8ffad0d8bd
Other properties should index override where appropriate in future.
264 lines
9.9 KiB
C++
264 lines
9.9 KiB
C++
/*************************************************************************/
|
|
/* FBXMeshGeometry.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
/*
|
|
Open Asset Import Library (assimp)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2019, assimp team
|
|
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
#ifndef FBX_MESH_GEOMETRY_H
|
|
#define FBX_MESH_GEOMETRY_H
|
|
|
|
#include "core/color.h"
|
|
#include "core/math/vector2.h"
|
|
#include "core/math/vector3.h"
|
|
#include "core/vector.h"
|
|
|
|
#include "FBXDocument.h"
|
|
#include "FBXParser.h"
|
|
|
|
#include <iostream>
|
|
|
|
#define AI_MAX_NUMBER_OF_TEXTURECOORDS 4
|
|
#define AI_MAX_NUMBER_OF_COLOR_SETS 8
|
|
|
|
namespace FBXDocParser {
|
|
|
|
/*
|
|
* DOM base class for all kinds of FBX geometry
|
|
*/
|
|
class Geometry : public Object {
|
|
public:
|
|
Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
|
|
virtual ~Geometry();
|
|
|
|
/** Get the Skin attached to this geometry or NULL */
|
|
const Skin *DeformerSkin() const;
|
|
|
|
const std::vector<const BlendShape *> &get_blend_shapes() const;
|
|
|
|
size_t get_blend_shape_count() const {
|
|
return blendShapes.size();
|
|
}
|
|
|
|
private:
|
|
const Skin *skin = nullptr;
|
|
std::vector<const BlendShape *> blendShapes;
|
|
};
|
|
|
|
typedef std::vector<int> MatIndexArray;
|
|
|
|
/// Map Geometry stores the FBX file information.
|
|
///
|
|
/// # FBX doc.
|
|
/// ## Reference type declared:
|
|
/// - Direct (directly related to the mapping information type)
|
|
/// - IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
|
|
///
|
|
/// ## Map Type:
|
|
/// * None The mapping is undetermined.
|
|
/// * ByVertex There will be one mapping coordinate for each surface control point/vertex (ControlPoint is a vertex).
|
|
/// * If you have direct reference type verticies[x]
|
|
/// * If you have IndexToDirect reference type the UV
|
|
/// * 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)
|
|
/// * ByPolygon There can be only one mapping coordinate for the whole polygon.
|
|
/// * One mapping per polygon polygon x has this normal x
|
|
/// * For each vertex of the polygon then set the normal to x
|
|
/// * 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)
|
|
/// * AllSame There can be only one mapping coordinate for the whole surface.
|
|
class MeshGeometry : public Geometry {
|
|
public:
|
|
enum class MapType {
|
|
none = 0, // No mapping type. Stored as "None".
|
|
vertex, // Maps per vertex. Stored as "ByVertice".
|
|
polygon_vertex, // Maps per polygon vertex. Stored as "ByPolygonVertex".
|
|
polygon, // Maps per polygon. Stored as "ByPolygon".
|
|
edge, // Maps per edge. Stored as "ByEdge".
|
|
all_the_same // Uaps to everything. Stored as "AllSame".
|
|
};
|
|
|
|
enum class ReferenceType {
|
|
direct = 0,
|
|
index = 1,
|
|
index_to_direct = 2
|
|
};
|
|
|
|
template <class T>
|
|
struct MappingData {
|
|
MapType map_type = MapType::none;
|
|
ReferenceType ref_type = ReferenceType::direct;
|
|
std::vector<T> data;
|
|
/// The meaning of the indices depends from the `MapType`.
|
|
/// If `ref_type` is `direct` this map is hollow.
