Add FBXWriter for serializing FBXNode

This commit is contained in:
Ryan Huffman 2017-09-07 10:36:19 -07:00
parent c5f7c5d314
commit aa1aad0a09
7 changed files with 641 additions and 317 deletions

10
libraries/fbx/src/FBX.cpp Normal file
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@ -0,0 +1,10 @@
//
// FBX.cpp
// libraries/fbx/src
//
// Created by Ryan Huffman on 9/5/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//

333
libraries/fbx/src/FBX.h Normal file
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@ -0,0 +1,333 @@
//
// FBX.h
// libraries/fbx/src
//
// Created by Ryan Huffman on 9/5/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_FBX_h_
#define hifi_FBX_h_
#include <QMetaType>
#include <QSet>
#include <QUrl>
#include <QVarLengthArray>
#include <QVariant>
#include <QVector>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <Extents.h>
#include <Transform.h>
#include <model/Geometry.h>
#include <model/Material.h>
static const QByteArray FBX_BINARY_PROLOG = "Kaydara FBX Binary ";
static const int FBX_HEADER_BYTES_BEFORE_VERSION = 23;
static const quint32 FBX_VERSION_2016 = 7500;
class FBXNode;
using FBXNodeList = QList<FBXNode>;
/// A node within an FBX document.
class FBXNode {
public:
QByteArray name;
QVariantList properties;
FBXNodeList children;
};
/// A single blendshape extracted from an FBX document.
class FBXBlendshape {
public:
QVector<int> indices;
QVector<glm::vec3> vertices;
QVector<glm::vec3> normals;
};
struct FBXJointShapeInfo {
// same units and frame as FBXJoint.translation
glm::vec3 avgPoint;
std::vector<float> dots;
std::vector<glm::vec3> points;
std::vector<glm::vec3> debugLines;
};
/// A single joint (transformation node) extracted from an FBX document.
class FBXJoint {
public:
FBXJointShapeInfo shapeInfo;
QVector<int> freeLineage;
bool isFree;
int parentIndex;
float distanceToParent;
// http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/SDKRef/a00209.html
glm::vec3 translation; // T
glm::mat4 preTransform; // Roff * Rp
glm::quat preRotation; // Rpre
glm::quat rotation; // R
glm::quat postRotation; // Rpost
glm::mat4 postTransform; // Rp-1 * Soff * Sp * S * Sp-1
// World = ParentWorld * T * (Roff * Rp) * Rpre * R * Rpost * (Rp-1 * Soff * Sp * S * Sp-1)
glm::mat4 transform;
glm::vec3 rotationMin; // radians
glm::vec3 rotationMax; // radians
glm::quat inverseDefaultRotation;
glm::quat inverseBindRotation;
glm::mat4 bindTransform;
QString name;
bool isSkeletonJoint;
bool bindTransformFoundInCluster;
// geometric offset is applied in local space but does NOT affect children.
bool hasGeometricOffset;
glm::vec3 geometricTranslation;
glm::quat geometricRotation;
glm::vec3 geometricScaling;
};
/// A single binding to a joint in an FBX document.
class FBXCluster {
public:
int jointIndex;
glm::mat4 inverseBindMatrix;
};
const int MAX_NUM_PIXELS_FOR_FBX_TEXTURE = 2048 * 2048;
/// A texture map in an FBX document.
class FBXTexture {
public:
QString name;
QByteArray filename;
QByteArray content;
Transform transform;
int maxNumPixels { MAX_NUM_PIXELS_FOR_FBX_TEXTURE };
int texcoordSet;
QString texcoordSetName;
bool isBumpmap{ false };
bool isNull() const { return name.isEmpty() && filename.isEmpty() && content.isEmpty(); }
};
/// A single part of a mesh (with the same material).
