-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathFbxWriter.cpp
More file actions
executable file
·278 lines (210 loc) · 9.49 KB
/
FbxWriter.cpp
File metadata and controls
executable file
·278 lines (210 loc) · 9.49 KB
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
///////////////////////////////////////////////////////////////////////////////
// Dem Bones - Skinning Decomposition Library //
// Copyright (c) 2019, Electronic Arts. All rights reserved. //
///////////////////////////////////////////////////////////////////////////////
#include "FbxWriter.h"
#include "FbxShared.h"
#include "LogMsg.h"
#include <sstream>
#include <Eigen/Dense>
#include <DemBones/MatBlocks.h>
#include <set>
using namespace std;
using namespace Eigen;
#define err(msgStr) {msg(1, msgStr); return false;}
class FbxSceneExporter: public FbxSceneShared {
public:
FbxSceneExporter(bool embedMedia=true): FbxSceneShared(false) {
(*(lSdkManager->GetIOSettings())).SetBoolProp(EXP_FBX_EMBEDDED, embedMedia);
}
//https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref__export_scene01_2main_8cxx_example_html
//https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref__switch_binding_2main_8cxx_example_html
bool save(const string& fileName) {
// Create an exporter.
FbxExporter* lExporter=FbxExporter::Create(lSdkManager, "");
// Get the appropriate file format.
int lFileFormat=lSdkManager->GetIOPluginRegistry()->GetNativeWriterFormat();
// Initialize the exporter.
if (!lExporter->Initialize(fileName.c_str(), lFileFormat, lSdkManager->GetIOSettings())) err("Call to FbxExporter::Initialize() failed.\n");
// Export the scene to the file.
lExporter->Export(lScene);
lExporter->Destroy();
return true;
}
void createMesh(const MatrixXd verts, const vector<vector<int>> faces){
FbxMesh* pmesh = FbxMesh::Create(lSdkManager,"mesh");
pmesh->InitControlPoints(verts.cols());
FbxVector4* pControlPoints = pmesh->GetControlPoints();
// Set vertices
for(auto i=0;i<verts.cols();i++){
FbxVector4 lControlPoint(verts(0,i), verts(1,i), verts(2,i));
pControlPoints[i] = lControlPoint;
}
// Set faces
for(auto i=0;i<faces.size();i++){
pmesh->BeginPolygon(-1.-1,false);
for(auto j=0;j<faces[i].size();j++)
pmesh->AddPolygon(faces[i][j]);
pmesh->EndPolygon();
}
// Create node in scene
FbxNode* pNode = FbxNode::Create(lScene,"mesh");
pNode->SetNodeAttribute(pmesh);
// Add node to scene root
lScene->GetRootNode()->AddChild(pNode);
return;
}
void createJoints(const vector<string>& name, const ArrayXi& parent, double radius) {
FbxNode* lRoot=NULL;
for (int j=0; j!=name.size(); j++)
if (parent(j)==-1) {
FbxSkeleton* lSkeletonAttribute=FbxSkeleton::Create(lScene, name[j].c_str());
lSkeletonAttribute->SetSkeletonType(((parent==j).count()>0)?FbxSkeleton::eRoot:FbxSkeleton::eLimb);
lSkeletonAttribute->Size.Set(radius);
FbxNode* lSkeleton=FbxNode::Create(lScene, name[j].c_str());
lSkeleton->SetNodeAttribute(lSkeletonAttribute);
lSkeleton->SetRotationOrder(FbxNode::eSourcePivot, eEulerXYZ);
lScene->GetRootNode()->AddChild(lSkeleton);
lRoot=lSkeleton;
}
for (int j=0; j!=name.size(); j++)
if (parent(j)!=-1) {
FbxSkeleton* lSkeletonAttribute=FbxSkeleton::Create(lScene, name[j].c_str());
lSkeletonAttribute->SetSkeletonType(FbxSkeleton::eLimb);
lSkeletonAttribute->Size.Set(radius);
FbxNode* lSkeleton=FbxNode::Create(lScene, name[j].c_str());
lSkeleton->SetNodeAttribute(lSkeletonAttribute);
lSkeleton->SetRotationOrder(FbxNode::eSourcePivot, eEulerXYZ);
lRoot->AddChild(lSkeleton);
}
}
void addToCurve(const VectorXd& val, const VectorXd& fTime, FbxAnimCurve* lCurve) {
lCurve->KeyModifyBegin();
int idx=0;
int nFr=(int)fTime.size();
FbxTime lTime;
for (int k=0; k<nFr; k++) {
lTime.SetSecondDouble(fTime(k));
idx=lCurve->KeyAdd(lTime);
lCurve->KeySetValue(idx, (float)val(k));
lCurve->KeySetInterpolation(idx, FbxAnimCurveDef::eInterpolationCubic);
lCurve->KeySetTangentMode(idx, FbxAnimCurveDef::eTangentAuto);
}
lCurve->KeyModifyEnd();
}
void setJoints(const vector<string>& name, const VectorXd& fTime, const MatrixXd& lr, const MatrixXd& lt, const MatrixXd& lbr, const MatrixXd& lbt) {
// Animation stack & layer.
