godot/modules/fbx/data/fbx_mesh_data.cpp

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Rewrite FBX Importer to convert directly to Godot scene format Co-authored-by: Gordon MacPherson <gordon@gordonite.tech> Co-authored-by: Andrea Catania <info@andreacatania.com> Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK. This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot. Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly. We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know. It's designed so that you can expand this with ease, and fix bugs easily too. It can import from Autodesk Maya and import into Godot, with pivots. There are bits we could polish but for now this is good enough. Additional fixes made before upstreaming: - fixed memory leaks - ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic) - disabled incorrect warnings for fbx_material - added compatibility code for /RootNode/ so compat is not broken - Optimise FBX - directly import triangles - remove debug messages - add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on - Document no longer uses unordered maps - Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function - Added parser debugging - Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now) - Add memory debugging for the Tokens and the TokenParser to make it safe - Add memory initialisation to mesh.cpp surface_tool.h and mesh.h - Initialise boolean flags properly - Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on - Disabled corruption caused by the FIXME: - Fixed document reading indexes and index_to_direct vs indexes mode - Fixed UV1 and UV2 coordinates - Fixed importer failing to import version 7700 files - Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory. - Fixed typed properties - Improved Document API - Fixed bug with ProcessDOMConnection() not working with the bool flag set to true. - Fixed FBX skinning not deforming for more than one single mesh - Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list) - Fixed set_bone_pose being used in final version() - Fixed material properties exceeding 1.0. - FBX Document parser revamped to use safe memory practices, and with graceful error messages. - ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase. - Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc) - Fixed bug with PropertyTable not reading all properties and not cleaning up properly. - Fixed smoothing groups not working - Fixed normal duplications - Fixed duplication check for pre-existing coordinates. - Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds. - Fixed includes requiring absolute path in headers and cpp files using CPPPath. Bugs/Features wish list: - locator bones - quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this) - some rigs skins scale up when SSC enabled inconsistently per bone - some skins can disappear entirely - material mapping needs expanded, but this will be done for 4.0 as it requires rewrite. Workarounds for issues found until we patch them: - mesh -> clear skin can resolve most of the bugs above. - locators can be worked around by removing them before exporting your rig. - some material properties wont always import, this is okay to override in the material properties. **If you are having issues or need support fear not!** Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same. This was sponsored by IMVU, and a special thanks to everyone who supported this project. Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-20 17:00:16 +00:00
/*************************************************************************/
/* fbx_mesh_data.cpp */
/*************************************************************************/
/* 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). */
/* */
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/*************************************************************************/
#include "fbx_mesh_data.h"
#include "core/local_vector.h"
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
#include "thirdparty/misc/triangulator.h"
template <class T>
T collect_first(const Vector<VertexData<T> > *p_data, T p_fall_back) {
if (p_data->empty()) {
return p_fall_back;
}
return (*p_data)[0].data;
}
template <class T>
HashMap<int, T> collect_all(const Vector<VertexData<T> > *p_data, HashMap<int, T> p_fall_back) {
if (p_data->empty()) {
return p_fall_back;
}
HashMap<int, T> collection;
for (int i = 0; i < p_data->size(); i += 1) {
const VertexData<T> &vd = (*p_data)[i];
collection[vd.polygon_index] = vd.data;
}
return collection;
}
template <class T>
T collect_average(const Vector<VertexData<T> > *p_data, T p_fall_back) {
if (p_data->empty()) {
return p_fall_back;
}
T combined = (*p_data)[0].data; // Make sure the data is always correctly initialized.
print_verbose("size of data: " + itos(p_data->size()));
for (int i = 1; i < p_data->size(); i += 1) {
combined += (*p_data)[i].data;
}
combined = combined / real_t(p_data->size());
return combined.normalized();
}
HashMap<int, Vector3> collect_normal(const Vector<VertexData<Vector3> > *p_data, HashMap<int, Vector3> p_fall_back) {
if (p_data->empty()) {
return p_fall_back;
}
HashMap<int, Vector3> collection;
for (int i = 0; i < p_data->size(); i += 1) {
const VertexData<Vector3> &vd = (*p_data)[i];
collection[vd.polygon_index] = vd.data;
}
return collection;
}
HashMap<int, Vector2> collect_uv(const Vector<VertexData<Vector2> > *p_data, HashMap<int, Vector2> p_fall_back) {
if (p_data->empty()) {
return p_fall_back;
}
HashMap<int, Vector2> collection;
for (int i = 0; i < p_data->size(); i += 1) {
const VertexData<Vector2> &vd = (*p_data)[i];
collection[vd.polygon_index] = vd.data;
}
return collection;
}
typedef int Vertex;
typedef int SurfaceId;
typedef int PolygonId;
typedef int DataIndex;
struct SurfaceData {
Ref<SurfaceTool> surface_tool;
OrderedHashMap<Vertex, int> lookup_table; // proposed fix is to replace lookup_table[vertex_id] to give the position of the vertices_map[int] index.
LocalVector<Vertex> vertices_map; // this must be ordered the same as insertion <-- slow to do find() operation.
Ref<SpatialMaterial> material;
HashMap<PolygonId, Vector<DataIndex> > surface_polygon_vertex;
Array morphs;
};
MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model) {
// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
std::vector<int> polygon_indices = mesh_geometry->get_polygon_indices();
std::vector<Vector3> vertices = mesh_geometry->get_vertices();
// Phase 1. Parse all FBX data.