class FBXMeshPart {
public:
QVector<int> quadIndices; // original indices from the FBX mesh
QVector<int> quadTrianglesIndices; // original indices from the FBX mesh of the quad converted as triangles
QVector<int> triangleIndices; // original indices from the FBX mesh
QString materialID;
};
class FBXMaterial {
public:
FBXMaterial() {};
FBXMaterial(const glm::vec3& diffuseColor, const glm::vec3& specularColor, const glm::vec3& emissiveColor,
float shininess, float opacity) :
diffuseColor(diffuseColor),
specularColor(specularColor),
emissiveColor(emissiveColor),
shininess(shininess),
opacity(opacity) {}
void getTextureNames(QSet<QString>& textureList) const;
void setMaxNumPixelsPerTexture(int maxNumPixels);
glm::vec3 diffuseColor{ 1.0f };
float diffuseFactor{ 1.0f };
glm::vec3 specularColor{ 0.02f };
float specularFactor{ 1.0f };
glm::vec3 emissiveColor{ 0.0f };
float emissiveFactor{ 0.0f };
float shininess{ 23.0f };
float opacity{ 1.0f };
float metallic{ 0.0f };
float roughness{ 1.0f };
float emissiveIntensity{ 1.0f };
float ambientFactor{ 1.0f };
QString materialID;
QString name;
QString shadingModel;
model::MaterialPointer _material;
FBXTexture normalTexture;
FBXTexture albedoTexture;
FBXTexture opacityTexture;
FBXTexture glossTexture;
FBXTexture roughnessTexture;
FBXTexture specularTexture;
FBXTexture metallicTexture;
FBXTexture emissiveTexture;
FBXTexture occlusionTexture;
FBXTexture scatteringTexture;
FBXTexture lightmapTexture;
glm::vec2 lightmapParams{ 0.0f, 1.0f };
bool isPBSMaterial{ false };
// THe use XXXMap are not really used to drive which map are going or not, debug only
bool useNormalMap{ false };
bool useAlbedoMap{ false };
bool useOpacityMap{ false };
bool useRoughnessMap{ false };
bool useSpecularMap{ false };
bool useMetallicMap{ false };
bool useEmissiveMap{ false };
bool useOcclusionMap{ false };
bool needTangentSpace() const;
};
/// A single mesh (with optional blendshapes) extracted from an FBX document.
class FBXMesh {
public:
QVector<FBXMeshPart> parts;
QVector<glm::vec3> vertices;
QVector<glm::vec3> normals;
QVector<glm::vec3> tangents;
QVector<glm::vec3> colors;
QVector<glm::vec2> texCoords;
QVector<glm::vec2> texCoords1;
QVector<uint16_t> clusterIndices;
QVector<uint8_t> clusterWeights;
QVector<FBXCluster> clusters;
Extents meshExtents;
glm::mat4 modelTransform;
QVector<FBXBlendshape> blendshapes;
unsigned int meshIndex; // the order the meshes appeared in the object file
model::MeshPointer _mesh;
};
class ExtractedMesh {
public:
FBXMesh mesh;
QMultiHash<int, int> newIndices;
QVector<QHash<int, int> > blendshapeIndexMaps;
QVector<QPair<int, int> > partMaterialTextures;
QHash<QString, size_t> texcoordSetMap;
};
/// A single animation frame extracted from an FBX document.
class FBXAnimationFrame {
public:
QVector<glm::quat> rotations;
QVector<glm::vec3> translations;
};
/// A light in an FBX document.
class FBXLight {
public:
QString name;
Transform transform;
float intensity;
float fogValue;
glm::vec3 color;
FBXLight() :
name(),
transform(),
intensity(1.0f),
fogValue(0.0f),
color(1.0f)
{}
};
Q_DECLARE_METATYPE(FBXAnimationFrame)
Q_DECLARE_METATYPE(QVector<FBXAnimationFrame>)
/// A set of meshes extracted from an FBX document.