// msg(1, "Settig Joints\n");
FbxString lAnimStackName="demBones";
FbxAnimStack* lAnimStack=FbxAnimStack::Create(lScene, lAnimStackName);
FbxAnimLayer* lAnimLayer=FbxAnimLayer::Create(lScene, "Base Layer");
lAnimStack->AddMember(lAnimLayer);
// msg(1, "Defining variables Joints\n");
VectorXd val;
// msg(1, "Name Size:"<<name.size() << "\n");
// msg(1, "Val lr:" <<lr.col(0) << "\n");
for (int j=0; j!=name.size(); j++) {
// msg(1, "Name:" << name[j].c_str() << "\n");
// msg(1, "Rot Vals:" << lbr(0, j) << lbr(1, j) << lbr(2, j) << "\n");
// msg(1, "Trans Vals:" << lbt(0, j) << lbt(1, j) << lbt(2, j) << "\n");
FbxNode* lSkeleton=lScene->FindNodeByName(FbxString(name[j].c_str()));
lSkeleton->LclRotation.Set(FbxDouble3(lbr(0, j), lbr(1, j), lbr(2, j)));
lSkeleton->LclTranslation.Set(FbxDouble3(lbt(0, j), lbt(1, j), lbt(2, j)));
// msg(1, "Val lr:" <<lr << "\n");
val=lr.col(j);
// msg(1, "Val lr:" <<lr.col(j) << "\n");
addToCurve(Map<VectorXd, 0, InnerStride<3>>(val.data(), val.size()/3), fTime, lSkeleton->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true));
addToCurve(Map<VectorXd, 0, InnerStride<3>>(val.data()+1, val.size()/3), fTime, lSkeleton->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true));
addToCurve(Map<VectorXd, 0, InnerStride<3>>(val.data()+2, val.size()/3), fTime, lSkeleton->LclRotation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true));
val=lt.col(j);
// msg(1, "Val lt:" << lt.col(j) << "\n");
addToCurve(Map<VectorXd, 0, InnerStride<3>>(val.data(), val.size()/3), fTime, lSkeleton->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true));
addToCurve(Map<VectorXd, 0, InnerStride<3>>(val.data()+1, val.size()/3), fTime, lSkeleton->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true));
addToCurve(Map<VectorXd, 0, InnerStride<3>>(val.data()+2, val.size()/3), fTime, lSkeleton->LclTranslation.GetCurve(lAnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true));
}
// msg(1, "Settig Joints Completed\n");
}
void setSkinCluster(const vector<string>& name, const SparseMatrix<double>& w, const MatrixXd& gb) {
FbxMesh* lMesh=firstMesh(lScene->GetRootNode());
FbxSkin* lSkin=firstSkin(lMesh);
if (lSkin==NULL) {
lSkin=FbxSkin::Create(lScene, "demSkinCluster");
lMesh->AddDeformer(lSkin);
lSkin->SetSkinningType(FbxSkin::eLinear);
}
//Clear all clusters
while (lSkin->GetClusterCount()) {
FbxCluster* lCluster=lSkin->GetCluster(lSkin->GetClusterCount()-1);
lSkin->RemoveCluster(lCluster);
}
//Clear all poses
while (lScene->GetPoseCount()) lScene->RemovePose(lScene->GetPoseCount()-1);
//Create a new bind pose
FbxPose* lPose=FbxPose::Create(lScene, "demBindPose");
