virtualx-engine/thirdparty/ufbx/ufbx.h

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

5530 lines
197 KiB
C++
Raw Normal View History

#ifndef UFBX_UFBX_H_INCLUDED
#define UFBX_UFBX_H_INCLUDED
// -- User configuration
#if defined(UFBX_CONFIG_HEADER)
#include UFBX_CONFIG_HEADER
#endif
// -- Headers
#include <stdint.h>
#include <stddef.h>
#include <stdbool.h>
#include <string.h>
// -- Platform
#ifndef UFBX_STDC
#if defined(__STDC_VERSION__)
#define UFBX_STDC __STDC_VERSION__
#else
#define UFBX_STDC 0
#endif
#endif
#ifndef UFBX_CPP
#if defined(__cplusplus)
#define UFBX_CPP __cplusplus
#else
#define UFBX_CPP 0
#endif
#endif
#ifndef UFBX_PLATFORM_MSC
#if !defined(UFBX_STANDARD_C) && defined(_MSC_VER)
#define UFBX_PLATFORM_MSC _MSC_VER
#else
#define UFBX_PLATFORM_MSC 0
#endif
#endif
#ifndef UFBX_PLATFORM_GNUC
#if !defined(UFBX_STANDARD_C) && defined(__GNUC__)
#define UFBX_PLATFORM_GNUC __GNUC__
#else
#define UFBX_PLATFORM_GNUC 0
#endif
#endif
#ifndef UFBX_CPP11
// MSVC does not advertise C++11 by default so we need special detection
#if UFBX_CPP >= 201103L || (UFBX_CPP > 0 && UFBX_PLATFORM_MSC >= 1900)
#define UFBX_CPP11 1
#else
#define UFBX_CPP11 0
#endif
#endif
#if defined(_MSC_VER)
#pragma warning(push)
#pragma warning(disable: 4061) // enumerator 'ENUM' in switch of enum 'enum' is not explicitly handled by a case label
#pragma warning(disable: 4201) // nonstandard extension used: nameless struct/union
#pragma warning(disable: 4505) // unreferenced local function has been removed
#pragma warning(disable: 4820) // type': 'N' bytes padding added after data member 'member'
#elif defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wpedantic"
#pragma clang diagnostic ignored "-Wpadded"
#if defined(__cplusplus)
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#pragma clang diagnostic ignored "-Wold-style-cast"
#endif
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpedantic"
#pragma GCC diagnostic ignored "-Wpadded"
#if defined(__cplusplus)
#pragma GCC diagnostic ignored "-Wzero-as-null-pointer-constant"
#pragma GCC diagnostic ignored "-Wold-style-cast"
#else
#if __GNUC__ >= 5
#pragma GCC diagnostic ignored "-Wc90-c99-compat"
#pragma GCC diagnostic ignored "-Wc99-c11-compat"
#endif
#endif
#endif
#if UFBX_PLATFORM_MSC
#define ufbx_inline static __forceinline
#elif UFBX_PLATFORM_GNUC
#define ufbx_inline static inline __attribute__((always_inline, unused))
#else
#define ufbx_inline static
#endif
#ifndef ufbx_assert
#if defined(UFBX_NO_ASSERT)
#define ufbx_assert(cond) (void)0
#else
#include <assert.h>
#define ufbx_assert(cond) assert(cond)
#endif
#endif
// Pointer may be `NULL`.
#define ufbx_nullable
// Changing this value from default or calling this function can lead into
// breaking API guarantees.
#define ufbx_unsafe
#ifndef ufbx_abi
#define ufbx_abi
#endif
// -- Configuration
#if defined(UFBX_REAL_IS_FLOAT)
typedef float ufbx_real;
#else
typedef double ufbx_real;
#endif
#define UFBX_ERROR_STACK_MAX_DEPTH 8
#define UFBX_PANIC_MESSAGE_LENGTH 128
#define UFBX_ERROR_INFO_LENGTH 256
#define UFBX_THREAD_GROUP_COUNT 4
// -- Language
// bindgen-disable
#if UFBX_CPP11
template <typename T, typename U>
struct ufbxi_type_is { };
template <typename T>
struct ufbxi_type_is<T, T> { using type = int; };
template <typename T>
struct ufbx_converter { };
#define UFBX_CONVERSION_IMPL(p_name) \
template <typename T, typename S=typename ufbxi_type_is<T, decltype(ufbx_converter<T>::from(*(const p_name*)nullptr))>::type> \
operator T() const { return ufbx_converter<T>::from(*this); }
#define UFBX_CONVERSION_TO_IMPL(p_name) \
template <typename T, typename S=typename ufbxi_type_is<p_name, decltype(ufbx_converter<T>::to(*(const T*)nullptr))>::type> \
p_name(const T &t) { *this = ufbx_converter<T>::to(t); }
#define UFBX_CONVERSION_LIST_IMPL(p_name) \
template <typename T, typename S=typename ufbxi_type_is<T, decltype(ufbx_converter<T>::from_list((p_name*)nullptr, (size_t)0))>::type> \
operator T() const { return ufbx_converter<T>::from_list(data, count); }
#else
#define UFBX_CONVERSION_IMPL(p_name)
#define UFBX_CONVERSION_TO_IMPL(p_name)
#define UFBX_CONVERSION_LIST_IMPL(p_name)
#endif
#if defined(__cplusplus)
#define UFBX_LIST_TYPE(p_name, p_type) struct p_name { p_type *data; size_t count; \
p_type &operator[](size_t index) const { ufbx_assert(index < count); return data[index]; } \
p_type *begin() const { return data; } \
p_type *end() const { return data + count; } \
UFBX_CONVERSION_LIST_IMPL(p_type) \
}
#else
#define UFBX_LIST_TYPE(p_name, p_type) typedef struct p_name { p_type *data; size_t count; } p_name
#endif
// This cannot be enabled automatically if supported as the source file may be
// compiled with a different compiler using different settings than the header
// consumers, in practice it should work but it causes issues such as #70.
#if (UFBX_STDC >= 202311L || UFBX_CPP11) && defined(UFBX_USE_EXPLICIT_ENUM)
#define UFBX_ENUM_REPR : int
#define UFBX_ENUM_FORCE_WIDTH(p_prefix)
#define UFBX_FLAG_REPR : int
#define UFBX_FLAG_FORCE_WIDTH(p_prefix)
#define UFBX_HAS_FORCE_32BIT 0
#else
#define UFBX_ENUM_REPR
#define UFBX_ENUM_FORCE_WIDTH(p_prefix) p_prefix##_FORCE_32BIT = 0x7fffffff
#define UFBX_FLAG_REPR
#define UFBX_FLAG_FORCE_WIDTH(p_prefix) p_prefix##_FORCE_32BIT = 0x7fffffff
#define UFBX_HAS_FORCE_32BIT 1
#endif
#define UFBX_ENUM_TYPE(p_name, p_prefix, p_last) \
enum { p_prefix##_COUNT = p_last + 1 }
#if UFBX_CPP
#define UFBX_VERTEX_ATTRIB_IMPL(p_type) \
p_type &operator[](size_t index) const { ufbx_assert(index < indices.count); return values.data[indices.data[index]]; }
#else
#define UFBX_VERTEX_ATTRIB_IMPL(p_type)
#endif
#if UFBX_CPP11
#define UFBX_CALLBACK_IMPL(p_name, p_fn, p_return, p_params, p_args) \
template <typename F> static p_return _cpp_adapter p_params { F &f = *static_cast<F*>(user); return f p_args; } \
p_name() = default; \
p_name(p_fn *f) : fn(f), user(nullptr) { } \
template <typename F> p_name(F *f) : fn(&_cpp_adapter<F>), user(static_cast<void*>(f)) { }
#else
#define UFBX_CALLBACK_IMPL(p_name, p_fn, p_return, p_params, p_args)
#endif
// bindgen-enable
// -- Version
#define ufbx_pack_version(major, minor, patch) ((uint32_t)(major)*1000000u + (uint32_t)(minor)*1000u + (uint32_t)(patch))
#define ufbx_version_major(version) ((uint32_t)(version)/1000000u%1000u)
#define ufbx_version_minor(version) ((uint32_t)(version)/1000u%1000u)
#define ufbx_version_patch(version) ((uint32_t)(version)%1000u)
#define UFBX_HEADER_VERSION ufbx_pack_version(0, 11, 1)
#define UFBX_VERSION UFBX_HEADER_VERSION
// -- Basic types
#define UFBX_NO_INDEX ((uint32_t)~0u)
// Null-terminated UTF-8 encoded string within an FBX file
typedef struct ufbx_string {
const char *data;
size_t length;
UFBX_CONVERSION_IMPL(ufbx_string)
} ufbx_string;
// Opaque byte buffer blob
typedef struct ufbx_blob {
const void *data;
size_t size;
UFBX_CONVERSION_IMPL(ufbx_blob)
} ufbx_blob;
// 2D vector
typedef struct ufbx_vec2 {
union {
struct { ufbx_real x, y; };
ufbx_real v[2];
};
UFBX_CONVERSION_IMPL(ufbx_vec2)
} ufbx_vec2;
// 3D vector
typedef struct ufbx_vec3 {
union {
struct { ufbx_real x, y, z; };
ufbx_real v[3];
};
UFBX_CONVERSION_IMPL(ufbx_vec3)
} ufbx_vec3;
// 4D vector
typedef struct ufbx_vec4 {
union {
struct { ufbx_real x, y, z, w; };
ufbx_real v[4];
};
UFBX_CONVERSION_IMPL(ufbx_vec4)
} ufbx_vec4;
// Quaternion
typedef struct ufbx_quat {
union {
struct { ufbx_real x, y, z, w; };
ufbx_real v[4];
};
UFBX_CONVERSION_IMPL(ufbx_quat)
} ufbx_quat;
// Order in which Euler-angle rotation axes are applied for a transform
// NOTE: The order in the name refers to the order of axes *applied*,
// not the multiplication order: eg. `UFBX_ROTATION_ORDER_XYZ` is `Z*Y*X`
// [TODO: Figure out what the spheric rotation order is...]
typedef enum ufbx_rotation_order UFBX_ENUM_REPR {
UFBX_ROTATION_ORDER_XYZ,
UFBX_ROTATION_ORDER_XZY,
UFBX_ROTATION_ORDER_YZX,
UFBX_ROTATION_ORDER_YXZ,
UFBX_ROTATION_ORDER_ZXY,
UFBX_ROTATION_ORDER_ZYX,
UFBX_ROTATION_ORDER_SPHERIC,
UFBX_ENUM_FORCE_WIDTH(UFBX_ROTATION_ORDER)
} ufbx_rotation_order;
UFBX_ENUM_TYPE(ufbx_rotation_order, UFBX_ROTATION_ORDER, UFBX_ROTATION_ORDER_SPHERIC);
// Explicit translation+rotation+scale transformation.
// NOTE: Rotation is a quaternion, not Euler angles!
typedef struct ufbx_transform {
ufbx_vec3 translation;
ufbx_quat rotation;
ufbx_vec3 scale;
UFBX_CONVERSION_IMPL(ufbx_transform)
} ufbx_transform;
// 4x3 matrix encoding an affine transformation.
// `cols[0..2]` are the X/Y/Z basis vectors, `cols[3]` is the translation
typedef struct ufbx_matrix {
union {
struct {
ufbx_real m00, m10, m20;
ufbx_real m01, m11, m21;
ufbx_real m02, m12, m22;
ufbx_real m03, m13, m23;
};
ufbx_vec3 cols[4];
ufbx_real v[12];
};
UFBX_CONVERSION_IMPL(ufbx_matrix)
} ufbx_matrix;
typedef struct ufbx_void_list {
void *data;
size_t count;
} ufbx_void_list;
UFBX_LIST_TYPE(ufbx_bool_list, bool);
UFBX_LIST_TYPE(ufbx_uint32_list, uint32_t);
UFBX_LIST_TYPE(ufbx_real_list, ufbx_real);
UFBX_LIST_TYPE(ufbx_vec2_list, ufbx_vec2);
UFBX_LIST_TYPE(ufbx_vec3_list, ufbx_vec3);
UFBX_LIST_TYPE(ufbx_vec4_list, ufbx_vec4);
UFBX_LIST_TYPE(ufbx_string_list, ufbx_string);
// -- Document object model
typedef enum ufbx_dom_value_type UFBX_ENUM_REPR {
UFBX_DOM_VALUE_NUMBER,
UFBX_DOM_VALUE_STRING,
UFBX_DOM_VALUE_ARRAY_I8,
UFBX_DOM_VALUE_ARRAY_I32,
UFBX_DOM_VALUE_ARRAY_I64,
UFBX_DOM_VALUE_ARRAY_F32,
UFBX_DOM_VALUE_ARRAY_F64,
UFBX_DOM_VALUE_ARRAY_RAW_STRING,
UFBX_DOM_VALUE_ARRAY_IGNORED,
UFBX_ENUM_FORCE_WIDTH(UFBX_DOM_VALUE_TYPE)
} ufbx_dom_value_type;
UFBX_ENUM_TYPE(ufbx_dom_value_type, UFBX_DOM_VALUE_TYPE, UFBX_DOM_VALUE_ARRAY_IGNORED);
typedef struct ufbx_dom_node ufbx_dom_node;
typedef struct ufbx_dom_value {
ufbx_dom_value_type type;
ufbx_string value_str;
ufbx_blob value_blob;
int64_t value_int;
double value_float;
} ufbx_dom_value;
UFBX_LIST_TYPE(ufbx_dom_node_list, ufbx_dom_node*);
UFBX_LIST_TYPE(ufbx_dom_value_list, ufbx_dom_value);
struct ufbx_dom_node {
ufbx_string name;
ufbx_dom_node_list children;
ufbx_dom_value_list values;
};
// -- Properties
// FBX elements have properties which are arbitrary key/value pairs that can
// have inherited default values or be animated. In most cases you don't need
// to access these unless you need a feature not implemented directly in ufbx.
// NOTE: Prefer using `ufbx_find_prop[_len](...)` to search for a property by
// name as it can find it from the defaults if necessary.
typedef struct ufbx_prop ufbx_prop;
typedef struct ufbx_props ufbx_props;
// Data type contained within the property. All the data fields are always
// populated regardless of type, so there's no need to switch by type usually
// eg. `prop->value_real` and `prop->value_int` have the same value (well, close)
// if `prop->type == UFBX_PROP_INTEGER`. String values are not converted from/to.
typedef enum ufbx_prop_type UFBX_ENUM_REPR {
UFBX_PROP_UNKNOWN,
UFBX_PROP_BOOLEAN,
UFBX_PROP_INTEGER,
UFBX_PROP_NUMBER,
UFBX_PROP_VECTOR,
UFBX_PROP_COLOR,
UFBX_PROP_COLOR_WITH_ALPHA,
UFBX_PROP_STRING,
UFBX_PROP_DATE_TIME,
UFBX_PROP_TRANSLATION,
UFBX_PROP_ROTATION,
UFBX_PROP_SCALING,
UFBX_PROP_DISTANCE,
UFBX_PROP_COMPOUND,
UFBX_PROP_BLOB,
UFBX_PROP_REFERENCE,
UFBX_ENUM_FORCE_WIDTH(UFBX_PROP_TYPE)
} ufbx_prop_type;
UFBX_ENUM_TYPE(ufbx_prop_type, UFBX_PROP_TYPE, UFBX_PROP_REFERENCE);
// Property flags: Advanced information about properties, not usually needed.
typedef enum ufbx_prop_flags UFBX_FLAG_REPR {
// Supports animation.
// NOTE: ufbx ignores this and allows animations on non-animatable properties.
UFBX_PROP_FLAG_ANIMATABLE = 0x1,
// User defined (custom) property.
UFBX_PROP_FLAG_USER_DEFINED = 0x2,
// Hidden in UI.
UFBX_PROP_FLAG_HIDDEN = 0x4,
// Disallow modification from UI for components.
UFBX_PROP_FLAG_LOCK_X = 0x10,
UFBX_PROP_FLAG_LOCK_Y = 0x20,
UFBX_PROP_FLAG_LOCK_Z = 0x40,
UFBX_PROP_FLAG_LOCK_W = 0x80,
// Disable animation from components.
UFBX_PROP_FLAG_MUTE_X = 0x100,
UFBX_PROP_FLAG_MUTE_Y = 0x200,
UFBX_PROP_FLAG_MUTE_Z = 0x400,
UFBX_PROP_FLAG_MUTE_W = 0x800,
// Property created by ufbx when an element has a connected `ufbx_anim_prop`
// but doesn't contain the `ufbx_prop` it's referring to.
// NOTE: The property may have been found in the templated defaults.
UFBX_PROP_FLAG_SYNTHETIC = 0x1000,
// The property has at least one `ufbx_anim_prop` in some layer.
UFBX_PROP_FLAG_ANIMATED = 0x2000,
// Used by `ufbx_evaluate_prop()` to indicate the the property was not found.
UFBX_PROP_FLAG_NOT_FOUND = 0x4000,
// The property is connected to another one.
// This use case is relatively rare so `ufbx_prop` does not track connections
// directly. You can find connections from `ufbx_element.connections_dst` where
// `ufbx_connection.dst_prop` is this property and `ufbx_connection.src_prop` is defined.
UFBX_PROP_FLAG_CONNECTED = 0x8000,
// The value of this property is undefined (represented as zero).
UFBX_PROP_FLAG_NO_VALUE = 0x10000,
// This property has been overridden by the user.
// See `ufbx_anim.prop_overrides` for more information.
UFBX_PROP_FLAG_OVERRIDDEN = 0x20000,
// Value type.
// `REAL/VEC2/VEC3/VEC4` are mutually exclusive but may coexist with eg. `STRING`
// in some rare cases where the string defines the unit for the vector.
UFBX_PROP_FLAG_VALUE_REAL = 0x100000,
UFBX_PROP_FLAG_VALUE_VEC2 = 0x200000,
UFBX_PROP_FLAG_VALUE_VEC3 = 0x400000,
UFBX_PROP_FLAG_VALUE_VEC4 = 0x800000,
UFBX_PROP_FLAG_VALUE_INT = 0x1000000,
UFBX_PROP_FLAG_VALUE_STR = 0x2000000,
UFBX_PROP_FLAG_VALUE_BLOB = 0x4000000,
UFBX_FLAG_FORCE_WIDTH(UFBX_PROP_FLAGS)
} ufbx_prop_flags;
// Single property with name/type/value.
struct ufbx_prop {
ufbx_string name;
uint32_t _internal_key;
ufbx_prop_type type;
ufbx_prop_flags flags;
ufbx_string value_str;
ufbx_blob value_blob;
int64_t value_int;
union {
ufbx_real value_real_arr[4];
ufbx_real value_real;
ufbx_vec2 value_vec2;
ufbx_vec3 value_vec3;
ufbx_vec4 value_vec4;
};
};
UFBX_LIST_TYPE(ufbx_prop_list, ufbx_prop);
// List of alphabetically sorted properties with potential defaults.
// For animated objects in as scene from `ufbx_evaluate_scene()` this list
// only has the animated properties, the originals are stored under `defaults`.
struct ufbx_props {
ufbx_prop_list props;
size_t num_animated;
ufbx_nullable ufbx_props *defaults;
};
typedef struct ufbx_scene ufbx_scene;
// -- Elements
// Element is the lowest level representation of the FBX file in ufbx.
// An element contains type, id, name, and properties (see `ufbx_props` above)
// Elements may be connected to each other arbitrarily via `ufbx_connection`
typedef struct ufbx_element ufbx_element;
// Unknown
typedef struct ufbx_unknown ufbx_unknown;
// Nodes
typedef struct ufbx_node ufbx_node;
// Node attributes (common)
typedef struct ufbx_mesh ufbx_mesh;
typedef struct ufbx_light ufbx_light;
typedef struct ufbx_camera ufbx_camera;
typedef struct ufbx_bone ufbx_bone;
typedef struct ufbx_empty ufbx_empty;
// Node attributes (curves/surfaces)
typedef struct ufbx_line_curve ufbx_line_curve;
typedef struct ufbx_nurbs_curve ufbx_nurbs_curve;
typedef struct ufbx_nurbs_surface ufbx_nurbs_surface;
typedef struct ufbx_nurbs_trim_surface ufbx_nurbs_trim_surface;
typedef struct ufbx_nurbs_trim_boundary ufbx_nurbs_trim_boundary;
// Node attributes (advanced)
typedef struct ufbx_procedural_geometry ufbx_procedural_geometry;
typedef struct ufbx_stereo_camera ufbx_stereo_camera;
typedef struct ufbx_camera_switcher ufbx_camera_switcher;
typedef struct ufbx_marker ufbx_marker;
typedef struct ufbx_lod_group ufbx_lod_group;
// Deformers
typedef struct ufbx_skin_deformer ufbx_skin_deformer;
typedef struct ufbx_skin_cluster ufbx_skin_cluster;
typedef struct ufbx_blend_deformer ufbx_blend_deformer;
typedef struct ufbx_blend_channel ufbx_blend_channel;
typedef struct ufbx_blend_shape ufbx_blend_shape;
typedef struct ufbx_cache_deformer ufbx_cache_deformer;
typedef struct ufbx_cache_file ufbx_cache_file;
// Materials
typedef struct ufbx_material ufbx_material;
typedef struct ufbx_texture ufbx_texture;
typedef struct ufbx_video ufbx_video;
typedef struct ufbx_shader ufbx_shader;
typedef struct ufbx_shader_binding ufbx_shader_binding;
// Animation
typedef struct ufbx_anim_stack ufbx_anim_stack;
typedef struct ufbx_anim_layer ufbx_anim_layer;
typedef struct ufbx_anim_value ufbx_anim_value;
typedef struct ufbx_anim_curve ufbx_anim_curve;
// Collections
typedef struct ufbx_display_layer ufbx_display_layer;
typedef struct ufbx_selection_set ufbx_selection_set;
typedef struct ufbx_selection_node ufbx_selection_node;
// Constraints
typedef struct ufbx_character ufbx_character;
typedef struct ufbx_constraint ufbx_constraint;
// Miscellaneous
typedef struct ufbx_pose ufbx_pose;
typedef struct ufbx_metadata_object ufbx_metadata_object;
UFBX_LIST_TYPE(ufbx_element_list, ufbx_element*);
UFBX_LIST_TYPE(ufbx_unknown_list, ufbx_unknown*);
UFBX_LIST_TYPE(ufbx_node_list, ufbx_node*);
UFBX_LIST_TYPE(ufbx_mesh_list, ufbx_mesh*);
UFBX_LIST_TYPE(ufbx_light_list, ufbx_light*);
UFBX_LIST_TYPE(ufbx_camera_list, ufbx_camera*);
UFBX_LIST_TYPE(ufbx_bone_list, ufbx_bone*);
UFBX_LIST_TYPE(ufbx_empty_list, ufbx_empty*);
UFBX_LIST_TYPE(ufbx_line_curve_list, ufbx_line_curve*);
UFBX_LIST_TYPE(ufbx_nurbs_curve_list, ufbx_nurbs_curve*);
UFBX_LIST_TYPE(ufbx_nurbs_surface_list, ufbx_nurbs_surface*);
UFBX_LIST_TYPE(ufbx_nurbs_trim_surface_list, ufbx_nurbs_trim_surface*);
UFBX_LIST_TYPE(ufbx_nurbs_trim_boundary_list, ufbx_nurbs_trim_boundary*);
UFBX_LIST_TYPE(ufbx_procedural_geometry_list, ufbx_procedural_geometry*);
UFBX_LIST_TYPE(ufbx_stereo_camera_list, ufbx_stereo_camera*);
UFBX_LIST_TYPE(ufbx_camera_switcher_list, ufbx_camera_switcher*);
UFBX_LIST_TYPE(ufbx_marker_list, ufbx_marker*);
UFBX_LIST_TYPE(ufbx_lod_group_list, ufbx_lod_group*);
UFBX_LIST_TYPE(ufbx_skin_deformer_list, ufbx_skin_deformer*);
UFBX_LIST_TYPE(ufbx_skin_cluster_list, ufbx_skin_cluster*);
UFBX_LIST_TYPE(ufbx_blend_deformer_list, ufbx_blend_deformer*);
UFBX_LIST_TYPE(ufbx_blend_channel_list, ufbx_blend_channel*);
UFBX_LIST_TYPE(ufbx_blend_shape_list, ufbx_blend_shape*);
UFBX_LIST_TYPE(ufbx_cache_deformer_list, ufbx_cache_deformer*);
UFBX_LIST_TYPE(ufbx_cache_file_list, ufbx_cache_file*);
UFBX_LIST_TYPE(ufbx_material_list, ufbx_material*);
UFBX_LIST_TYPE(ufbx_texture_list, ufbx_texture*);
UFBX_LIST_TYPE(ufbx_video_list, ufbx_video*);
UFBX_LIST_TYPE(ufbx_shader_list, ufbx_shader*);
UFBX_LIST_TYPE(ufbx_shader_binding_list, ufbx_shader_binding*);
UFBX_LIST_TYPE(ufbx_anim_stack_list, ufbx_anim_stack*);
UFBX_LIST_TYPE(ufbx_anim_layer_list, ufbx_anim_layer*);
UFBX_LIST_TYPE(ufbx_anim_value_list, ufbx_anim_value*);
UFBX_LIST_TYPE(ufbx_anim_curve_list, ufbx_anim_curve*);
UFBX_LIST_TYPE(ufbx_display_layer_list, ufbx_display_layer*);
UFBX_LIST_TYPE(ufbx_selection_set_list, ufbx_selection_set*);
UFBX_LIST_TYPE(ufbx_selection_node_list, ufbx_selection_node*);
UFBX_LIST_TYPE(ufbx_character_list, ufbx_character*);
UFBX_LIST_TYPE(ufbx_constraint_list, ufbx_constraint*);
UFBX_LIST_TYPE(ufbx_pose_list, ufbx_pose*);
UFBX_LIST_TYPE(ufbx_metadata_object_list, ufbx_metadata_object*);
typedef enum ufbx_element_type UFBX_ENUM_REPR {
UFBX_ELEMENT_UNKNOWN, // < `ufbx_unknown`
UFBX_ELEMENT_NODE, // < `ufbx_node`
UFBX_ELEMENT_MESH, // < `ufbx_mesh`
UFBX_ELEMENT_LIGHT, // < `ufbx_light`
UFBX_ELEMENT_CAMERA, // < `ufbx_camera`
UFBX_ELEMENT_BONE, // < `ufbx_bone`
UFBX_ELEMENT_EMPTY, // < `ufbx_empty`
UFBX_ELEMENT_LINE_CURVE, // < `ufbx_line_curve`
UFBX_ELEMENT_NURBS_CURVE, // < `ufbx_nurbs_curve`
UFBX_ELEMENT_NURBS_SURFACE, // < `ufbx_nurbs_surface`
UFBX_ELEMENT_NURBS_TRIM_SURFACE, // < `ufbx_nurbs_trim_surface`
UFBX_ELEMENT_NURBS_TRIM_BOUNDARY, // < `ufbx_nurbs_trim_boundary`
UFBX_ELEMENT_PROCEDURAL_GEOMETRY, // < `ufbx_procedural_geometry`
UFBX_ELEMENT_STEREO_CAMERA, // < `ufbx_stereo_camera`
UFBX_ELEMENT_CAMERA_SWITCHER, // < `ufbx_camera_switcher`
UFBX_ELEMENT_MARKER, // < `ufbx_marker`
UFBX_ELEMENT_LOD_GROUP, // < `ufbx_lod_group`
UFBX_ELEMENT_SKIN_DEFORMER, // < `ufbx_skin_deformer`
UFBX_ELEMENT_SKIN_CLUSTER, // < `ufbx_skin_cluster`
UFBX_ELEMENT_BLEND_DEFORMER, // < `ufbx_blend_deformer`
UFBX_ELEMENT_BLEND_CHANNEL, // < `ufbx_blend_channel`
UFBX_ELEMENT_BLEND_SHAPE, // < `ufbx_blend_shape`
UFBX_ELEMENT_CACHE_DEFORMER, // < `ufbx_cache_deformer`
UFBX_ELEMENT_CACHE_FILE, // < `ufbx_cache_file`
UFBX_ELEMENT_MATERIAL, // < `ufbx_material`
UFBX_ELEMENT_TEXTURE, // < `ufbx_texture`
UFBX_ELEMENT_VIDEO, // < `ufbx_video`
UFBX_ELEMENT_SHADER, // < `ufbx_shader`
UFBX_ELEMENT_SHADER_BINDING, // < `ufbx_shader_binding`
UFBX_ELEMENT_ANIM_STACK, // < `ufbx_anim_stack`
UFBX_ELEMENT_ANIM_LAYER, // < `ufbx_anim_layer`
UFBX_ELEMENT_ANIM_VALUE, // < `ufbx_anim_value`
UFBX_ELEMENT_ANIM_CURVE, // < `ufbx_anim_curve`
UFBX_ELEMENT_DISPLAY_LAYER, // < `ufbx_display_layer`
UFBX_ELEMENT_SELECTION_SET, // < `ufbx_selection_set`
UFBX_ELEMENT_SELECTION_NODE, // < `ufbx_selection_node`
UFBX_ELEMENT_CHARACTER, // < `ufbx_character`
UFBX_ELEMENT_CONSTRAINT, // < `ufbx_constraint`
UFBX_ELEMENT_POSE, // < `ufbx_pose`
UFBX_ELEMENT_METADATA_OBJECT, // < `ufbx_metadata_object`
UFBX_ELEMENT_TYPE_FIRST_ATTRIB = UFBX_ELEMENT_MESH,
UFBX_ELEMENT_TYPE_LAST_ATTRIB = UFBX_ELEMENT_LOD_GROUP,
UFBX_ENUM_FORCE_WIDTH(UFBX_ELEMENT_TYPE)
} ufbx_element_type;
UFBX_ENUM_TYPE(ufbx_element_type, UFBX_ELEMENT_TYPE, UFBX_ELEMENT_METADATA_OBJECT);
// Connection between two elements.