class FBXGeometry {
public:
using Pointer = std::shared_ptr<FBXGeometry>;
QString originalURL;
QString author;
QString applicationName; ///< the name of the application that generated the model
QVector<FBXJoint> joints;
QHash<QString, int> jointIndices; ///< 1-based, so as to more easily detect missing indices
bool hasSkeletonJoints;
QVector<FBXMesh> meshes;
QHash<QString, FBXMaterial> materials;
glm::mat4 offset; // This includes offset, rotation, and scale as specified by the FST file
int leftEyeJointIndex = -1;
int rightEyeJointIndex = -1;
int neckJointIndex = -1;
int rootJointIndex = -1;
int leanJointIndex = -1;
int headJointIndex = -1;
int leftHandJointIndex = -1;
int rightHandJointIndex = -1;
int leftToeJointIndex = -1;
int rightToeJointIndex = -1;
float leftEyeSize = 0.0f; // Maximum mesh extents dimension
float rightEyeSize = 0.0f;
QVector<int> humanIKJointIndices;
glm::vec3 palmDirection;
glm::vec3 neckPivot;
Extents bindExtents;
Extents meshExtents;
QVector<FBXAnimationFrame> animationFrames;
int getJointIndex(const QString& name) const { return jointIndices.value(name) - 1; }
QStringList getJointNames() const;
bool hasBlendedMeshes() const;
/// Returns the unscaled extents of the model's mesh
Extents getUnscaledMeshExtents() const;
bool convexHullContains(const glm::vec3& point) const;
QHash<int, QString> meshIndicesToModelNames;
/// given a meshIndex this will return the name of the model that mesh belongs to if known
QString getModelNameOfMesh(int meshIndex) const;
QList<QString> blendshapeChannelNames;
};
Q_DECLARE_METATYPE(FBXGeometry)
Q_DECLARE_METATYPE(FBXGeometry::Pointer)
#endif // hifi_FBX_h_

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@ -168,7 +168,8 @@ QString getID(const QVariantList& properties, int index = 0) {
return processID(properties.at(index).toString());
}
const char* HUMANIK_JOINTS[] = {
/// The names of the joints in the Maya HumanIK rig
static const std::array<char*, 16> HUMANIK_JOINTS = {
"RightHand",
"RightForeArm",
"RightArm",
@ -184,8 +185,7 @@ const char* HUMANIK_JOINTS[] = {
"RightLeg",
"LeftLeg",
"RightFoot",
"LeftFoot",
""
"LeftFoot"
};
class FBXModel {
@ -512,11 +512,8 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
QVector<QString> humanIKJointNames;
for (int i = 0;; i++) {
for (int i = 0; i < HUMANIK_JOINTS.size(); i++) {
QByteArray jointName = HUMANIK_JOINTS[i];
if (jointName.isEmpty()) {
break;
}
humanIKJointNames.append(processID(getString(joints.value(jointName, jointName))));
}
QVector<QString> humanIKJointIDs(humanIKJointNames.size());

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@ -12,6 +12,8 @@
#ifndef hifi_FBXReader_h
#define hifi_FBXReader_h
#include "FBX.h"
#include <QMetaType>
#include <QSet>
#include <QUrl>
@ -31,305 +33,6 @@
class QIODevice;
class FBXNode;
typedef QList<FBXNode> FBXNodeList;
/// The names of the joints in the Maya HumanIK rig, terminated with an empty string.
extern const char* HUMANIK_JOINTS[];
/// A node within an FBX document.
class FBXNode {
public:
QByteArray name;
QVariantList properties;
FBXNodeList children;
};
/// A single blendshape extracted from an FBX document.
class FBXBlendshape {
public:
QVector<int> indices;
QVector<glm::vec3> vertices;
QVector<glm::vec3> normals;
};
struct FBXJointShapeInfo {
// same units and frame as FBXJoint.translation
glm::vec3 avgPoint;
std::vector<float> dots;
std::vector<glm::vec3> points;
std::vector<glm::vec3> debugLines;
};
/// A single joint (transformation node) extracted from an FBX document.
