins)
|
||||
{
|
||||
@ -277,7 +284,7 @@ namespace AssetStudio
|
||||
}
|
||||
}
|
||||
|
||||
SetJointsNode(imported->RootFrame, bonePaths, allBones);
|
||||
SetJointsNode(imported->RootFrame, bonePaths, castToBone);
|
||||
}
|
||||
|
||||
void Fbx::Exporter::ExportFrame(FbxNode* pParentNode, ImportedFrame^ frame)
|
||||
@ -780,26 +787,30 @@ namespace AssetStudio
|
||||
);
|
||||
|
||||
auto lGeometry = (FbxGeometry*)pNode->GetNodeAttribute();
|
||||
FbxBlendShape* lBlendShape = (FbxBlendShape*)lGeometry->GetDeformer(0, FbxDeformer::eBlendShape);
|
||||
int lBlendShapeChannelCount = lBlendShape->GetBlendShapeChannelCount();
|
||||
for (int lChannelIndex = 0; lChannelIndex < lBlendShapeChannelCount; ++lChannelIndex)
|
||||
int lBlendShapeDeformerCount = lGeometry->GetDeformerCount(FbxDeformer::eBlendShape);
|
||||
if (lBlendShapeDeformerCount > 0)
|
||||
{
|
||||
FbxBlendShapeChannel* lChannel = lBlendShape->GetBlendShapeChannel(lChannelIndex);
|
||||
FbxString lChannelName = lChannel->GetNameOnly();
|
||||
if (lChannelName == channelName)
|
||||
FbxBlendShape* lBlendShape = (FbxBlendShape*)lGeometry->GetDeformer(0, FbxDeformer::eBlendShape);
|
||||
int lBlendShapeChannelCount = lBlendShape->GetBlendShapeChannelCount();
|
||||
for (int lChannelIndex = 0; lChannelIndex < lBlendShapeChannelCount; ++lChannelIndex)
|
||||
{
|
||||
FbxAnimCurve* lAnimCurve = lGeometry->GetShapeChannel(0, lChannelIndex, lAnimLayer, true);
|
||||
lAnimCurve->KeyModifyBegin();
|
||||
|
||||
for each (auto keyframe in keyframeList->BlendShape->Keyframes)
|
||||
FbxBlendShapeChannel* lChannel = lBlendShape->GetBlendShapeChannel(lChannelIndex);
|
||||
FbxString lChannelName = lChannel->GetNameOnly();
|
||||
if (lChannelName == channelName)
|
||||
{
|
||||
lTime.SetSecondDouble(keyframe->time);
|
||||
int lKeyIndex = lAnimCurve->KeyAdd(lTime);
|
||||
lAnimCurve->KeySetValue(lKeyIndex, keyframe->value);
|
||||
lAnimCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
|
||||
}
|
||||
FbxAnimCurve* lAnimCurve = lGeometry->GetShapeChannel(0, lChannelIndex, lAnimLayer, true);
|
||||
lAnimCurve->KeyModifyBegin();
|
||||
|
||||
lAnimCurve->KeyModifyEnd();
|
||||
for each (auto keyframe in keyframeList->BlendShape->Keyframes)
|
||||
{
|
||||
lTime.SetSecondDouble(keyframe->time);
|
||||
int lKeyIndex = lAnimCurve->KeyAdd(lTime);
|
||||
lAnimCurve->KeySetValue(lKeyIndex, keyframe->value);
|
||||
lAnimCurve->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
|
||||
}
|
||||
|
||||
lAnimCurve->KeyModifyEnd();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user