lPose->SetIsBindPose(true);
FbxAMatrix gMat=lMesh->GetNode()->EvaluateGlobalTransform();
lPose->Add(lMesh->GetNode(), gMat);
SparseMatrix<double> wT=w.transpose();
int nB=(int)name.size();
set<FbxNode*> added;
for (int j=0; j<nB; j++) {
ostringstream s;
s<<"demCluster"<<j;
FbxCluster* lCluster=FbxCluster::Create(lScene, s.str().c_str());
FbxNode* lNode=lScene->FindNodeByName(FbxString(name[j].c_str()));
lCluster->SetLink(lNode);
lCluster->SetLinkMode(FbxCluster::eTotalOne);
for (SparseMatrix<double>::InnerIterator it(wT, j); it; ++it) lCluster->AddControlPointIndex((int)it.row(), it.value());
lCluster->SetTransformMatrix(gMat);
//Equaivalent to jointMat=lJoint->EvaluateGlobalTransform(), but with better accuracy
FbxAMatrix jointMat;
Map<Matrix4d> mm(&jointMat.mData[0][0], 4, 4);
mm=gb.blk4(0, j);
lCluster->SetTransformLinkMatrix(jointMat);
lSkin->AddCluster(lCluster);
//Add to bind pose
while ((lNode)&&(added.find(lNode)==added.end())) {
added.insert(lNode);
lPose->Add(lNode, lNode->EvaluateGlobalTransform());
lNode=lNode->GetParent();
}
}
lScene->AddPose(lPose);
}
};
bool writeFBXs(string fileName, DemBonesExt<double, float>& model, bool embedMedia) {
msg(1, "Writing outputs:\n");
FbxSceneExporter exporter(embedMedia);
// bool needCreateJoints=(model.boneName.size()==0);
bool needCreateJoints=true; // Create joint names everytime because saving with new number of bones
double radius;
if (needCreateJoints) {
model.boneName.resize(model.nB);
for (int j=0; j<model.nB; j++) {
ostringstream s;
s<<"joint"<<j;
model.boneName[j]=s.str();
}
radius=sqrt((model.u-(model.u.rowwise().sum()/model.nV).replicate(1, model.nV)).cwiseAbs().rowwise().maxCoeff().squaredNorm()/model.nS);
}
for (int s=0; s<model.nS; s++) {
msg(1, "Loaded complete mesh:" << s << "\n");
msg(1, "--> \""<<fileName<<"\" ");
// Write Mesh
exporter.createMesh(model.u,model.fv);
MatrixXd lr, lt, gb, lbr, lbt;
model.computeRTB(s, lr, lt, gb, lbr, lbt);
if (needCreateJoints) exporter.createJoints(model.boneName, model.parent, radius);
msg(1, "Bonename:" << model.boneName.size() << "\n");
msg(1, "Segment:" << model.fTime.segment(model.fStart(s), model.fStart(s+1)-model.fStart(s)).size() << "\n");
msg(1, "LR:" << lr.size() << "\n");
exporter.setJoints(model.boneName, model.fTime.segment(model.fStart(s), model.fStart(s+1)-model.fStart(s)), lr, lt, lbr, lbt);
msg(1, "W:" << model.w.size() << "\n");
exporter.setSkinCluster(model.boneName, model.w, gb);
msg(1, "Loaded complete mesh\n");
if (!exporter.save(fileName)) err("Error on exporting file.\n");
msg(1, "Saved mesh\n");
msg(1, "("<<model.fStart(s+1)-model.fStart(s)<<" frames)\n");
}
return true;
}