HashMap<int, Vector3> normals;
HashMap<int, HashMap<int, Vector3> > normals_raw = extract_per_vertex_data(
vertices.size(),
mesh_geometry->get_edge_map(),
polygon_indices,
mesh_geometry->get_normals(),
&collect_all,
HashMap<int, Vector3>());
// List<int> keys;
// normals.get_key_list(&keys);
//
// const std::vector<Assimp::FBX::MeshGeometry::Edge>& edges = mesh_geometry->get_edge_map();
// for (int index = 0; index < keys.size(); index++) {
// const int key = keys[index];
// const int v1 = edges[key].vertex_0;
// const int v2 = edges[key].vertex_1;
// const Vector3& n1 = normals.get(v1);
// const Vector3& n2 = normals.get(v2);
// print_verbose("[" + itos(v1) + "] n1: " + n1 + "\n[" + itos(v2) + "] n2: " + n2);
// //print_verbose("[" + itos(key) + "] n1: " + n1 + ", n2: " + n2) ;
// //print_verbose("vindex: " + itos(edges[key].vertex_0) + ", vindex2: " + itos(edges[key].vertex_1));
// //Vector3 ver1 = vertices[edges[key].vertex_0];
// //Vector3 ver2 = vertices[edges[key].vertex_1];
// /*real_t angle1 = Math::rad2deg(n1.angle_to(n2));
// real_t angle2 = Math::rad2deg(n2.angle_to(n1));
// print_verbose("angle of normals: " + rtos(angle1) + " angle 2" + rtos(angle2));*/
// }
HashMap<int, Vector2> uvs_0;
HashMap<int, HashMap<int, Vector2> > uvs_0_raw = extract_per_vertex_data(
vertices.size(),
mesh_geometry->get_edge_map(),
polygon_indices,
mesh_geometry->get_uv_0(),
&collect_all,
HashMap<int, Vector2>());
HashMap<int, Vector2> uvs_1;
HashMap<int, HashMap<int, Vector2> > uvs_1_raw = extract_per_vertex_data(
vertices.size(),
mesh_geometry->get_edge_map(),
polygon_indices,
mesh_geometry->get_uv_1(),
&collect_all,
HashMap<int, Vector2>());
HashMap<int, Color> colors = extract_per_vertex_data(
vertices.size(),
mesh_geometry->get_edge_map(),
polygon_indices,
mesh_geometry->get_colors(),
&collect_first,
Color());
// TODO what about tangents?
// TODO what about bi-nomials?
// TODO there is other?
HashMap<int, SurfaceId> polygon_surfaces = extract_per_polygon(
vertices.size(),
polygon_indices,
mesh_geometry->get_material_allocation_id(),
-1);
HashMap<String, MorphVertexData> morphs;
extract_morphs(mesh_geometry, morphs);
// TODO please add skinning.
//mesh_id = mesh_geometry->ID();
sanitize_vertex_weights();
// Re organize polygon vertices to to correctly take into account strange
// UVs.
reorganize_vertices(
polygon_indices,
vertices,
normals,
uvs_0,
uvs_1,
colors,
morphs,
normals_raw,
uvs_0_raw,
uvs_1_raw);
// Make sure that from this moment on the mesh_geometry is no used anymore.
// This is a safety step, because the mesh_geometry data are no more valid
// at this point.
mesh_geometry = nullptr;
const int vertex_count = vertices.size();
// The map key is the material allocator id that is also used as surface id.
HashMap<SurfaceId, SurfaceData> surfaces;
// Phase 2. For each material create a surface tool (So a different mesh).
{
if (polygon_surfaces.empty()) {
// No material, just use the default one with index -1.
// Set -1 to all polygons.
const int polygon_count = count_polygons(polygon_indices);
for (int p = 0; p < polygon_count; p += 1) {
polygon_surfaces[p] = -1;
}
}
// Create the surface now.
for (const int *polygon_id = polygon_surfaces.next(nullptr); polygon_id != nullptr; polygon_id = polygon_surfaces.next(polygon_id)) {
const int surface_id = polygon_surfaces[*polygon_id];
if (surfaces.has(surface_id) == false) {
SurfaceData sd;
sd.surface_tool.instance();
sd.surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
if (surface_id < 0) {
// nothing to do
} else if (surface_id < (int)material_lookup.size()) {
const FBXDocParser::Material *mat_mapping = material_lookup.at(surface_id);
const uint64_t mapping_id = mat_mapping->ID();
if (state.cached_materials.has(mapping_id)) {
sd.material = state.cached_materials[mapping_id];
}
} else {
WARN_PRINT("out of bounds surface detected, FBX file has corrupt material data");
}
surfaces.set(surface_id, sd);
}
}
}
// Phase 3. Map the vertices relative to each surface, in this way we can
// just insert the vertices that we need per each surface.
{
PolygonId polygon_index = -1;
SurfaceId surface_id = -1;
SurfaceData *surface_data = nullptr;
for (size_t polygon_vertex = 0; polygon_vertex < polygon_indices.size(); polygon_vertex += 1) {
if (is_start_of_polygon(polygon_indices, polygon_vertex)) {
polygon_index += 1;
ERR_FAIL_COND_V_MSG(polygon_surfaces.has(polygon_index) == false, nullptr, "The FBX file is currupted, This surface_index is not expected.");
surface_id = polygon_surfaces[polygon_index];
surface_data = surfaces.getptr(surface_id);
CRASH_COND(surface_data == nullptr); // Can't be null.
}
const int vertex = get_vertex_from_polygon_vertex(polygon_indices, polygon_vertex);
// The vertex position in the surface
// Uses a lookup table for speed with large scenes
bool has_polygon_vertex_index = surface_data->lookup_table.has(vertex);
int surface_polygon_vertex_index = -1;
if (has_polygon_vertex_index) {
surface_polygon_vertex_index = surface_data->lookup_table[vertex];
} else {
surface_polygon_vertex_index = surface_data->vertices_map.size();
surface_data->lookup_table[vertex] = surface_polygon_vertex_index;
surface_data->vertices_map.push_back(vertex);
}
surface_data->surface_polygon_vertex[polygon_index].push_back(surface_polygon_vertex_index);
}
}
//print_verbose("[debug UV 1] UV1: " + itos(uvs_0.size()));
//print_verbose("[debug UV 2] UV2: " + itos(uvs_1.size()));
// Phase 4. Per each surface just insert the vertices and add the indices.