// Source and destination are somewhat arbitrary but the destination is
// often the "container" like a parent node or mesh containing a deformer.
typedef struct ufbx_connection {
ufbx_element *src;
ufbx_element *dst;
ufbx_string src_prop;
ufbx_string dst_prop;
} ufbx_connection;
UFBX_LIST_TYPE(ufbx_connection_list, ufbx_connection);
// Element "base-class" common to each element.
// Some fields (like `connections_src`) are advanced and not visible
// in the specialized element structs.
// NOTE: The `element_id` value is consistent when loading the
// _same_ file, but re-exporting the file will invalidate them. (TOMOVE)
struct ufbx_element {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
ufbx_element_type type;
ufbx_connection_list connections_src;
ufbx_connection_list connections_dst;
ufbx_nullable ufbx_dom_node *dom_node;
ufbx_scene *scene;
};
// -- Unknown
struct ufbx_unknown {
// Shared "base-class" header, see `ufbx_element`.
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// FBX format specific type information.
// In ASCII FBX format:
// super_type: ID, "type::name", "sub_type" { ... }
ufbx_string type;
ufbx_string super_type;
ufbx_string sub_type;
};
// -- Nodes
// Inherit type specifies how hierarchial node transforms are combined.
// This only affects the final scaling, as rotation and translation are always
// inherited correctly.
// NOTE: These don't map to `"InheritType"` property as there may be new ones for
// compatibility with various exporters.
typedef enum ufbx_inherit_mode UFBX_ENUM_REPR {
// Normal matrix composition of hierarchy: `R*S*r*s`.
// child.node_to_world = parent.node_to_world * child.node_to_parent;
UFBX_INHERIT_MODE_NORMAL,
// Ignore parent scale when computing the transform: `R*r*s`.
// ufbx_transform t = node.local_transform;
// t.translation *= parent.inherit_scale;
// t.scale *= node.inherit_scale_node.inherit_scale;
// child.node_to_world = parent.unscaled_node_to_world * t;
// Also known as "Segment scale compensate" in some software.
UFBX_INHERIT_MODE_IGNORE_PARENT_SCALE,
// Apply parent scale component-wise: `R*r*S*s`.
// ufbx_transform t = node.local_transform;
// t.translation *= parent.inherit_scale;
// t.scale *= node.inherit_scale_node.inherit_scale;
// child.node_to_world = parent.unscaled_node_to_world * t;
UFBX_INHERIT_MODE_COMPONENTWISE_SCALE,
UFBX_ENUM_FORCE_WIDTH(UFBX_INHERIT_MODE)
} ufbx_inherit_mode;
UFBX_ENUM_TYPE(ufbx_inherit_mode, UFBX_INHERIT_MODE, UFBX_INHERIT_MODE_COMPONENTWISE_SCALE);
typedef enum ufbx_mirror_axis UFBX_ENUM_REPR {
UFBX_MIRROR_AXIS_NONE,
UFBX_MIRROR_AXIS_X,
UFBX_MIRROR_AXIS_Y,
UFBX_MIRROR_AXIS_Z,
UFBX_ENUM_FORCE_WIDTH(UFBX_MIRROR_AXIS)
} ufbx_mirror_axis;
UFBX_ENUM_TYPE(ufbx_mirror_axis, UFBX_MIRROR_AXIS, UFBX_MIRROR_AXIS_Z);
// Nodes form the scene transformation hierarchy and can contain attached
// elements such as meshes or lights. In normal cases a single `ufbx_node`
// contains only a single attached element, so using `type/mesh/...` is safe.
struct ufbx_node {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Node hierarchy
// Parent node containing this one if not root.
//
// Always non-`NULL` for non-root nodes unless
// `ufbx_load_opts.allow_nodes_out_of_root` is enabled.
ufbx_nullable ufbx_node *parent;
// List of child nodes parented to this node.
ufbx_node_list children;
// Common attached element type and typed pointers. Set to `NULL` if not in
// use, so checking `attrib_type` is not required.
//
// HINT: If you need less common attributes access `ufbx_node.attrib`, you
// can use utility functions like `ufbx_as_nurbs_curve(attrib)` to convert
// and check the attribute in one step.
ufbx_nullable ufbx_mesh *mesh;
ufbx_nullable ufbx_light *light;
ufbx_nullable ufbx_camera *camera;
// Less common attributes use these fields.
//
// Defined even if it is one of the above, eg. `ufbx_mesh`. In case there
// is multiple attributes this will be the first one.
ufbx_nullable ufbx_element *attrib;
// Geometry transform helper if one exists.
// See `UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES`.
ufbx_nullable ufbx_node *geometry_transform_helper;
// Scale helper if one exists.
// See `UFBX_INHERIT_MODE_HANDLING_HELPER_NODES`.
ufbx_nullable ufbx_node *scale_helper;
// `attrib->type` if `attrib` is defined, otherwise `UFBX_ELEMENT_UNKNOWN`.
ufbx_element_type attrib_type;
// List of _all_ attached attribute elements.
//
// In most cases there is only zero or one attributes per node, but if you
// have a very exotic FBX file nodes may have multiple attributes.
ufbx_element_list all_attribs;
// Local transform in parent, geometry transform is a non-inherited
// transform applied only to attachments like meshes
ufbx_inherit_mode inherit_mode;
ufbx_inherit_mode original_inherit_mode;
ufbx_transform local_transform;
ufbx_transform geometry_transform;
// Combined scale when using `UFBX_INHERIT_MODE_COMPONENTWISE_SCALE`.
// Contains `local_transform.scale` otherwise.
ufbx_vec3 inherit_scale;
// Node where scale is inherited from for `UFBX_INHERIT_MODE_COMPONENTWISE_SCALE`
// and even for `UFBX_INHERIT_MODE_IGNORE_PARENT_SCALE`.
// For componentwise-scale nodes, this will point to `parent`, for scale ignoring
// nodes this will point to the parent of the nearest componentwise-scaled node
// in the parent chain.
ufbx_nullable ufbx_node *inherit_scale_node;
// Raw Euler angles in degrees for those who want them
// Specifies the axis order `euler_rotation` is applied in.
ufbx_rotation_order rotation_order;
// Rotation around the local X/Y/Z axes in `rotation_order`.
// The angles are specified in degrees.
ufbx_vec3 euler_rotation;
// Matrices derived from the transformations, for transforming geometry
// prefer using `geometry_to_world` as that supports geometric transforms.
// Transform from this node to `parent` space.
// Equivalent to `ufbx_transform_to_matrix(&local_transform)`.
ufbx_matrix node_to_parent;
// Transform from this node to the world space, ie. multiplying all the
// `node_to_parent` matrices of the parent chain together.
ufbx_matrix node_to_world;
// Transform from the attribute to this node. Does not affect the transforms
// of `children`!
// Equivalent to `ufbx_transform_to_matrix(&geometry_transform)`.
ufbx_matrix geometry_to_node;
// Transform from attribute space to world space.
// Equivalent to `ufbx_matrix_mul(&node_to_world, &geometry_to_node)`.
ufbx_matrix geometry_to_world;
// Transform from this node to world space, ignoring self scaling.
ufbx_matrix unscaled_node_to_world;
// ufbx-specific adjustment for switching between coodrinate/unit systems.
// HINT: In most cases you don't need to deal with these as these are baked
// into all the transforms above and into `ufbx_evaluate_transform()`.
ufbx_vec3 adjust_pre_translation; // < Translation applied between parent and self
ufbx_quat adjust_pre_rotation; // < Rotation applied between parent and self
ufbx_real adjust_pre_scale; // < Scaling applied between parent and self
ufbx_quat adjust_post_rotation; // < Rotation applied in local space at the end
ufbx_real adjust_post_scale; // < Scaling applied in local space at the end
ufbx_real adjust_translation_scale; // < Scaling applied to translation only
ufbx_mirror_axis adjust_mirror_axis; // < Mirror translation and rotation on this axis
// Materials used by `mesh` or other `attrib`.
// There may be multiple copies of a single `ufbx_mesh` with different materials
// in the `ufbx_node` instances.
ufbx_material_list materials;
// Bind pose
ufbx_nullable ufbx_pose *bind_pose;
// Visibility state.
bool visible;
// True if this node is the implicit root node of the scene.
bool is_root;
// True if the node has a non-identity `geometry_transform`.
bool has_geometry_transform;
// If `true` the transform is adjusted by ufbx, not enabled by default.
// See `adjust_pre_rotation`, `adjust_pre_scale`, `adjust_post_rotation`,
// and `adjust_post_scale`.
bool has_adjust_transform;
// Scale is adjusted by root scale.
bool has_root_adjust_transform;
// True if this node is a synthetic geometry transform helper.
// See `UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES`.
bool is_geometry_transform_helper;
// True if the node is a synthetic scale compensation helper.
// See `UFBX_INHERIT_MODE_HANDLING_HELPER_NODES`.
bool is_scale_helper;
// Parent node to children that can compensate for parent scale.
bool is_scale_compensate_parent;
// How deep is this node in the parent hierarchy. Root node is at depth `0`
// and the immediate children of root at `1`.
uint32_t node_depth;
};
// Vertex attribute: All attributes are stored in a consistent indexed format
// regardless of how it's actually stored in the file.
//
// `values` is a contiguous array of attribute values.
// `indices` maps each mesh index into a value in the `values` array.
//
// If `unique_per_vertex` is set then the attribute is guaranteed to have a
// single defined value per vertex accessible via:
// attrib.values.data[attrib.indices.data[mesh->vertex_first_index[vertex_ix]]
typedef struct ufbx_vertex_attrib {
bool exists;
ufbx_void_list values;
ufbx_uint32_list indices;
size_t value_reals;
bool unique_per_vertex;
} ufbx_vertex_attrib;
// 1D vertex attribute, see `ufbx_vertex_attrib` for information
typedef struct ufbx_vertex_real {
bool exists;
ufbx_real_list values;
ufbx_uint32_list indices;
size_t value_reals;
bool unique_per_vertex;
UFBX_VERTEX_ATTRIB_IMPL(ufbx_real)
} ufbx_vertex_real;
// 2D vertex attribute, see `ufbx_vertex_attrib` for information
typedef struct ufbx_vertex_vec2 {
bool exists;
ufbx_vec2_list values;
ufbx_uint32_list indices;
size_t value_reals;
bool unique_per_vertex;
UFBX_VERTEX_ATTRIB_IMPL(ufbx_vec2)
} ufbx_vertex_vec2;
// 3D vertex attribute, see `ufbx_vertex_attrib` for information
typedef struct ufbx_vertex_vec3 {
bool exists;
ufbx_vec3_list values;
ufbx_uint32_list indices;
size_t value_reals;
bool unique_per_vertex;
UFBX_VERTEX_ATTRIB_IMPL(ufbx_vec3)
} ufbx_vertex_vec3;
// 4D vertex attribute, see `ufbx_vertex_attrib` for information
typedef struct ufbx_vertex_vec4 {
bool exists;
ufbx_vec4_list values;
ufbx_uint32_list indices;
size_t value_reals;
bool unique_per_vertex;
UFBX_VERTEX_ATTRIB_IMPL(ufbx_vec4)
} ufbx_vertex_vec4;
// Vertex UV set/layer
typedef struct ufbx_uv_set {
ufbx_string name;
uint32_t index;
// Vertex attributes, see `ufbx_mesh` attributes for more information
ufbx_vertex_vec2 vertex_uv; // < UV / texture coordinates
ufbx_vertex_vec3 vertex_tangent; // < (optional) Tangent vector in UV.x direction
ufbx_vertex_vec3 vertex_bitangent; // < (optional) Tangent vector in UV.y direction
} ufbx_uv_set;
// Vertex color set/layer
typedef struct ufbx_color_set {
ufbx_string name;
uint32_t index;
// Vertex attributes, see `ufbx_mesh` attributes for more information
ufbx_vertex_vec4 vertex_color; // < Per-vertex RGBA color
} ufbx_color_set;
UFBX_LIST_TYPE(ufbx_uv_set_list, ufbx_uv_set);
UFBX_LIST_TYPE(ufbx_color_set_list, ufbx_color_set);
// Edge between two _indices_ in a mesh
typedef struct ufbx_edge {
union {
struct { uint32_t a, b; };
uint32_t indices[2];
};
} ufbx_edge;
UFBX_LIST_TYPE(ufbx_edge_list, ufbx_edge);
// Polygonal face with arbitrary number vertices, a single face contains a
// contiguous range of mesh indices, eg. `{5,3}` would have indices 5, 6, 7
//
// NOTE: `num_indices` maybe less than 3 in which case the face is invalid!
// [TODO #23: should probably remove the bad faces at load time]
typedef struct ufbx_face {
uint32_t index_begin;
uint32_t num_indices;
} ufbx_face;
UFBX_LIST_TYPE(ufbx_face_list, ufbx_face);
// Subset of mesh faces used by a single material or group.
typedef struct ufbx_mesh_part {
// Index of the mesh part.
uint32_t index;
// Sub-set of the geometry
size_t num_faces; // < Number of faces (polygons)
size_t num_triangles; // < Number of triangles if triangulated
size_t num_empty_faces; // < Number of faces with zero vertices
size_t num_point_faces; // < Number of faces with a single vertex
size_t num_line_faces; // < Number of faces with two vertices
// Indices to `ufbx_mesh.faces[]`.
// Always contains `num_faces` elements.
ufbx_uint32_list face_indices;
} ufbx_mesh_part;
UFBX_LIST_TYPE(ufbx_mesh_part_list, ufbx_mesh_part);
typedef struct ufbx_face_group {
int32_t id; // < Numerical ID for this group.
ufbx_string name; // < Name for the face group.
} ufbx_face_group;
UFBX_LIST_TYPE(ufbx_face_group_list, ufbx_face_group);
typedef struct ufbx_subdivision_weight_range {
uint32_t weight_begin;
uint32_t num_weights;
} ufbx_subdivision_weight_range;
UFBX_LIST_TYPE(ufbx_subdivision_weight_range_list, ufbx_subdivision_weight_range);
typedef struct ufbx_subdivision_weight {
ufbx_real weight;
uint32_t index;
} ufbx_subdivision_weight;
UFBX_LIST_TYPE(ufbx_subdivision_weight_list, ufbx_subdivision_weight);
typedef struct ufbx_subdivision_result {
size_t result_memory_used;
size_t temp_memory_used;
size_t result_allocs;
size_t temp_allocs;
// Weights of vertices in the source model.
// Defined if `ufbx_subdivide_opts.evaluate_source_vertices` is set.
ufbx_subdivision_weight_range_list source_vertex_ranges;
ufbx_subdivision_weight_list source_vertex_weights;
// Weights of skin clusters in the source model.
// Defined if `ufbx_subdivide_opts.evaluate_skin_weights` is set.
ufbx_subdivision_weight_range_list skin_cluster_ranges;
ufbx_subdivision_weight_list skin_cluster_weights;
} ufbx_subdivision_result;
typedef enum ufbx_subdivision_display_mode UFBX_ENUM_REPR {
UFBX_SUBDIVISION_DISPLAY_DISABLED,
UFBX_SUBDIVISION_DISPLAY_HULL,
UFBX_SUBDIVISION_DISPLAY_HULL_AND_SMOOTH,
UFBX_SUBDIVISION_DISPLAY_SMOOTH,
UFBX_ENUM_FORCE_WIDTH(UFBX_SUBDIVISION_DISPLAY_MODE)
} ufbx_subdivision_display_mode;
UFBX_ENUM_TYPE(ufbx_subdivision_display_mode, UFBX_SUBDIVISION_DISPLAY_MODE, UFBX_SUBDIVISION_DISPLAY_SMOOTH);
typedef enum ufbx_subdivision_boundary UFBX_ENUM_REPR {
UFBX_SUBDIVISION_BOUNDARY_DEFAULT,
UFBX_SUBDIVISION_BOUNDARY_LEGACY,
// OpenSubdiv: `VTX_BOUNDARY_EDGE_AND_CORNER` / `FVAR_LINEAR_CORNERS_ONLY`
UFBX_SUBDIVISION_BOUNDARY_SHARP_CORNERS,
// OpenSubdiv: `VTX_BOUNDARY_EDGE_ONLY` / `FVAR_LINEAR_NONE`
UFBX_SUBDIVISION_BOUNDARY_SHARP_NONE,
// OpenSubdiv: `FVAR_LINEAR_BOUNDARIES`
UFBX_SUBDIVISION_BOUNDARY_SHARP_BOUNDARY,
// OpenSubdiv: `FVAR_LINEAR_ALL`
UFBX_SUBDIVISION_BOUNDARY_SHARP_INTERIOR,
UFBX_ENUM_FORCE_WIDTH(UFBX_SUBDIVISION_BOUNDARY)
} ufbx_subdivision_boundary;
UFBX_ENUM_TYPE(ufbx_subdivision_boundary, UFBX_SUBDIVISION_BOUNDARY, UFBX_SUBDIVISION_BOUNDARY_SHARP_INTERIOR);
// Polygonal mesh geometry.
//
// Example mesh with two triangles (x, z) and a quad (y).
// The faces have a constant UV coordinate x/y/z.
// The vertices have _per vertex_ normals that point up/down.
//
// ^ ^ ^
// A---B-----C
// |x / /|
// | / y / |
// |/ / z|
// D-----E---F
// v v v
//
// Attributes may have multiple values within a single vertex, for example a
// UV seam vertex has two UV coordinates. Thus polygons are defined using
// an index that counts each corner of each face polygon. If an attribute is
// defined (even per-vertex) it will always have a valid `indices` array.
//
// {0,3} {3,4} {7,3} faces ({ index_begin, num_indices })
// 0 1 2 3 4 5 6 7 8 9 index
//
// 0 1 3 1 2 4 3 2 4 5 vertex_indices[index]
// A B D B C E D C E F vertices[vertex_indices[index]]
//
// 0 0 1 0 0 1 1 0 1 1 vertex_normal.indices[index]
// ^ ^ v ^ ^ v v ^ v v vertex_normal.data[vertex_normal.indices[index]]
//
// 0 0 0 1 1 1 1 2 2 2 vertex_uv.indices[index]
// x x x y y y y z z z vertex_uv.data[vertex_uv.indices[index]]
//
// Vertex position can also be accessed uniformly through an accessor:
// 0 1 3 1 2 4 3 2 4 5 vertex_position.indices[index]
// A B D B C E D C E F vertex_position.data[vertex_position.indices[index]]
//
// Some geometry data is specified per logical vertex. Vertex positions are
// the only attribute that is guaranteed to be defined _uniquely_ per vertex.
// Vertex attributes _may_ be defined per vertex if `unique_per_vertex == true`.
// You can access the per-vertex values by first finding the first index that
// refers to the given vertex.
//
// 0 1 2 3 4 5 vertex
// A B C D E F vertices[vertex]
//
// 0 1 4 2 5 9 vertex_first_index[vertex]
// 0 0 0 1 1 1 vertex_normal.indices[vertex_first_index[vertex]]
// ^ ^ ^ v v v vertex_normal.data[vertex_normal.indices[vertex_first_index[vertex]]]
//
struct ufbx_mesh {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
// Number of "logical" vertices that would be treated as a single point,
// one vertex may be split to multiple indices for split attributes, eg. UVs
size_t num_vertices; // < Number of logical "vertex" points
size_t num_indices; // < Number of combiend vertex/attribute tuples
size_t num_faces; // < Number of faces (polygons) in the mesh
size_t num_triangles; // < Number of triangles if triangulated
// Number of edges in the mesh.
// NOTE: May be zero in valid meshes if the file doesn't contain edge adjacency data!
size_t num_edges;
size_t max_face_triangles; // < Maximum number of triangles in a face in this mesh
size_t num_empty_faces; // < Number of faces with zero vertices
size_t num_point_faces; // < Number of faces with a single vertex
size_t num_line_faces; // < Number of faces with two vertices
// Faces and optional per-face extra data
ufbx_face_list faces; // < Face index range
ufbx_bool_list face_smoothing; // < Should the face have soft normals
ufbx_uint32_list face_material; // < Indices to `ufbx_mesh.materials[]` and `ufbx_node.materials[]`
ufbx_uint32_list face_group; // < Face polygon group index, indices to `ufbx_mesh.face_groups[]`
ufbx_bool_list face_hole; // < Should the face be hidden as a "hole"
// Edges and optional per-edge extra data
ufbx_edge_list edges; // < Edge index range
ufbx_bool_list edge_smoothing; // < Should the edge have soft normals
ufbx_real_list edge_crease; // < Crease value for subdivision surfaces
ufbx_bool_list edge_visibility; // < Should the edge be visible
// Logical vertices and positions, alternatively you can use
// `vertex_position` for consistent interface with other attributes.
ufbx_uint32_list vertex_indices;
ufbx_vec3_list vertices;
// First index referring to a given vertex, `UFBX_NO_INDEX` if the vertex is unused.
ufbx_uint32_list vertex_first_index;
// Vertex attributes, see the comment over the struct.
//
// NOTE: Not all meshes have all attributes, in that case `indices/data == NULL`!
//
// NOTE: UV/tangent/bitangent and color are the from first sets,
// use `uv_sets/color_sets` to access the other layers.
ufbx_vertex_vec3 vertex_position; // < Vertex positions
ufbx_vertex_vec3 vertex_normal; // < (optional) Normal vectors, always defined if `ufbx_load_opts.generate_missing_normals`
ufbx_vertex_vec2 vertex_uv; // < (optional) UV / texture coordinates
ufbx_vertex_vec3 vertex_tangent; // < (optional) Tangent vector in UV.x direction
ufbx_vertex_vec3 vertex_bitangent; // < (optional) Tangent vector in UV.y direction
ufbx_vertex_vec4 vertex_color; // < (optional) Per-vertex RGBA color
ufbx_vertex_real vertex_crease; // < (optional) Crease value for subdivision surfaces
// Multiple named UV/color sets
// NOTE: The first set contains the same data as `vertex_uv/color`!
ufbx_uv_set_list uv_sets;
ufbx_color_set_list color_sets;
// Materials used by the mesh.
// NOTE: These can be wrong if you want to support per-instance materials!
// Use `ufbx_node.materials[]` to get the per-instance materials at the same indices.
ufbx_material_list materials;
// Face groups for this mesh.
ufbx_face_group_list face_groups;
// Segments that use a given material.
// Defined even if the mesh doesn't have any materials.
ufbx_mesh_part_list material_parts;
// Segments for each face group.
ufbx_mesh_part_list face_group_parts;
// Skinned vertex positions, for efficiency the skinned positions are the
// same as the static ones for non-skinned meshes and `skinned_is_local`
// is set to true meaning you need to transform them manually using
// `ufbx_transform_position(&node->geometry_to_world, skinned_pos)`!
bool skinned_is_local;
ufbx_vertex_vec3 skinned_position;
ufbx_vertex_vec3 skinned_normal;
// Deformers
ufbx_skin_deformer_list skin_deformers;
ufbx_blend_deformer_list blend_deformers;
ufbx_cache_deformer_list cache_deformers;
ufbx_element_list all_deformers;
// Subdivision
uint32_t subdivision_preview_levels;
uint32_t subdivision_render_levels;
ufbx_subdivision_display_mode subdivision_display_mode;
ufbx_subdivision_boundary subdivision_boundary;
ufbx_subdivision_boundary subdivision_uv_boundary;
// The winding of the faces has been reversed.
bool reversed_winding;
// Normals have been generated instead of evalauted.
// Either from missing normals (via `ufbx_load_opts.generate_missing_normals`), skinning,
// tessellation, or subdivision.
bool generated_normals;
// Subdivision (result)
bool subdivision_evaluated;
ufbx_nullable ufbx_subdivision_result *subdivision_result;
// Tessellation (result)
bool from_tessellated_nurbs;
};
// The kind of light source
typedef enum ufbx_light_type UFBX_ENUM_REPR {
// Single point at local origin, at `node->world_transform.position`
UFBX_LIGHT_POINT,
// Infinite directional light pointing locally towards `light->local_direction`
// For global: `ufbx_transform_direction(&node->node_to_world, light->local_direction)`
UFBX_LIGHT_DIRECTIONAL,
// Cone shaped light towards `light->local_direction`, between `light->inner/outer_angle`.
// For global: `ufbx_transform_direction(&node->node_to_world, light->local_direction)`
UFBX_LIGHT_SPOT,
// Area light, shape specified by `light->area_shape`
// TODO: Units?
UFBX_LIGHT_AREA,
// Volumetric light source
// TODO: How does this work
UFBX_LIGHT_VOLUME,
UFBX_ENUM_FORCE_WIDTH(UFBX_LIGHT_TYPE)
} ufbx_light_type;
UFBX_ENUM_TYPE(ufbx_light_type, UFBX_LIGHT_TYPE, UFBX_LIGHT_VOLUME);
// How fast does the light intensity decay at a distance
typedef enum ufbx_light_decay UFBX_ENUM_REPR {
UFBX_LIGHT_DECAY_NONE, // < 1 (no decay)
UFBX_LIGHT_DECAY_LINEAR, // < 1 / d
UFBX_LIGHT_DECAY_QUADRATIC, // < 1 / d^2 (physically accurate)
UFBX_LIGHT_DECAY_CUBIC, // < 1 / d^3
UFBX_ENUM_FORCE_WIDTH(UFBX_LIGHT_DECAY)
} ufbx_light_decay;
UFBX_ENUM_TYPE(ufbx_light_decay, UFBX_LIGHT_DECAY, UFBX_LIGHT_DECAY_CUBIC);
typedef enum ufbx_light_area_shape UFBX_ENUM_REPR {
UFBX_LIGHT_AREA_SHAPE_RECTANGLE,
UFBX_LIGHT_AREA_SHAPE_SPHERE,
UFBX_ENUM_FORCE_WIDTH(UFBX_LIGHT_AREA_SHAPE)
} ufbx_light_area_shape;
UFBX_ENUM_TYPE(ufbx_light_area_shape, UFBX_LIGHT_AREA_SHAPE, UFBX_LIGHT_AREA_SHAPE_SPHERE);
// Light source attached to a `ufbx_node`
struct ufbx_light {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
// Color and intensity of the light, usually you want to use `color * intensity`
// NOTE: `intensity` is 0.01x of the property `"Intensity"` as that matches
// matches values in DCC programs before exporting.
ufbx_vec3 color;
ufbx_real intensity;
// Direction the light is aimed at in node's local space, usually -Y
ufbx_vec3 local_direction;
// Type of the light and shape parameters
ufbx_light_type type;
ufbx_light_decay decay;
ufbx_light_area_shape area_shape;
ufbx_real inner_angle;
ufbx_real outer_angle;
bool cast_light;
bool cast_shadows;
};
typedef enum ufbx_projection_mode UFBX_ENUM_REPR {
// Perspective projection.
UFBX_PROJECTION_MODE_PERSPECTIVE,
// Orthographic projection.
UFBX_PROJECTION_MODE_ORTHOGRAPHIC,
UFBX_ENUM_FORCE_WIDTH(UFBX_PROJECTION_MODE)
} ufbx_projection_mode;
UFBX_ENUM_TYPE(ufbx_projection_mode, UFBX_PROJECTION_MODE, UFBX_PROJECTION_MODE_ORTHOGRAPHIC);
// Method of specifying the rendering resolution from properties
// NOTE: Handled internally by ufbx, ignore unless you interpret `ufbx_props` directly!
typedef enum ufbx_aspect_mode UFBX_ENUM_REPR {
// No defined resolution
UFBX_ASPECT_MODE_WINDOW_SIZE,
// `"AspectWidth"` and `"AspectHeight"` are relative to each other
UFBX_ASPECT_MODE_FIXED_RATIO,
// `"AspectWidth"` and `"AspectHeight"` are both pixels
UFBX_ASPECT_MODE_FIXED_RESOLUTION,
// `"AspectWidth"` is pixels, `"AspectHeight"` is relative to width
UFBX_ASPECT_MODE_FIXED_WIDTH,
// < `"AspectHeight"` is pixels, `"AspectWidth"` is relative to height
UFBX_ASPECT_MODE_FIXED_HEIGHT,
UFBX_ENUM_FORCE_WIDTH(UFBX_ASPECT_MODE)
} ufbx_aspect_mode;
UFBX_ENUM_TYPE(ufbx_aspect_mode, UFBX_ASPECT_MODE, UFBX_ASPECT_MODE_FIXED_HEIGHT);
// Method of specifying the field of view from properties
// NOTE: Handled internally by ufbx, ignore unless you interpret `ufbx_props` directly!
typedef enum ufbx_aperture_mode UFBX_ENUM_REPR {
// Use separate `"FieldOfViewX"` and `"FieldOfViewY"` as horizontal/vertical FOV angles
UFBX_APERTURE_MODE_HORIZONTAL_AND_VERTICAL,
// Use `"FieldOfView"` as horizontal FOV angle, derive vertical angle via aspect ratio
UFBX_APERTURE_MODE_HORIZONTAL,
// Use `"FieldOfView"` as vertical FOV angle, derive horizontal angle via aspect ratio
UFBX_APERTURE_MODE_VERTICAL,
// Compute the field of view from the render gate size and focal length
UFBX_APERTURE_MODE_FOCAL_LENGTH,
UFBX_ENUM_FORCE_WIDTH(UFBX_APERTURE_MODE)
} ufbx_aperture_mode;
UFBX_ENUM_TYPE(ufbx_aperture_mode, UFBX_APERTURE_MODE, UFBX_APERTURE_MODE_FOCAL_LENGTH);
// Method of specifying the render gate size from properties
// NOTE: Handled internally by ufbx, ignore unless you interpret `ufbx_props` directly!
typedef enum ufbx_gate_fit UFBX_ENUM_REPR {
// Use the film/aperture size directly as the render gate
UFBX_GATE_FIT_NONE,
// Fit the render gate to the height of the film, derive width from aspect ratio
UFBX_GATE_FIT_VERTICAL,
// Fit the render gate to the width of the film, derive height from aspect ratio
UFBX_GATE_FIT_HORIZONTAL,
// Fit the render gate so that it is fully contained within the film gate
UFBX_GATE_FIT_FILL,
// Fit the render gate so that it fully contains the film gate
UFBX_GATE_FIT_OVERSCAN,
// Stretch the render gate to match the film gate
// TODO: Does this differ from `UFBX_GATE_FIT_NONE`?