class FBXJoint {
public:
FBXJointShapeInfo shapeInfo;
QVector<int> freeLineage;
bool isFree;
int parentIndex;
float distanceToParent;
// http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/SDKRef/a00209.html
glm::vec3 translation; // T
glm::mat4 preTransform; // Roff * Rp
glm::quat preRotation; // Rpre
glm::quat rotation; // R
glm::quat postRotation; // Rpost
glm::mat4 postTransform; // Rp-1 * Soff * Sp * S * Sp-1
// World = ParentWorld * T * (Roff * Rp) * Rpre * R * Rpost * (Rp-1 * Soff * Sp * S * Sp-1)
glm::mat4 transform;
glm::vec3 rotationMin; // radians
glm::vec3 rotationMax; // radians
glm::quat inverseDefaultRotation;
glm::quat inverseBindRotation;
glm::mat4 bindTransform;
QString name;
bool isSkeletonJoint;
bool bindTransformFoundInCluster;
// geometric offset is applied in local space but does NOT affect children.
bool hasGeometricOffset;
glm::vec3 geometricTranslation;
glm::quat geometricRotation;
glm::vec3 geometricScaling;
};
/// A single binding to a joint in an FBX document.
class FBXCluster {
public:
int jointIndex;
glm::mat4 inverseBindMatrix;
};
const int MAX_NUM_PIXELS_FOR_FBX_TEXTURE = 2048 * 2048;
/// A texture map in an FBX document.
class FBXTexture {
public:
QString name;
QByteArray filename;
QByteArray content;
Transform transform;
int maxNumPixels { MAX_NUM_PIXELS_FOR_FBX_TEXTURE };
int texcoordSet;
QString texcoordSetName;
bool isBumpmap{ false };
bool isNull() const { return name.isEmpty() && filename.isEmpty() && content.isEmpty(); }
};
/// A single part of a mesh (with the same material).
class FBXMeshPart {
public:
QVector<int> quadIndices; // original indices from the FBX mesh
QVector<int> quadTrianglesIndices; // original indices from the FBX mesh of the quad converted as triangles
QVector<int> triangleIndices; // original indices from the FBX mesh
QString materialID;
};
class FBXMaterial {
public:
FBXMaterial() {};
FBXMaterial(const glm::vec3& diffuseColor, const glm::vec3& specularColor, const glm::vec3& emissiveColor,
float shininess, float opacity) :
diffuseColor(diffuseColor),
specularColor(specularColor),
emissiveColor(emissiveColor),
shininess(shininess),
opacity(opacity) {}
void getTextureNames(QSet<QString>& textureList) const;
void setMaxNumPixelsPerTexture(int maxNumPixels);
glm::vec3 diffuseColor{ 1.0f };
float diffuseFactor{ 1.0f };
glm::vec3 specularColor{ 0.02f };
float specularFactor{ 1.0f };
glm::vec3 emissiveColor{ 0.0f };
float emissiveFactor{ 0.0f };
float shininess{ 23.0f };
float opacity{ 1.0f };
float metallic{ 0.0f };
float roughness{ 1.0f };
float emissiveIntensity{ 1.0f };
float ambientFactor{ 1.0f };
QString materialID;
QString name;
QString shadingModel;
model::MaterialPointer _material;
FBXTexture normalTexture;
FBXTexture albedoTexture;
FBXTexture opacityTexture;
FBXTexture glossTexture;
FBXTexture roughnessTexture;
FBXTexture specularTexture;
FBXTexture metallicTexture;
FBXTexture emissiveTexture;
FBXTexture occlusionTexture;
FBXTexture scatteringTexture;
FBXTexture lightmapTexture;
glm::vec2 lightmapParams{ 0.0f, 1.0f };
bool isPBSMaterial{ false };
// THe use XXXMap are not really used to drive which map are going or not, debug only
bool useNormalMap{ false };
bool useAlbedoMap{ false };
bool useOpacityMap{ false };
bool useRoughnessMap{ false };
bool useSpecularMap{ false };
bool useMetallicMap{ false };
bool useEmissiveMap{ false };
bool useOcclusionMap{ false };
bool needTangentSpace() const;
};
/// A single mesh (with optional blendshapes) extracted from an FBX document.