for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
SurfaceData *surface = surfaces.getptr(*surface_id);
// Just add the vertices data.
for (unsigned int i = 0; i < surface->vertices_map.size(); i += 1) {
const Vertex vertex = surface->vertices_map[i];
// This must be done before add_vertex because the surface tool is
// expecting this before the st->add_vertex() call
add_vertex(
surface->surface_tool,
state.scale,
vertex,
vertices,
normals,
uvs_0,
uvs_1,
colors);
}
// Triangulate the various polygons and add the indices.
for (const PolygonId *polygon_id = surface->surface_polygon_vertex.next(nullptr); polygon_id != nullptr; polygon_id = surface->surface_polygon_vertex.next(polygon_id)) {
const Vector<DataIndex> *indices = surface->surface_polygon_vertex.getptr(*polygon_id);
triangulate_polygon(
surface->surface_tool,
*indices,
surface->vertices_map,
vertices);
}
}
// Phase 5. Compose the morphs if any.
for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
SurfaceData *surface = surfaces.getptr(*surface_id);
for (const String *morph_name = morphs.next(nullptr); morph_name != nullptr; morph_name = morphs.next(morph_name)) {
MorphVertexData *morph_data = morphs.getptr(*morph_name);
// As said by the docs, this is not supposed to be different than
// vertex_count.
CRASH_COND(morph_data->vertices.size() != vertex_count);
CRASH_COND(morph_data->normals.size() != vertex_count);
Vector3 *vertices_ptr = morph_data->vertices.ptrw();
Vector3 *normals_ptr = morph_data->normals.ptrw();
Ref<SurfaceTool> morph_st;
morph_st.instance();
morph_st->begin(Mesh::PRIMITIVE_TRIANGLES);
for (unsigned int vi = 0; vi < surface->vertices_map.size(); vi += 1) {
const Vertex vertex = surface->vertices_map[vi];
add_vertex(
morph_st,
state.scale,
vertex,
vertices,
normals,
uvs_0,
uvs_1,
colors,
vertices_ptr[vertex],
normals_ptr[vertex]);
}
morph_st->generate_tangents();
surface->morphs.push_back(morph_st->commit_to_arrays());
}
}
// Phase 6. Compose the mesh and return it.
Ref<ArrayMesh> mesh;
mesh.instance();
// Add blend shape info.
for (const String *morph_name = morphs.next(nullptr); morph_name != nullptr; morph_name = morphs.next(morph_name)) {
mesh->add_blend_shape(*morph_name);
}
// TODO always normalized, Why?
mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
// Add surfaces.
int in_mesh_surface_id = 0;
for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
SurfaceData *surface = surfaces.getptr(*surface_id);
surface->surface_tool->generate_tangents();
mesh->add_surface_from_arrays(
Mesh::PRIMITIVE_TRIANGLES,
surface->surface_tool->commit_to_arrays(),
surface->morphs);
if (surface->material.is_valid()) {
mesh->surface_set_name(in_mesh_surface_id, surface->material->get_name());
mesh->surface_set_material(in_mesh_surface_id, surface->material);
}
in_mesh_surface_id += 1;
}
MeshInstance *godot_mesh = memnew(MeshInstance);
godot_mesh->set_mesh(mesh);
return godot_mesh;
}
void FBXMeshData::sanitize_vertex_weights() {
const int max_bones = VS::ARRAY_WEIGHTS_SIZE;
for (const Vertex *v = vertex_weights.next(nullptr); v != nullptr; v = vertex_weights.next(v)) {
VertexWeightMapping *vm = vertex_weights.getptr(*v);
ERR_CONTINUE(vm->bones.size() != vm->weights.size()); // No message, already checked.
ERR_CONTINUE(vm->bones_ref.size() != vm->weights.size()); // No message, already checked.
const int initial_size = vm->weights.size();
{
// Init bone id
int *bones_ptr = vm->bones.ptrw();
Ref<FBXBone> *bones_ref_ptr = vm->bones_ref.ptrw();
for (int i = 0; i < vm->weights.size(); i += 1) {
// At this point this is not possible because the skeleton is already initialized.
CRASH_COND(bones_ref_ptr[i]->godot_bone_id == -2);
bones_ptr[i] = bones_ref_ptr[i]->godot_bone_id;
}
// From this point on the data is no more valid.
vm->bones_ref.clear();
}
{
// Sort
real_t *weights_ptr = vm->weights.ptrw();
int *bones_ptr = vm->bones.ptrw();
for (int i = 0; i < vm->weights.size(); i += 1) {
for (int x = i + 1; x < vm->weights.size(); x += 1) {
if (weights_ptr[i] < weights_ptr[x]) {
SWAP(weights_ptr[i], weights_ptr[x]);
SWAP(bones_ptr[i], bones_ptr[x]);
}
}
}
}
{
// Resize
vm->weights.resize(max_bones);
vm->bones.resize(max_bones);
real_t *weights_ptr = vm->weights.ptrw();
int *bones_ptr = vm->bones.ptrw();
for (int i = initial_size; i < max_bones; i += 1) {
weights_ptr[i] = 0.0;
bones_ptr[i] = 0;
}
// Normalize
real_t sum = 0.0;
for (int i = 0; i < max_bones; i += 1) {
sum += weights_ptr[i];
}
if (sum > 0.0) {
for (int i = 0; i < vm->weights.size(); i += 1) {
weights_ptr[i] = weights_ptr[i] / sum;
}
}
}
}
}
void FBXMeshData::reorganize_vertices(
std::vector<int> &r_polygon_indices,
std::vector<Vector3> &r_vertices,
HashMap<int, Vector3> &r_normals,
HashMap<int, Vector2> &r_uv_1,
HashMap<int, Vector2> &r_uv_2,
HashMap<int, Color> &r_color,
HashMap<String, MorphVertexData> &r_morphs,
HashMap<int, HashMap<int, Vector3> > &r_normals_raw,
HashMap<int, HashMap<int, Vector2> > &r_uv_1_raw,
HashMap<int, HashMap<int, Vector2> > &r_uv_2_raw) {
// Key: OldVertex; Value: [New vertices];
HashMap<int, Vector<int> > duplicated_vertices;
PolygonId polygon_index = -1;
for (int pv = 0; pv < (int)r_polygon_indices.size(); pv += 1) {
if (is_start_of_polygon(r_polygon_indices, pv)) {
polygon_index += 1;
}
const Vertex index = get_vertex_from_polygon_vertex(r_polygon_indices, pv);
bool need_duplication = false;
Vector2 this_vert_poly_uv1 = Vector2();
Vector2 this_vert_poly_uv2 = Vector2();
Vector3 this_vert_poly_normal = Vector3();
// Take the normal and see if we need to duplicate this polygon.