|
|
std::vector<int> index;
|
|
|
|
String debug_info() const {
|
|
return "indexes: " + itos(index.size()) + " data: " + itos(data.size());
|
|
}
|
|
};
|
|
|
|
struct Edge {
|
|
int vertex_0 = 0, vertex_1 = 0;
|
|
Edge(int v0, int v1) :
|
|
vertex_0(v0), vertex_1(v1) {}
|
|
Edge() {}
|
|
};
|
|
|
|
public:
|
|
MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
|
|
|
|
virtual ~MeshGeometry();
|
|
|
|
const std::vector<Vector3> &get_vertices() const;
|
|
const std::vector<Edge> &get_edge_map() const;
|
|
const std::vector<int> &get_polygon_indices() const;
|
|
const std::vector<int> &get_edges() const;
|
|
const MappingData<Vector3> &get_normals() const;
|
|
const MappingData<Vector2> &get_uv_0() const;
|
|
const MappingData<Vector2> &get_uv_1() const;
|
|
const MappingData<Color> &get_colors() const;
|
|
const MappingData<int> &get_material_allocation_id() const;
|
|
|
|
/// Returns -1 if the vertices doesn't form an edge. Vertex order, doesn't
|
|
// matter.
|
|
static int get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b);
|
|
// Retuns the edge point bu that ID, or the edge with -1 vertices if the
|
|
// id is not valid.
|
|
static Edge get_edge(const std::vector<Edge> &p_map, int p_id);
|
|
|
|
private:
|
|
// Read directly from the FBX file.
|
|
std::vector<Vector3> m_vertices;
|
|
std::vector<Edge> edge_map;
|
|
std::vector<int> m_face_indices;
|
|
std::vector<int> m_edges;
|
|
MappingData<Vector3> m_normals;
|
|
MappingData<Vector2> m_uv_0; // first uv coordinates
|
|
MappingData<Vector2> m_uv_1; // second uv coordinates
|
|
MappingData<Color> m_colors; // colors for the mesh
|
|
MappingData<int> m_material_allocation_ids; // slot of material used
|
|
|
|
template <class T>
|
|
MappingData<T> resolve_vertex_data_array(
|
|
const ScopePtr source,
|
|
const std::string &MappingInformationType,
|
|
const std::string &ReferenceInformationType,
|
|
const std::string &dataElementName,
|
|
const std::string &indexOverride = "");
|
|
};
|
|
|
|
/*
|
|
* DOM class for FBX geometry of type "Shape"
|
|
*/
|
|
class ShapeGeometry : public Geometry {
|
|
public:
|
|
/** The class constructor */
|
|
ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
|
|
|
|
/** The class destructor */
|
|
virtual ~ShapeGeometry();
|
|
|
|
/** Get a list of all vertex points, non-unique*/
|
|
const std::vector<Vector3> &GetVertices() const;
|
|
|
|
/** Get a list of all vertex normals or an empty array if
|
|
* no normals are specified. */
|
|
const std::vector<Vector3> &GetNormals() const;
|
|
|
|
/** Return list of vertex indices. */
|
|
const std::vector<unsigned int> &GetIndices() const;
|
|
|
|
private:
|
|
std::vector<Vector3> m_vertices;
|
|
std::vector<Vector3> m_normals;
|
|
std::vector<unsigned int> m_indices;
|
|
};
|
|
/**
|
|
* DOM class for FBX geometry of type "Line"
|
|
*/
|
|
class LineGeometry : public Geometry {
|
|
public:
|
|
/** The class constructor */
|
|
LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
|
|
|
|
/** The class destructor */
|
|
virtual ~LineGeometry();
|
|
|
|
/** Get a list of all vertex points, non-unique*/
|
|
const std::vector<Vector3> &GetVertices() const;
|
|
|
|
/** Return list of vertex indices. */
|
|
const std::vector<int> &GetIndices() const;
|
|
|
|
private:
|
|
std::vector<Vector3> m_vertices;
|
|
std::vector<int> m_indices;
|
|
};
|
|
|
|
} // namespace FBXDocParser
|
|
|
|
#endif // FBX_MESH_GEOMETRY_H
|