203295f17d
Fleshed out the "Optimize Mesh" options found in the mesh import UI Gave a checkbox to every vertex attribute that can be compressed Surfaced option to enable/disable Octahedral compression for normal/tangent vectors Also surfaces the vertex position compression option which previously inaccessible because the defaults did not compress vertex positions Supports all current importers (obj, fbx, collada, gltf)
182 lines
7.8 KiB
C++
182 lines
7.8 KiB
C++
/*************************************************************************/
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/* fbx_mesh_data.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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#ifndef FBX_MESH_DATA_H
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#define FBX_MESH_DATA_H
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#include "core/hash_map.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/resources/surface_tool.h"
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#include "fbx_bone.h"
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#include "fbx_parser/FBXMeshGeometry.h"
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#include "import_state.h"
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#include "tools/import_utils.h"
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struct FBXNode;
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struct FBXMeshData;
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struct FBXBone;
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struct ImportState;
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struct VertexWeightMapping {
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Vector<real_t> weights;
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Vector<int> bones;
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// This extra vector is used because the bone id is computed in a second step.
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// TODO Get rid of this extra step is a good idea.
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Vector<Ref<FBXBone>> bones_ref;
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};
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template <class T>
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struct VertexData {
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int polygon_index;
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T data;
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};
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// Caches mesh information and instantiates meshes for you using helper functions.
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struct FBXMeshData : Reference {
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struct MorphVertexData {
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// TODO we have only these??
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/// Each element is a vertex. Not supposed to be void.
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Vector<Vector3> vertices;
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/// Each element is a vertex. Not supposed to be void.
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Vector<Vector3> normals;
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};
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// FIXME: remove this is a hack for testing only
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mutable const FBXDocParser::MeshGeometry *mesh_geometry = nullptr;
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Ref<FBXNode> mesh_node = nullptr;
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/// vertex id, Weight Info
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/// later: perf we can use array here
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HashMap<int, VertexWeightMapping> vertex_weights;
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// translate fbx mesh data from document context to FBX Mesh Geometry Context
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bool valid_weight_indexes = false;
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MeshInstance *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, uint32_t p_compress_flags);
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void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
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/* mesh maximum weight count */
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bool valid_weight_count = false;
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int max_weight_count = 0;
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uint64_t armature_id = 0;
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bool valid_armature_id = false;
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MeshInstance *godot_mesh_instance = nullptr;
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private:
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void sanitize_vertex_weights(const ImportState &state);
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/// Make sure to reorganize the vertices so that the correct UV is taken.
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/// This step is needed because differently from the normal, that can be
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/// combined, the UV may need its own triangle because sometimes they have
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/// really different UV for the same vertex but different polygon.
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/// This function make sure to add another vertex for those UVS.
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void reorganize_vertices(
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std::vector<int> &r_polygon_indices,
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std::vector<Vector3> &r_vertices,
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HashMap<int, Vector3> &r_normals,
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HashMap<int, Vector2> &r_uv_1,
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HashMap<int, Vector2> &r_uv_2,
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HashMap<int, Color> &r_color,
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HashMap<String, MorphVertexData> &r_morphs,
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HashMap<int, HashMap<int, Vector3>> &r_normals_raw,
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HashMap<int, HashMap<int, Color>> &r_colors_raw,
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HashMap<int, HashMap<int, Vector2>> &r_uv_1_raw,
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HashMap<int, HashMap<int, Vector2>> &r_uv_2_raw);
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void add_vertex(
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const ImportState &state,
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Ref<SurfaceTool> p_surface_tool,
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real_t p_scale,
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int p_vertex,
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const std::vector<Vector3> &p_vertices_position,
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const HashMap<int, Vector3> &p_normals,
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const HashMap<int, Vector2> &p_uvs_0,
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const HashMap<int, Vector2> &p_uvs_1,
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const HashMap<int, Color> &p_colors,
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const Vector3 &p_morph_value = Vector3(),
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const Vector3 &p_morph_normal = Vector3());
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void triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon_vertex, Vector<int> p_surface_vertex_map, const std::vector<Vector3> &p_vertices) const;
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/// This function is responsible to convert the FBX polygon vertex to
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/// vertex index.
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/// The polygon vertices are stored in an array with some negative
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/// values. The negative values define the last face index.
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/// For example the following `face_array` contains two faces, the former
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/// with 3 vertices and the latter with a line:
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/// [0,2,-2,3,-5]
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/// Parsed as:
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/// [0, 2, 1, 3, 4]
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/// The negative values are computed using this formula: `(-value) - 1`
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///
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/// Returns the vertex index from the polygon vertex.
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/// Returns -1 if `p_index` is invalid.
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int get_vertex_from_polygon_vertex(const std::vector<int> &p_face_indices, int p_index) const;
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/// Returns true if this polygon_vertex_index is the end of a new polygon.
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bool is_end_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
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/// Returns true if this polygon_vertex_index is the begin of a new polygon.
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bool is_start_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
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/// Returns the number of polygons.
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int count_polygons(const std::vector<int> &p_face_indices) const;
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/// Used to extract data from the `MappingData` aligned with vertex.
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/// Useful to extract normal/uvs/colors/tangents/etc...
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/// If the function fails somehow, it returns an hollow vector and print an error.
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template <class R, class T>
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HashMap<int, R> extract_per_vertex_data(
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int p_vertex_count,
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const std::vector<FBXDocParser::MeshGeometry::Edge> &p_edges,
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const std::vector<int> &p_mesh_indices,
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const FBXDocParser::MeshGeometry::MappingData<T> &p_mapping_data,
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R (*collector_function)(const Vector<VertexData<T>> *p_vertex_data, R p_fall_back),
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R p_fall_back) const;
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/// Used to extract data from the `MappingData` organized per polygon.
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/// Useful to extract the material
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/// If the function fails somehow, it returns an hollow vector and print an error.
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template <class T>
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HashMap<int, T> extract_per_polygon(
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int p_vertex_count,
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const std::vector<int> &p_face_indices,
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const FBXDocParser::MeshGeometry::MappingData<T> &p_fbx_data,
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T p_fallback_value) const;
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/// Extracts the morph data and organizes it per vertices.
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/// The returned `MorphVertexData` arrays are never something different
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/// then the `vertex_count`.
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void extract_morphs(const FBXDocParser::MeshGeometry *mesh_geometry, HashMap<String, MorphVertexData> &r_data);
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};
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#endif // FBX_MESH_DATA_H
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