if (r_normals_raw.has(index)) {
const HashMap<PolygonId, Vector3> *nrml_arr = r_normals_raw.getptr(index);
if (nrml_arr->has(polygon_index)) {
this_vert_poly_normal = nrml_arr->get(polygon_index);
}
// Now, check if we need to duplicate it.
for (const PolygonId *pid = nrml_arr->next(nullptr); pid != nullptr; pid = nrml_arr->next(pid)) {
if (*pid == polygon_index) {
continue;
}
const Vector3 vert_poly_normal = *nrml_arr->getptr(*pid);
if ((this_vert_poly_normal - vert_poly_normal).length_squared() > CMP_EPSILON) {
// Yes this polygon need duplication.
need_duplication = true;
break;
}
}
}
// Take the UV1 and UV2 and see if we need to duplicate this polygon.
{
HashMap<int, HashMap<int, Vector2> > *uv_raw = &r_uv_1_raw;
Vector2 *this_vert_poly_uv = &this_vert_poly_uv1;
for (int kk = 0; kk < 2; kk++) {
if (uv_raw->has(index)) {
const HashMap<PolygonId, Vector2> *uvs = uv_raw->getptr(index);
if (uvs->has(polygon_index)) {
// This Polygon has its own uv.
(*this_vert_poly_uv) = *uvs->getptr(polygon_index);
// Check if we need to duplicate it.
for (const PolygonId *pid = uvs->next(nullptr); pid != nullptr; pid = uvs->next(pid)) {
if (*pid == polygon_index) {
continue;
}
const Vector2 vert_poly_uv = *uvs->getptr(*pid);
if (((*this_vert_poly_uv) - vert_poly_uv).length_squared() > CMP_EPSILON) {
// Yes this polygon need duplication.
need_duplication = true;
break;
}
}
} else if (uvs->has(-1)) {
// It has the default UV.
(*this_vert_poly_uv) = *uvs->getptr(-1);
} else if (uvs->size() > 0) {
// No uv, this is strange, just take the first and duplicate.
(*this_vert_poly_uv) = *uvs->getptr(*uvs->next(nullptr));
WARN_PRINT("No UVs for this polygon, while there is no default and some other polygons have it. This FBX file may be corrupted.");
}
}
uv_raw = &r_uv_2_raw;
this_vert_poly_uv = &this_vert_poly_uv2;
}
}
// If we want to duplicate it, Let's see if we already duplicated this
// vertex.
if (need_duplication) {
if (duplicated_vertices.has(index)) {
Vertex similar_vertex = -1;
// Let's see if one of the new vertices has the same data of this.
const Vector<int> *new_vertices = duplicated_vertices.getptr(index);
for (int j = 0; j < new_vertices->size(); j += 1) {
const Vertex new_vertex = (*new_vertices)[j];
bool same_uv1 = false;
bool same_uv2 = false;
bool same_normal = false;
if (r_uv_1.has(new_vertex)) {
if ((this_vert_poly_uv1 - (*r_uv_1.getptr(new_vertex))).length_squared() <= CMP_EPSILON) {
same_uv1 = true;
}
}
if (r_uv_2.has(new_vertex)) {
if ((this_vert_poly_uv2 - (*r_uv_2.getptr(new_vertex))).length_squared() <= CMP_EPSILON) {
same_uv2 = true;
}
}
if (r_normals.has(new_vertex)) {
if ((this_vert_poly_normal - (*r_normals.getptr(new_vertex))).length_squared() <= CMP_EPSILON) {
same_uv2 = true;
}
}
if (same_uv1 && same_uv2 && same_normal) {
similar_vertex = new_vertex;
break;
}
}
if (similar_vertex != -1) {
// Update polygon.
if (is_end_of_polygon(r_polygon_indices, pv)) {
r_polygon_indices[pv] = ~similar_vertex;
} else {
r_polygon_indices[pv] = similar_vertex;
}
need_duplication = false;
}
}
}
if (need_duplication) {
const Vertex old_index = index;
const Vertex new_index = r_vertices.size();
// Polygon index.
if (is_end_of_polygon(r_polygon_indices, pv)) {
r_polygon_indices[pv] = ~new_index;
} else {
r_polygon_indices[pv] = new_index;
}
// Vertex position.
r_vertices.push_back(r_vertices[old_index]);
// Normals
if (r_normals_raw.has(old_index)) {
r_normals.set(new_index, this_vert_poly_normal);
r_normals_raw.getptr(old_index)->erase(polygon_index);
r_normals_raw[new_index][polygon_index] = this_vert_poly_normal;
}
// UV 0
if (r_uv_1_raw.has(old_index)) {
r_uv_1.set(new_index, this_vert_poly_uv1);
r_uv_1_raw.getptr(old_index)->erase(polygon_index);
r_uv_1_raw[new_index][polygon_index] = this_vert_poly_uv1;
}
// UV 1
if (r_uv_2_raw.has(old_index)) {
r_uv_2.set(new_index, this_vert_poly_uv2);
r_uv_2_raw.getptr(old_index)->erase(polygon_index);
r_uv_2_raw[new_index][polygon_index] = this_vert_poly_uv2;
}
// Vertex color.
if (r_color.has(old_index)) {
r_color[new_index] = r_color[old_index];
}
// Morphs
for (const String *mname = r_morphs.next(nullptr); mname != nullptr; mname = r_morphs.next(mname)) {
MorphVertexData *d = r_morphs.getptr(*mname);
// This can't never happen.