UFBX_GATE_FIT_STRETCH,
UFBX_ENUM_FORCE_WIDTH(UFBX_GATE_FIT)
} ufbx_gate_fit;
UFBX_ENUM_TYPE(ufbx_gate_fit, UFBX_GATE_FIT, UFBX_GATE_FIT_STRETCH);
// Camera film/aperture size defaults
// NOTE: Handled internally by ufbx, ignore unless you interpret `ufbx_props` directly!
typedef enum ufbx_aperture_format UFBX_ENUM_REPR {
UFBX_APERTURE_FORMAT_CUSTOM, // < Use `"FilmWidth"` and `"FilmHeight"`
UFBX_APERTURE_FORMAT_16MM_THEATRICAL, // < 0.404 x 0.295 inches
UFBX_APERTURE_FORMAT_SUPER_16MM, // < 0.493 x 0.292 inches
UFBX_APERTURE_FORMAT_35MM_ACADEMY, // < 0.864 x 0.630 inches
UFBX_APERTURE_FORMAT_35MM_TV_PROJECTION, // < 0.816 x 0.612 inches
UFBX_APERTURE_FORMAT_35MM_FULL_APERTURE, // < 0.980 x 0.735 inches
UFBX_APERTURE_FORMAT_35MM_185_PROJECTION, // < 0.825 x 0.446 inches
UFBX_APERTURE_FORMAT_35MM_ANAMORPHIC, // < 0.864 x 0.732 inches (squeeze ratio: 2)
UFBX_APERTURE_FORMAT_70MM_PROJECTION, // < 2.066 x 0.906 inches
UFBX_APERTURE_FORMAT_VISTAVISION, // < 1.485 x 0.991 inches
UFBX_APERTURE_FORMAT_DYNAVISION, // < 2.080 x 1.480 inches
UFBX_APERTURE_FORMAT_IMAX, // < 2.772 x 2.072 inches
UFBX_ENUM_FORCE_WIDTH(UFBX_APERTURE_FORMAT)
} ufbx_aperture_format;
UFBX_ENUM_TYPE(ufbx_aperture_format, UFBX_APERTURE_FORMAT, UFBX_APERTURE_FORMAT_IMAX);
typedef enum ufbx_coordinate_axis UFBX_ENUM_REPR {
UFBX_COORDINATE_AXIS_POSITIVE_X,
UFBX_COORDINATE_AXIS_NEGATIVE_X,
UFBX_COORDINATE_AXIS_POSITIVE_Y,
UFBX_COORDINATE_AXIS_NEGATIVE_Y,
UFBX_COORDINATE_AXIS_POSITIVE_Z,
UFBX_COORDINATE_AXIS_NEGATIVE_Z,
UFBX_COORDINATE_AXIS_UNKNOWN,
UFBX_ENUM_FORCE_WIDTH(UFBX_COORDINATE_AXIS)
} ufbx_coordinate_axis;
UFBX_ENUM_TYPE(ufbx_coordinate_axis, UFBX_COORDINATE_AXIS, UFBX_COORDINATE_AXIS_UNKNOWN);
// Coordinate axes the scene is represented in.
// NOTE: `front` is the _opposite_ from forward!
typedef struct ufbx_coordinate_axes {
ufbx_coordinate_axis right;
ufbx_coordinate_axis up;
ufbx_coordinate_axis front;
} ufbx_coordinate_axes;
// Camera attached to a `ufbx_node`
struct ufbx_camera {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
// Projection mode (perspective/orthographic).
ufbx_projection_mode projection_mode;
// If set to `true`, `resolution` reprensents actual pixel values, otherwise
// it's only useful for its aspect ratio.
bool resolution_is_pixels;
// Render resolution, either in pixels or arbitrary units, depending on above
ufbx_vec2 resolution;
// Horizontal/vertical field of view in degrees
// Valid if `projection_mode == UFBX_PROJECTION_MODE_PERSPECTIVE`.
ufbx_vec2 field_of_view_deg;
// Component-wise `tan(field_of_view_deg)`, also represents the size of the
// proection frustum slice at distance of 1.
// Valid if `projection_mode == UFBX_PROJECTION_MODE_PERSPECTIVE`.
ufbx_vec2 field_of_view_tan;
// Orthographic camera extents.
// Valid if `projection_mode == UFBX_PROJECTION_MODE_ORTHOGRAPHIC`.
ufbx_real orthographic_extent;
// Orthographic camera size.
// Valid if `projection_mode == UFBX_PROJECTION_MODE_ORTHOGRAPHIC`.
ufbx_vec2 orthographic_size;
// Size of the projection plane at distance 1.
// Equal to `field_of_view_tan` if perspective, `orthographic_size` if orthographic.
ufbx_vec2 projection_plane;
// Aspect ratio of the camera.
ufbx_real aspect_ratio;
// Near plane of the frustum in units from the camera.
ufbx_real near_plane;
// Far plane of the frustum in units from the camera.
ufbx_real far_plane;
// Coordinate system that the projection uses.
// FBX saves cameras with +X forward and +Y up, but you can override this using
// `ufbx_load_opts.target_camera_axes` and it will be reflected here.
ufbx_coordinate_axes projection_axes;
// Advanced properties used to compute the above
ufbx_aspect_mode aspect_mode;
ufbx_aperture_mode aperture_mode;
ufbx_gate_fit gate_fit;
ufbx_aperture_format aperture_format;
ufbx_real focal_length_mm; // < Focal length in millimeters
ufbx_vec2 film_size_inch; // < Film size in inches
ufbx_vec2 aperture_size_inch; // < Aperture/film gate size in inches
ufbx_real squeeze_ratio; // < Anamoprhic stretch ratio
};
// Bone attached to a `ufbx_node`, provides the logical length of the bone
// but most interesting information is directly in `ufbx_node`.
struct ufbx_bone {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
// Visual radius of the bone
ufbx_real radius;
// Length of the bone relative to the distance between two nodes
ufbx_real relative_length;
// Is the bone a root bone
bool is_root;
};
// Empty/NULL/locator connected to a node, actual details in `ufbx_node`
struct ufbx_empty {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
};
// -- Node attributes (curves/surfaces)
// Segment of a `ufbx_line_curve`, indices refer to `ufbx_line_curve.point_indices[]`
typedef struct ufbx_line_segment {
uint32_t index_begin;
uint32_t num_indices;
} ufbx_line_segment;
UFBX_LIST_TYPE(ufbx_line_segment_list, ufbx_line_segment);
struct ufbx_line_curve {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
ufbx_vec3 color;
ufbx_vec3_list control_points; // < List of possible values the line passes through
ufbx_uint32_list point_indices; // < Indices to `control_points[]` the line goes through
ufbx_line_segment_list segments;
// Tessellation (result)
bool from_tessellated_nurbs;
};
typedef enum ufbx_nurbs_topology UFBX_ENUM_REPR {
// The endpoints are not connected.
UFBX_NURBS_TOPOLOGY_OPEN,
// Repeats first `ufbx_nurbs_basis.order - 1` control points after the end.
UFBX_NURBS_TOPOLOGY_PERIODIC,
// Repeats the first control point after the end.
UFBX_NURBS_TOPOLOGY_CLOSED,
UFBX_ENUM_FORCE_WIDTH(UFBX_NURBS_TOPOLOGY)
} ufbx_nurbs_topology;
UFBX_ENUM_TYPE(ufbx_nurbs_topology, UFBX_NURBS_TOPOLOGY, UFBX_NURBS_TOPOLOGY_CLOSED);
// NURBS basis functions for an axis
typedef struct ufbx_nurbs_basis {
// Number of control points influencing a point on the curve/surface.
// Equal to the degree plus one.
uint32_t order;
// Topology (periodicity) of the dimension.
ufbx_nurbs_topology topology;
// Subdivision of the parameter range to control points.
ufbx_real_list knot_vector;
// Range for the parameter value.
ufbx_real t_min;
ufbx_real t_max;
// Parameter values of control points.
ufbx_real_list spans;
// `true` if this axis is two-dimensional.
bool is_2d;
// Number of control points that need to be copied to the end.
// This is just for convenience as it could be derived from `topology` and
// `order`. If for example `num_wrap_control_points == 3` you should repeat
// the first 3 control points after the end.
// HINT: You don't need to worry about this if you use ufbx functions
// like `ufbx_evaluate_nurbs_curve()` as they handle this internally.
size_t num_wrap_control_points;
// `true` if the parametrization is well defined.
bool valid;
} ufbx_nurbs_basis;
struct ufbx_nurbs_curve {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
// Basis in the U axis
ufbx_nurbs_basis basis;
// Linear array of control points
// NOTE: The control points are _not_ homogeneous, meaning you have to multiply
// them by `w` before evaluating the surface.
ufbx_vec4_list control_points;
};
struct ufbx_nurbs_surface {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
// Basis in the U/V axes
ufbx_nurbs_basis basis_u;
ufbx_nurbs_basis basis_v;
// Number of control points for the U/V axes
size_t num_control_points_u;
size_t num_control_points_v;
// 2D array of control points.
// Memory layout: `V * num_control_points_u + U`
// NOTE: The control points are _not_ homogeneous, meaning you have to multiply
// them by `w` before evaluating the surface.
ufbx_vec4_list control_points;
// How many segments tessellate each span in `ufbx_nurbs_basis.spans`.
uint32_t span_subdivision_u;
uint32_t span_subdivision_v;
// If `true` the resulting normals should be flipped when evaluated.
bool flip_normals;
// Material for the whole surface.
// NOTE: May be `NULL`!
ufbx_nullable ufbx_material *material;
};
struct ufbx_nurbs_trim_surface {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
};
struct ufbx_nurbs_trim_boundary {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
};
// -- Node attributes (advanced)
struct ufbx_procedural_geometry {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
};
struct ufbx_stereo_camera {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
ufbx_nullable ufbx_camera *left;
ufbx_nullable ufbx_camera *right;
};
struct ufbx_camera_switcher {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
};
typedef enum ufbx_marker_type UFBX_ENUM_REPR {
UFBX_MARKER_UNKNOWN, // < Unknown marker type
UFBX_MARKER_FK_EFFECTOR, // < FK (Forward Kinematics) effector
UFBX_MARKER_IK_EFFECTOR, // < IK (Inverse Kinematics) effector
UFBX_ENUM_FORCE_WIDTH(UFBX_MARKER_TYPE)
} ufbx_marker_type;
UFBX_ENUM_TYPE(ufbx_marker_type, UFBX_MARKER_TYPE, UFBX_MARKER_IK_EFFECTOR);
// Tracking marker for effectors
struct ufbx_marker {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
// Type of the marker
ufbx_marker_type type;
};
// LOD level display mode.
typedef enum ufbx_lod_display UFBX_ENUM_REPR {
UFBX_LOD_DISPLAY_USE_LOD, // < Display the LOD level if the distance is appropriate.
UFBX_LOD_DISPLAY_SHOW, // < Always display the LOD level.
UFBX_LOD_DISPLAY_HIDE, // < Never display the LOD level.
UFBX_ENUM_FORCE_WIDTH(UFBX_LOD_DISPLAY)
} ufbx_lod_display;
UFBX_ENUM_TYPE(ufbx_lod_display, UFBX_LOD_DISPLAY, UFBX_LOD_DISPLAY_HIDE);
// Single LOD level within an LOD group.
// Specifies properties of the Nth child of the _node_ containing the LOD group.
typedef struct ufbx_lod_level {
// Minimum distance to show this LOD level.
// NOTE: In world units by default, or in screen percentage if
// `ufbx_lod_group.relative_distances` is set.
ufbx_real distance;
// LOD display mode.
// NOTE: Mostly for editing, you should probably ignore this
// unless making a modeling program.
ufbx_lod_display display;
} ufbx_lod_level;
UFBX_LIST_TYPE(ufbx_lod_level_list, ufbx_lod_level);
// Group of LOD (Level of Detail) levels for an object.
// The actual LOD models are defined in the parent `ufbx_node.children`.
struct ufbx_lod_group {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
ufbx_node_list instances;
}; };
// If set to `true`, `ufbx_lod_level.distance` represents a screen size percentage.
bool relative_distances;
// LOD levels matching in order to `ufbx_node.children`.
ufbx_lod_level_list lod_levels;
// If set to `true` don't account for parent transform when computing the distance.
bool ignore_parent_transform;
// If `use_distance_limit` is enabled hide the group if the distance is not between
// `distance_limit_min` and `distance_limit_max`.
bool use_distance_limit;
ufbx_real distance_limit_min;
ufbx_real distance_limit_max;
};
// -- Deformers
// Method to evaluate the skinning on a per-vertex level
typedef enum ufbx_skinning_method UFBX_ENUM_REPR {
// Linear blend skinning: Blend transformation matrices by vertex weights
UFBX_SKINNING_METHOD_LINEAR,
// One vertex should have only one bone attached
UFBX_SKINNING_METHOD_RIGID,
// Convert the transformations to dual quaternions and blend in that space
UFBX_SKINNING_METHOD_DUAL_QUATERNION,
// Blend between `UFBX_SKINNING_METHOD_LINEAR` and `UFBX_SKINNING_METHOD_BLENDED_DQ_LINEAR`
// The blend weight can be found either per-vertex in `ufbx_skin_vertex.dq_weight`
// or in `ufbx_skin_deformer.dq_vertices/dq_weights` (indexed by vertex).
UFBX_SKINNING_METHOD_BLENDED_DQ_LINEAR,
UFBX_ENUM_FORCE_WIDTH(UFBX_SKINNING_METHOD)
} ufbx_skinning_method;
UFBX_ENUM_TYPE(ufbx_skinning_method, UFBX_SKINNING_METHOD, UFBX_SKINNING_METHOD_BLENDED_DQ_LINEAR);
// Skin weight information for a single mesh vertex
typedef struct ufbx_skin_vertex {
// Each vertex is influenced by weights from `ufbx_skin_deformer.weights[]`
// The weights are sorted by decreasing weight so you can take the first N
// weights to get a cheaper approximation of the vertex.
// NOTE: The weights are not guaranteed to be normalized!
uint32_t weight_begin; // < Index to start from in the `weights[]` array
uint32_t num_weights; // < Number of weights influencing the vertex
// Blend weight between Linear Blend Skinning (0.0) and Dual Quaternion (1.0).
// Should be used if `skinning_method == UFBX_SKINNING_METHOD_BLENDED_DQ_LINEAR`
ufbx_real dq_weight;
} ufbx_skin_vertex;
UFBX_LIST_TYPE(ufbx_skin_vertex_list, ufbx_skin_vertex);
// Single per-vertex per-cluster weight, see `ufbx_skin_vertex`
typedef struct ufbx_skin_weight {
uint32_t cluster_index; // < Index into `ufbx_skin_deformer.clusters[]`
ufbx_real weight; // < Amount this bone influence the vertex
} ufbx_skin_weight;
UFBX_LIST_TYPE(ufbx_skin_weight_list, ufbx_skin_weight);
// Skin deformer specifies a binding between a logical set of bones (a skeleton)
// and a mesh. Each bone is represented by a `ufbx_skin_cluster` that contains
// the binding matrix and a `ufbx_node *bone` that has the current transformation.
struct ufbx_skin_deformer {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
ufbx_skinning_method skinning_method;
// Clusters (bones) in the skin
ufbx_skin_cluster_list clusters;
// Per-vertex weight information
ufbx_skin_vertex_list vertices;
ufbx_skin_weight_list weights;
// Largest amount of weights a single vertex can have
size_t max_weights_per_vertex;
// Blend weights between Linear Blend Skinning (0.0) and Dual Quaternion (1.0).
// HINT: You probably want to use `vertices` and `ufbx_skin_vertex.dq_weight` instead!
// NOTE: These may be out-of-bounds for a given mesh, `vertices` is always safe.
size_t num_dq_weights;
ufbx_uint32_list dq_vertices;
ufbx_real_list dq_weights;
};
// Cluster of vertices bound to a single bone.
struct ufbx_skin_cluster {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// The bone node the cluster is attached to
// NOTE: Always valid if found from `ufbx_skin_deformer.clusters[]` unless
// `ufbx_load_opts.connect_broken_elements` is `true`.
ufbx_nullable ufbx_node *bone_node;
// Binding matrix from local mesh vertices to the bone
ufbx_matrix geometry_to_bone;
// Binding matrix from local mesh _node_ to the bone.
// NOTE: Prefer `geometry_to_bone` in most use cases!
ufbx_matrix mesh_node_to_bone;
// Matrix that specifies the rest/bind pose transform of the node,
// not generally needed for skinning, use `geometry_to_bone` instead.
ufbx_matrix bind_to_world;
// Precomputed matrix/transform that accounts for the current bone transform
// ie. `ufbx_matrix_mul(&cluster->bone->node_to_world, &cluster->geometry_to_bone)`
ufbx_matrix geometry_to_world;
ufbx_transform geometry_to_world_transform;
// Raw weights indexed by each _vertex_ of a mesh (not index!)
// HINT: It may be simpler to use `ufbx_skin_deformer.vertices[]/weights[]` instead!
// NOTE: These may be out-of-bounds for a given mesh, `ufbx_skin_deformer.vertices` is always safe.
size_t num_weights; // < Number of vertices in the cluster
ufbx_uint32_list vertices; // < Vertex indices in `ufbx_mesh.vertices[]`
ufbx_real_list weights; // < Per-vertex weight values
};
// Blend shape deformer can contain multiple channels (think of sliders between morphs)
// that may optionally have in-between keyframes.
struct ufbx_blend_deformer {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Independent morph targets of the deformer.
ufbx_blend_channel_list channels;
};
// Blend shape associated with a target weight in a series of morphs
typedef struct ufbx_blend_keyframe {
// The target blend shape offsets.
ufbx_blend_shape *shape;
// Weight value at which to apply the keyframe at full strength
ufbx_real target_weight;
// The weight the shape should be currently applied with
ufbx_real effective_weight;
} ufbx_blend_keyframe;
UFBX_LIST_TYPE(ufbx_blend_keyframe_list, ufbx_blend_keyframe);
// Blend channel consists of multiple morph-key targets that are interpolated.
// In simple cases there will be only one keyframe that is the target shape.
struct ufbx_blend_channel {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Current weight of the channel
ufbx_real weight;
// Key morph targets to blend between depending on `weight`
// In usual cases there's only one target per channel
ufbx_blend_keyframe_list keyframes;
// Final blend shape ignoring any intermediate blend shapes.
ufbx_nullable ufbx_blend_shape *target_shape;
};
// Blend shape target containing the actual vertex offsets
struct ufbx_blend_shape {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Vertex offsets to apply over the base mesh
// NOTE: The `offset_vertices` may be out-of-bounds for a given mesh!
size_t num_offsets; // < Number of vertex offsets in the following arrays
ufbx_uint32_list offset_vertices; // < Indices to `ufbx_mesh.vertices[]`
ufbx_vec3_list position_offsets; // < Always specified per-vertex offsets
ufbx_vec3_list normal_offsets; // < Empty if not specified
};
typedef enum ufbx_cache_file_format UFBX_ENUM_REPR {
UFBX_CACHE_FILE_FORMAT_UNKNOWN, // < Unknown cache file format
UFBX_CACHE_FILE_FORMAT_PC2, // < .pc2 Point cache file
UFBX_CACHE_FILE_FORMAT_MC, // < .mc/.mcx Maya cache file
UFBX_ENUM_FORCE_WIDTH(UFBX_CACHE_FILE_FORMAT)
} ufbx_cache_file_format;
UFBX_ENUM_TYPE(ufbx_cache_file_format, UFBX_CACHE_FILE_FORMAT, UFBX_CACHE_FILE_FORMAT_MC);
typedef enum ufbx_cache_data_format UFBX_ENUM_REPR {
UFBX_CACHE_DATA_FORMAT_UNKNOWN, // < Unknown data format
UFBX_CACHE_DATA_FORMAT_REAL_FLOAT, // < `float data[]`
UFBX_CACHE_DATA_FORMAT_VEC3_FLOAT, // < `struct { float x, y, z; } data[]`
UFBX_CACHE_DATA_FORMAT_REAL_DOUBLE, // < `double data[]`
UFBX_CACHE_DATA_FORMAT_VEC3_DOUBLE, // < `struct { double x, y, z; } data[]`
UFBX_ENUM_FORCE_WIDTH(UFBX_CACHE_DATA_FORMAT)
} ufbx_cache_data_format;
UFBX_ENUM_TYPE(ufbx_cache_data_format, UFBX_CACHE_DATA_FORMAT, UFBX_CACHE_DATA_FORMAT_VEC3_DOUBLE);
typedef enum ufbx_cache_data_encoding UFBX_ENUM_REPR {
UFBX_CACHE_DATA_ENCODING_UNKNOWN, // < Unknown data encoding
UFBX_CACHE_DATA_ENCODING_LITTLE_ENDIAN, // < Contiguous little-endian array
UFBX_CACHE_DATA_ENCODING_BIG_ENDIAN, // < Contiguous big-endian array
UFBX_ENUM_FORCE_WIDTH(UFBX_CACHE_DATA_ENCODING)
} ufbx_cache_data_encoding;
UFBX_ENUM_TYPE(ufbx_cache_data_encoding, UFBX_CACHE_DATA_ENCODING, UFBX_CACHE_DATA_ENCODING_BIG_ENDIAN);
// Known interpretations of geometry cache data.
typedef enum ufbx_cache_interpretation UFBX_ENUM_REPR {
// Unknown interpretation, see `ufbx_cache_channel.interpretation_name` for more information.
UFBX_CACHE_INTERPRETATION_UNKNOWN,
// Generic "points" interpretation, FBX SDK default. Usually fine to interpret
// as vertex positions if no other cache channels are specified.
UFBX_CACHE_INTERPRETATION_POINTS,
// Vertex positions.
UFBX_CACHE_INTERPRETATION_VERTEX_POSITION,
// Vertex normals.
UFBX_CACHE_INTERPRETATION_VERTEX_NORMAL,
UFBX_ENUM_FORCE_WIDTH(UFBX_CACHE_INTERPRETATION)
} ufbx_cache_interpretation;
UFBX_ENUM_TYPE(ufbx_cache_interpretation, UFBX_CACHE_INTERPRETATION, UFBX_CACHE_INTERPRETATION_VERTEX_NORMAL);
typedef struct ufbx_cache_frame {
// Name of the channel this frame belongs to.
ufbx_string channel;
// Time of this frame in seconds.
double time;
// Name of the file containing the data.
// The specified file may contain multiple frames, use `data_offset` etc. to
// read at the right position.
ufbx_string filename;
// Format of the wrapper file.
ufbx_cache_file_format file_format;
// Axis to mirror the read data by.
ufbx_mirror_axis mirror_axis;
// Factor to scale the geometry by.
ufbx_real scale_factor;
ufbx_cache_data_format data_format; // < Format of the data in the file
ufbx_cache_data_encoding data_encoding; // < Binary encoding of the data
uint64_t data_offset; // < Byte offset into the file
uint32_t data_count; // < Number of data elements
uint32_t data_element_bytes; // < Size of a single data element in bytes
uint64_t data_total_bytes; // < Size of the whole data blob in bytes
} ufbx_cache_frame;
UFBX_LIST_TYPE(ufbx_cache_frame_list, ufbx_cache_frame);
typedef struct ufbx_cache_channel {
// Name of the geometry cache channel.
ufbx_string name;
// What does the data in this channel represent.
ufbx_cache_interpretation interpretation;
// Source name for `interpretation`, especially useful if `interpretation` is
// `UFBX_CACHE_INTERPRETATION_UNKNOWN`.
ufbx_string interpretation_name;
// List of frames belonging to this channel.
// Sorted by time (`ufbx_cache_frame.time`).
ufbx_cache_frame_list frames;
// Axis to mirror the frames by.
ufbx_mirror_axis mirror_axis;
// Factor to scale the geometry by.
ufbx_real scale_factor;
} ufbx_cache_channel;
UFBX_LIST_TYPE(ufbx_cache_channel_list, ufbx_cache_channel);
typedef struct ufbx_geometry_cache {
ufbx_string root_filename;
ufbx_cache_channel_list channels;
ufbx_cache_frame_list frames;
ufbx_string_list extra_info;
} ufbx_geometry_cache;
struct ufbx_cache_deformer {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
ufbx_string channel;
ufbx_nullable ufbx_cache_file *file;
// Only valid if `ufbx_load_opts.load_external_files` is set!
ufbx_nullable ufbx_geometry_cache *external_cache;
ufbx_nullable ufbx_cache_channel *external_channel;
};
struct ufbx_cache_file {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Filename relative to the currently loaded file.
// HINT: If using functions other than `ufbx_load_file()`, you can provide
// `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this.
ufbx_string filename;
// Absolute filename specified in the file.
ufbx_string absolute_filename;
// Relative filename specified in the file.
// NOTE: May be absolute if the file is saved in a different drive.
ufbx_string relative_filename;
// Filename relative to the loaded file, non-UTF-8 encoded.
// HINT: If using functions other than `ufbx_load_file()`, you can provide
// `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this.
ufbx_blob raw_filename;
// Absolute filename specified in the file, non-UTF-8 encoded.
ufbx_blob raw_absolute_filename;
// Relative filename specified in the file, non-UTF-8 encoded.
// NOTE: May be absolute if the file is saved in a different drive.
ufbx_blob raw_relative_filename;
ufbx_cache_file_format format;
// Only valid if `ufbx_load_opts.load_external_files` is set!
ufbx_nullable ufbx_geometry_cache *external_cache;
};
// -- Materials
// Material property, either specified with a constant value or a mapped texture
typedef struct ufbx_material_map {
// Constant value or factor for the map.
// May be specified simultaneously with a texture, in this case most shading models
// use multiplicative tinting of the texture values.
union {
ufbx_real value_real;
ufbx_vec2 value_vec2;
ufbx_vec3 value_vec3;
ufbx_vec4 value_vec4;
};
int64_t value_int;
// Texture if connected, otherwise `NULL`.
// May be valid but "disabled" (application specific) if `texture_enabled == false`.
ufbx_nullable ufbx_texture *texture;
// `true` if the file has specified any of the values above.
// NOTE: The value may be set to a non-zero default even if `has_value == false`,
// for example missing factors are set to `1.0` if a color is defined.
bool has_value;
// Controls whether shading should use `texture`.
// NOTE: Some shading models allow this to be `true` even if `texture == NULL`.
bool texture_enabled;
// Set to `true` if this feature should be disabled (specific to shader type).
bool feature_disabled;
// Number of components in the value from 1 to 4 if defined, 0 if not.
uint8_t value_components;
} ufbx_material_map;
// Material feature
typedef struct ufbx_material_feature_info {
// Whether the material model uses this feature or not.