class FBXMesh {
public:
QVector<FBXMeshPart> parts;
QVector<glm::vec3> vertices;
QVector<glm::vec3> normals;
QVector<glm::vec3> tangents;
QVector<glm::vec3> colors;
QVector<glm::vec2> texCoords;
QVector<glm::vec2> texCoords1;
QVector<uint16_t> clusterIndices;
QVector<uint8_t> clusterWeights;
QVector<FBXCluster> clusters;
Extents meshExtents;
glm::mat4 modelTransform;
QVector<FBXBlendshape> blendshapes;
unsigned int meshIndex; // the order the meshes appeared in the object file
model::MeshPointer _mesh;
};
class ExtractedMesh {
public:
FBXMesh mesh;
QMultiHash<int, int> newIndices;
QVector<QHash<int, int> > blendshapeIndexMaps;
QVector<QPair<int, int> > partMaterialTextures;
QHash<QString, size_t> texcoordSetMap;
};
/// A single animation frame extracted from an FBX document.
class FBXAnimationFrame {
public:
QVector<glm::quat> rotations;
QVector<glm::vec3> translations;
};
/// A light in an FBX document.
class FBXLight {
public:
QString name;
Transform transform;
float intensity;
float fogValue;
glm::vec3 color;
FBXLight() :
name(),
transform(),
intensity(1.0f),
fogValue(0.0f),
color(1.0f)
{}
};
Q_DECLARE_METATYPE(FBXAnimationFrame)
Q_DECLARE_METATYPE(QVector<FBXAnimationFrame>)
/// A set of meshes extracted from an FBX document.
class FBXGeometry {
public:
using Pointer = std::shared_ptr<FBXGeometry>;
QString originalURL;
QString author;
QString applicationName; ///< the name of the application that generated the model
QVector<FBXJoint> joints;
QHash<QString, int> jointIndices; ///< 1-based, so as to more easily detect missing indices
bool hasSkeletonJoints;
QVector<FBXMesh> meshes;
QHash<QString, FBXMaterial> materials;
glm::mat4 offset; // This includes offset, rotation, and scale as specified by the FST file
int leftEyeJointIndex = -1;
int rightEyeJointIndex = -1;
int neckJointIndex = -1;
int rootJointIndex = -1;
int leanJointIndex = -1;
int headJointIndex = -1;
int leftHandJointIndex = -1;
int rightHandJointIndex = -1;
int leftToeJointIndex = -1;
int rightToeJointIndex = -1;
float leftEyeSize = 0.0f; // Maximum mesh extents dimension
float rightEyeSize = 0.0f;
QVector<int> humanIKJointIndices;
glm::vec3 palmDirection;
glm::vec3 neckPivot;
Extents bindExtents;
Extents meshExtents;
QVector<FBXAnimationFrame> animationFrames;
int getJointIndex(const QString& name) const { return jointIndices.value(name) - 1; }
QStringList getJointNames() const;
bool hasBlendedMeshes() const;
/// Returns the unscaled extents of the model's mesh
Extents getUnscaledMeshExtents() const;
bool convexHullContains(const glm::vec3& point) const;
QHash<int, QString> meshIndicesToModelNames;
/// given a meshIndex this will return the name of the model that mesh belongs to if known
QString getModelNameOfMesh(int meshIndex) const;
QList<QString> blendshapeChannelNames;
};
Q_DECLARE_METATYPE(FBXGeometry)
Q_DECLARE_METATYPE(FBXGeometry::Pointer)
/// Reads FBX geometry from the supplied model and mapping data.