CRASH_COND(d == nullptr);
if (d->vertices.size() > old_index) {
d->vertices.push_back(d->vertices[old_index]);
}
if (d->normals.size() > old_index) {
d->normals.push_back(d->normals[old_index]);
}
}
if (vertex_weights.has(old_index)) {
vertex_weights.set(new_index, vertex_weights[old_index]);
}
duplicated_vertices[old_index].push_back(new_index);
} else {
if (r_normals_raw.has(index) &&
r_normals.has(index) == false) {
r_normals.set(index, this_vert_poly_normal);
}
if (r_uv_1_raw.has(index) &&
r_uv_1.has(index) == false) {
r_uv_1.set(index, this_vert_poly_uv1);
}
if (r_uv_2_raw.has(index) &&
r_uv_2.has(index) == false) {
r_uv_2.set(index, this_vert_poly_uv2);
}
}
}
}
void FBXMeshData::add_vertex(
Ref<SurfaceTool> p_surface_tool,
real_t p_scale,
Vertex p_vertex,
const std::vector<Vector3> &p_vertices_position,
const HashMap<int, Vector3> &p_normals,
const HashMap<int, Vector2> &p_uvs_0,
const HashMap<int, Vector2> &p_uvs_1,
const HashMap<int, Color> &p_colors,
const Vector3 &p_morph_value,
const Vector3 &p_morph_normal) {
ERR_FAIL_INDEX_MSG(p_vertex, (Vertex)p_vertices_position.size(), "FBX file is corrupted, the position of the vertex can't be retrieved.");
if (p_normals.has(p_vertex)) {
p_surface_tool->add_normal(p_normals[p_vertex] + p_morph_normal);
}
if (p_uvs_0.has(p_vertex)) {
//print_verbose("uv1: [" + itos(p_vertex) + "] " + p_uvs_0[p_vertex]);
// Inverts Y UV.
p_surface_tool->add_uv(Vector2(p_uvs_0[p_vertex].x, 1 - p_uvs_0[p_vertex].y));
}
if (p_uvs_1.has(p_vertex)) {
//print_verbose("uv2: [" + itos(p_vertex) + "] " + p_uvs_1[p_vertex]);
// Inverts Y UV.
p_surface_tool->add_uv2(Vector2(p_uvs_1[p_vertex].x, 1 - p_uvs_1[p_vertex].y));
}
if (p_colors.has(p_vertex)) {
p_surface_tool->add_color(p_colors[p_vertex]);
}
// TODO what about binormals?
// TODO there is other?
gen_weight_info(p_surface_tool, p_vertex);
// The surface tool want the vertex position as last thing.
p_surface_tool->add_vertex((p_vertices_position[p_vertex] + p_morph_value) * p_scale);
}
void FBXMeshData::triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon_vertex, const Vector<Vertex> p_surface_vertex_map, const std::vector<Vector3> &p_vertices) const {
const int polygon_vertex_count = p_polygon_vertex.size();
if (polygon_vertex_count == 1) {
// point to triangle
st->add_index(p_polygon_vertex[0]);
st->add_index(p_polygon_vertex[0]);
st->add_index(p_polygon_vertex[0]);
return;
} else if (polygon_vertex_count == 2) {
// line to triangle
st->add_index(p_polygon_vertex[1]);
st->add_index(p_polygon_vertex[1]);
st->add_index(p_polygon_vertex[0]);
return;
} else if (polygon_vertex_count == 3) {
// triangle to triangle
st->add_index(p_polygon_vertex[0]);
st->add_index(p_polygon_vertex[2]);
st->add_index(p_polygon_vertex[1]);
return;
} else if (polygon_vertex_count == 4) {
// quad to triangle - this code is awesome for import times
// it prevents triangles being generated slowly
st->add_index(p_polygon_vertex[0]);
st->add_index(p_polygon_vertex[2]);
st->add_index(p_polygon_vertex[1]);
st->add_index(p_polygon_vertex[2]);
st->add_index(p_polygon_vertex[0]);
st->add_index(p_polygon_vertex[3]);
return;
} else {
// non triangulated - we must run the triangulation algorithm
bool is_simple_convex = false;
// this code is 'slow' but required it triangulates all the unsupported geometry.
// Doesn't allow for bigger polygons because those are unlikely be convex
if (polygon_vertex_count <= 6) {
// Start from true, check if it's false.
is_simple_convex = true;
Vector3 first_vec;
for (int i = 0; i < polygon_vertex_count; i += 1) {
const Vector3 p1 = p_vertices[p_surface_vertex_map[p_polygon_vertex[i]]];
const Vector3 p2 = p_vertices[p_surface_vertex_map[p_polygon_vertex[(i + 1) % polygon_vertex_count]]];
const Vector3 p3 = p_vertices[p_surface_vertex_map[p_polygon_vertex[(i + 2) % polygon_vertex_count]]];
const Vector3 edge1 = p1 - p2;
const Vector3 edge2 = p3 - p2;
const Vector3 res = edge1.normalized().cross(edge2.normalized()).normalized();
if (i == 0) {
first_vec = res;
} else {
if (first_vec.dot(res) < 0.0) {
// Ok we found an angle that is not the same dir of the
// others.
is_simple_convex = false;
break;
}
}
}
}
if (is_simple_convex) {
// This is a convex polygon, so just triangulate it.
for (int i = 0; i < (polygon_vertex_count - 2); i += 1) {
st->add_index(p_polygon_vertex[2 + i]);
st->add_index(p_polygon_vertex[1 + i]);
st->add_index(p_polygon_vertex[0]);
}
return;
}
}
{
// This is a concave polygon.