// NOTE: The feature can be enabled but still not used if eg. the corresponding factor is at zero!
bool enabled;
// Explicitly enabled/disabled by the material.
bool is_explicit;
} ufbx_material_feature_info;
// Texture attached to an FBX property
typedef struct ufbx_material_texture {
ufbx_string material_prop; // < Name of the property in `ufbx_material.props`
ufbx_string shader_prop; // < Shader-specific property mapping name
// Texture attached to the property.
ufbx_texture *texture;
} ufbx_material_texture;
UFBX_LIST_TYPE(ufbx_material_texture_list, ufbx_material_texture);
// Shading model type
typedef enum ufbx_shader_type UFBX_ENUM_REPR {
// Unknown shading model
UFBX_SHADER_UNKNOWN,
// FBX builtin diffuse material
UFBX_SHADER_FBX_LAMBERT,
// FBX builtin diffuse+specular material
UFBX_SHADER_FBX_PHONG,
// Open Shading Language standard surface
// https://github.com/Autodesk/standard-surface
UFBX_SHADER_OSL_STANDARD_SURFACE,
// Arnold standard surface
// https://docs.arnoldrenderer.com/display/A5AFMUG/Standard+Surface
UFBX_SHADER_ARNOLD_STANDARD_SURFACE,
// 3ds Max Physical Material
// https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/3DSMax-Lighting-Shading/files/GUID-C1328905-7783-4917-AB86-FC3CC19E8972-htm.html
UFBX_SHADER_3DS_MAX_PHYSICAL_MATERIAL,
// 3ds Max PBR (Metal/Rough) material
// https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2021/ENU/3DSMax-Lighting-Shading/files/GUID-A16234A5-6500-4662-8B20-A5EC9FE1B255-htm.html
UFBX_SHADER_3DS_MAX_PBR_METAL_ROUGH,
// 3ds Max PBR (Spec/Gloss) material
// https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2021/ENU/3DSMax-Lighting-Shading/files/GUID-18087194-B2A6-43EF-9B80-8FD1736FAE52-htm.html
UFBX_SHADER_3DS_MAX_PBR_SPEC_GLOSS,
// 3ds glTF Material
// https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-7ABFB805-1D9F-417E-9C22-704BFDF160FA
UFBX_SHADER_GLTF_MATERIAL,
// Stingray ShaderFX shader graph.
// Contains a serialized `"ShaderGraph"` in `ufbx_props`.
UFBX_SHADER_SHADERFX_GRAPH,
// Variation of the FBX phong shader that can recover PBR properties like
// `metalness` or `roughness` from the FBX non-physical values.
UFBX_SHADER_BLENDER_PHONG,
// Wavefront .mtl format shader (used by .obj files)
UFBX_SHADER_WAVEFRONT_MTL,
UFBX_ENUM_FORCE_WIDTH(UFBX_SHADER_TYPE)
} ufbx_shader_type;
UFBX_ENUM_TYPE(ufbx_shader_type, UFBX_SHADER_TYPE, UFBX_SHADER_WAVEFRONT_MTL);
// FBX builtin material properties, matches maps in `ufbx_material_fbx_maps`
typedef enum ufbx_material_fbx_map UFBX_ENUM_REPR {
UFBX_MATERIAL_FBX_DIFFUSE_FACTOR,
UFBX_MATERIAL_FBX_DIFFUSE_COLOR,
UFBX_MATERIAL_FBX_SPECULAR_FACTOR,
UFBX_MATERIAL_FBX_SPECULAR_COLOR,
UFBX_MATERIAL_FBX_SPECULAR_EXPONENT,
UFBX_MATERIAL_FBX_REFLECTION_FACTOR,
UFBX_MATERIAL_FBX_REFLECTION_COLOR,
UFBX_MATERIAL_FBX_TRANSPARENCY_FACTOR,
UFBX_MATERIAL_FBX_TRANSPARENCY_COLOR,
UFBX_MATERIAL_FBX_EMISSION_FACTOR,
UFBX_MATERIAL_FBX_EMISSION_COLOR,
UFBX_MATERIAL_FBX_AMBIENT_FACTOR,
UFBX_MATERIAL_FBX_AMBIENT_COLOR,
UFBX_MATERIAL_FBX_NORMAL_MAP,
UFBX_MATERIAL_FBX_BUMP,
UFBX_MATERIAL_FBX_BUMP_FACTOR,
UFBX_MATERIAL_FBX_DISPLACEMENT_FACTOR,
UFBX_MATERIAL_FBX_DISPLACEMENT,
UFBX_MATERIAL_FBX_VECTOR_DISPLACEMENT_FACTOR,
UFBX_MATERIAL_FBX_VECTOR_DISPLACEMENT,
UFBX_ENUM_FORCE_WIDTH(UFBX_MATERIAL_FBX_MAP)
} ufbx_material_fbx_map;
UFBX_ENUM_TYPE(ufbx_material_fbx_map, UFBX_MATERIAL_FBX_MAP, UFBX_MATERIAL_FBX_VECTOR_DISPLACEMENT);
// Known PBR material properties, matches maps in `ufbx_material_pbr_maps`
typedef enum ufbx_material_pbr_map UFBX_ENUM_REPR {
UFBX_MATERIAL_PBR_BASE_FACTOR,
UFBX_MATERIAL_PBR_BASE_COLOR,
UFBX_MATERIAL_PBR_ROUGHNESS,
UFBX_MATERIAL_PBR_METALNESS,
UFBX_MATERIAL_PBR_DIFFUSE_ROUGHNESS,
UFBX_MATERIAL_PBR_SPECULAR_FACTOR,
UFBX_MATERIAL_PBR_SPECULAR_COLOR,
UFBX_MATERIAL_PBR_SPECULAR_IOR,
UFBX_MATERIAL_PBR_SPECULAR_ANISOTROPY,
UFBX_MATERIAL_PBR_SPECULAR_ROTATION,
UFBX_MATERIAL_PBR_TRANSMISSION_FACTOR,
UFBX_MATERIAL_PBR_TRANSMISSION_COLOR,
UFBX_MATERIAL_PBR_TRANSMISSION_DEPTH,
UFBX_MATERIAL_PBR_TRANSMISSION_SCATTER,
UFBX_MATERIAL_PBR_TRANSMISSION_SCATTER_ANISOTROPY,
UFBX_MATERIAL_PBR_TRANSMISSION_DISPERSION,
UFBX_MATERIAL_PBR_TRANSMISSION_ROUGHNESS,
UFBX_MATERIAL_PBR_TRANSMISSION_EXTRA_ROUGHNESS,
UFBX_MATERIAL_PBR_TRANSMISSION_PRIORITY,
UFBX_MATERIAL_PBR_TRANSMISSION_ENABLE_IN_AOV,
UFBX_MATERIAL_PBR_SUBSURFACE_FACTOR,
UFBX_MATERIAL_PBR_SUBSURFACE_COLOR,
UFBX_MATERIAL_PBR_SUBSURFACE_RADIUS,
UFBX_MATERIAL_PBR_SUBSURFACE_SCALE,
UFBX_MATERIAL_PBR_SUBSURFACE_ANISOTROPY,
UFBX_MATERIAL_PBR_SUBSURFACE_TINT_COLOR,
UFBX_MATERIAL_PBR_SUBSURFACE_TYPE,
UFBX_MATERIAL_PBR_SHEEN_FACTOR,
UFBX_MATERIAL_PBR_SHEEN_COLOR,
UFBX_MATERIAL_PBR_SHEEN_ROUGHNESS,
UFBX_MATERIAL_PBR_COAT_FACTOR,
UFBX_MATERIAL_PBR_COAT_COLOR,
UFBX_MATERIAL_PBR_COAT_ROUGHNESS,
UFBX_MATERIAL_PBR_COAT_IOR,
UFBX_MATERIAL_PBR_COAT_ANISOTROPY,
UFBX_MATERIAL_PBR_COAT_ROTATION,
UFBX_MATERIAL_PBR_COAT_NORMAL,
UFBX_MATERIAL_PBR_COAT_AFFECT_BASE_COLOR,
UFBX_MATERIAL_PBR_COAT_AFFECT_BASE_ROUGHNESS,
UFBX_MATERIAL_PBR_THIN_FILM_THICKNESS,
UFBX_MATERIAL_PBR_THIN_FILM_IOR,
UFBX_MATERIAL_PBR_EMISSION_FACTOR,
UFBX_MATERIAL_PBR_EMISSION_COLOR,
UFBX_MATERIAL_PBR_OPACITY,
UFBX_MATERIAL_PBR_INDIRECT_DIFFUSE,
UFBX_MATERIAL_PBR_INDIRECT_SPECULAR,
UFBX_MATERIAL_PBR_NORMAL_MAP,
UFBX_MATERIAL_PBR_TANGENT_MAP,
UFBX_MATERIAL_PBR_DISPLACEMENT_MAP,
UFBX_MATERIAL_PBR_MATTE_FACTOR,
UFBX_MATERIAL_PBR_MATTE_COLOR,
UFBX_MATERIAL_PBR_AMBIENT_OCCLUSION,
UFBX_MATERIAL_PBR_GLOSSINESS,
UFBX_MATERIAL_PBR_COAT_GLOSSINESS,
UFBX_MATERIAL_PBR_TRANSMISSION_GLOSSINESS,
UFBX_ENUM_FORCE_WIDTH(UFBX_MATERIAL_PBR_MAP)
} ufbx_material_pbr_map;
UFBX_ENUM_TYPE(ufbx_material_pbr_map, UFBX_MATERIAL_PBR_MAP, UFBX_MATERIAL_PBR_TRANSMISSION_GLOSSINESS);
// Known material features
typedef enum ufbx_material_feature UFBX_ENUM_REPR {
UFBX_MATERIAL_FEATURE_PBR,
UFBX_MATERIAL_FEATURE_METALNESS,
UFBX_MATERIAL_FEATURE_DIFFUSE,
UFBX_MATERIAL_FEATURE_SPECULAR,
UFBX_MATERIAL_FEATURE_EMISSION,
UFBX_MATERIAL_FEATURE_TRANSMISSION,
UFBX_MATERIAL_FEATURE_COAT,
UFBX_MATERIAL_FEATURE_SHEEN,
UFBX_MATERIAL_FEATURE_OPACITY,
UFBX_MATERIAL_FEATURE_AMBIENT_OCCLUSION,
UFBX_MATERIAL_FEATURE_MATTE,
UFBX_MATERIAL_FEATURE_UNLIT,
UFBX_MATERIAL_FEATURE_IOR,
UFBX_MATERIAL_FEATURE_DIFFUSE_ROUGHNESS,
UFBX_MATERIAL_FEATURE_TRANSMISSION_ROUGHNESS,
UFBX_MATERIAL_FEATURE_THIN_WALLED,
UFBX_MATERIAL_FEATURE_CAUSTICS,
UFBX_MATERIAL_FEATURE_EXIT_TO_BACKGROUND,
UFBX_MATERIAL_FEATURE_INTERNAL_REFLECTIONS,
UFBX_MATERIAL_FEATURE_DOUBLE_SIDED,
UFBX_MATERIAL_FEATURE_ROUGHNESS_AS_GLOSSINESS,
UFBX_MATERIAL_FEATURE_COAT_ROUGHNESS_AS_GLOSSINESS,
UFBX_MATERIAL_FEATURE_TRANSMISSION_ROUGHNESS_AS_GLOSSINESS,
UFBX_ENUM_FORCE_WIDTH(UFBX_MATERIAL_FEATURE)
} ufbx_material_feature;
UFBX_ENUM_TYPE(ufbx_material_feature, UFBX_MATERIAL_FEATURE, UFBX_MATERIAL_FEATURE_TRANSMISSION_ROUGHNESS_AS_GLOSSINESS);
typedef struct ufbx_material_fbx_maps {
union {
ufbx_material_map maps[UFBX_MATERIAL_FBX_MAP_COUNT];
struct {
ufbx_material_map diffuse_factor;
ufbx_material_map diffuse_color;
ufbx_material_map specular_factor;
ufbx_material_map specular_color;
ufbx_material_map specular_exponent;
ufbx_material_map reflection_factor;
ufbx_material_map reflection_color;
ufbx_material_map transparency_factor;
ufbx_material_map transparency_color;
ufbx_material_map emission_factor;
ufbx_material_map emission_color;
ufbx_material_map ambient_factor;
ufbx_material_map ambient_color;
ufbx_material_map normal_map;
ufbx_material_map bump;
ufbx_material_map bump_factor;
ufbx_material_map displacement_factor;
ufbx_material_map displacement;
ufbx_material_map vector_displacement_factor;
ufbx_material_map vector_displacement;
};
};
} ufbx_material_fbx_maps;
typedef struct ufbx_material_pbr_maps {
union {
ufbx_material_map maps[UFBX_MATERIAL_PBR_MAP_COUNT];
struct {
ufbx_material_map base_factor;
ufbx_material_map base_color;
ufbx_material_map roughness;
ufbx_material_map metalness;
ufbx_material_map diffuse_roughness;
ufbx_material_map specular_factor;
ufbx_material_map specular_color;
ufbx_material_map specular_ior;
ufbx_material_map specular_anisotropy;
ufbx_material_map specular_rotation;
ufbx_material_map transmission_factor;
ufbx_material_map transmission_color;
ufbx_material_map transmission_depth;
ufbx_material_map transmission_scatter;
ufbx_material_map transmission_scatter_anisotropy;
ufbx_material_map transmission_dispersion;
ufbx_material_map transmission_roughness;
ufbx_material_map transmission_extra_roughness;
ufbx_material_map transmission_priority;
ufbx_material_map transmission_enable_in_aov;
ufbx_material_map subsurface_factor;
ufbx_material_map subsurface_color;
ufbx_material_map subsurface_radius;
ufbx_material_map subsurface_scale;
ufbx_material_map subsurface_anisotropy;
ufbx_material_map subsurface_tint_color;
ufbx_material_map subsurface_type;
ufbx_material_map sheen_factor;
ufbx_material_map sheen_color;
ufbx_material_map sheen_roughness;
ufbx_material_map coat_factor;
ufbx_material_map coat_color;
ufbx_material_map coat_roughness;
ufbx_material_map coat_ior;
ufbx_material_map coat_anisotropy;
ufbx_material_map coat_rotation;
ufbx_material_map coat_normal;
ufbx_material_map coat_affect_base_color;
ufbx_material_map coat_affect_base_roughness;
ufbx_material_map thin_film_thickness;
ufbx_material_map thin_film_ior;
ufbx_material_map emission_factor;
ufbx_material_map emission_color;
ufbx_material_map opacity;
ufbx_material_map indirect_diffuse;
ufbx_material_map indirect_specular;
ufbx_material_map normal_map;
ufbx_material_map tangent_map;
ufbx_material_map displacement_map;
ufbx_material_map matte_factor;
ufbx_material_map matte_color;
ufbx_material_map ambient_occlusion;
ufbx_material_map glossiness;
ufbx_material_map coat_glossiness;
ufbx_material_map transmission_glossiness;
};
};
} ufbx_material_pbr_maps;
typedef struct ufbx_material_features {
union {
ufbx_material_feature_info features[UFBX_MATERIAL_FEATURE_COUNT];
struct {
ufbx_material_feature_info pbr;
ufbx_material_feature_info metalness;
ufbx_material_feature_info diffuse;
ufbx_material_feature_info specular;
ufbx_material_feature_info emission;
ufbx_material_feature_info transmission;
ufbx_material_feature_info coat;
ufbx_material_feature_info sheen;
ufbx_material_feature_info opacity;
ufbx_material_feature_info ambient_occlusion;
ufbx_material_feature_info matte;
ufbx_material_feature_info unlit;
ufbx_material_feature_info ior;
ufbx_material_feature_info diffuse_roughness;
ufbx_material_feature_info transmission_roughness;
ufbx_material_feature_info thin_walled;
ufbx_material_feature_info caustics;
ufbx_material_feature_info exit_to_background;
ufbx_material_feature_info internal_reflections;
ufbx_material_feature_info double_sided;
ufbx_material_feature_info roughness_as_glossiness;
ufbx_material_feature_info coat_roughness_as_glossiness;
ufbx_material_feature_info transmission_roughness_as_glossiness;
};
};
} ufbx_material_features;
// Surface material properties such as color, roughness, etc. Each property may
// be optionally bound to an `ufbx_texture`.
struct ufbx_material {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// FBX builtin properties
// NOTE: These may be empty if the material is using a custom shader
ufbx_material_fbx_maps fbx;
// PBR material properties, defined for all shading models but may be
// somewhat approximate if `shader == NULL`.
ufbx_material_pbr_maps pbr;
// Material features, primarily applies to `pbr`.
ufbx_material_features features;
// Shading information
ufbx_shader_type shader_type; // < Always defined
ufbx_nullable ufbx_shader *shader; // < Optional extended shader information
ufbx_string shading_model_name; // < Often one of `{ "lambert", "phong", "unknown" }`
// Prefix before shader property names with trailing `|`.
// For example `"3dsMax|Parameters|"` where properties would have names like
// `"3dsMax|Parameters|base_color"`. You can ignore this if you use the built-in
// `ufbx_material_fbx_maps fbx` and `ufbx_material_pbr_maps pbr` structures.
ufbx_string shader_prop_prefix;
// All textures attached to the material, if you want specific maps if might be
// more convenient to use eg. `fbx.diffuse_color.texture` or `pbr.base_color.texture`
ufbx_material_texture_list textures; // < Sorted by `material_prop`
};
typedef enum ufbx_texture_type UFBX_ENUM_REPR {
// Texture associated with an image file/sequence. `texture->filename` and
// and `texture->relative_filename` contain the texture's path. If the file
// has embedded content `texture->content` may hold `texture->content_size`
// bytes of raw image data.
UFBX_TEXTURE_FILE,
// The texture consists of multiple texture layers blended together.
UFBX_TEXTURE_LAYERED,
// Reserved as these _should_ exist in FBX files.
UFBX_TEXTURE_PROCEDURAL,
// Node in a shader graph.
// Use `ufbx_texture.shader` for more information.
UFBX_TEXTURE_SHADER,
UFBX_ENUM_FORCE_WIDTH(UFBX_TEXTURE_TYPE)
} ufbx_texture_type;
UFBX_ENUM_TYPE(ufbx_texture_type, UFBX_TEXTURE_TYPE, UFBX_TEXTURE_SHADER);
// Blend modes to combine layered textures with, compatible with common blend
// mode definitions in many art programs. Simpler blend modes have equations
// specified below where `src` is the layer to compososite over `dst`.
// See eg. https://www.w3.org/TR/2013/WD-compositing-1-20131010/#blendingseparable
typedef enum ufbx_blend_mode UFBX_ENUM_REPR {
UFBX_BLEND_TRANSLUCENT, // < `src` effects result alpha
UFBX_BLEND_ADDITIVE, // < `src + dst`
UFBX_BLEND_MULTIPLY, // < `src * dst`
UFBX_BLEND_MULTIPLY_2X, // < `2 * src * dst`
UFBX_BLEND_OVER, // < `src * src_alpha + dst * (1-src_alpha)`
UFBX_BLEND_REPLACE, // < `src` Replace the contents
UFBX_BLEND_DISSOLVE, // < `random() + src_alpha >= 1.0 ? src : dst`
UFBX_BLEND_DARKEN, // < `min(src, dst)`
UFBX_BLEND_COLOR_BURN, // < `src > 0 ? 1 - min(1, (1-dst) / src) : 0`
UFBX_BLEND_LINEAR_BURN, // < `src + dst - 1`
UFBX_BLEND_DARKER_COLOR, // < `value(src) < value(dst) ? src : dst`
UFBX_BLEND_LIGHTEN, // < `max(src, dst)`
UFBX_BLEND_SCREEN, // < `1 - (1-src)*(1-dst)`
UFBX_BLEND_COLOR_DODGE, // < `src < 1 ? dst / (1 - src)` : (dst>0?1:0)`
UFBX_BLEND_LINEAR_DODGE, // < `src + dst`
UFBX_BLEND_LIGHTER_COLOR, // < `value(src) > value(dst) ? src : dst`
UFBX_BLEND_SOFT_LIGHT, // < https://www.w3.org/TR/2013/WD-compositing-1-20131010/#blendingsoftlight
UFBX_BLEND_HARD_LIGHT, // < https://www.w3.org/TR/2013/WD-compositing-1-20131010/#blendinghardlight
UFBX_BLEND_VIVID_LIGHT, // < Combination of `COLOR_DODGE` and `COLOR_BURN`
UFBX_BLEND_LINEAR_LIGHT, // < Combination of `LINEAR_DODGE` and `LINEAR_BURN`
UFBX_BLEND_PIN_LIGHT, // < Combination of `DARKEN` and `LIGHTEN`
UFBX_BLEND_HARD_MIX, // < Produces primary colors depending on similarity
UFBX_BLEND_DIFFERENCE, // < `abs(src - dst)`
UFBX_BLEND_EXCLUSION, // < `dst + src - 2 * src * dst`
UFBX_BLEND_SUBTRACT, // < `dst - src`
UFBX_BLEND_DIVIDE, // < `dst / src`
UFBX_BLEND_HUE, // < Replace hue
UFBX_BLEND_SATURATION, // < Replace saturation
UFBX_BLEND_COLOR, // < Replace hue and saturatio
UFBX_BLEND_LUMINOSITY, // < Replace value
UFBX_BLEND_OVERLAY, // < Same as `HARD_LIGHT` but with `src` and `dst` swapped
UFBX_ENUM_FORCE_WIDTH(UFBX_BLEND_MODE)
} ufbx_blend_mode;
UFBX_ENUM_TYPE(ufbx_blend_mode, UFBX_BLEND_MODE, UFBX_BLEND_OVERLAY);
// Blend modes to combine layered textures with, compatible with common blend
typedef enum ufbx_wrap_mode UFBX_ENUM_REPR {
UFBX_WRAP_REPEAT, // < Repeat the texture past the [0,1] range
UFBX_WRAP_CLAMP, // < Clamp the normalized texture coordinates to [0,1]
UFBX_ENUM_FORCE_WIDTH(UFBX_WRAP_MODE)
} ufbx_wrap_mode;
UFBX_ENUM_TYPE(ufbx_wrap_mode, UFBX_WRAP_MODE, UFBX_WRAP_CLAMP);
// Single layer in a layered texture
typedef struct ufbx_texture_layer {
ufbx_texture *texture; // < The inner texture to evaluate, never `NULL`
ufbx_blend_mode blend_mode; // < Equation to combine the layer to the background
ufbx_real alpha; // < Blend weight of this layer
} ufbx_texture_layer;
UFBX_LIST_TYPE(ufbx_texture_layer_list, ufbx_texture_layer);
typedef enum ufbx_shader_texture_type UFBX_ENUM_REPR {
UFBX_SHADER_TEXTURE_UNKNOWN,
// Select an output of a multi-output shader.
// HINT: If this type is used the `ufbx_shader_texture.main_texture` and
// `ufbx_shader_texture.main_texture_output_index` fields are set.
UFBX_SHADER_TEXTURE_SELECT_OUTPUT,
// Open Shading Language (OSL) shader.
// https://github.com/AcademySoftwareFoundation/OpenShadingLanguage
UFBX_SHADER_TEXTURE_OSL,
UFBX_ENUM_FORCE_WIDTH(UFBX_SHADER_TEXTURE_TYPE)
} ufbx_shader_texture_type;
UFBX_ENUM_TYPE(ufbx_shader_texture_type, UFBX_SHADER_TEXTURE_TYPE, UFBX_SHADER_TEXTURE_OSL);
typedef struct ufbx_shader_texture_input {
// Name of the input.
ufbx_string name;
// Constant value of the input.
union {
ufbx_real value_real;
ufbx_vec2 value_vec2;
ufbx_vec3 value_vec3;
ufbx_vec4 value_vec4;
};
int64_t value_int;
ufbx_string value_str;
ufbx_blob value_blob;
// Texture connected to this input.
ufbx_nullable ufbx_texture *texture;
// Index of the output to use if `texture` is a multi-output shader node.
int64_t texture_output_index;
// Controls whether shading should use `texture`.
// NOTE: Some shading models allow this to be `true` even if `texture == NULL`.
bool texture_enabled;
// Property representing this input.
ufbx_prop *prop;
// Property representing `texture`.
ufbx_nullable ufbx_prop *texture_prop;
// Property representing `texture_enabled`.
ufbx_nullable ufbx_prop *texture_enabled_prop;
} ufbx_shader_texture_input;
UFBX_LIST_TYPE(ufbx_shader_texture_input_list, ufbx_shader_texture_input);
typedef struct ufbx_shader_texture {
// Type of this shader node.
ufbx_shader_texture_type type;
// Name of the shader to use.
ufbx_string shader_name;
// 64-bit opaque identifier for the shader type.
uint64_t shader_type_id;
// Input values/textures (possibly further shader textures) to the shader.
// Sorted by `ufbx_shader_texture_input.name`.
ufbx_shader_texture_input_list inputs;
// Shader source code if found.
ufbx_string shader_source;
ufbx_blob raw_shader_source;
// Representative texture for this shader.
// Only specified if `main_texture.outputs[main_texture_output_index]` is semantically
// equivalent to this texture.
ufbx_texture *main_texture;
// Output index of `main_texture` if it is a multi-output shader.
int64_t main_texture_output_index;
// Prefix for properties related to this shader in `ufbx_texture`.
// NOTE: Contains the trailing '|' if not empty.
ufbx_string prop_prefix;
} ufbx_shader_texture;
// Unique texture within the file.
typedef struct ufbx_texture_file {
// Index in `ufbx_scene.texture_files[]`.
uint32_t index;
// Paths to the resource.
// Filename relative to the currently loaded file.
// HINT: If using functions other than `ufbx_load_file()`, you can provide
// `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this.
ufbx_string filename;
// Absolute filename specified in the file.
ufbx_string absolute_filename;
// Relative filename specified in the file.
// NOTE: May be absolute if the file is saved in a different drive.
ufbx_string relative_filename;
// Filename relative to the loaded file, non-UTF-8 encoded.
// HINT: If using functions other than `ufbx_load_file()`, you can provide
// `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this.
ufbx_blob raw_filename;
// Absolute filename specified in the file, non-UTF-8 encoded.
ufbx_blob raw_absolute_filename;
// Relative filename specified in the file, non-UTF-8 encoded.
// NOTE: May be absolute if the file is saved in a different drive.
ufbx_blob raw_relative_filename;
// Optional embedded content blob, eg. raw .png format data
ufbx_blob content;
} ufbx_texture_file;
UFBX_LIST_TYPE(ufbx_texture_file_list, ufbx_texture_file);
// Texture that controls material appearance
struct ufbx_texture {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Texture type (file / layered / procedural / shader)
ufbx_texture_type type;
// FILE: Paths to the resource
// Filename relative to the currently loaded file.
// HINT: If using functions other than `ufbx_load_file()`, you can provide
// `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this.
ufbx_string filename;
// Absolute filename specified in the file.
ufbx_string absolute_filename;
// Relative filename specified in the file.
// NOTE: May be absolute if the file is saved in a different drive.
ufbx_string relative_filename;
// Filename relative to the loaded file, non-UTF-8 encoded.
// HINT: If using functions other than `ufbx_load_file()`, you can provide
// `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this.
ufbx_blob raw_filename;
// Absolute filename specified in the file, non-UTF-8 encoded.
ufbx_blob raw_absolute_filename;
// Relative filename specified in the file, non-UTF-8 encoded.
// NOTE: May be absolute if the file is saved in a different drive.
ufbx_blob raw_relative_filename;
// FILE: Optional embedded content blob, eg. raw .png format data
ufbx_blob content;
// FILE: Optional video texture
ufbx_nullable ufbx_video *video;
// FILE: Index into `ufbx_scene.texture_files[]` or `UFBX_NO_INDEX`.
uint32_t file_index;
// FILE: True if `file_index` has a valid value.
bool has_file;
// LAYERED: Inner texture layers, ordered from _bottom_ to _top_
ufbx_texture_layer_list layers;
// SHADER: Shader information
// NOTE: May be specified even if `type == UFBX_TEXTURE_FILE` if `ufbx_load_opts.disable_quirks`
// is _not_ specified. Some known shaders that represent files are interpreted as `UFBX_TEXTURE_FILE`.
ufbx_nullable ufbx_shader_texture *shader;
// List of file textures representing this texture.
// Defined even if `type == UFBX_TEXTURE_FILE` in which case the array contains only itself.
ufbx_texture_list file_textures;
// Name of the UV set to use
ufbx_string uv_set;
// Wrapping mode
ufbx_wrap_mode wrap_u;
ufbx_wrap_mode wrap_v;
// UV transform
bool has_uv_transform; // < Has a non-identity `transform` and derived matrices.
ufbx_transform uv_transform; // < Texture transformation in UV space
ufbx_matrix texture_to_uv; // < Matrix representation of `transform`
ufbx_matrix uv_to_texture; // < UV coordinate to normalized texture coordinate matrix
};
// TODO: Video textures
struct ufbx_video {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Paths to the resource
// Filename relative to the currently loaded file.
// HINT: If using functions other than `ufbx_load_file()`, you can provide
// `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this.
ufbx_string filename;
// Absolute filename specified in the file.
ufbx_string absolute_filename;
// Relative filename specified in the file.
// NOTE: May be absolute if the file is saved in a different drive.
ufbx_string relative_filename;
// Filename relative to the loaded file, non-UTF-8 encoded.
// HINT: If using functions other than `ufbx_load_file()`, you can provide
// `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this.
ufbx_blob raw_filename;
// Absolute filename specified in the file, non-UTF-8 encoded.
ufbx_blob raw_absolute_filename;
// Relative filename specified in the file, non-UTF-8 encoded.
