virtualx-engine/modules/fbx/fbx_parser/FBXMeshGeometry.h
Gordon MacPherson de61cfe7c5 [fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version

Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.

Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688

Validation tools added for validating large projects

Provide package name, vendor and FBX vendor in the log.

Implemented metadata properties so we can read extra document
info required for bug reporting

**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.

Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
2020-12-10 19:30:17 +00:00

263 lines
9.8 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 */
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/*
Open Asset Import Library (assimp)
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All rights reserved.
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#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);
};
/*
* 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