std::vector<Vector3> poly_vertices(polygon_vertex_count);
for (int i = 0; i < polygon_vertex_count; i += 1) {
poly_vertices[i] = p_vertices[p_surface_vertex_map[p_polygon_vertex[i]]];
}
const Vector3 poly_norm = get_poly_normal(poly_vertices);
if (poly_norm.length_squared() <= CMP_EPSILON) {
ERR_FAIL_COND_MSG(poly_norm.length_squared() <= CMP_EPSILON, "The normal of this poly was not computed. Is this FBX file corrupted.");
}
// Select the plan coordinate.
int axis_1_coord = 0;
int axis_2_coord = 1;
{
real_t inv = poly_norm.z;
const real_t axis_x = ABS(poly_norm.x);
const real_t axis_y = ABS(poly_norm.y);
const real_t axis_z = ABS(poly_norm.z);
if (axis_x > axis_y) {
if (axis_x > axis_z) {
// For the most part the normal point toward X.
axis_1_coord = 1;
axis_2_coord = 2;
inv = poly_norm.x;
}
} else if (axis_y > axis_z) {
// For the most part the normal point toward Y.
axis_1_coord = 2;
axis_2_coord = 0;
inv = poly_norm.y;
}
// Swap projection axes to take the negated projection vector into account
if (inv < 0.0f) {
SWAP(axis_1_coord, axis_2_coord);
}
}
TriangulatorPoly triangulator_poly;
triangulator_poly.Init(polygon_vertex_count);
std::vector<Vector2> projected_vertices(polygon_vertex_count);
for (int i = 0; i < polygon_vertex_count; i += 1) {
const Vector2 pv(poly_vertices[i][axis_1_coord], poly_vertices[i][axis_2_coord]);
projected_vertices[i] = pv;
triangulator_poly.GetPoint(i) = pv;
}
triangulator_poly.SetOrientation(TRIANGULATOR_CCW);
List<TriangulatorPoly> out_poly;
TriangulatorPartition triangulator_partition;
if (triangulator_partition.Triangulate_OPT(&triangulator_poly, &out_poly) == 0) { // Good result.
if (triangulator_partition.Triangulate_EC(&triangulator_poly, &out_poly) == 0) { // Medium result.
if (triangulator_partition.Triangulate_MONO(&triangulator_poly, &out_poly) == 0) { // Really poor result.
ERR_FAIL_MSG("The triangulation of this polygon failed, please try to triangulate your mesh or check if it has broken polygons.");
}
}
}
std::vector<Vector2> tris(out_poly.size());
for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
TriangulatorPoly &tp = I->get();
ERR_FAIL_COND_MSG(tp.GetNumPoints() != 3, "The triangulator retuned more points, how this is possible?");
// Find Index
for (int i = 2; i >= 0; i -= 1) {
const Vector2 vertex = tp.GetPoint(i);
bool done = false;
// Find Index
for (int y = 0; y < polygon_vertex_count; y += 1) {
if ((projected_vertices[y] - vertex).length_squared() <= CMP_EPSILON) {
// This seems the right vertex
st->add_index(p_polygon_vertex[y]);
done = true;
break;
}
}
ERR_FAIL_COND(done == false);
}
}
}
}
void FBXMeshData::gen_weight_info(Ref<SurfaceTool> st, Vertex vertex_id) const {
if (vertex_weights.empty()) {
return;
}
if (vertex_weights.has(vertex_id)) {
// Let's extract the weight info.
const VertexWeightMapping *vm = vertex_weights.getptr(vertex_id);
st->add_weights(vm->weights);
st->add_bones(vm->bones);
print_verbose("[doc] Triangle added weights to mesh for bones");
} else {
// This vertex doesn't have any bone info, while the model is using the
// bones.
// So nothing more to do.
}
print_verbose("[doc] Triangle added weights to mesh for bones");
}
int FBXMeshData::get_vertex_from_polygon_vertex(const std::vector<int> &p_polygon_indices, int p_index) const {
if (p_index < 0 || p_index >= (int)p_polygon_indices.size()) {
return -1;
}
const int vertex = p_polygon_indices[p_index];
if (vertex >= 0) {
return vertex;
} else {
// Negative numbers are the end of the face, reversing the bits is
// possible to obtain the positive correct vertex number.
return ~vertex;
}
}
bool FBXMeshData::is_end_of_polygon(const std::vector<int> &p_polygon_indices, int p_index) const {
if (p_index < 0 || p_index >= (int)p_polygon_indices.size()) {
return false;
}
const int vertex = p_polygon_indices[p_index];
// If the index is negative this is the end of the Polygon.
return vertex < 0;
}
bool FBXMeshData::is_start_of_polygon(const std::vector<int> &p_polygon_indices, int p_index) const {
if (p_index < 0 || p_index >= (int)p_polygon_indices.size()) {
return false;
}
if (p_index == 0) {
return true;
}
// If the previous indices is negative this is the begin of a new Polygon.
return p_polygon_indices[p_index - 1] < 0;
}
int FBXMeshData::count_polygons(const std::vector<int> &p_polygon_indices) const {
// The negative numbers define the end of the polygon. Counting the amount of
// negatives the numbers of polygons are obtained.
int count = 0;
for (size_t i = 0; i < p_polygon_indices.size(); i += 1) {
if (p_polygon_indices[i] < 0) {
count += 1;
}
}
return count;
}
template <class R, class T>
HashMap<int, R> FBXMeshData::extract_per_vertex_data(
int p_vertex_count,
const std::vector<FBXDocParser::MeshGeometry::Edge> &p_edge_map,
const std::vector<int> &p_mesh_indices,
const FBXDocParser::MeshGeometry::MappingData<T> &p_mapping_data,
R (*collector_function)(const Vector<VertexData<T> > *p_vertex_data, R p_fall_back),
R p_fall_back) const {
/* When index_to_direct is set
* index size is 184 ( contains index for the data array [values 0, 96] )
* data size is 96 (contains uv coordinates)
* this means index is simple data reduction basically
*/
ERR_FAIL_COND_V_MSG(p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct && p_mapping_data.index.size() == 0, (HashMap<int, R>()), "FBX file is missing indexing array");
ERR_FAIL_COND_V_MSG(p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index && p_mapping_data.index.size() == 0, (HashMap<int, R>()), "The FBX seems corrupted");
// Aggregate vertex data.