// NOTE: May be absolute if the file is saved in a different drive.
ufbx_blob raw_relative_filename;
// Optional embedded content blob
ufbx_blob content;
};
// Shader specifies a shading model and contains `ufbx_shader_binding` elements
// that define how to interpret FBX properties in the shader.
struct ufbx_shader {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Known shading model
ufbx_shader_type type;
// TODO: Expose actual properties here
// Bindings from FBX properties to the shader
// HINT: `ufbx_find_shader_prop()` translates shader properties to FBX properties
ufbx_shader_binding_list bindings;
};
// Binding from a material property to shader implementation
typedef struct ufbx_shader_prop_binding {
ufbx_string shader_prop; // < Property name used by the shader implementation
ufbx_string material_prop; // < Property name inside `ufbx_material.props`
} ufbx_shader_prop_binding;
UFBX_LIST_TYPE(ufbx_shader_prop_binding_list, ufbx_shader_prop_binding);
// Shader binding table
struct ufbx_shader_binding {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
ufbx_shader_prop_binding_list prop_bindings; // < Sorted by `shader_prop`
};
// -- Animation
typedef struct ufbx_prop_override {
uint32_t element_id;
uint32_t _internal_key;
ufbx_string prop_name;
ufbx_vec4 value;
ufbx_string value_str;
int64_t value_int;
} ufbx_prop_override;
UFBX_LIST_TYPE(ufbx_prop_override_list, ufbx_prop_override);
typedef struct ufbx_transform_override {
uint32_t node_id;
ufbx_transform transform;
} ufbx_transform_override;
UFBX_LIST_TYPE(ufbx_transform_override_list, ufbx_transform_override);
// Animation descriptor used for evaluating animation.
// Usually obtained from `ufbx_scene` via either global animation `ufbx_scene.anim`,
// per-stack animation `ufbx_anim_stack.anim` or per-layer animation `ufbx_anim_layer.anim`.
//
// For advanced usage you can use `ufbx_create_anim()` to create animation descriptors
// with custom layers, property overrides, special flags, etc.
typedef struct ufbx_anim {
// Time begin/end for the animation, both may be zero if absent.
double time_begin;
double time_end;
// List of layers in the animation.
ufbx_anim_layer_list layers;
// Optional overrides for weights for each layer in `layers[]`.
ufbx_real_list override_layer_weights;
// Sorted by `element_id, prop_name`
ufbx_prop_override_list prop_overrides;
// Sorted by `node_id`
ufbx_transform_override_list transform_overrides;
// Evaluate connected properties as if they would not be connected.
bool ignore_connections;
// Custom `ufbx_anim` created by `ufbx_create_anim()`.
bool custom;
} ufbx_anim;
struct ufbx_anim_stack {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
double time_begin;
double time_end;
ufbx_anim_layer_list layers;
ufbx_anim *anim;
};
typedef struct ufbx_anim_prop {
ufbx_element *element;
uint32_t _internal_key;
ufbx_string prop_name;
ufbx_anim_value *anim_value;
} ufbx_anim_prop;
UFBX_LIST_TYPE(ufbx_anim_prop_list, ufbx_anim_prop);
struct ufbx_anim_layer {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
ufbx_real weight;
bool weight_is_animated;
bool blended;
bool additive;
bool compose_rotation;
bool compose_scale;
ufbx_anim_value_list anim_values;
ufbx_anim_prop_list anim_props; // < Sorted by `element,prop_name`
ufbx_anim *anim;
uint32_t _min_element_id;
uint32_t _max_element_id;
uint32_t _element_id_bitmask[4];
};
struct ufbx_anim_value {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
ufbx_vec3 default_value;
ufbx_nullable ufbx_anim_curve *curves[3];
};
// Animation curve segment interpolation mode between two keyframes
typedef enum ufbx_interpolation UFBX_ENUM_REPR {
UFBX_INTERPOLATION_CONSTANT_PREV, // < Hold previous key value
UFBX_INTERPOLATION_CONSTANT_NEXT, // < Hold next key value
UFBX_INTERPOLATION_LINEAR, // < Linear interpolation between two keys
UFBX_INTERPOLATION_CUBIC, // < Cubic interpolation, see `ufbx_tangent`
UFBX_ENUM_FORCE_WIDTH(UFBX_INTERPOLATION)
} ufbx_interpolation;
UFBX_ENUM_TYPE(ufbx_interpolation, UFBX_INTERPOLATION, UFBX_INTERPOLATION_CUBIC);
// Tangent vector at a keyframe, may be split into left/right
typedef struct ufbx_tangent {
float dx; // < Derivative in the time axis
float dy; // < Derivative in the (curve specific) value axis
} ufbx_tangent;
// Single real `value` at a specified `time`, interpolation between two keyframes
// is determined by the `interpolation` field of the _previous_ key.
// If `interpolation == UFBX_INTERPOLATION_CUBIC` the span is evaluated as a
// cubic bezier curve through the following points:
//
// (prev->time, prev->value)
// (prev->time + prev->right.dx, prev->value + prev->right.dy)
// (next->time - next->left.dx, next->value - next->left.dy)
// (next->time, next->value)
//
// HINT: You can use `ufbx_evaluate_curve(ufbx_anim_curve *curve, double time)`
// rather than trying to manually handle all the interpolation modes.
typedef struct ufbx_keyframe {
double time;
ufbx_real value;
ufbx_interpolation interpolation;
ufbx_tangent left;
ufbx_tangent right;
} ufbx_keyframe;
UFBX_LIST_TYPE(ufbx_keyframe_list, ufbx_keyframe);
struct ufbx_anim_curve {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
ufbx_keyframe_list keyframes;
ufbx_real min_value;
ufbx_real max_value;
};
// -- Collections
// Collection of nodes to hide/freeze
struct ufbx_display_layer {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Nodes included in the layer (exclusively at most one layer per node)
ufbx_node_list nodes;
// Layer state
bool visible; // < Contained nodes are visible
bool frozen; // < Contained nodes cannot be edited
ufbx_vec3 ui_color; // < Visual color for UI
};
// Named set of nodes/geometry features to select.
struct ufbx_selection_set {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Included nodes and geometry features
ufbx_selection_node_list nodes;
};
// Selection state of a node, potentially contains vertex/edge/face selection as well.
struct ufbx_selection_node {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Selection targets, possibly `NULL`
ufbx_nullable ufbx_node *target_node;
ufbx_nullable ufbx_mesh *target_mesh;
bool include_node; // < Is `target_node` included in the selection
// Indices to selected components.
// Guaranteed to be valid as per `ufbx_load_opts.index_error_handling`
// if `target_mesh` is not `NULL`.
ufbx_uint32_list vertices; // < Indices to `ufbx_mesh.vertices`
ufbx_uint32_list edges; // < Indices to `ufbx_mesh.edges`
ufbx_uint32_list faces; // < Indices to `ufbx_mesh.faces`
};
// -- Constraints
struct ufbx_character {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
};
// Type of property constrain eg. position or look-at
typedef enum ufbx_constraint_type UFBX_ENUM_REPR {
UFBX_CONSTRAINT_UNKNOWN,
UFBX_CONSTRAINT_AIM,
UFBX_CONSTRAINT_PARENT,
UFBX_CONSTRAINT_POSITION,
UFBX_CONSTRAINT_ROTATION,
UFBX_CONSTRAINT_SCALE,
// Inverse kinematic chain to a single effector `ufbx_constraint.ik_effector`
// `targets` optionally contains a list of pole targets!
UFBX_CONSTRAINT_SINGLE_CHAIN_IK,
UFBX_ENUM_FORCE_WIDTH(UFBX_CONSTRAINT_TYPE)
} ufbx_constraint_type;
UFBX_ENUM_TYPE(ufbx_constraint_type, UFBX_CONSTRAINT_TYPE, UFBX_CONSTRAINT_SINGLE_CHAIN_IK);
// Target to follow with a constraint
typedef struct ufbx_constraint_target {
ufbx_node *node; // < Target node reference
ufbx_real weight; // < Relative weight to other targets (does not always sum to 1)
ufbx_transform transform; // < Offset from the actual target
} ufbx_constraint_target;
UFBX_LIST_TYPE(ufbx_constraint_target_list, ufbx_constraint_target);
// Method to determine the up vector in aim constraints
typedef enum ufbx_constraint_aim_up_type UFBX_ENUM_REPR {
UFBX_CONSTRAINT_AIM_UP_SCENE, // < Align the up vector to the scene global up vector
UFBX_CONSTRAINT_AIM_UP_TO_NODE, // < Aim the up vector at `ufbx_constraint.aim_up_node`
UFBX_CONSTRAINT_AIM_UP_ALIGN_NODE, // < Copy the up vector from `ufbx_constraint.aim_up_node`
UFBX_CONSTRAINT_AIM_UP_VECTOR, // < Use `ufbx_constraint.aim_up_vector` as the up vector
UFBX_CONSTRAINT_AIM_UP_NONE, // < Don't align the up vector to anything
UFBX_ENUM_FORCE_WIDTH(UFBX_CONSTRAINT_AIM_UP_TYPE)
} ufbx_constraint_aim_up_type;
UFBX_ENUM_TYPE(ufbx_constraint_aim_up_type, UFBX_CONSTRAINT_AIM_UP_TYPE, UFBX_CONSTRAINT_AIM_UP_NONE);
// Method to determine the up vector in aim constraints
typedef enum ufbx_constraint_ik_pole_type UFBX_ENUM_REPR {
UFBX_CONSTRAINT_IK_POLE_VECTOR, // < Use towards calculated from `ufbx_constraint.targets`
UFBX_CONSTRAINT_IK_POLE_NODE, // < Use `ufbx_constraint.ik_pole_vector` directly
UFBX_ENUM_FORCE_WIDTH(UFBX_CONSTRAINT_IK_POLE_TYPE)
} ufbx_constraint_ik_pole_type;
UFBX_ENUM_TYPE(ufbx_constraint_ik_pole_type, UFBX_CONSTRAINT_IK_POLE_TYPE, UFBX_CONSTRAINT_IK_POLE_NODE);
struct ufbx_constraint {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Type of constraint to use
ufbx_constraint_type type;
ufbx_string type_name;
// Node to be constrained
ufbx_nullable ufbx_node *node;
// List of weighted targets for the constraint (pole vectors for IK)
ufbx_constraint_target_list targets;
// State of the constraint
ufbx_real weight;
bool active;
// Translation/rotation/scale axes the constraint is applied to
bool constrain_translation[3];
bool constrain_rotation[3];
bool constrain_scale[3];
// Offset from the constrained position
ufbx_transform transform_offset;
// AIM: Target and up vectors
ufbx_vec3 aim_vector;
ufbx_constraint_aim_up_type aim_up_type;
ufbx_nullable ufbx_node *aim_up_node;
ufbx_vec3 aim_up_vector;
// SINGLE_CHAIN_IK: Target for the IK, `targets` contains pole vectors!
ufbx_nullable ufbx_node *ik_effector;
ufbx_nullable ufbx_node *ik_end_node;
ufbx_vec3 ik_pole_vector;
};
// -- Miscellaneous
typedef struct ufbx_bone_pose {
// Node to apply the pose to.
ufbx_node *bone_node;
// Matrix from node local space to world space.
ufbx_matrix bone_to_world;
// Matrix from node local space to parent space.
// NOTE: FBX only stores world transformations so this is approximated from
// the parent world transform.
ufbx_matrix bone_to_parent;
} ufbx_bone_pose;
UFBX_LIST_TYPE(ufbx_bone_pose_list, ufbx_bone_pose);
struct ufbx_pose {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
// Set if this pose is marked as a bind pose.
bool is_bind_pose;
// List of bone poses.
// Sorted by `ufbx_node.typed_id`.
ufbx_bone_pose_list bone_poses;
};
struct ufbx_metadata_object {
union { ufbx_element element; struct {
ufbx_string name;
ufbx_props props;
uint32_t element_id;
uint32_t typed_id;
}; };
};
// -- Named elements
typedef struct ufbx_name_element {
ufbx_string name;
ufbx_element_type type;
uint32_t _internal_key;
ufbx_element *element;
} ufbx_name_element;
UFBX_LIST_TYPE(ufbx_name_element_list, ufbx_name_element);
// -- Scene
// Scene is the root object loaded by ufbx that everything is accessed from.
typedef enum ufbx_exporter UFBX_ENUM_REPR {
UFBX_EXPORTER_UNKNOWN,
UFBX_EXPORTER_FBX_SDK,
UFBX_EXPORTER_BLENDER_BINARY,
UFBX_EXPORTER_BLENDER_ASCII,
UFBX_EXPORTER_MOTION_BUILDER,
UFBX_EXPORTER_BC_UNITY_EXPORTER,
UFBX_ENUM_FORCE_WIDTH(UFBX_EXPORTER)
} ufbx_exporter;
UFBX_ENUM_TYPE(ufbx_exporter, UFBX_EXPORTER, UFBX_EXPORTER_BC_UNITY_EXPORTER);
typedef struct ufbx_application {
ufbx_string vendor;
ufbx_string name;
ufbx_string version;
} ufbx_application;
typedef enum ufbx_file_format UFBX_ENUM_REPR {
UFBX_FILE_FORMAT_UNKNOWN, // < Unknown file format
UFBX_FILE_FORMAT_FBX, // < .fbx Kaydara/Autodesk FBX file
UFBX_FILE_FORMAT_OBJ, // < .obj Wavefront OBJ file
UFBX_FILE_FORMAT_MTL, // < .mtl Wavefront MTL (Material template library) file
UFBX_ENUM_FORCE_WIDTH(UFBX_FILE_FORMAT)
} ufbx_file_format;
UFBX_ENUM_TYPE(ufbx_file_format, UFBX_FILE_FORMAT, UFBX_FILE_FORMAT_MTL);
typedef enum ufbx_warning_type UFBX_ENUM_REPR {
// Missing external file file (for example .mtl for Wavefront .obj file or a
// geometry cache)
UFBX_WARNING_MISSING_EXTERNAL_FILE,
// Loaded a Wavefront .mtl file derived from the filename instead of a proper
// `mtllib` statement.
UFBX_WARNING_IMPLICIT_MTL,
// Truncated array has been auto-expanded.
UFBX_WARNING_TRUNCATED_ARRAY,
// Geometry data has been defined but has no data.
UFBX_WARNING_MISSING_GEOMETRY_DATA,
// Duplicated connection between two elements that shouldn't have.
UFBX_WARNING_DUPLICATE_CONNECTION,
// Out-of-bounds index has been clamped to be in-bounds.
// HINT: You can use `ufbx_index_error_handling` to adjust behavior.
UFBX_WARNING_INDEX_CLAMPED,
// Non-UTF8 encoded strings.
// HINT: You can use `ufbx_unicode_error_handling` to adjust behavior.
UFBX_WARNING_BAD_UNICODE,
// Non-node element connected to root.
UFBX_WARNING_BAD_ELEMENT_CONNECTED_TO_ROOT,
// Duplicated object ID in the file, connections will be wrong.
UFBX_WARNING_DUPLICATE_OBJECT_ID,
// Empty face has been removed.
// Use `ufbx_load_opts.allow_empty_faces` if you want to allow them.
UFBX_WARNING_EMPTY_FACE_REMOVED,
// Unknown .obj file directive.
UFBX_WARNING_UNKNOWN_OBJ_DIRECTIVE,
// Warnings after this one are deduplicated.
// See `ufbx_warning.count` for how many times they happened.
UFBX_WARNING_TYPE_FIRST_DEDUPLICATED = UFBX_WARNING_INDEX_CLAMPED,
UFBX_ENUM_FORCE_WIDTH(UFBX_WARNING_TYPE)
} ufbx_warning_type;
UFBX_ENUM_TYPE(ufbx_warning_type, UFBX_WARNING_TYPE, UFBX_WARNING_UNKNOWN_OBJ_DIRECTIVE);
// Warning about a non-fatal issue in the file.
// Often contains information about issues that ufbx has corrected about the
// file but it might indicate something is not working properly.
typedef struct ufbx_warning {
// Type of the warning.
ufbx_warning_type type;
// Description of the warning.
ufbx_string description;
// The element related to this warning or `UFBX_NO_INDEX` if not related to a specific element.
uint32_t element_id;
// Number of times this warning was encountered.
size_t count;
} ufbx_warning;
UFBX_LIST_TYPE(ufbx_warning_list, ufbx_warning);
typedef enum ufbx_thumbnail_format UFBX_ENUM_REPR {
UFBX_THUMBNAIL_FORMAT_UNKNOWN, // < Unknown format
UFBX_THUMBNAIL_FORMAT_RGB_24, // < 8-bit RGB pixels, in memory R,G,B
UFBX_THUMBNAIL_FORMAT_RGBA_32, // < 8-bit RGBA pixels, in memory R,G,B,A
UFBX_ENUM_FORCE_WIDTH(UFBX_THUMBNAIL_FORMAT)
} ufbx_thumbnail_format;
UFBX_ENUM_TYPE(ufbx_thumbnail_format, UFBX_THUMBNAIL_FORMAT, UFBX_THUMBNAIL_FORMAT_RGBA_32);
// Specify how unit / coordinate system conversion should be performed.
// Affects how `ufbx_load_opts.target_axes` and `ufbx_load_opts.target_unit_meters` work,
// has no effect if neither is specified.
typedef enum ufbx_space_conversion UFBX_ENUM_REPR {
// Store the space conversion transform in the root node.
// Sets `ufbx_node.local_transform` of the root node.
UFBX_SPACE_CONVERSION_TRANSFORM_ROOT,
// Perform the conversion by using "adjust" transforms.
// Compensates for the transforms using `ufbx_node.adjust_pre_rotation` and
// `ufbx_node.adjust_pre_scale`. You don't need to account for these unless
// you are manually building transforms from `ufbx_props`.
UFBX_SPACE_CONVERSION_ADJUST_TRANSFORMS,
// Perform the conversion by scaling geometry in addition to adjusting transforms.
// Compensates transforms like `UFBX_SPACE_CONVERSION_ADJUST_TRANSFORMS` but
// applies scaling to geometry as well.
UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY,
UFBX_ENUM_FORCE_WIDTH(UFBX_SPACE_CONVERSION)
} ufbx_space_conversion;
UFBX_ENUM_TYPE(ufbx_space_conversion, UFBX_SPACE_CONVERSION, UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY);
// Embedded thumbnail in the file, valid if the dimensions are non-zero.
typedef struct ufbx_thumbnail {
ufbx_props props;
// Extents of the thumbnail
uint32_t width;
uint32_t height;
// Format of `ufbx_thumbnail.data`.
ufbx_thumbnail_format format;
// Thumbnail pixel data, layout as contiguous rows from bottom to top.
// See `ufbx_thumbnail.format` for the pixel format.
ufbx_blob data;
} ufbx_thumbnail;
// Miscellaneous data related to the loaded file
typedef struct ufbx_metadata {
// List of non-fatal warnings about the file.
// If you need to only check whether a specific warning was triggered you
// can use `ufbx_metadata.has_warning[]`.
ufbx_warning_list warnings;
// FBX ASCII file format.
bool ascii;
// FBX version in integer format, eg. 7400 for 7.4.
uint32_t version;
// File format of the source file.
ufbx_file_format file_format;
// Index arrays may contain `UFBX_NO_INDEX` instead of a valid index
// to indicate gaps.
bool may_contain_no_index;
// May contain meshes with no defined vertex position.
// NOTE: `ufbx_mesh.vertex_position.exists` may be `false`!
bool may_contain_missing_vertex_position;
// Arrays may contain items with `NULL` element references.
// See `ufbx_load_opts.connect_broken_elements`.
bool may_contain_broken_elements;
// Some API guarantees do not apply (depending on unsafe options used).
// Loaded with `ufbx_load_opts.allow_unsafe` enabled.
bool is_unsafe;
// Flag for each possible warning type.
// See `ufbx_metadata.warnings[]` for detailed warning information.
bool has_warning[UFBX_WARNING_TYPE_COUNT];
ufbx_string creator;
bool big_endian;
ufbx_string filename;
ufbx_string relative_root;
ufbx_blob raw_filename;
ufbx_blob raw_relative_root;
ufbx_exporter exporter;
uint32_t exporter_version;
ufbx_props scene_props;
ufbx_application original_application;
ufbx_application latest_application;
ufbx_thumbnail thumbnail;
bool geometry_ignored;
bool animation_ignored;
bool embedded_ignored;
size_t max_face_triangles;
size_t result_memory_used;
size_t temp_memory_used;
size_t result_allocs;
size_t temp_allocs;
size_t element_buffer_size;
size_t num_shader_textures;
ufbx_real bone_prop_size_unit;
bool bone_prop_limb_length_relative;
int64_t ktime_second; // < One second in internal KTime units
ufbx_string original_file_path;
ufbx_blob raw_original_file_path;
// Space conversion method used on the scene.
ufbx_space_conversion space_conversion;
// Transform that has been applied to root for axis/unit conversion.
ufbx_quat root_rotation;
ufbx_real root_scale;
// Axis that the scene has been mirrored by.
// All geometry has been mirrored in this axis.
ufbx_mirror_axis mirror_axis;
// Amount geometry has been scaled.
// See `UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY`.
ufbx_real geometry_scale;
} ufbx_metadata;
typedef enum ufbx_time_mode UFBX_ENUM_REPR {
UFBX_TIME_MODE_DEFAULT,
UFBX_TIME_MODE_120_FPS,
UFBX_TIME_MODE_100_FPS,
UFBX_TIME_MODE_60_FPS,
UFBX_TIME_MODE_50_FPS,
UFBX_TIME_MODE_48_FPS,
UFBX_TIME_MODE_30_FPS,
UFBX_TIME_MODE_30_FPS_DROP,
UFBX_TIME_MODE_NTSC_DROP_FRAME,
UFBX_TIME_MODE_NTSC_FULL_FRAME,
UFBX_TIME_MODE_PAL,
UFBX_TIME_MODE_24_FPS,
UFBX_TIME_MODE_1000_FPS,
UFBX_TIME_MODE_FILM_FULL_FRAME,
UFBX_TIME_MODE_CUSTOM,
UFBX_TIME_MODE_96_FPS,
UFBX_TIME_MODE_72_FPS,
UFBX_TIME_MODE_59_94_FPS,
UFBX_ENUM_FORCE_WIDTH(UFBX_TIME_MODE)
} ufbx_time_mode;
UFBX_ENUM_TYPE(ufbx_time_mode, UFBX_TIME_MODE, UFBX_TIME_MODE_59_94_FPS);
typedef enum ufbx_time_protocol UFBX_ENUM_REPR {
UFBX_TIME_PROTOCOL_SMPTE,
UFBX_TIME_PROTOCOL_FRAME_COUNT,
UFBX_TIME_PROTOCOL_DEFAULT,
UFBX_ENUM_FORCE_WIDTH(UFBX_TIME_PROTOCOL)
} ufbx_time_protocol;
UFBX_ENUM_TYPE(ufbx_time_protocol, UFBX_TIME_PROTOCOL, UFBX_TIME_PROTOCOL_DEFAULT);
typedef enum ufbx_snap_mode UFBX_ENUM_REPR {
UFBX_SNAP_MODE_NONE,
UFBX_SNAP_MODE_SNAP,
UFBX_SNAP_MODE_PLAY,
UFBX_SNAP_MODE_SNAP_AND_PLAY,
UFBX_ENUM_FORCE_WIDTH(UFBX_SNAP_MODE)
} ufbx_snap_mode;
UFBX_ENUM_TYPE(ufbx_snap_mode, UFBX_SNAP_MODE, UFBX_SNAP_MODE_SNAP_AND_PLAY);
// Global settings: Axes and time/unit scales
typedef struct ufbx_scene_settings {
ufbx_props props;
// Mapping of X/Y/Z axes to world-space directions.
// HINT: Use `ufbx_load_opts.target_axes` to normalize this.
// NOTE: This contains the _original_ axes even if you supply `ufbx_load_opts.target_axes`.
ufbx_coordinate_axes axes;
// How many meters does a single world-space unit represent.
// FBX files usually default to centimeters, reported as `0.01` here.
// HINT: Use `ufbx_load_opts.target_unit_meters` to normalize this.
ufbx_real unit_meters;
double frames_per_second;
ufbx_vec3 ambient_color;
ufbx_string default_camera;
ufbx_time_mode time_mode;
ufbx_time_protocol time_protocol;
ufbx_snap_mode snap_mode;
// Original settings (?)
ufbx_coordinate_axis original_axis_up;
ufbx_real original_unit_meters;
} ufbx_scene_settings;
struct ufbx_scene {
ufbx_metadata metadata;
// Global settings
ufbx_scene_settings settings;
// Node instances in the scene
ufbx_node *root_node;
// Default animation descriptor
ufbx_anim *anim;
union {
struct {
ufbx_unknown_list unknowns;
// Nodes
ufbx_node_list nodes;
// Node attributes (common)
ufbx_mesh_list meshes;
ufbx_light_list lights;
ufbx_camera_list cameras;
ufbx_bone_list bones;
ufbx_empty_list empties;
// Node attributes (curves/surfaces)
ufbx_line_curve_list line_curves;
ufbx_nurbs_curve_list nurbs_curves;
ufbx_nurbs_surface_list nurbs_surfaces;
ufbx_nurbs_trim_surface_list nurbs_trim_surfaces;
ufbx_nurbs_trim_boundary_list nurbs_trim_boundaries;
// Node attributes (advanced)
ufbx_procedural_geometry_list procedural_geometries;
ufbx_stereo_camera_list stereo_cameras;
ufbx_camera_switcher_list camera_switchers;
ufbx_marker_list markers;
ufbx_lod_group_list lod_groups;
// Deformers
ufbx_skin_deformer_list skin_deformers;
ufbx_skin_cluster_list skin_clusters;
ufbx_blend_deformer_list blend_deformers;
ufbx_blend_channel_list blend_channels;
ufbx_blend_shape_list blend_shapes;
ufbx_cache_deformer_list cache_deformers;
ufbx_cache_file_list cache_files;
// Materials
ufbx_material_list materials;
ufbx_texture_list textures;
ufbx_video_list videos;
ufbx_shader_list shaders;
ufbx_shader_binding_list shader_bindings;
// Animation
ufbx_anim_stack_list anim_stacks;
ufbx_anim_layer_list anim_layers;
ufbx_anim_value_list anim_values;
ufbx_anim_curve_list anim_curves;
// Collections
ufbx_display_layer_list display_layers;
ufbx_selection_set_list selection_sets;
ufbx_selection_node_list selection_nodes;
// Constraints
ufbx_character_list characters;
ufbx_constraint_list constraints;
// Miscellaneous
ufbx_pose_list poses;
ufbx_metadata_object_list metadata_objects;
};
ufbx_element_list elements_by_type[UFBX_ELEMENT_TYPE_COUNT];
};
// Unique texture files referenced by the scene.
ufbx_texture_file_list texture_files;
// All elements and connections in the whole file
ufbx_element_list elements; // < Sorted by `id`
ufbx_connection_list connections_src; // < Sorted by `src,src_prop`
ufbx_connection_list connections_dst; // < Sorted by `dst,dst_prop`
// Elements sorted by name, type
ufbx_name_element_list elements_by_name;
// Enabled if `ufbx_load_opts.retain_dom == true`.
ufbx_nullable ufbx_dom_node *dom_root;
};
// -- Curves
typedef struct ufbx_curve_point {
bool valid;
ufbx_vec3 position;
ufbx_vec3 derivative;
} ufbx_curve_point;
typedef struct ufbx_surface_point {
bool valid;
ufbx_vec3 position;
ufbx_vec3 derivative_u;
ufbx_vec3 derivative_v;
} ufbx_surface_point;
// -- Mesh topology
typedef enum ufbx_topo_flags UFBX_FLAG_REPR {
UFBX_TOPO_NON_MANIFOLD = 0x1, // < Edge with three or more faces
UFBX_FLAG_FORCE_WIDTH(UFBX_TOPO_FLAGS)
} ufbx_topo_flags;
typedef struct ufbx_topo_edge {
uint32_t index; // < Starting index of the edge, always defined
uint32_t next; // < Ending index of the edge / next per-face `ufbx_topo_edge`, always defined
uint32_t prev; // < Previous per-face `ufbx_topo_edge`, always defined
uint32_t twin; // < `ufbx_topo_edge` on the opposite side, `UFBX_NO_INDEX` if not found
uint32_t face; // < Index into `mesh->faces[]`, always defined
uint32_t edge; // < Index into `mesh->edges[]`, `UFBX_NO_INDEX` if not found
ufbx_topo_flags flags;
} ufbx_topo_edge;
typedef struct ufbx_vertex_stream {
void *data;
size_t vertex_count;
size_t vertex_size;
} ufbx_vertex_stream;
// -- Memory callbacks
// You can optionally provide an allocator to ufbx, the default is to use the
// CRT malloc/realloc/free
// Allocate `size` bytes, must be at least 8 byte aligned
typedef void *ufbx_alloc_fn(void *user, size_t size);
// Reallocate `old_ptr` from `old_size` to `new_size`
// NOTE: If omit `alloc_fn` and `free_fn` they will be translated to:
// `alloc(size)` -> `realloc_fn(user, NULL, 0, size)`
// `free_fn(ptr, size)` -> `realloc_fn(user, ptr, size, 0)`
typedef void *ufbx_realloc_fn(void *user, void *old_ptr, size_t old_size, size_t new_size);
// Free pointer `ptr` (of `size` bytes) returned by `alloc_fn` or `realloc_fn`
typedef void ufbx_free_fn(void *user, void *ptr, size_t size);
// Free the allocator itself
typedef void ufbx_free_allocator_fn(void *user);
// Allocator callbacks and user context
// NOTE: The allocator will be stored to the loaded scene and will be called
// again from `ufbx_free_scene()` so make sure `user` outlives that!