/// \exception QString if an error occurs in parsing
@ -402,7 +105,7 @@ class FBXReader {
public:
FBXGeometry* _fbxGeometry;
FBXNode _fbxNode;
FBXNode _rootNode;
static FBXNode parseFBX(QIODevice* device);
FBXGeometry* extractFBXGeometry(const QVariantHash& mapping, const QString& url);

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@ -24,15 +24,18 @@
#include <shared/NsightHelpers.h>
#include "ModelFormatLogging.h"
template<class T> int streamSize() {
template<class T>
int streamSize() {
return sizeof(T);
}
template<bool> int streamSize() {
template<bool>
int streamSize() {
return 1;
}
template<class T> QVariant readBinaryArray(QDataStream& in, int& position) {
template<class T>
QVariant readBinaryArray(QDataStream& in, int& position) {
quint32 arrayLength;
quint32 encoding;
quint32 compressedLength;
@ -350,8 +353,7 @@ FBXNode parseTextFBXNode(Tokenizer& tokenizer) {
FBXNode FBXReader::parseFBX(QIODevice* device) {
PROFILE_RANGE_EX(resource_parse, __FUNCTION__, 0xff0000ff, device);
// verify the prolog
const QByteArray BINARY_PROLOG = "Kaydara FBX Binary ";
if (device->peek(BINARY_PROLOG.size()) != BINARY_PROLOG) {
if (device->peek(FBX_BINARY_PROLOG.size()) != FBX_BINARY_PROLOG) {
// parse as a text file
FBXNode top;
Tokenizer tokenizer(device);
@ -377,15 +379,13 @@ FBXNode FBXReader::parseFBX(QIODevice* device) {
// Bytes 0 - 20: Kaydara FBX Binary \x00(file - magic, with 2 spaces at the end, then a NULL terminator).
// Bytes 21 - 22: [0x1A, 0x00](unknown but all observed files show these bytes).
// Bytes 23 - 26 : unsigned int, the version number. 7300 for version 7.3 for example.
const int HEADER_BEFORE_VERSION = 23;
const quint32 VERSION_FBX2016 = 7500;
in.skipRawData(HEADER_BEFORE_VERSION);
int position = HEADER_BEFORE_VERSION;
in.skipRawData(FBX_HEADER_BYTES_BEFORE_VERSION);
int position = FBX_HEADER_BYTES_BEFORE_VERSION;
quint32 fileVersion;
in >> fileVersion;
position += sizeof(fileVersion);
qCDebug(modelformat) << "fileVersion:" << fileVersion;
bool has64BitPositions = (fileVersion >= VERSION_FBX2016);
bool has64BitPositions = (fileVersion >= FBX_VERSION_2016);
// parse the top-level node
FBXNode top;

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@ -0,0 +1,253 @@
//
// FBXWriter.cpp
// libraries/fbx/src
//
// Created by Ryan Huffman on 9/5/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "FBXWriter.h"
#include <QDebug>
QByteArray FBXWriter::encodeFBX(const FBXNode& root) {
QByteArray data;
QDataStream out(&data, QIODevice::WriteOnly);
out.setByteOrder(QDataStream::LittleEndian);
out.setVersion(QDataStream::Qt_4_5);
out.writeRawData(FBX_BINARY_PROLOG, FBX_BINARY_PROLOG.size());
auto bytes = QByteArray(FBX_HEADER_BYTES_BEFORE_VERSION - FBX_BINARY_PROLOG.size(), '\0');
out.writeRawData(bytes, bytes.size());
out << FBX_VERSION_2016;
for (auto& child : root.children) {
encodeNode(out, child);
}
encodeNode(out, FBXNode());
return data;
}
void FBXWriter::encodeNode(QDataStream& out, const FBXNode& node) {
qDebug() << "Encoding " << node.name;
auto device = out.device();
auto nodeStartPos = device->pos();
// endOffset (temporary, updated later)
out << (qint64)0;
// Property count
out << (quint64)node.properties.size();
// Property list length (temporary, updated later)
out << (quint64)0;
out << (quint8)node.name.size();
out.writeRawData(node.name, node.name.size());
if (node.name == "Vertices") {
for (auto& prop : node.properties) {
qDebug() << "Properties: " << prop;
}
}
auto nodePropertiesStartPos = device->pos();
for (const auto& prop : node.properties) {
encodeFBXProperty(out, prop);
}
// Go back and write property list length
auto nodePropertiesEndPos = device->pos();
device->seek(nodeStartPos + sizeof(qint64) + sizeof(quint64));
out << (quint64)(nodePropertiesEndPos - nodePropertiesStartPos);
device->seek(nodePropertiesEndPos);