HashMap<Vertex, Vector<VertexData<T> > > aggregate_vertex_data;
switch (p_mapping_data.map_type) {
case FBXDocParser::MeshGeometry::MapType::none: {
// No data nothing to do.
return (HashMap<int, R>());
}
case FBXDocParser::MeshGeometry::MapType::vertex: {
ERR_FAIL_COND_V_MSG(p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct, (HashMap<int, R>()), "We will support in future");
if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
// The data is mapped per vertex directly.
ERR_FAIL_COND_V_MSG((int)p_mapping_data.data.size() != p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR01");
for (size_t vertex_index = 0; vertex_index < p_mapping_data.data.size(); vertex_index += 1) {
aggregate_vertex_data[vertex_index].push_back({ -1, p_mapping_data.data[vertex_index] });
}
} else {
// The data is mapped per vertex using a reference.
// The indices array, contains a *reference_id for each vertex.
// * Note that the reference_id is the id of data into the data array.
//
// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
ERR_FAIL_COND_V_MSG((int)p_mapping_data.index.size() != p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR02");
for (size_t vertex_index = 0; vertex_index < p_mapping_data.index.size(); vertex_index += 1) {
ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[vertex_index], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR03.")
aggregate_vertex_data[vertex_index].push_back({ -1, p_mapping_data.data[p_mapping_data.index[vertex_index]] });
}
}
} break;
case FBXDocParser::MeshGeometry::MapType::polygon_vertex: {
if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct) {
// The data is mapped using each index from the indexes array then direct to the data (data reduction algorithm)
ERR_FAIL_COND_V_MSG((int)p_mesh_indices.size() != (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR04");
int polygon_id = -1;
for (size_t polygon_vertex_index = 0; polygon_vertex_index < p_mapping_data.index.size(); polygon_vertex_index += 1) {
if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
polygon_id += 1;
}
const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR05");
ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR06");
const int index_to_direct = p_mapping_data.index[polygon_vertex_index];
T value = p_mapping_data.data[index_to_direct];
aggregate_vertex_data[vertex_index].push_back({ polygon_id, value });
}
} else if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
// The data are mapped per polygon vertex directly.
ERR_FAIL_COND_V_MSG((int)p_mesh_indices.size() != (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR04");
int polygon_id = -1;
for (size_t polygon_vertex_index = 0; polygon_vertex_index < p_mapping_data.data.size(); polygon_vertex_index += 1) {
if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
polygon_id += 1;
}
const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR05");
ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR06");
aggregate_vertex_data[vertex_index].push_back({ polygon_id, p_mapping_data.data[polygon_vertex_index] });
}
} else {
// The data is mapped per polygon_vertex using a reference.
// The indices array, contains a *reference_id for each polygon_vertex.
// * Note that the reference_id is the id of data into the data array.
//
// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
ERR_FAIL_COND_V_MSG(p_mesh_indices.size() != p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR7");
int polygon_id = -1;
for (size_t polygon_vertex_index = 0; polygon_vertex_index < p_mapping_data.index.size(); polygon_vertex_index += 1) {
if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
polygon_id += 1;
}
const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR8");
ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file seems corrupted: #ERR9.")
ERR_FAIL_COND_V_MSG(p_mapping_data.index[polygon_vertex_index] < 0, (HashMap<int, R>()), "FBX file seems corrupted: #ERR10.")
ERR_FAIL_COND_V_MSG(p_mapping_data.index[polygon_vertex_index] >= (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR11.")
aggregate_vertex_data[vertex_index].push_back({ polygon_id, p_mapping_data.data[p_mapping_data.index[polygon_vertex_index]] });
}
}
} break;
case FBXDocParser::MeshGeometry::MapType::polygon: {
if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
// The data are mapped per polygon directly.
const int polygon_count = count_polygons(p_mesh_indices);
ERR_FAIL_COND_V_MSG(polygon_count != (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR12");
// Advance each polygon vertex, each new polygon advance the polygon index.
int polygon_index = -1;
for (size_t polygon_vertex_index = 0;
polygon_vertex_index < p_mesh_indices.size();
polygon_vertex_index += 1) {
if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
polygon_index += 1;
ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR13");
}
const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
ERR_FAIL_INDEX_V_MSG(vertex_index, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR14");
aggregate_vertex_data[vertex_index].push_back({ polygon_index, p_mapping_data.data[polygon_index] });
}
ERR_FAIL_COND_V_MSG((polygon_index + 1) != polygon_count, (HashMap<int, R>()), "FBX file seems corrupted: #ERR16. Not all Polygons are present in the file.")
} else {
// The data is mapped per polygon using a reference.
// The indices array, contains a *reference_id for each polygon.
// * Note that the reference_id is the id of data into the data array.
//
// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
const int polygon_count = count_polygons(p_mesh_indices);
ERR_FAIL_COND_V_MSG(polygon_count != (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR17");
// Advance each polygon vertex, each new polygon advance the polygon index.
int polygon_index = -1;
for (size_t polygon_vertex_index = 0;
polygon_vertex_index < p_mesh_indices.size();
polygon_vertex_index += 1) {
if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
polygon_index += 1;
ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR18");
ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[polygon_index], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR19");
}
const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
ERR_FAIL_INDEX_V_MSG(vertex_index, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR20");
aggregate_vertex_data[vertex_index].push_back({ polygon_index, p_mapping_data.data[p_mapping_data.index[polygon_index]] });
}
ERR_FAIL_COND_V_MSG((polygon_index + 1) != polygon_count, (HashMap<int, R>()), "FBX file seems corrupted: #ERR22. Not all Polygons are present in the file.")