// You can use `free_allocator_fn()` to free the allocator yourself.
typedef struct ufbx_allocator {
// Callback functions, see `typedef`s above for information
ufbx_alloc_fn *alloc_fn;
ufbx_realloc_fn *realloc_fn;
ufbx_free_fn *free_fn;
ufbx_free_allocator_fn *free_allocator_fn;
void *user;
} ufbx_allocator;
typedef struct ufbx_allocator_opts {
// Allocator callbacks
ufbx_allocator allocator;
// Maximum number of bytes to allocate before failing
size_t memory_limit;
// Maximum number of allocations to attempt before failing
size_t allocation_limit;
// Threshold to swap from batched allocations to individual ones
// Defaults to 1MB if set to zero
// NOTE: If set to `1` ufbx will allocate everything in the smallest
// possible chunks which may be useful for debugging (eg. ASAN)
size_t huge_threshold;
// Maximum size of a single allocation containing sub-allocations.
// Defaults to 16MB if set to zero
// The maximum amount of wasted memory depends on `max_chunk_size` and
// `huge_threshold`: each chunk can waste up to `huge_threshold` bytes
// internally and the last chunk might be incomplete. So for example
// with the defaults we can waste around 1MB/16MB = 6.25% overall plus
// up to 32MB due to the two incomplete blocks. The actual amounts differ
// slightly as the chunks start out at 4kB and double in size each time,
// meaning that the maximum fixed overhead (up to 32MB with defaults) is
// at most ~30% of the total allocation size.
size_t max_chunk_size;
} ufbx_allocator_opts;
// -- IO callbacks
// Try to read up to `size` bytes to `data`, return the amount of read bytes.
// Return `SIZE_MAX` to indicate an IO error.
typedef size_t ufbx_read_fn(void *user, void *data, size_t size);
// Skip `size` bytes in the file.
typedef bool ufbx_skip_fn(void *user, size_t size);
// Close the file
typedef void ufbx_close_fn(void *user);
typedef struct ufbx_stream {
ufbx_read_fn *read_fn; // < Required
ufbx_skip_fn *skip_fn; // < Optional: Will use `read_fn()` if missing
ufbx_close_fn *close_fn; // < Optional
// Context passed to other functions
void *user;
} ufbx_stream;
typedef enum ufbx_open_file_type UFBX_ENUM_REPR {
UFBX_OPEN_FILE_MAIN_MODEL, // < Main model file
UFBX_OPEN_FILE_GEOMETRY_CACHE, // < Unknown geometry cache file
UFBX_OPEN_FILE_OBJ_MTL, // < .mtl material library file
UFBX_ENUM_FORCE_WIDTH(UFBX_OPEN_FILE_TYPE)
} ufbx_open_file_type;
UFBX_ENUM_TYPE(ufbx_open_file_type, UFBX_OPEN_FILE_TYPE, UFBX_OPEN_FILE_OBJ_MTL);
typedef struct ufbx_open_file_info {
// Kind of file to load.
ufbx_open_file_type type;
// Temporary allocator to use.
ufbx_allocator temp_allocator;
// Original filename in the file, not resolved or UTF-8 encoded.
// NOTE: Not necessarily NULL-terminated!
ufbx_blob original_filename;
} ufbx_open_file_info;
// Callback for opening an external file from the filesystem
typedef bool ufbx_open_file_fn(void *user, ufbx_stream *stream, const char *path, size_t path_len, const ufbx_open_file_info *info);
typedef struct ufbx_open_file_cb {
ufbx_open_file_fn *fn;
void *user;
UFBX_CALLBACK_IMPL(ufbx_open_file_cb, ufbx_open_file_fn, bool,
(void *user, ufbx_stream *stream, const char *path, size_t path_len, const ufbx_open_file_info *info),
(stream, path, path_len, info))
} ufbx_open_file_cb;
// Memory stream options
typedef void ufbx_close_memory_fn(void *user, void *data, size_t data_size);
typedef struct ufbx_close_memory_cb {
ufbx_close_memory_fn *fn;
void *user;
UFBX_CALLBACK_IMPL(ufbx_close_memory_cb, ufbx_close_memory_fn, void,
(void *user, void *data, size_t data_size),
(data, data_size))
} ufbx_close_memory_cb;
// Options for `ufbx_open_memory()`.
typedef struct ufbx_open_memory_opts {
uint32_t _begin_zero;
// Allocator to allocate the memory with.
// NOTE: Used even if no copy is made to allocate a small metadata block.
ufbx_allocator_opts allocator;
// Do not copy the memory.
// You can use `close_cb` to free the memory when the stream is closed.
// NOTE: This means the provided data pointer is referenced after creating
// the memory stream, make sure the data stays valid until the stream is closed!
ufbx_unsafe bool no_copy;
// Callback to free the memory blob.
ufbx_close_memory_cb close_cb;
uint32_t _end_zero;
} ufbx_open_memory_opts;
// Detailed error stack frame
typedef struct ufbx_error_frame {
uint32_t source_line;
ufbx_string function;
ufbx_string description;
} ufbx_error_frame;
// Error causes (and `UFBX_ERROR_NONE` for no error).
typedef enum ufbx_error_type UFBX_ENUM_REPR {
// No error, operation has been performed successfully.
UFBX_ERROR_NONE,
// Unspecified error, most likely caused by an invalid FBX file or a file
// that contains something ufbx can't handle.
UFBX_ERROR_UNKNOWN,
// File not found.
UFBX_ERROR_FILE_NOT_FOUND,
// Empty file.
UFBX_ERROR_EMPTY_FILE,
// External file not found.
// See `ufbx_load_opts.load_external_files` for more information.
UFBX_ERROR_EXTERNAL_FILE_NOT_FOUND,
// Out of memory (allocator returned `NULL`).
UFBX_ERROR_OUT_OF_MEMORY,
// `ufbx_allocator_opts.memory_limit` exhausted.
UFBX_ERROR_MEMORY_LIMIT,
// `ufbx_allocator_opts.allocation_limit` exhausted.
UFBX_ERROR_ALLOCATION_LIMIT,
// File ended abruptly.
UFBX_ERROR_TRUNCATED_FILE,
// IO read error.
// eg. returning `SIZE_MAX` from `ufbx_stream.read_fn` or stdio `ferror()` condition.
UFBX_ERROR_IO,
// User cancelled the loading via `ufbx_load_opts.progress_cb` returning `UFBX_PROGRESS_CANCEL`.
UFBX_ERROR_CANCELLED,
// Could not detect file format from file data or filename.
// HINT: You can supply it manually using `ufbx_load_opts.file_format` or use `ufbx_load_opts.filename`
// when using `ufbx_load_memory()` to let ufbx guess the format from the extension.
UFBX_ERROR_UNRECOGNIZED_FILE_FORMAT,
// Options struct (eg. `ufbx_load_opts`) is not cleared to zero.
// Make sure you initialize the structure to zero via eg.
// ufbx_load_opts opts = { 0 }; // C
// ufbx_load_opts opts = { }; // C++
UFBX_ERROR_UNINITIALIZED_OPTIONS,
// The vertex streams in `ufbx_generate_indices()` are empty.
UFBX_ERROR_ZERO_VERTEX_SIZE,
// Vertex stream passed to `ufbx_generate_indices()`.
UFBX_ERROR_TRUNCATED_VERTEX_STREAM,
// Invalid UTF-8 encountered in a file when loading with `UFBX_UNICODE_ERROR_HANDLING_ABORT_LOADING`.
UFBX_ERROR_INVALID_UTF8,
// Feature needed for the operation has been compiled out.
UFBX_ERROR_FEATURE_DISABLED,
// Attempting to tessellate an invalid NURBS object.
// See `ufbx_nurbs_basis.valid`.
UFBX_ERROR_BAD_NURBS,
// Out of bounds index in the file when loading with `UFBX_INDEX_ERROR_HANDLING_ABORT_LOADING`.
UFBX_ERROR_BAD_INDEX,
// Node is deeper than `ufbx_load_opts.node_depth_limit` in the hierarchy.
UFBX_ERROR_NODE_DEPTH_LIMIT,
// Error parsing ASCII array in a thread.
// Threaded ASCII parsing is slightly more strict than non-threaded, for cursed files,
// set `ufbx_load_opts.force_single_thread_ascii_parsing` to `true`.
UFBX_ERROR_THREADED_ASCII_PARSE,
// Unsafe options specified without enabling `ufbx_load_opts.allow_unsafe`.
UFBX_ERROR_UNSAFE_OPTIONS,
// Duplicated override property in `ufbx_create_anim()`
UFBX_ERROR_DUPLICATE_OVERRIDE,
UFBX_ENUM_FORCE_WIDTH(UFBX_ERROR_TYPE)
} ufbx_error_type;
UFBX_ENUM_TYPE(ufbx_error_type, UFBX_ERROR_TYPE, UFBX_ERROR_DUPLICATE_OVERRIDE);
// Error description with detailed stack trace
// HINT: You can use `ufbx_format_error()` for formatting the error
typedef struct ufbx_error {
ufbx_error_type type;
ufbx_string description;
uint32_t stack_size;
ufbx_error_frame stack[UFBX_ERROR_STACK_MAX_DEPTH];
size_t info_length;
char info[UFBX_ERROR_INFO_LENGTH];
} ufbx_error;
// -- Progress callbacks
typedef struct ufbx_progress {
uint64_t bytes_read;
uint64_t bytes_total;
} ufbx_progress;
typedef enum ufbx_progress_result UFBX_ENUM_REPR {
UFBX_PROGRESS_CONTINUE = 0x100,
UFBX_PROGRESS_CANCEL = 0x200,
UFBX_ENUM_FORCE_WIDTH(UFBX_PROGRESS_RESULT)
} ufbx_progress_result;
// Called periodically with the current progress
// Return `false` to cancel further processing
typedef ufbx_progress_result ufbx_progress_fn(void *user, const ufbx_progress *progress);
typedef struct ufbx_progress_cb {
ufbx_progress_fn *fn;
void *user;
UFBX_CALLBACK_IMPL(ufbx_progress_cb, ufbx_progress_fn, ufbx_progress_result,
(void *user, const ufbx_progress *progress),
(progress))
} ufbx_progress_cb;
// -- Inflate
typedef struct ufbx_inflate_input ufbx_inflate_input;
typedef struct ufbx_inflate_retain ufbx_inflate_retain;
// Source data/stream to decompress with `ufbx_inflate()`
struct ufbx_inflate_input {
// Total size of the data in bytes
size_t total_size;
// (optional) Initial or complete data chunk
const void *data;
size_t data_size;
// (optional) Temporary buffer, defaults to 256b stack buffer
void *buffer;
size_t buffer_size;
// (optional) Streaming read function, concatenated after `data`
ufbx_read_fn *read_fn;
void *read_user;
// (optional) Progress reporting
ufbx_progress_cb progress_cb;
uint64_t progress_interval_hint; // < Bytes between progress report calls
// (optional) Change the progress scope
uint64_t progress_size_before;
uint64_t progress_size_after;
// (optional) No the DEFLATE header
bool no_header;
// (optional) No the Adler32 checksum
bool no_checksum;
// (optional) Force internal fast lookup bit amount
size_t internal_fast_bits;
};
// Persistent data between `ufbx_inflate()` calls
// NOTE: You must set `initialized` to `false`, but `data` may be uninitialized
struct ufbx_inflate_retain {
bool initialized;
uint64_t data[1024];
};
typedef enum ufbx_index_error_handling UFBX_ENUM_REPR {
// Clamp to a valid value.
UFBX_INDEX_ERROR_HANDLING_CLAMP,
// Set bad indices to `UFBX_NO_INDEX`.
// This is the recommended way if you need to deal with files with gaps in information.
// HINT: If you use this `ufbx_get_vertex_TYPE()` functions will return zero
// on invalid indices instead of failing.
UFBX_INDEX_ERROR_HANDLING_NO_INDEX,
// Fail loading entierely when encountering a bad index.
UFBX_INDEX_ERROR_HANDLING_ABORT_LOADING,
// Pass bad indices through as-is.
// Requires `ufbx_load_opts.allow_unsafe`.
// UNSAFE: Breaks any API guarantees regarding indexes being in bounds and makes
// `ufbx_get_vertex_TYPE()` memory-unsafe to use.
UFBX_INDEX_ERROR_HANDLING_UNSAFE_IGNORE,
UFBX_ENUM_FORCE_WIDTH(UFBX_INDEX_ERROR_HANDLING)
} ufbx_index_error_handling;
UFBX_ENUM_TYPE(ufbx_index_error_handling, UFBX_INDEX_ERROR_HANDLING, UFBX_INDEX_ERROR_HANDLING_UNSAFE_IGNORE);
typedef enum ufbx_unicode_error_handling UFBX_ENUM_REPR {
// Replace errors with U+FFFD "Replacement Character"
UFBX_UNICODE_ERROR_HANDLING_REPLACEMENT_CHARACTER,
// Replace errors with '_' U+5F "Low Line"
UFBX_UNICODE_ERROR_HANDLING_UNDERSCORE,
// Replace errors with '?' U+3F "Question Mark"
UFBX_UNICODE_ERROR_HANDLING_QUESTION_MARK,
// Remove errors from the output
UFBX_UNICODE_ERROR_HANDLING_REMOVE,
// Fail loading on encountering an Unicode error
UFBX_UNICODE_ERROR_HANDLING_ABORT_LOADING,
// Ignore and pass-through non-UTF-8 string data.
// Requires `ufbx_load_opts.allow_unsafe`.
// UNSAFE: Breaks API guarantee that `ufbx_string` is UTF-8 encoded.
UFBX_UNICODE_ERROR_HANDLING_UNSAFE_IGNORE,
UFBX_ENUM_FORCE_WIDTH(UFBX_UNICODE_ERROR_HANDLING)
} ufbx_unicode_error_handling;
UFBX_ENUM_TYPE(ufbx_unicode_error_handling, UFBX_UNICODE_ERROR_HANDLING, UFBX_UNICODE_ERROR_HANDLING_UNSAFE_IGNORE);
// How to handle FBX node geometry transforms.
// FBX nodes can have "geometry transforms" that affect only the attached meshes,
// but not the children. This is not allowed in many scene representations so
// ufbx provides some ways to simplify them.
// Geometry transforms can also be used to transform any other attributes such
// as lights or cameras.
typedef enum ufbx_geometry_transform_handling UFBX_ENUM_REPR {
// Preserve the geometry transforms as-is.
// To be correct for all files you have to use `ufbx_node.geometry_transform`,
// `ufbx_node.geometry_to_node`, or `ufbx_node.geometry_to_world` to compensate
// for any potential geometry transforms.
UFBX_GEOMETRY_TRANSFORM_HANDLING_PRESERVE,
// Add helper nodes between the nodes and geometry where needed.
// The created nodes have `ufbx_node.is_geometry_transform_helper` set and are
// named `ufbx_load_opts.geometry_transform_helper_name`.
UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES,
// Modify the geometry of meshes attached to nodes with geometry transforms.
// Will add helper nodes like `UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES` if
// necessary, for example if there are multiple instances of the same mesh with
// geometry transforms.
UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY,
// Modify the geometry of meshes attached to nodes with geometry transforms.
// NOTE: This will not work correctly for instanced geometry.
UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY_NO_FALLBACK,
UFBX_ENUM_FORCE_WIDTH(UFBX_GEOMETRY_TRANSFORM_HANDLING)
} ufbx_geometry_transform_handling;
UFBX_ENUM_TYPE(ufbx_geometry_transform_handling, UFBX_GEOMETRY_TRANSFORM_HANDLING, UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY_NO_FALLBACK);
// How to handle FBX transform inherit modes.
typedef enum ufbx_inherit_mode_handling UFBX_ENUM_REPR {
// Preserve inherit mode in `ufbx_node.inherit_mode`.
// NOTE: To correctly handle all scenes you would need to handle the
// non-standard inherit modes.
UFBX_INHERIT_MODE_HANDLING_PRESERVE,
// Create scale helper nodes parented to nodes that need special inheritance.
// Scale helper nodes will have `ufbx_node.is_scale_helper` and parents of
// scale helpers will have `ufbx_node.scale_helper` pointing to it.
UFBX_INHERIT_MODE_HANDLING_HELPER_NODES,
// Attempt to compensate for bone scale by inversely scaling children.
// NOTE: This only works for uniform non-animated scaling, if scale is
// non-uniform or animated, ufbx will add scale helpers in the same way
// as `UFBX_INHERIT_MODE_HANDLING_HELPER_NODES`.
UFBX_INHERIT_MODE_HANDLING_COMPENSATE,
// Ignore non-standard inheritance modes.
// Forces all nodes to have `UFBX_INHERIT_MODE_NORMAL` regardless of the
// inherit mode specified in the file. This can be useful for emulating
// results from importers/programs that don't support inherit modes.
UFBX_INHERIT_MODE_HANDLING_IGNORE,
UFBX_ENUM_FORCE_WIDTH(UFBX_INHERIT_MODE_HANDLING)
} ufbx_inherit_mode_handling;
UFBX_ENUM_TYPE(ufbx_inherit_mode_handling, UFBX_INHERIT_MODE_HANDLING, UFBX_INHERIT_MODE_HANDLING_IGNORE);
// How to handle FBX transform pivots.
typedef enum ufbx_pivot_handling UFBX_ENUM_REPR {
// Take pivots into account when computing the transform.
UFBX_PIVOT_HANDLING_RETAIN,
// Translate objects to be located at their pivot.
// NOTE: Only applied if rotation and scaling pivots are equal.
// NOTE: Results in geometric translation. Use `ufbx_geometry_transform_handling`
// to interpret these in a standard scene graph.
UFBX_PIVOT_HANDLING_ADJUST_TO_PIVOT,
UFBX_ENUM_FORCE_WIDTH(UFBX_PIVOT_HANDLING)
} ufbx_pivot_handling;
UFBX_ENUM_TYPE(ufbx_pivot_handling, UFBX_PIVOT_HANDLING, UFBX_PIVOT_HANDLING_ADJUST_TO_PIVOT);
typedef struct ufbx_baked_vec3 {
double time;
ufbx_vec3 value;
} ufbx_baked_vec3;
UFBX_LIST_TYPE(ufbx_baked_vec3_list, ufbx_baked_vec3);
typedef struct ufbx_baked_quat {
double time;
ufbx_quat value;
} ufbx_baked_quat;
UFBX_LIST_TYPE(ufbx_baked_quat_list, ufbx_baked_quat);
typedef struct ufbx_baked_node {
uint32_t typed_id;
uint32_t element_id;
bool constant_translation;
bool constant_rotation;
bool constant_scale;
ufbx_baked_vec3_list translation_keys;
ufbx_baked_quat_list rotation_keys;
ufbx_baked_vec3_list scale_keys;
} ufbx_baked_node;
UFBX_LIST_TYPE(ufbx_baked_node_list, ufbx_baked_node);
typedef struct ufbx_baked_prop {
ufbx_string name;
bool constant_value;
ufbx_baked_vec3_list keys;
} ufbx_baked_prop;
UFBX_LIST_TYPE(ufbx_baked_prop_list, ufbx_baked_prop);
typedef struct ufbx_baked_element {
uint32_t element_id;
ufbx_baked_prop_list props;
} ufbx_baked_element;
UFBX_LIST_TYPE(ufbx_baked_element_list, ufbx_baked_element);
typedef struct ufbx_baked_anim {
ufbx_baked_node_list nodes;
ufbx_baked_element_list elements;
} ufbx_baked_anim;
// -- Thread API
//
// NOTE: This API is still experimental and may change.
// Documentation is currently missing on purpose.
typedef uintptr_t ufbx_thread_pool_context;
typedef struct ufbx_thread_pool_info {
uint32_t max_concurrent_tasks;
} ufbx_thread_pool_info;
typedef bool ufbx_thread_pool_init_fn(void *user, ufbx_thread_pool_context ctx, const ufbx_thread_pool_info *info);
typedef bool ufbx_thread_pool_run_fn(void *user, ufbx_thread_pool_context ctx, uint32_t group, uint32_t start_index, uint32_t count);
typedef bool ufbx_thread_pool_wait_fn(void *user, ufbx_thread_pool_context ctx, uint32_t group, uint32_t max_index);
typedef void ufbx_thread_pool_free_fn(void *user, ufbx_thread_pool_context ctx);
typedef struct ufbx_thread_pool {
ufbx_thread_pool_init_fn *init_fn;
ufbx_thread_pool_run_fn *run_fn;
ufbx_thread_pool_wait_fn *wait_fn;
ufbx_thread_pool_free_fn *free_fn;
void *user;
} ufbx_thread_pool;
typedef struct ufbx_thread_opts {
ufbx_thread_pool pool;
size_t num_tasks;
size_t memory_limit;
} ufbx_thread_opts;
// -- Main API
// Options for `ufbx_load_file/memory/stream/stdio()`
// NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++)
typedef struct ufbx_load_opts {
uint32_t _begin_zero;
ufbx_allocator_opts temp_allocator; // < Allocator used during loading
ufbx_allocator_opts result_allocator; // < Allocator used for the final scene
ufbx_thread_opts thread_opts; // < Threading options
// Preferences
bool ignore_geometry; // < Do not load geometry datsa (vertices, indices, etc)
bool ignore_animation; // < Do not load animation curves
bool ignore_embedded; // < Do not load embedded content
bool ignore_all_content; // < Do not load any content (geometry, animation, embedded)
bool evaluate_skinning; // < Evaluate skinning (see ufbx_mesh.skinned_vertices)
bool evaluate_caches; // < Evaluate vertex caches (see ufbx_mesh.skinned_vertices)
// Try to open external files referenced by the main file automatically.
// Applies to geometry caches and .mtl files for OBJ.
// NOTE: This may be risky for untrusted data as the input files may contain
// references to arbitrary paths in the filesystem.
// NOTE: This only applies to files *implicitly* referenced by the scene, if
// you request additional files via eg. `ufbx_load_opts.obj_mtl_path` they
// are still loaded.
// NOTE: Will fail loading if any external files are not found by default, use
// `ufbx_load_opts.ignore_missing_external_files` to suppress this, in this case
// you can find the errors at `ufbx_metadata.warnings[]` as `UFBX_WARNING_MISSING_EXTERNAL_FILE`.
bool load_external_files;
// Don't fail loading if external files are not found.
bool ignore_missing_external_files;
// Don't compute `ufbx_skin_deformer` `vertices` and `weights` arrays saving
// a bit of memory and time if not needed
bool skip_skin_vertices;
// Skip computing `ufbx_mesh.material_parts[]` and `ufbx_mesh.face_group_parts[]`.
bool skip_mesh_parts;
// Clean-up skin weights by removing negative, zero and NAN weights.
bool clean_skin_weights;
// Don't adjust reading the FBX file depending on the detected exporter
bool disable_quirks;
// Don't allow partially broken FBX files to load
bool strict;
// Force ASCII parsing to use a single thread.
// The multi-threaded ASCII parsing is slightly more lenient as it ignores
// the self-reported size of ASCII arrays, that threaded parsing depends on.
bool force_single_thread_ascii_parsing;
// UNSAFE: If enabled allows using unsafe options that may fundamentally
// break the API guarantees.
ufbx_unsafe bool allow_unsafe;
// Specify how to handle broken indices.
ufbx_index_error_handling index_error_handling;
// Connect related elements even if they are broken. If `false` (default)
// `ufbx_skin_cluster` with a missing `bone` field are _not_ included in
// the `ufbx_skin_deformer.clusters[]` array for example.
bool connect_broken_elements;
// Allow nodes that are not connected in any way to the root. Conversely if
// disabled, all lone nodes will be parented under `ufbx_scene.root_node`.
bool allow_nodes_out_of_root;
// Allow meshes with no vertex position attribute.
// NOTE: If this is set `ufbx_mesh.vertex_position.exists` may be `false`.
bool allow_missing_vertex_position;
// Allow faces with zero indices.
bool allow_empty_faces;
// Generate vertex normals for a meshes that are missing normals.
// You can see if the normals have been generated from `ufbx_mesh.generated_normals`.
bool generate_missing_normals;
// Ignore `open_file_cb` when loading the main file.
bool open_main_file_with_default;
// Path separator character, defaults to '\' on Windows and '/' otherwise.
char path_separator;
// Maximum depth of the node hirerachy.
// Will fail with `UFBX_ERROR_NODE_DEPTH_LIMIT` if a node is deeper than this limit.
// NOTE: The default of 0 allows arbitrarily deep hierarchies. Be careful if using
// recursive algorithms without setting this limit.
uint32_t node_depth_limit;
// Estimated file size for progress reporting
uint64_t file_size_estimate;
// Buffer size in bytes to use for reading from files or IO callbacks
size_t read_buffer_size;
// Filename to use as a base for relative file paths if not specified using
// `ufbx_load_file()`. Use `length = SIZE_MAX` for NULL-terminated strings.
// `raw_filename` will be derived from this if empty.
ufbx_string filename;
// Raw non-UTF8 filename. Does not support NULL termination.
// `filename` will be derived from this if empty.
ufbx_blob raw_filename;
// Progress reporting
ufbx_progress_cb progress_cb;
uint64_t progress_interval_hint; // < Bytes between progress report calls
// External file callbacks (defaults to stdio.h)
ufbx_open_file_cb open_file_cb;
// How to handle geometry transforms in the nodes.
// See `ufbx_geometry_transform_handling` for an explanation.
ufbx_geometry_transform_handling geometry_transform_handling;
// How to handle unconventional transform inherit modes.
// See `ufbx_inherit_mode_handling` for an explanation.
ufbx_inherit_mode_handling inherit_mode_handling;
// How to handle pivots.
// See `ufbx_pivot_handling` for an explanation.
ufbx_pivot_handling pivot_handling;
// How to perform space conversion by `target_axes` and `target_unit_meters`.
// See `ufbx_space_conversion` for an explanation.
ufbx_space_conversion space_conversion;
// Axis used to mirror for conversion between left-handed and right-handed coordinates.
ufbx_mirror_axis handedness_conversion_axis;
// Do not change winding of faces when converting handedness.
bool handedness_conversion_retain_winding;
// Reverse winding of all faces.
// If `handedness_conversion_retain_winding` is not specified, mirrored meshes
// will retain their original winding.
bool reverse_winding;
// Apply an implicit root transformation to match axes.
// Used if `ufbx_coordinate_axes_valid(target_axes)`.
ufbx_coordinate_axes target_axes;
// Scale the scene so that one world-space unit is `target_unit_meters` meters.
// By default units are not scaled.
ufbx_real target_unit_meters;
// Target space for camera.
// By default FBX cameras point towards the positive X axis.
// Used if `ufbx_coordinate_axes_valid(target_camera_axes)`.
ufbx_coordinate_axes target_camera_axes;
// Target space for directed lights.
// By default FBX lights point towards the negative Y axis.
// Used if `ufbx_coordinate_axes_valid(target_light_axes)`.
ufbx_coordinate_axes target_light_axes;
// Name for dummy geometry transform helper nodes.
// See `UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES`.
ufbx_string geometry_transform_helper_name;
// Name for dummy scale helper nodes.
// See `UFBX_INHERIT_MODE_HANDLING_HELPER_NODES`.
ufbx_string scale_helper_name;
// Normalize vertex normals.
bool normalize_normals;
// Normalize tangents and bitangents.
bool normalize_tangents;
// Override for the root transform
bool use_root_transform;
ufbx_transform root_transform;
// Animation keyframe clamp threhsold, only applies to specific interpolation modes.
double key_clamp_threshold;
// Specify how to handle Unicode errors in strings.
ufbx_unicode_error_handling unicode_error_handling;
// Retain the raw document structure using `ufbx_dom_node`.
bool retain_dom;
// Force a specific file format instead of detecting it.
ufbx_file_format file_format;
// How far to read into the file to determine the file format.
// Default: 16kB
size_t file_format_lookahead;
// Do not attempt to detect file format from file content.
bool no_format_from_content;
// Do not attempt to detect file format from filename extension.
// ufbx primarily detects file format from the file header,
// this is just used as a fallback.
bool no_format_from_extension;
// (.obj) Try to find .mtl file with matching filename as the .obj file.
// Used if the file specified `mtllib` line is not found, eg. for a file called
// `model.obj` that contains the line `usemtl materials.mtl`, ufbx would first
// try to open `materials.mtl` and if that fails it tries to open `model.mtl`.
bool obj_search_mtl_by_filename;
// (.obj) Don't split geometry into meshes by object.
bool obj_merge_objects;
// (.obj) Don't split geometry into meshes by groups.
bool obj_merge_groups;
// (.obj) Force splitting groups even on object boundaries.
bool obj_split_groups;
// (.obj) Path to the .mtl file.
// Use `length = SIZE_MAX` for NULL-terminated strings.