for (auto& child : node.children) {
encodeNode(out, child);
}
if (node.children.length() > 0) {
encodeNode(out, FBXNode());
}
// Go back and write actual endOffset
auto nodeEndPos = device->pos();
device->seek(nodeStartPos);
out << (qint64)(nodeEndPos);
device->seek(nodeEndPos);
}
void FBXWriter::encodeFBXProperty(QDataStream& out, const QVariant& prop) {
auto type = prop.userType();
switch (type) {
case QVariant::Type::Bool:
out.device()->write("C", 1);
out << prop.toBool();
break;
case QMetaType::Int:
out.device()->write("I", 1);
out << prop.toInt();
break;
encodeNode(out, FBXNode());
case QMetaType::Float:
out.device()->write("F", 1);
out << prop.toFloat();
break;
case QMetaType::Double:
out.device()->write("D", 1);
out << prop.toDouble();
break;
case QMetaType::LongLong:
out.device()->write("L", 1);
out << prop.toLongLong();
break;
case QMetaType::QString:
{
auto& bytes = prop.toString().toUtf8();
out << 'S';
out << bytes.length();
out << bytes;
out << (int32_t)bytes.size();
out.writeRawData(bytes, bytes.size());
break;
}
case QMetaType::QByteArray:
{
auto& bytes = prop.toByteArray();
out.device()->write("S", 1);
out << (int32_t)bytes.size();
out.writeRawData(bytes, bytes.size());
break;
}
// TODO Delete? Do we ever use QList instead of QVector?
case QVariant::Type::List:
{
auto& list = prop.toList();
auto listType = prop.userType();
switch (listType) {
case QMetaType::Float:
out.device()->write("f", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& innerProp : list) {
out << prop.toFloat();
}
break;
case QMetaType::Double:
out.device()->write("d", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& innerProp : list) {
out << prop.toDouble();
}
break;
case QMetaType::LongLong:
out.device()->write("l", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& innerProp : list) {
out << prop.toLongLong();
}
break;
case QMetaType::Int:
out.device()->write("i", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& innerProp : list) {
out << prop.toInt();
}
break;
case QMetaType::Bool:
out.device()->write("b", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& innerProp : list) {
out << prop.toBool();
}
break;
}
}
break;
default:
{
if (prop.canConvert<QVector<float>>()) {
auto list = prop.value<QVector<float>>();
out.device()->write("f", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& value : list) {
out << value;
}
} else if (prop.canConvert<QVector<double>>()) {
auto list = prop.value<QVector<double>>();
out.device()->write("d", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& value : list) {
out << value;
}
} else if (prop.canConvert<QVector<qint64>>()) {
auto list = prop.value<QVector<qint64>>();
out.device()->write("l", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& value : list) {
out << value;
}
} else if (prop.canConvert<QVector<qint32>>()) {
auto list = prop.value<QVector<qint32>>();
out.device()->write("i", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& value : list) {
out << value;
}
} else if (prop.canConvert<QVector<bool>>()) {
auto list = prop.value<QVector<bool>>();
out.device()->write("b", 1);
out << (int32_t)list.length();
out << (int32_t)0;
out << (int32_t)0;
for (auto& value : list) {
out << value;
}
} else {
qDebug() << "Unsupported property type in FBXWriter::encodeNode: " << type << prop;
}
}
}
}

View file

@ -0,0 +1,28 @@
//
// FBXWriter.h
// libraries/fbx/src
//
// Created by Ryan Huffman on 9/5/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_FBXWriter_h
#define hifi_FBXWriter_h
#include "FBX.h"
#include <QByteArray>
#include <QDataStream>
class FBXWriter {
public:
static QByteArray encodeFBX(const FBXNode& root);
static void encodeNode(QDataStream& out, const FBXNode& node);
static void encodeFBXProperty(QDataStream& out, const QVariant& property);
};
#endif // hifi_FBXWriter_h