49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
264 lines
9.9 KiB
C++
264 lines
9.9 KiB
C++
/*************************************************************************/
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/* FBXMeshGeometry.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef FBX_MESH_GEOMETRY_H
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#define FBX_MESH_GEOMETRY_H
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#include "core/color.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "core/vector.h"
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#include "FBXDocument.h"
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#include "FBXParser.h"
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#include <iostream>
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#define AI_MAX_NUMBER_OF_TEXTURECOORDS 4
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#define AI_MAX_NUMBER_OF_COLOR_SETS 8
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namespace FBXDocParser {
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/*
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* DOM base class for all kinds of FBX geometry
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*/
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class Geometry : public Object {
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public:
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Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
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virtual ~Geometry();
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/** Get the Skin attached to this geometry or NULL */
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const Skin *DeformerSkin() const;
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const std::vector<const BlendShape *> &get_blend_shapes() const;
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size_t get_blend_shape_count() const {
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return blendShapes.size();
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}
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private:
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const Skin *skin = nullptr;
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std::vector<const BlendShape *> blendShapes;
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};
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typedef std::vector<int> MatIndexArray;
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/// Map Geometry stores the FBX file information.
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///
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/// # FBX doc.
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/// ## Reference type declared:
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/// - Direct (directly related to the mapping information type)
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/// - IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
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///
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/// ## Map Type:
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/// * None The mapping is undetermined.
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/// * ByVertex There will be one mapping coordinate for each surface control point/vertex (ControlPoint is a vertex).
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/// * If you have direct reference type verticies[x]
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/// * If you have IndexToDirect reference type the UV
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/// * ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex)
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/// * ByPolygon There can be only one mapping coordinate for the whole polygon.
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/// * One mapping per polygon polygon x has this normal x
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/// * For each vertex of the polygon then set the normal to x
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/// * ByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements. (Mapping is referencing the edge id)
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/// * AllSame There can be only one mapping coordinate for the whole surface.
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class MeshGeometry : public Geometry {
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public:
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enum class MapType {
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none = 0, // No mapping type. Stored as "None".
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vertex, // Maps per vertex. Stored as "ByVertice".
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polygon_vertex, // Maps per polygon vertex. Stored as "ByPolygonVertex".
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polygon, // Maps per polygon. Stored as "ByPolygon".
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edge, // Maps per edge. Stored as "ByEdge".
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all_the_same // Uaps to everything. Stored as "AllSame".
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};
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enum class ReferenceType {
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direct = 0,
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index = 1,
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index_to_direct = 2
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};
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template <class T>
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struct MappingData {
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MapType map_type = MapType::none;
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ReferenceType ref_type = ReferenceType::direct;
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std::vector<T> data;
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/// The meaning of the indices depends from the `MapType`.
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/// If `ref_type` is `direct` this map is hollow.
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std::vector<int> index;
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String debug_info() const {
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return "indexes: " + itos(index.size()) + " data: " + itos(data.size());
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}
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};
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struct Edge {
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int vertex_0 = 0, vertex_1 = 0;
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Edge(int v0, int v1) :
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vertex_0(v0), vertex_1(v1) {}
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Edge() {}
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};
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public:
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MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
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virtual ~MeshGeometry();
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const std::vector<Vector3> &get_vertices() const;
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const std::vector<Edge> &get_edge_map() const;
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const std::vector<int> &get_polygon_indices() const;
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const std::vector<int> &get_edges() const;
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const MappingData<Vector3> &get_normals() const;
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const MappingData<Vector2> &get_uv_0() const;
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const MappingData<Vector2> &get_uv_1() const;
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const MappingData<Color> &get_colors() const;
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const MappingData<int> &get_material_allocation_id() const;
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/// Returns -1 if the vertices doesn't form an edge. Vertex order, doesn't
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// matter.
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static int get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b);
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// Retuns the edge point bu that ID, or the edge with -1 vertices if the
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// id is not valid.
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static Edge get_edge(const std::vector<Edge> &p_map, int p_id);
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private:
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// Read directly from the FBX file.
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std::vector<Vector3> m_vertices;
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std::vector<Edge> edge_map;
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std::vector<int> m_face_indices;
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std::vector<int> m_edges;
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MappingData<Vector3> m_normals;
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MappingData<Vector2> m_uv_0; // first uv coordinates
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MappingData<Vector2> m_uv_1; // second uv coordinates
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MappingData<Color> m_colors; // colors for the mesh
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MappingData<int> m_material_allocation_ids; // slot of material used
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template <class T>
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MappingData<T> resolve_vertex_data_array(
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const ScopePtr source,
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const std::string &MappingInformationType,
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const std::string &ReferenceInformationType,
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const std::string &dataElementName,
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const std::string &indexOverride = "");
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};
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/*
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* DOM class for FBX geometry of type "Shape"
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*/
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class ShapeGeometry : public Geometry {
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public:
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/** The class constructor */
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ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
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/** The class destructor */
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virtual ~ShapeGeometry();
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/** Get a list of all vertex points, non-unique*/
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const std::vector<Vector3> &GetVertices() const;
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/** Get a list of all vertex normals or an empty array if
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* no normals are specified. */
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const std::vector<Vector3> &GetNormals() const;
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/** Return list of vertex indices. */
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const std::vector<unsigned int> &GetIndices() const;
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private:
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std::vector<Vector3> m_vertices;
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std::vector<Vector3> m_normals;
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std::vector<unsigned int> m_indices;
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};
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/**
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* DOM class for FBX geometry of type "Line"
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*/
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class LineGeometry : public Geometry {
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public:
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/** The class constructor */
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LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
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/** The class destructor */
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virtual ~LineGeometry();
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/** Get a list of all vertex points, non-unique*/
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const std::vector<Vector3> &GetVertices() const;
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/** Return list of vertex indices. */
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const std::vector<int> &GetIndices() const;
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private:
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std::vector<Vector3> m_vertices;
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std::vector<int> m_indices;
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};
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} // namespace FBXDocParser
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#endif // FBX_MESH_GEOMETRY_H
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