// NOTE: This is used _instead_ of the one in the file even if not found
// and sidesteps `load_external_files` as it's _explicitly_ requested.
ufbx_string obj_mtl_path;
// (.obj) Data for the .mtl file.
ufbx_blob obj_mtl_data;
uint32_t _end_zero;
} ufbx_load_opts;
// Options for `ufbx_evaluate_scene()`
// NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++)
typedef struct ufbx_evaluate_opts {
uint32_t _begin_zero;
ufbx_allocator_opts temp_allocator; // < Allocator used during evaluation
ufbx_allocator_opts result_allocator; // < Allocator used for the final scene
bool evaluate_skinning; // < Evaluate skinning (see ufbx_mesh.skinned_vertices)
bool evaluate_caches; // < Evaluate vertex caches (see ufbx_mesh.skinned_vertices)
// WARNING: Potentially unsafe! Try to open external files such as geometry caches
bool load_external_files;
// External file callbacks (defaults to stdio.h)
ufbx_open_file_cb open_file_cb;
uint32_t _end_zero;
} ufbx_evaluate_opts;
UFBX_LIST_TYPE(ufbx_const_uint32_list, const uint32_t);
UFBX_LIST_TYPE(ufbx_const_real_list, const ufbx_real);
typedef struct ufbx_prop_override_desc {
// Element (`ufbx_element.element_id`) to override the property from
uint32_t element_id;
// Property name to override.
ufbx_string prop_name;
// Override value, use `value.x` for scalars. `value_int` is initialized
// from `value.x` if zero so keep `value` zeroed even if you don't need it!
ufbx_vec4 value;
ufbx_string value_str;
int64_t value_int;
} ufbx_prop_override_desc;
UFBX_LIST_TYPE(ufbx_const_prop_override_desc_list, const ufbx_prop_override_desc);
UFBX_LIST_TYPE(ufbx_const_transform_override_list, const ufbx_transform_override);
typedef struct ufbx_anim_opts {
uint32_t _begin_zero;
// Animation layers
ufbx_const_uint32_list layer_ids;
// Override layer weights
ufbx_const_real_list override_layer_weights;
// Property overrides
ufbx_const_prop_override_desc_list prop_overrides;
// Transform overrides
ufbx_const_transform_override_list transform_overrides;
// Ignore connected properties
bool ignore_connections;
ufbx_allocator_opts result_allocator; // < Allocator used to create the `ufbx_anim`
uint32_t _end_zero;
} ufbx_anim_opts;
typedef struct ufbx_bake_opts {
uint32_t _begin_zero;
ufbx_allocator_opts temp_allocator; // < Allocator used during loading
ufbx_allocator_opts result_allocator; // < Allocator used for the final baked animation
// Offset to start the evaluation from.
double time_start_offset;
// Sample rate in seconds.
// Samples per second to use for resampling non-linear animation.
// Default: 30
double resample_rate;
// Minimum sample rate to not resample.
// Many exporters resample animation by default. To avoid double-resampling
// keyframe rates higher or equal to this will not be resampled.
// Default: 19.5
double minimum_sample_rate;
// Maximum sample rate to use, this will remove keys if they are too close together.
// Default: unlimited
double maximum_sample_rate;
// Bake the raw versions of properties related to transforms.
bool bake_transform_props;
// Do not bake node transforms.
bool skip_node_transforms;
// Do not resample linear rotation keyframes.
// FBX interpolates rotation in Euler angles, so this might cause incorrect interpolation.
bool no_resample_rotation;
// Ignore layer weight animation.
bool ignore_layer_weight_animation;
// Maximum number of segments to generate from one keyframe.
// Default: 32
size_t max_keyframe_segments;
// Timestep in seconds for constant interpolation.
// Default of `0.0` uses the smallest representable time offset.
double constant_timestep;
// Enable key reduction.
bool key_reduction_enabled;
// Enable key reduction for non-constant rotations.
// Assumes rotations will be interpolated using a spherical linear interpolation at runtime.
bool key_reduction_rotation;
// Threshold for reducing keys for linear segments.
// Default `0.000001`, use negative to disable.
double key_reduction_threshold;
// Maximum passes over the keys to reduce.
// Every pass can potentially halve the the amount of keys.
// Default: `4`
size_t key_reduction_passes;
// Compensate for `UFBX_INHERIT_MODE_IGNORE_PARENT_SCALE` by adjusting child scale.
// NOTE: This is an lossy operation, and properly works only for uniform scaling.
bool compensate_inherit_no_scale;
uint32_t _end_zero;
} ufbx_bake_opts;
// Options for `ufbx_tessellate_nurbs_curve()`
// NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++)
typedef struct ufbx_tessellate_curve_opts {
uint32_t _begin_zero;
ufbx_allocator_opts temp_allocator; // < Allocator used during tessellation
ufbx_allocator_opts result_allocator; // < Allocator used for the final line curve
// How many segments tessellate each span in `ufbx_nurbs_basis.spans`.
uint32_t span_subdivision;
uint32_t _end_zero;
} ufbx_tessellate_curve_opts;
// Options for `ufbx_tessellate_nurbs_surface()`
// NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++)
typedef struct ufbx_tessellate_surface_opts {
uint32_t _begin_zero;
ufbx_allocator_opts temp_allocator; // < Allocator used during tessellation
ufbx_allocator_opts result_allocator; // < Allocator used for the final mesh
// How many segments tessellate each span in `ufbx_nurbs_basis.spans`.
// NOTE: Default is `4`, _not_ `ufbx_nurbs_surface.span_subdivision_u/v` as that
// would make it easy to create an FBX file with an absurdly high subdivision
// rate (similar to mesh subdivision). Please enforce copy the value yourself
// enforcing whatever limits you deem reasonable.
uint32_t span_subdivision_u;
uint32_t span_subdivision_v;
// Skip computing `ufbx_mesh.material_parts[]`
bool skip_mesh_parts;
uint32_t _end_zero;
} ufbx_tessellate_surface_opts;
// Options for `ufbx_subdivide_mesh()`
// NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++)
typedef struct ufbx_subdivide_opts {
uint32_t _begin_zero;
ufbx_allocator_opts temp_allocator; // < Allocator used during subdivision
ufbx_allocator_opts result_allocator; // < Allocator used for the final mesh
ufbx_subdivision_boundary boundary;
ufbx_subdivision_boundary uv_boundary;
// Do not generate normals
bool ignore_normals;
// Interpolate existing normals using the subdivision rules
// instead of generating new normals
bool interpolate_normals;
// Subdivide also tangent attributes
bool interpolate_tangents;
// Map subdivided vertices into weighted original vertices.
// NOTE: May be O(n^2) if `max_source_vertices` is not specified!
bool evaluate_source_vertices;
// Limit source vertices per subdivided vertex.
size_t max_source_vertices;
// Calculate bone influences over subdivided vertices (if applicable).
// NOTE: May be O(n^2) if `max_skin_weights` is not specified!
bool evaluate_skin_weights;
// Limit bone influences per subdivided vertex.
size_t max_skin_weights;
// Index of the skin deformer to use for `evaluate_skin_weights`.
size_t skin_deformer_index;
uint32_t _end_zero;
} ufbx_subdivide_opts;
// Options for `ufbx_load_geometry_cache()`
// NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++)
typedef struct ufbx_geometry_cache_opts {
uint32_t _begin_zero;
ufbx_allocator_opts temp_allocator; // < Allocator used during loading
ufbx_allocator_opts result_allocator; // < Allocator used for the final scene
// External file callbacks (defaults to stdio.h)
ufbx_open_file_cb open_file_cb;
// FPS value for converting frame times to seconds
double frames_per_second;
// Axis to mirror the geometry by.
ufbx_mirror_axis mirror_axis;
// Enable scaling `scale_factor` all geometry by.
bool use_scale_factor;
// Factor to scale the geometry by.
ufbx_real scale_factor;
uint32_t _end_zero;
} ufbx_geometry_cache_opts;
// Options for `ufbx_read_geometry_cache_TYPE()`
// NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++)
typedef struct ufbx_geometry_cache_data_opts {
uint32_t _begin_zero;
// External file callbacks (defaults to stdio.h)
ufbx_open_file_cb open_file_cb;
bool additive;
bool use_weight;
ufbx_real weight;
// Ignore scene transform.
bool ignore_transform;
uint32_t _end_zero;
} ufbx_geometry_cache_data_opts;
typedef struct ufbx_panic {
bool did_panic;
size_t message_length;
char message[UFBX_PANIC_MESSAGE_LENGTH];
} ufbx_panic;
// -- API
#ifdef __cplusplus
extern "C" {
#endif
// Various zero/empty/identity values
extern const ufbx_string ufbx_empty_string;
extern const ufbx_blob ufbx_empty_blob;
extern const ufbx_matrix ufbx_identity_matrix;
extern const ufbx_transform ufbx_identity_transform;
extern const ufbx_vec2 ufbx_zero_vec2;
extern const ufbx_vec3 ufbx_zero_vec3;
extern const ufbx_vec4 ufbx_zero_vec4;
extern const ufbx_quat ufbx_identity_quat;
// Commonly used coordinate axes
extern const ufbx_coordinate_axes ufbx_axes_right_handed_y_up;
extern const ufbx_coordinate_axes ufbx_axes_right_handed_z_up;
extern const ufbx_coordinate_axes ufbx_axes_left_handed_y_up;
extern const ufbx_coordinate_axes ufbx_axes_left_handed_z_up;
// Sizes of element types. eg `sizeof(ufbx_node)`
extern const size_t ufbx_element_type_size[UFBX_ELEMENT_TYPE_COUNT];
// Version of the source file, comparable to `UFBX_HEADER_VERSION`
extern const uint32_t ufbx_source_version;
// Practically always `true` (see below), if not you need to be careful with threads.
//
// Guaranteed to be `true` in _any_ of the following conditions:
// - ufbx.c has been compiled using: GCC / Clang / MSVC / ICC / EMCC / TCC
// - ufbx.c has been compiled as C++11 or later
// - ufbx.c has been compiled as C11 or later with `<stdatomic.h>` support
//
// If `false` you can't call the following functions concurrently:
// ufbx_evaluate_scene()
// ufbx_free_scene()
// ufbx_subdivide_mesh()
// ufbx_tessellate_nurbs_surface()
// ufbx_free_mesh()
ufbx_abi bool ufbx_is_thread_safe(void);
// Load a scene from a `size` byte memory buffer at `data`
ufbx_abi ufbx_scene *ufbx_load_memory(
const void *data, size_t data_size,
const ufbx_load_opts *opts, ufbx_error *error);
// Load a scene by opening a file named `filename`
ufbx_abi ufbx_scene *ufbx_load_file(
const char *filename,
const ufbx_load_opts *opts, ufbx_error *error);
ufbx_abi ufbx_scene *ufbx_load_file_len(
const char *filename, size_t filename_len,
const ufbx_load_opts *opts, ufbx_error *error);
// Load a scene by reading from an `FILE *file` stream
// NOTE: `file` is passed as a `void` pointer to avoid including <stdio.h>
ufbx_abi ufbx_scene *ufbx_load_stdio(
void *file,
const ufbx_load_opts *opts, ufbx_error *error);
// Load a scene by reading from an `FILE *file` stream with a prefix
// NOTE: `file` is passed as a `void` pointer to avoid including <stdio.h>
ufbx_abi ufbx_scene *ufbx_load_stdio_prefix(
void *file,
const void *prefix, size_t prefix_size,
const ufbx_load_opts *opts, ufbx_error *error);
// Load a scene from a user-specified stream
ufbx_abi ufbx_scene *ufbx_load_stream(
const ufbx_stream *stream,
const ufbx_load_opts *opts, ufbx_error *error);
// Load a scene from a user-specified stream with a prefix
ufbx_abi ufbx_scene *ufbx_load_stream_prefix(
const ufbx_stream *stream,
const void *prefix, size_t prefix_size,
const ufbx_load_opts *opts, ufbx_error *error);
// Free a previously loaded or evaluated scene
ufbx_abi void ufbx_free_scene(ufbx_scene *scene);
// Increment `scene` refcount
ufbx_abi void ufbx_retain_scene(ufbx_scene *scene);
// Format a textual description of `error`.
// Always produces a NULL-terminated string to `char dst[dst_size]`, truncating if
// necessary. Returns the number of characters written not including the NULL terminator.
ufbx_abi size_t ufbx_format_error(char *dst, size_t dst_size, const ufbx_error *error);
// Query
// Find a property `name` from `props`, returns `NULL` if not found.
// Searches through `ufbx_props.defaults` as well.
ufbx_abi ufbx_prop *ufbx_find_prop_len(const ufbx_props *props, const char *name, size_t name_len);
ufbx_inline ufbx_prop *ufbx_find_prop(const ufbx_props *props, const char *name) { return ufbx_find_prop_len(props, name, strlen(name));}
// Utility functions for finding the value of a property, returns `def` if not found.
// NOTE: For `ufbx_string` you need to ensure the lifetime of the default is
// sufficient as no copy is made.
ufbx_abi ufbx_real ufbx_find_real_len(const ufbx_props *props, const char *name, size_t name_len, ufbx_real def);
ufbx_inline ufbx_real ufbx_find_real(const ufbx_props *props, const char *name, ufbx_real def) { return ufbx_find_real_len(props, name, strlen(name), def); }
ufbx_abi ufbx_vec3 ufbx_find_vec3_len(const ufbx_props *props, const char *name, size_t name_len, ufbx_vec3 def);
ufbx_inline ufbx_vec3 ufbx_find_vec3(const ufbx_props *props, const char *name, ufbx_vec3 def) { return ufbx_find_vec3_len(props, name, strlen(name), def); }
ufbx_abi int64_t ufbx_find_int_len(const ufbx_props *props, const char *name, size_t name_len, int64_t def);
ufbx_inline int64_t ufbx_find_int(const ufbx_props *props, const char *name, int64_t def) { return ufbx_find_int_len(props, name, strlen(name), def); }
ufbx_abi bool ufbx_find_bool_len(const ufbx_props *props, const char *name, size_t name_len, bool def);
ufbx_inline bool ufbx_find_bool(const ufbx_props *props, const char *name, bool def) { return ufbx_find_bool_len(props, name, strlen(name), def); }
ufbx_abi ufbx_string ufbx_find_string_len(const ufbx_props *props, const char *name, size_t name_len, ufbx_string def);
ufbx_inline ufbx_string ufbx_find_string(const ufbx_props *props, const char *name, ufbx_string def) { return ufbx_find_string_len(props, name, strlen(name), def); }
ufbx_abi ufbx_blob ufbx_find_blob_len(const ufbx_props *props, const char *name, size_t name_len, ufbx_blob def);
ufbx_inline ufbx_blob ufbx_find_blob(const ufbx_props *props, const char *name, ufbx_blob def) { return ufbx_find_blob_len(props, name, strlen(name), def); }
// Find property in `props` with concatendated `parts[num_parts]`.
ufbx_abi ufbx_prop *ufbx_find_prop_concat(const ufbx_props *props, const ufbx_string *parts, size_t num_parts);
// Get an element connected to a property.
ufbx_abi ufbx_element *ufbx_get_prop_element(const ufbx_element *element, const ufbx_prop *prop, ufbx_element_type type);
// Find an element connected to a property by name.
ufbx_abi ufbx_element *ufbx_find_prop_element_len(const ufbx_element *element, const char *name, size_t name_len, ufbx_element_type type);
ufbx_inline ufbx_element *ufbx_find_prop_element(const ufbx_element *element, const char *name, ufbx_element_type type) { return ufbx_find_prop_element_len(element, name, strlen(name), type); }
// Find any element of type `type` in `scene` by `name`.
// For example if you want to find `ufbx_material` named `Mat`:
// (ufbx_material*)ufbx_find_element(scene, UFBX_ELEMENT_MATERIAL, "Mat");
ufbx_abi ufbx_element *ufbx_find_element_len(const ufbx_scene *scene, ufbx_element_type type, const char *name, size_t name_len);
ufbx_inline ufbx_element *ufbx_find_element(const ufbx_scene *scene, ufbx_element_type type, const char *name) { return ufbx_find_element_len(scene, type, name, strlen(name)); }
// Find node in `scene` by `name` (shorthand for `ufbx_find_element(UFBX_ELEMENT_NODE)`).
ufbx_abi ufbx_node *ufbx_find_node_len(const ufbx_scene *scene, const char *name, size_t name_len);
ufbx_inline ufbx_node *ufbx_find_node(const ufbx_scene *scene, const char *name) { return ufbx_find_node_len(scene, name, strlen(name)); }
// Find an animation stack in `scene` by `name` (shorthand for `ufbx_find_element(UFBX_ELEMENT_ANIM_STACK)`)
ufbx_abi ufbx_anim_stack *ufbx_find_anim_stack_len(const ufbx_scene *scene, const char *name, size_t name_len);
ufbx_inline ufbx_anim_stack *ufbx_find_anim_stack(const ufbx_scene *scene, const char *name) { return ufbx_find_anim_stack_len(scene, name, strlen(name)); }
// Find a material in `scene` by `name` (shorthand for `ufbx_find_element(UFBX_ELEMENT_MATERIAL)`).
ufbx_abi ufbx_material *ufbx_find_material_len(const ufbx_scene *scene, const char *name, size_t name_len);
ufbx_inline ufbx_material *ufbx_find_material(const ufbx_scene *scene, const char *name) { return ufbx_find_material_len(scene, name, strlen(name)); }
// Find a single animated property `prop` of `element` in `layer`.
// Returns `NULL` if not found.
ufbx_abi ufbx_anim_prop *ufbx_find_anim_prop_len(const ufbx_anim_layer *layer, const ufbx_element *element, const char *prop, size_t prop_len);
ufbx_inline ufbx_anim_prop *ufbx_find_anim_prop(const ufbx_anim_layer *layer, const ufbx_element *element, const char *prop) { return ufbx_find_anim_prop_len(layer, element, prop, strlen(prop)); }
// Find all animated properties of `element` in `layer`.
ufbx_abi ufbx_anim_prop_list ufbx_find_anim_props(const ufbx_anim_layer *layer, const ufbx_element *element);
// Get a matrix that transforms normals in the same way as Autodesk software.
// NOTE: The resulting normals are slightly incorrect as this function deliberately
// inverts geometric transformation wrong. For better results use
// `ufbx_matrix_for_normals(&node->geometry_to_world)`.
ufbx_abi ufbx_matrix ufbx_get_compatible_matrix_for_normals(const ufbx_node *node);
// Utility
// Decompress a DEFLATE compressed buffer.
// Returns the decompressed size or a negative error code (see source for details).
// NOTE: You must supply a valid `retain` with `ufbx_inflate_retain.initialized == false`
// but the rest can be uninitialized.
ufbx_abi ptrdiff_t ufbx_inflate(void *dst, size_t dst_size, const ufbx_inflate_input *input, ufbx_inflate_retain *retain);
// Open a `ufbx_stream` from a file.
// Use `path_len == SIZE_MAX` for NULL terminated string.
ufbx_abi bool ufbx_open_file(ufbx_stream *stream, const char *path, size_t path_len);
// Same as `ufbx_open_file()` but compatible with the callback in `ufbx_open_file_fn`.
// The `user` parameter is actually not used here.
ufbx_abi bool ufbx_default_open_file(void *user, ufbx_stream *stream, const char *path, size_t path_len, const ufbx_open_file_info *info);
// NOTE: Uses the default ufbx allocator!
ufbx_abi bool ufbx_open_memory(ufbx_stream *stream, const void *data, size_t data_size, const ufbx_open_memory_opts *opts, ufbx_error *error);
// Animation evaluation
// Evaluate a single animation `curve` at a `time`.
// Returns `default_value` only if `curve == NULL` or it has no keyframes.
ufbx_abi ufbx_real ufbx_evaluate_curve(const ufbx_anim_curve *curve, double time, ufbx_real default_value);
// Evaluate a value from bundled animation curves.
ufbx_abi ufbx_real ufbx_evaluate_anim_value_real(const ufbx_anim_value *anim_value, double time);
ufbx_abi ufbx_vec2 ufbx_evaluate_anim_value_vec2(const ufbx_anim_value *anim_value, double time);
ufbx_abi ufbx_vec3 ufbx_evaluate_anim_value_vec3(const ufbx_anim_value *anim_value, double time);
// Evaluate an animated property `name` from `element` at `time`.
// NOTE: If the property is not found it will have the flag `UFBX_PROP_FLAG_NOT_FOUND`.
ufbx_abi ufbx_prop ufbx_evaluate_prop_len(const ufbx_anim *anim, const ufbx_element *element, const char *name, size_t name_len, double time);
ufbx_inline ufbx_prop ufbx_evaluate_prop(const ufbx_anim *anim, const ufbx_element *element, const char *name, double time) {
return ufbx_evaluate_prop_len(anim, element, name, strlen(name), time);
}
// Evaluate all _animated_ properties of `element`.
// HINT: This function returns an `ufbx_props` structure with the original properties as
// `ufbx_props.defaults`. This lets you use `ufbx_find_prop/value()` for the results.
ufbx_abi ufbx_props ufbx_evaluate_props(const ufbx_anim *anim, const ufbx_element *element, double time, ufbx_prop *buffer, size_t buffer_size);
typedef enum ufbx_transform_flags UFBX_FLAG_REPR {
// Ignore parent scale helper.
UFBX_TRANSFORM_FLAG_IGNORE_SCALE_HELPER = 0x1,
// Ignore componentwise scale.
// Note that if you don't specify this, ufbx will have to potentially
// evaluate the entire parent chain in the worst case.
UFBX_TRANSFORM_FLAG_IGNORE_COMPONENTWISE_SCALE = 0x2,
// Require explicit components
UFBX_TRANSFORM_FLAG_EXPLICIT_INCLUDES = 0x4,
UFBX_TRANSFORM_FLAG_INCLUDE_TRANSLATION = 0x10,
UFBX_TRANSFORM_FLAG_INCLUDE_ROTATION = 0x20,
UFBX_TRANSFORM_FLAG_INCLUDE_SCALE = 0x40,
UFBX_FLAG_FORCE_WIDTH(UFBX_TRANSFORM_FLAGS)
} ufbx_transform_flags;
ufbx_abi ufbx_transform ufbx_evaluate_transform(const ufbx_anim *anim, const ufbx_node *node, double time);
ufbx_abi ufbx_transform ufbx_evaluate_transform_flags(const ufbx_anim *anim, const ufbx_node *node, double time, uint32_t flags);
ufbx_abi ufbx_real ufbx_evaluate_blend_weight(const ufbx_anim *anim, const ufbx_blend_channel *channel, double time);
// Evaluate the whole `scene` at a specific `time` in the animation `anim`.
// The returned scene behaves as if it had been exported at a specific time
// in the specified animation, except that animated elements' properties contain
// only the animated values, the original ones are in `props->defaults`.
//
// NOTE: The returned scene refers to the original `scene` so the original
// scene cannot be freed until all evaluated scenes are freed.
ufbx_abi ufbx_scene *ufbx_evaluate_scene(const ufbx_scene *scene, const ufbx_anim *anim, double time, const ufbx_evaluate_opts *opts, ufbx_error *error);
ufbx_abi ufbx_anim *ufbx_create_anim(const ufbx_scene *scene, const ufbx_anim_opts *opts, ufbx_error *error);
ufbx_abi void ufbx_retain_anim(ufbx_anim *anim);
ufbx_abi void ufbx_free_anim(ufbx_anim *anim);
// Animation baking
ufbx_abi ufbx_baked_anim *ufbx_bake_anim(const ufbx_scene *scene, const ufbx_anim *anim, const ufbx_bake_opts *opts, ufbx_error *error);
ufbx_abi void ufbx_retain_baked_anim(ufbx_baked_anim *bake);
ufbx_abi void ufbx_free_baked_anim(ufbx_baked_anim *bake);
ufbx_abi ufbx_vec3 ufbx_evaluate_baked_vec3(ufbx_baked_vec3_list keyframes, double time);
ufbx_abi ufbx_quat ufbx_evaluate_baked_quat(ufbx_baked_quat_list keyframes, double time);
// Poses
ufbx_abi ufbx_bone_pose *ufbx_get_bone_pose(const ufbx_pose *pose, const ufbx_node *node);
// Materials
ufbx_abi ufbx_texture *ufbx_find_prop_texture_len(const ufbx_material *material, const char *name, size_t name_len);
ufbx_inline ufbx_texture *ufbx_find_prop_texture(const ufbx_material *material, const char *name) {
return ufbx_find_prop_texture_len(material, name, strlen(name));
}
ufbx_abi ufbx_string ufbx_find_shader_prop_len(const ufbx_shader *shader, const char *name, size_t name_len);
ufbx_inline ufbx_string ufbx_find_shader_prop(const ufbx_shader *shader, const char *name) {
return ufbx_find_shader_prop_len(shader, name, strlen(name));
}
ufbx_abi ufbx_shader_prop_binding_list ufbx_find_shader_prop_bindings_len(const ufbx_shader *shader, const char *name, size_t name_len);
ufbx_inline ufbx_shader_prop_binding_list ufbx_find_shader_prop_bindings(const ufbx_shader *shader, const char *name) {
return ufbx_find_shader_prop_bindings_len(shader, name, strlen(name));
}
ufbx_abi ufbx_shader_texture_input *ufbx_find_shader_texture_input_len(const ufbx_shader_texture *shader, const char *name, size_t name_len);
ufbx_inline ufbx_shader_texture_input *ufbx_find_shader_texture_input(const ufbx_shader_texture *shader, const char *name) {
return ufbx_find_shader_texture_input_len(shader, name, strlen(name));
}
// Math
ufbx_abi bool ufbx_coordinate_axes_valid(ufbx_coordinate_axes axes);
ufbx_abi ufbx_real ufbx_quat_dot(ufbx_quat a, ufbx_quat b);
ufbx_abi ufbx_quat ufbx_quat_mul(ufbx_quat a, ufbx_quat b);
ufbx_abi ufbx_quat ufbx_quat_normalize(ufbx_quat q);
ufbx_abi ufbx_quat ufbx_quat_fix_antipodal(ufbx_quat q, ufbx_quat reference);
ufbx_abi ufbx_quat ufbx_quat_slerp(ufbx_quat a, ufbx_quat b, ufbx_real t);
ufbx_abi ufbx_vec3 ufbx_quat_rotate_vec3(ufbx_quat q, ufbx_vec3 v);
ufbx_abi ufbx_vec3 ufbx_quat_to_euler(ufbx_quat q, ufbx_rotation_order order);
ufbx_abi ufbx_quat ufbx_euler_to_quat(ufbx_vec3 v, ufbx_rotation_order order);
ufbx_abi ufbx_matrix ufbx_matrix_mul(const ufbx_matrix *a, const ufbx_matrix *b);
ufbx_abi ufbx_real ufbx_matrix_determinant(const ufbx_matrix *m);
ufbx_abi ufbx_matrix ufbx_matrix_invert(const ufbx_matrix *m);
ufbx_abi ufbx_matrix ufbx_matrix_for_normals(const ufbx_matrix *m);
ufbx_abi ufbx_vec3 ufbx_transform_position(const ufbx_matrix *m, ufbx_vec3 v);
ufbx_abi ufbx_vec3 ufbx_transform_direction(const ufbx_matrix *m, ufbx_vec3 v);
ufbx_abi ufbx_matrix ufbx_transform_to_matrix(const ufbx_transform *t);
ufbx_abi ufbx_transform ufbx_matrix_to_transform(const ufbx_matrix *m);
// Skinning
ufbx_abi ufbx_matrix ufbx_catch_get_skin_vertex_matrix(ufbx_panic *panic, const ufbx_skin_deformer *skin, size_t vertex, const ufbx_matrix *fallback);
ufbx_inline ufbx_matrix ufbx_get_skin_vertex_matrix(const ufbx_skin_deformer *skin, size_t vertex, const ufbx_matrix *fallback) {
return ufbx_catch_get_skin_vertex_matrix(NULL, skin, vertex, fallback);
}
ufbx_abi uint32_t ufbx_get_blend_shape_offset_index(const ufbx_blend_shape *shape, size_t vertex);
ufbx_abi ufbx_vec3 ufbx_get_blend_shape_vertex_offset(const ufbx_blend_shape *shape, size_t vertex);
ufbx_abi ufbx_vec3 ufbx_get_blend_vertex_offset(const ufbx_blend_deformer *blend, size_t vertex);
ufbx_abi void ufbx_add_blend_shape_vertex_offsets(const ufbx_blend_shape *shape, ufbx_vec3 *vertices, size_t num_vertices, ufbx_real weight);
ufbx_abi void ufbx_add_blend_vertex_offsets(const ufbx_blend_deformer *blend, ufbx_vec3 *vertices, size_t num_vertices, ufbx_real weight);
// Curves/surfaces
ufbx_abi size_t ufbx_evaluate_nurbs_basis(const ufbx_nurbs_basis *basis, ufbx_real u, ufbx_real *weights, size_t num_weights, ufbx_real *derivatives, size_t num_derivatives);
ufbx_abi ufbx_curve_point ufbx_evaluate_nurbs_curve(const ufbx_nurbs_curve *curve, ufbx_real u);
ufbx_abi ufbx_surface_point ufbx_evaluate_nurbs_surface(const ufbx_nurbs_surface *surface, ufbx_real u, ufbx_real v);
ufbx_abi ufbx_line_curve *ufbx_tessellate_nurbs_curve(const ufbx_nurbs_curve *curve, const ufbx_tessellate_curve_opts *opts, ufbx_error *error);
ufbx_abi ufbx_mesh *ufbx_tessellate_nurbs_surface(const ufbx_nurbs_surface *surface, const ufbx_tessellate_surface_opts *opts, ufbx_error *error);
ufbx_abi void ufbx_free_line_curve(ufbx_line_curve *curve);
ufbx_abi void ufbx_retain_line_curve(ufbx_line_curve *curve);
// Mesh Topology
// Find the face that contains a given `index`.
// Returns `UFBX_NO_INDEX` if out of bounds.
ufbx_abi uint32_t ufbx_find_face_index(ufbx_mesh *mesh, size_t index);
ufbx_abi uint32_t ufbx_catch_triangulate_face(ufbx_panic *panic, uint32_t *indices, size_t num_indices, const ufbx_mesh *mesh, ufbx_face face);
ufbx_inline uint32_t ufbx_triangulate_face(uint32_t *indices, size_t num_indices, const ufbx_mesh *mesh, ufbx_face face) {
return ufbx_catch_triangulate_face(NULL, indices, num_indices, mesh, face);
}
// Generate the half-edge representation of `mesh` to `topo[mesh->num_indices]`
ufbx_abi void ufbx_catch_compute_topology(ufbx_panic *panic, const ufbx_mesh *mesh, ufbx_topo_edge *topo, size_t num_topo);
ufbx_inline void ufbx_compute_topology(const ufbx_mesh *mesh, ufbx_topo_edge *topo, size_t num_topo) {
ufbx_catch_compute_topology(NULL, mesh, topo, num_topo);
}
// Get the next/previous edge around a vertex
// NOTE: Does not return the half-edge on the opposite side (ie. `topo[index].twin`)
ufbx_abi uint32_t ufbx_catch_topo_next_vertex_edge(ufbx_panic *panic, const ufbx_topo_edge *topo, size_t num_topo, uint32_t index);
ufbx_inline uint32_t ufbx_topo_next_vertex_edge(const ufbx_topo_edge *topo, size_t num_topo, uint32_t index) {
return ufbx_catch_topo_next_vertex_edge(NULL, topo, num_topo, index);
}
ufbx_abi uint32_t ufbx_catch_topo_prev_vertex_edge(ufbx_panic *panic, const ufbx_topo_edge *topo, size_t num_topo, uint32_t index);
ufbx_inline uint32_t ufbx_topo_prev_vertex_edge(const ufbx_topo_edge *topo, size_t num_topo, uint32_t index) {
return ufbx_catch_topo_prev_vertex_edge(NULL, topo, num_topo, index);
}
ufbx_abi ufbx_vec3 ufbx_catch_get_weighted_face_normal(ufbx_panic *panic, const ufbx_vertex_vec3 *positions, ufbx_face face);
ufbx_inline ufbx_vec3 ufbx_get_weighted_face_normal(const ufbx_vertex_vec3 *positions, ufbx_face face) {
return ufbx_catch_get_weighted_face_normal(NULL, positions, face);
}
ufbx_abi size_t ufbx_catch_generate_normal_mapping(ufbx_panic *panic, const ufbx_mesh *mesh,
const ufbx_topo_edge *topo, size_t num_topo,
uint32_t *normal_indices, size_t num_normal_indices, bool assume_smooth);
ufbx_abi size_t ufbx_generate_normal_mapping(const ufbx_mesh *mesh,
const ufbx_topo_edge *topo, size_t num_topo,
uint32_t *normal_indices, size_t num_normal_indices, bool assume_smooth);
ufbx_abi void ufbx_catch_compute_normals(ufbx_panic *panic, const ufbx_mesh *mesh, const ufbx_vertex_vec3 *positions,
const uint32_t *normal_indices, size_t num_normal_indices,
ufbx_vec3 *normals, size_t num_normals);
ufbx_abi void ufbx_compute_normals(const ufbx_mesh *mesh, const ufbx_vertex_vec3 *positions,
const uint32_t *normal_indices, size_t num_normal_indices,
ufbx_vec3 *normals, size_t num_normals);
ufbx_abi ufbx_mesh *ufbx_subdivide_mesh(const ufbx_mesh *mesh, size_t level, const ufbx_subdivide_opts *opts, ufbx_error *error);
ufbx_abi void ufbx_free_mesh(ufbx_mesh *mesh);
ufbx_abi void ufbx_retain_mesh(ufbx_mesh *mesh);
// Geometry caches
ufbx_abi ufbx_geometry_cache *ufbx_load_geometry_cache(
const char *filename,
const ufbx_geometry_cache_opts *opts, ufbx_error *error);
ufbx_abi ufbx_geometry_cache *ufbx_load_geometry_cache_len(
const char *filename, size_t filename_len,
const ufbx_geometry_cache_opts *opts, ufbx_error *error);
ufbx_abi void ufbx_free_geometry_cache(ufbx_geometry_cache *cache);
ufbx_abi void ufbx_retain_geometry_cache(ufbx_geometry_cache *cache);
ufbx_abi size_t ufbx_read_geometry_cache_real(const ufbx_cache_frame *frame, ufbx_real *data, size_t num_data, const ufbx_geometry_cache_data_opts *opts);
ufbx_abi size_t ufbx_sample_geometry_cache_real(const ufbx_cache_channel *channel, double time, ufbx_real *data, size_t num_data, const ufbx_geometry_cache_data_opts *opts);
ufbx_abi size_t ufbx_read_geometry_cache_vec3(const ufbx_cache_frame *frame, ufbx_vec3 *data, size_t num_data, const ufbx_geometry_cache_data_opts *opts);
ufbx_abi size_t ufbx_sample_geometry_cache_vec3(const ufbx_cache_channel *channel, double time, ufbx_vec3 *data, size_t num_data, const ufbx_geometry_cache_data_opts *opts);
// DOM
ufbx_abi ufbx_dom_node *ufbx_dom_find_len(const ufbx_dom_node *parent, const char *name, size_t name_len);
ufbx_inline ufbx_dom_node *ufbx_dom_find(const ufbx_dom_node *parent, const char *name) { return ufbx_dom_find_len(parent, name, strlen(name)); }
// Utility
ufbx_abi size_t ufbx_generate_indices(const ufbx_vertex_stream *streams, size_t num_streams, uint32_t *indices, size_t num_indices, const ufbx_allocator_opts *allocator, ufbx_error *error);
// Thread pool
// Run a single thread pool task.
// See `ufbx_thread_pool_run_fn` for more information.
ufbx_unsafe ufbx_abi void ufbx_thread_pool_run_task(ufbx_thread_pool_context ctx, uint32_t index);
ufbx_unsafe ufbx_abi void ufbx_thread_pool_set_user_ptr(ufbx_thread_pool_context ctx, void *user_ptr);
ufbx_unsafe ufbx_abi void *ufbx_thread_pool_get_user_ptr(ufbx_thread_pool_context ctx);
// -- Inline API
ufbx_abi ufbx_real ufbx_catch_get_vertex_real(ufbx_panic *panic, const ufbx_vertex_real *v, size_t index);
ufbx_abi ufbx_vec2 ufbx_catch_get_vertex_vec2(ufbx_panic *panic, const ufbx_vertex_vec2 *v, size_t index);
ufbx_abi ufbx_vec3 ufbx_catch_get_vertex_vec3(ufbx_panic *panic, const ufbx_vertex_vec3 *v, size_t index);
ufbx_abi ufbx_vec4 ufbx_catch_get_vertex_vec4(ufbx_panic *panic, const ufbx_vertex_vec4 *v, size_t index);
ufbx_inline ufbx_real ufbx_get_vertex_real(const ufbx_vertex_real *v, size_t index) { ufbx_assert(index < v->indices.count); return v->values.data[(int32_t)v->indices.data[index]]; }
ufbx_inline ufbx_vec2 ufbx_get_vertex_vec2(const ufbx_vertex_vec2 *v, size_t index) { ufbx_assert(index < v->indices.count); return v->values.data[(int32_t)v->indices.data[index]]; }
ufbx_inline ufbx_vec3 ufbx_get_vertex_vec3(const ufbx_vertex_vec3 *v, size_t index) { ufbx_assert(index < v->indices.count); return v->values.data[(int32_t)v->indices.data[index]]; }
ufbx_inline ufbx_vec4 ufbx_get_vertex_vec4(const ufbx_vertex_vec4 *v, size_t index) { ufbx_assert(index < v->indices.count); return v->values.data[(int32_t)v->indices.data[index]]; }
ufbx_abi size_t ufbx_get_triangulate_face_num_indices(ufbx_face face);
ufbx_abi ufbx_unknown *ufbx_as_unknown(const ufbx_element *element);
ufbx_abi ufbx_node *ufbx_as_node(const ufbx_element *element);
ufbx_abi ufbx_mesh *ufbx_as_mesh(const ufbx_element *element);
ufbx_abi ufbx_light *ufbx_as_light(const ufbx_element *element);
ufbx_abi ufbx_camera *ufbx_as_camera(const ufbx_element *element);
ufbx_abi ufbx_bone *ufbx_as_bone(const ufbx_element *element);
ufbx_abi ufbx_empty *ufbx_as_empty(const ufbx_element *element);
ufbx_abi ufbx_line_curve *ufbx_as_line_curve(const ufbx_element *element);
ufbx_abi ufbx_nurbs_curve *ufbx_as_nurbs_curve(const ufbx_element *element);
ufbx_abi ufbx_nurbs_surface *ufbx_as_nurbs_surface(const ufbx_element *element);
ufbx_abi ufbx_nurbs_trim_surface *ufbx_as_nurbs_trim_surface(const ufbx_element *element);
ufbx_abi ufbx_nurbs_trim_boundary *ufbx_as_nurbs_trim_boundary(const ufbx_element *element);
ufbx_abi ufbx_procedural_geometry *ufbx_as_procedural_geometry(const ufbx_element *element);
ufbx_abi ufbx_stereo_camera *ufbx_as_stereo_camera(const ufbx_element *element);
ufbx_abi ufbx_camera_switcher *ufbx_as_camera_switcher(const ufbx_element *element);
ufbx_abi ufbx_marker *ufbx_as_marker(const ufbx_element *element);
ufbx_abi ufbx_lod_group *ufbx_as_lod_group(const ufbx_element *element);
ufbx_abi ufbx_skin_deformer *ufbx_as_skin_deformer(const ufbx_element *element);
ufbx_abi ufbx_skin_cluster *ufbx_as_skin_cluster(const ufbx_element *element);
ufbx_abi ufbx_blend_deformer *ufbx_as_blend_deformer(const ufbx_element *element);
ufbx_abi ufbx_blend_channel *ufbx_as_blend_channel(const ufbx_element *element);
ufbx_abi ufbx_blend_shape *ufbx_as_blend_shape(const ufbx_element *element);
ufbx_abi ufbx_cache_deformer *ufbx_as_cache_deformer(const ufbx_element *element);
ufbx_abi ufbx_cache_file *ufbx_as_cache_file(const ufbx_element *element);
ufbx_abi ufbx_material *ufbx_as_material(const ufbx_element *element);
ufbx_abi ufbx_texture *ufbx_as_texture(const ufbx_element *element);
ufbx_abi ufbx_video *ufbx_as_video(const ufbx_element *element);
ufbx_abi ufbx_shader *ufbx_as_shader(const ufbx_element *element);
ufbx_abi ufbx_shader_binding *ufbx_as_shader_binding(const ufbx_element *element);
ufbx_abi ufbx_anim_stack *ufbx_as_anim_stack(const ufbx_element *element);
ufbx_abi ufbx_anim_layer *ufbx_as_anim_layer(const ufbx_element *element);
ufbx_abi ufbx_anim_value *ufbx_as_anim_value(const ufbx_element *element);
ufbx_abi ufbx_anim_curve *ufbx_as_anim_curve(const ufbx_element *element);
ufbx_abi ufbx_display_layer *ufbx_as_display_layer(const ufbx_element *element);
ufbx_abi ufbx_selection_set *ufbx_as_selection_set(const ufbx_element *element);
ufbx_abi ufbx_selection_node *ufbx_as_selection_node(const ufbx_element *element);
ufbx_abi ufbx_character *ufbx_as_character(const ufbx_element *element);
ufbx_abi ufbx_constraint *ufbx_as_constraint(const ufbx_element *element);
ufbx_abi ufbx_pose *ufbx_as_pose(const ufbx_element *element);
ufbx_abi ufbx_metadata_object *ufbx_as_metadata_object(const ufbx_element *element);
// -- FFI API
ufbx_abi void ufbx_ffi_find_int_len(int64_t *retval, const ufbx_props *props, const char *name, size_t name_len, const int64_t *def);
ufbx_abi void ufbx_ffi_find_vec3_len(ufbx_vec3 *retval, const ufbx_props *props, const char *name, size_t name_len, const ufbx_vec3 *def);
ufbx_abi void ufbx_ffi_find_string_len(ufbx_string *retval, const ufbx_props *props, const char *name, size_t name_len, const ufbx_string *def);
ufbx_abi void ufbx_ffi_find_anim_props(ufbx_anim_prop_list *retval, const ufbx_anim_layer *layer, const ufbx_element *element);
ufbx_abi void ufbx_ffi_get_compatible_matrix_for_normals(ufbx_matrix *retval, const ufbx_node *node);
ufbx_abi void ufbx_ffi_evaluate_anim_value_vec2(ufbx_vec2 *retval, const ufbx_anim_value *anim_value, double time);
ufbx_abi void ufbx_ffi_evaluate_anim_value_vec3(ufbx_vec3 *retval, const ufbx_anim_value *anim_value, double time);
ufbx_abi void ufbx_ffi_evaluate_prop_len(ufbx_prop *retval, const ufbx_anim *anim, const ufbx_element *element, const char *name, size_t name_len, double time);
ufbx_abi void ufbx_ffi_evaluate_props(ufbx_props *retval, const ufbx_anim *anim, ufbx_element *element, double time, ufbx_prop *buffer, size_t buffer_size);
ufbx_abi void ufbx_ffi_evaluate_transform(ufbx_transform *retval, const ufbx_anim *anim, const ufbx_node *node, double time);
ufbx_abi ufbx_real ufbx_ffi_evaluate_blend_weight(const ufbx_anim *anim, const ufbx_blend_channel *channel, double time);
ufbx_abi void ufbx_ffi_quat_mul(ufbx_quat *retval, const ufbx_quat *a, const ufbx_quat *b);
ufbx_abi void ufbx_ffi_quat_normalize(ufbx_quat *retval, const ufbx_quat *q);
ufbx_abi void ufbx_ffi_quat_fix_antipodal(ufbx_quat *retval, const ufbx_quat *q, const ufbx_quat *reference);
ufbx_abi void ufbx_ffi_quat_slerp(ufbx_quat *retval, const ufbx_quat *a, const ufbx_quat *b, ufbx_real t);
ufbx_abi void ufbx_ffi_quat_rotate_vec3(ufbx_vec3 *retval, const ufbx_quat *q, const ufbx_vec3 *v);
ufbx_abi void ufbx_ffi_quat_to_euler(ufbx_vec3 *retval, const ufbx_quat *q, ufbx_rotation_order order);
ufbx_abi void ufbx_ffi_euler_to_quat(ufbx_quat *retval, const ufbx_vec3 *v, ufbx_rotation_order order);
ufbx_abi void ufbx_ffi_matrix_mul(ufbx_matrix *retval, const ufbx_matrix *a, const ufbx_matrix *b);
ufbx_abi void ufbx_ffi_matrix_invert(ufbx_matrix *retval, const ufbx_matrix *m);
ufbx_abi void ufbx_ffi_matrix_for_normals(ufbx_matrix *retval, const ufbx_matrix *m);
ufbx_abi void ufbx_ffi_transform_position(ufbx_vec3 *retval, const ufbx_matrix *m, const ufbx_vec3 *v);
ufbx_abi void ufbx_ffi_transform_direction(ufbx_vec3 *retval, const ufbx_matrix *m, const ufbx_vec3 *v);
ufbx_abi void ufbx_ffi_transform_to_matrix(ufbx_matrix *retval, const ufbx_transform *t);
ufbx_abi void ufbx_ffi_matrix_to_transform(ufbx_transform *retval, const ufbx_matrix *m);
ufbx_abi void ufbx_ffi_get_skin_vertex_matrix(ufbx_matrix *retval, const ufbx_skin_deformer *skin, size_t vertex, const ufbx_matrix *fallback);
ufbx_abi void ufbx_ffi_get_blend_shape_vertex_offset(ufbx_vec3 *retval, const ufbx_blend_shape *shape, size_t vertex);
ufbx_abi void ufbx_ffi_get_blend_vertex_offset(ufbx_vec3 *retval, const ufbx_blend_deformer *blend, size_t vertex);
ufbx_abi void ufbx_ffi_evaluate_nurbs_curve(ufbx_curve_point *retval, const ufbx_nurbs_curve *curve, ufbx_real u);
ufbx_abi void ufbx_ffi_evaluate_nurbs_surface(ufbx_surface_point *retval, const ufbx_nurbs_surface *surface, ufbx_real u, ufbx_real v);
ufbx_abi void ufbx_ffi_get_weighted_face_normal(ufbx_vec3 *retval, const ufbx_vertex_vec3 *positions, const ufbx_face *face);
ufbx_abi size_t ufbx_ffi_get_triangulate_face_num_indices(const ufbx_face *face);
ufbx_abi uint32_t ufbx_ffi_triangulate_face(uint32_t *indices, size_t num_indices, const ufbx_mesh *mesh, const ufbx_face *face);
ufbx_abi ufbx_vec3 ufbx_ffi_evaluate_baked_vec3(const ufbx_baked_vec3 *keyframes, size_t num_keyframes, double time);
ufbx_abi ufbx_quat ufbx_ffi_evaluate_baked_quat(const ufbx_baked_quat *keyframes, size_t num_keyframes, double time);
#ifdef __cplusplus
}
#endif
// bindgen-disable
#if UFBX_CPP11
struct ufbx_string_view {
const char *data;
size_t length;
ufbx_string_view() : data(nullptr), length(0) { }
ufbx_string_view(const char *data_, size_t length_) : data(data_), length(length_) { }
UFBX_CONVERSION_TO_IMPL(ufbx_string_view)
};
ufbx_inline ufbx_scene *ufbx_load_file(ufbx_string_view filename, const ufbx_load_opts *opts, ufbx_error *error) { return ufbx_load_file_len(filename.data, filename.length, opts, error); }
ufbx_inline ufbx_prop *ufbx_find_prop(const ufbx_props *props, ufbx_string_view name) { return ufbx_find_prop_len(props, name.data, name.length); }
ufbx_inline ufbx_real ufbx_find_real(const ufbx_props *props, ufbx_string_view name, ufbx_real def) { return ufbx_find_real_len(props, name.data, name.length, def); }
ufbx_inline ufbx_vec3 ufbx_find_vec3(const ufbx_props *props, ufbx_string_view name, ufbx_vec3 def) { return ufbx_find_vec3_len(props, name.data, name.length, def); }
ufbx_inline int64_t ufbx_find_int(const ufbx_props *props, ufbx_string_view name, int64_t def) { return ufbx_find_int_len(props, name.data, name.length, def); }
ufbx_inline bool ufbx_find_bool(const ufbx_props *props, ufbx_string_view name, bool def) { return ufbx_find_bool_len(props, name.data, name.length, def); }
ufbx_inline ufbx_string ufbx_find_string(const ufbx_props *props, ufbx_string_view name, ufbx_string def) { return ufbx_find_string_len(props, name.data, name.length, def); }
ufbx_inline ufbx_blob ufbx_find_blob(const ufbx_props *props, ufbx_string_view name, ufbx_blob def) { return ufbx_find_blob_len(props, name.data, name.length, def); }
ufbx_inline ufbx_element *ufbx_find_prop_element(const ufbx_element *element, ufbx_string_view name, ufbx_element_type type) { return ufbx_find_prop_element_len(element, name.data, name.length, type); }
ufbx_inline ufbx_element *ufbx_find_element(const ufbx_scene *scene, ufbx_element_type type, ufbx_string_view name) { return ufbx_find_element_len(scene, type, name.data, name.length); }
ufbx_inline ufbx_node *ufbx_find_node(const ufbx_scene *scene, ufbx_string_view name) { return ufbx_find_node_len(scene, name.data, name.length); }
ufbx_inline ufbx_anim_stack *ufbx_find_anim_stack(const ufbx_scene *scene, ufbx_string_view name) { return ufbx_find_anim_stack_len(scene, name.data, name.length); }
ufbx_inline ufbx_material *ufbx_find_material(const ufbx_scene *scene, ufbx_string_view name) { return ufbx_find_material_len(scene, name.data, name.length); }
ufbx_inline ufbx_anim_prop *ufbx_find_anim_prop(const ufbx_anim_layer *layer, const ufbx_element *element, ufbx_string_view prop) { return ufbx_find_anim_prop_len(layer, element, prop.data, prop.length); }
ufbx_inline ufbx_prop ufbx_evaluate_prop(const ufbx_anim *anim, const ufbx_element *element, ufbx_string_view name, double time) { return ufbx_evaluate_prop_len(anim, element, name.data, name.length, time); }
ufbx_inline ufbx_texture *ufbx_find_prop_texture(const ufbx_material *material, ufbx_string_view name) { return ufbx_find_prop_texture_len(material, name.data, name.length); }
ufbx_inline ufbx_string ufbx_find_shader_prop(const ufbx_shader *shader, ufbx_string_view name) { return ufbx_find_shader_prop_len(shader, name.data, name.length); }
ufbx_inline ufbx_shader_prop_binding_list ufbx_find_shader_prop_bindings(const ufbx_shader *shader, ufbx_string_view name) { return ufbx_find_shader_prop_bindings_len(shader, name.data, name.length); }
ufbx_inline ufbx_shader_texture_input *ufbx_find_shader_texture_input(const ufbx_shader_texture *shader, ufbx_string_view name) { return ufbx_find_shader_texture_input_len(shader, name.data, name.length); }
ufbx_inline ufbx_geometry_cache *ufbx_load_geometry_cache(ufbx_string_view filename, const ufbx_geometry_cache_opts *opts, ufbx_error *error) { return ufbx_load_geometry_cache_len(filename.data, filename.length, opts, error); }
ufbx_inline ufbx_dom_node *ufbx_dom_find(const ufbx_dom_node *parent, ufbx_string_view name) { return ufbx_dom_find_len(parent, name.data, name.length); }
#endif
#if UFBX_CPP11
template <typename T>
struct ufbx_type_traits { enum { valid = 0 }; };
template<> struct ufbx_type_traits<ufbx_scene> {
enum { valid = 1 };
static void retain(ufbx_scene *ptr) { ufbx_retain_scene(ptr); }
static void free(ufbx_scene *ptr) { ufbx_free_scene(ptr); }
};
template<> struct ufbx_type_traits<ufbx_mesh> {
enum { valid = 1 };
static void retain(ufbx_mesh *ptr) { ufbx_retain_mesh(ptr); }
static void free(ufbx_mesh *ptr) { ufbx_free_mesh(ptr); }
};
template<> struct ufbx_type_traits<ufbx_line_curve> {
enum { valid = 1 };
static void retain(ufbx_line_curve *ptr) { ufbx_retain_line_curve(ptr); }
static void free(ufbx_line_curve *ptr) { ufbx_free_line_curve(ptr); }
};
template<> struct ufbx_type_traits<ufbx_geometry_cache> {
enum { valid = 1 };
static void retain(ufbx_geometry_cache *ptr) { ufbx_retain_geometry_cache(ptr); }
static void free(ufbx_geometry_cache *ptr) { ufbx_free_geometry_cache(ptr); }
};
template<> struct ufbx_type_traits<ufbx_anim> {
enum { valid = 1 };
static void retain(ufbx_anim *ptr) { ufbx_retain_anim(ptr); }
static void free(ufbx_anim *ptr) { ufbx_free_anim(ptr); }
};
template<> struct ufbx_type_traits<ufbx_baked_anim> {
enum { valid = 1 };
static void retain(ufbx_baked_anim *ptr) { ufbx_retain_baked_anim(ptr); }
static void free(ufbx_baked_anim *ptr) { ufbx_free_baked_anim(ptr); }
};
class ufbx_deleter {
public:
template <typename T>
void operator()(T *ptr) const {
static_assert(ufbx_type_traits<T>::valid, "ufbx_deleter() unsupported for type");
ufbx_type_traits<T>::free(ptr);
}
};
// RAII wrapper over refcounted ufbx types.
// Behaves like `std::unique_ptr<T>`.
template <typename T>
class ufbx_unique_ptr {
T *ptr;
using traits = ufbx_type_traits<T>;
static_assert(ufbx_type_traits<T>::valid, "ufbx_unique_ptr unsupported for type");
public:
ufbx_unique_ptr() noexcept : ptr(nullptr) { }
explicit ufbx_unique_ptr(T *ptr_) noexcept : ptr(ptr_) { }
ufbx_unique_ptr(ufbx_unique_ptr &&ref) noexcept : ptr(ref.ptr) { ref.ptr = nullptr; }
~ufbx_unique_ptr() { traits::free(ptr); }
ufbx_unique_ptr &operator=(ufbx_unique_ptr &&ref) noexcept {
if (&ref == this) return *this;
ptr = ref.ptr;
ref.ptr = nullptr;
return *this;
}
void reset(T *new_ptr=nullptr) noexcept {
traits::free(ptr);
ptr = new_ptr;
}
void swap(ufbx_unique_ptr &ref) noexcept {
T *tmp = ptr;
ptr = ref.ptr;
ref.ptr = tmp;
}
T &operator*() const noexcept { return *ptr; }
T *operator->() const noexcept { return ptr; }
T *get() const noexcept { return ptr; }
explicit operator bool() const noexcept { return ptr != nullptr; }
};
// Behaves like `std::shared_ptr<T>` except uses ufbx's internal reference counting,
// so it is half the size of a standard `shared_ptr` but might be marginally slower.
template <typename T>
class ufbx_shared_ptr {
T *ptr;
using traits = ufbx_type_traits<T>;
static_assert(ufbx_type_traits<T>::valid, "ufbx_shared_ptr unsupported for type");
public:
ufbx_shared_ptr() noexcept : ptr(nullptr) { }
explicit ufbx_shared_ptr(T *ptr_) noexcept : ptr(ptr_) { }
ufbx_shared_ptr(const ufbx_shared_ptr &ref) noexcept : ptr(ref.ptr) { traits::retain(ref.ptr); }
ufbx_shared_ptr(ufbx_shared_ptr &&ref) noexcept : ptr(ref.ptr) { ref.ptr = nullptr; }
~ufbx_shared_ptr() { traits::free(ptr); }
ufbx_shared_ptr &operator=(const ufbx_shared_ptr &ref) noexcept {
if (&ref == this) return *this;
traits::free(ptr);
traits::retain(ref.ptr);
ptr = ref.ptr;
return *this;
}
ufbx_shared_ptr &operator=(ufbx_shared_ptr &&ref) noexcept {
if (&ref == this) return *this;
ptr = ref.ptr;
ref.ptr = nullptr;
return *this;
}
void reset(T *new_ptr=nullptr) noexcept {
traits::free(ptr);
ptr = new_ptr;
}
void swap(ufbx_shared_ptr &ref) noexcept {
T *tmp = ptr;
ptr = ref.ptr;
ref.ptr = tmp;
}
T &operator*() const noexcept { return *ptr; }
T *operator->() const noexcept { return ptr; }
T *get() const noexcept { return ptr; }
explicit operator bool() const noexcept { return ptr != nullptr; }
};
#endif
// bindgen-enable
// -- Properties
// Names of common properties in `ufbx_props`.
// Some of these differ from ufbx interpretations.
// Local translation.
// Used by: `ufbx_node`
#define UFBX_Lcl_Translation "Lcl Translation"
// Local rotation expressed in Euler degrees.
// Used by: `ufbx_node`
// The rotation order is defined by the `UFBX_RotationOrder` property.
#define UFBX_Lcl_Rotation "Lcl Rotation"
// Local scaling factor, 3D vector.
// Used by: `ufbx_node`
#define UFBX_Lcl_Scaling "Lcl Scaling"
// Euler rotation interpretation, used by `UFBX_Lcl_Rotation`.
// Used by: `ufbx_node`, enum value `ufbx_rotation_order`.
#define UFBX_RotationOrder "RotationOrder"
// Scaling pivot: point around which scaling is performed.
// Used by: `ufbx_node`.
#define UFBX_ScalingPivot "ScalingPivot"
// Scaling pivot: point around which rotation is performed.
// Used by: `ufbx_node`.
#define UFBX_RotationPivot "RotationPivot"
// Scaling offset: translation added after scaling is performed.
// Used by: `ufbx_node`.
#define UFBX_ScalingOffset "ScalingOffset"
// Rotation offset: translation added after rotation is performed.
// Used by: `ufbx_node`.
#define UFBX_RotationOffset "RotationOffset"
// Pre-rotation: Rotation applied _after_ `UFBX_Lcl_Rotation`.
// Used by: `ufbx_node`.
// Affected by `UFBX_RotationPivot` but not `UFBX_RotationOrder`.
#define UFBX_PreRotation "PreRotation"
// Post-rotation: Rotation applied _before_ `UFBX_Lcl_Rotation`.
// Used by: `ufbx_node`.
// Affected by `UFBX_RotationPivot` but not `UFBX_RotationOrder`.
#define UFBX_PostRotation "PostRotation"
// Controls whether the node should be displayed or not.
// Used by: `ufbx_node`.
#define UFBX_Visibility "Visibility"
// Weight of an animation layer in percentage (100.0 being full).
// Used by: `ufbx_anim_layer`.
#define UFBX_Weight "Weight"
// Blend shape deformation weight (100.0 being full).
// Used by: `ufbx_blend_channel`.
#define UFBX_DeformPercent "DeformPercent"
#if defined(_MSC_VER)
#pragma warning(pop)
#elif defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#endif