}
} break;
case FBXDocParser::MeshGeometry::MapType::edge: {
if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
// The data are mapped per edge directly.
ERR_FAIL_COND_V_MSG(p_edge_map.size() != p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR23");
for (size_t edge_index = 0; edge_index < p_mapping_data.data.size(); edge_index += 1) {
const FBXDocParser::MeshGeometry::Edge edge = FBXDocParser::MeshGeometry::get_edge(p_edge_map, edge_index);
ERR_FAIL_INDEX_V_MSG(edge.vertex_0, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR24");
ERR_FAIL_INDEX_V_MSG(edge.vertex_1, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR25");
ERR_FAIL_INDEX_V_MSG(edge.vertex_0, (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR26");
ERR_FAIL_INDEX_V_MSG(edge.vertex_1, (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR27");
aggregate_vertex_data[edge.vertex_0].push_back({ -1, p_mapping_data.data[edge_index] });
aggregate_vertex_data[edge.vertex_1].push_back({ -1, p_mapping_data.data[edge_index] });
}
} else {
// The data is mapped per edge using a reference.
// The indices array, contains a *reference_id for each polygon.
// * Note that the reference_id is the id of data into the data array.
//
// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
ERR_FAIL_COND_V_MSG(p_edge_map.size() != p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR28");
for (size_t edge_index = 0; edge_index < p_mapping_data.data.size(); edge_index += 1) {
const FBXDocParser::MeshGeometry::Edge edge = FBXDocParser::MeshGeometry::get_edge(p_edge_map, edge_index);
ERR_FAIL_INDEX_V_MSG(edge.vertex_0, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR29");
ERR_FAIL_INDEX_V_MSG(edge.vertex_1, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR30");
ERR_FAIL_INDEX_V_MSG(edge.vertex_0, (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR31");
ERR_FAIL_INDEX_V_MSG(edge.vertex_1, (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR32");
ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[edge.vertex_0], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR33");
ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[edge.vertex_1], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR34");
aggregate_vertex_data[edge.vertex_0].push_back({ -1, p_mapping_data.data[p_mapping_data.index[edge_index]] });
aggregate_vertex_data[edge.vertex_1].push_back({ -1, p_mapping_data.data[p_mapping_data.index[edge_index]] });
}
}
} break;
case FBXDocParser::MeshGeometry::MapType::all_the_same: {
// No matter the mode, no matter the data size; The first always win
// and is set to all the vertices.
ERR_FAIL_COND_V_MSG(p_mapping_data.data.size() <= 0, (HashMap<int, R>()), "FBX file seems corrupted: #ERR35");
if (p_mapping_data.data.size() > 0) {
for (int vertex_index = 0; vertex_index < p_vertex_count; vertex_index += 1) {
aggregate_vertex_data[vertex_index].push_back({ -1, p_mapping_data.data[0] });
}
}
} break;
}
if (aggregate_vertex_data.size() == 0) {
return (HashMap<int, R>());
}
// A map is used because turns out that the some FBX file are not well organized
// with vertices well compacted. Using a map allows avoid those issues.
HashMap<Vertex, R> result;
// Aggregate the collected data.
for (const Vertex *index = aggregate_vertex_data.next(nullptr); index != nullptr; index = aggregate_vertex_data.next(index)) {
Vector<VertexData<T> > *aggregated_vertex = aggregate_vertex_data.getptr(*index);
// This can't be null because we are just iterating.
CRASH_COND(aggregated_vertex == nullptr);
ERR_FAIL_INDEX_V_MSG(0, aggregated_vertex->size(), (HashMap<int, R>()), "The FBX file is corrupted, No valid data for this vertex index.");
result[*index] = collector_function(aggregated_vertex, p_fall_back);
}
// Sanitize the data now, if the file is broken we can try import it anyway.
bool problem_found = false;
for (size_t i = 0; i < p_mesh_indices.size(); i += 1) {
const Vertex vertex = get_vertex_from_polygon_vertex(p_mesh_indices, i);
if (result.has(vertex) == false) {
result[vertex] = p_fall_back;
problem_found = true;
}
}
if (problem_found) {
WARN_PRINT("Some data is missing, this FBX file may be corrupted: #WARN0.");
}
return result;
}
template <class T>
HashMap<int, T> FBXMeshData::extract_per_polygon(
int p_vertex_count,
const std::vector<int> &p_polygon_indices,
const FBXDocParser::MeshGeometry::MappingData<T> &p_fbx_data,
T p_fallback_value) const {
ERR_FAIL_COND_V_MSG(p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct && p_fbx_data.data.size() == 0, (HashMap<int, T>()), "invalid index to direct array");
ERR_FAIL_COND_V_MSG(p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index && p_fbx_data.index.size() == 0, (HashMap<int, T>()), "The FBX seems corrupted");
const int polygon_count = count_polygons(p_polygon_indices);
// Aggregate vertex data.
HashMap<int, Vector<T> > aggregate_polygon_data;
switch (p_fbx_data.map_type) {
case FBXDocParser::MeshGeometry::MapType::none: {
// No data nothing to do.
return (HashMap<int, T>());
}
case FBXDocParser::MeshGeometry::MapType::vertex: {
ERR_FAIL_V_MSG((HashMap<int, T>()), "This data can't be extracted and organized per polygon, since into the FBX is mapped per vertex. This should not happen.");
} break;
case FBXDocParser::MeshGeometry::MapType::polygon_vertex: {
ERR_FAIL_V_MSG((HashMap<int, T>()), "This data can't be extracted and organized per polygon, since into the FBX is mapped per polygon vertex. This should not happen.");
} break;
case FBXDocParser::MeshGeometry::MapType::polygon: {
if (p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct) {
// The data is stored efficiently index_to_direct allows less data in the FBX file.
for (int polygon_index = 0;
polygon_index < polygon_count;
polygon_index += 1) {
if (p_fbx_data.index.size() == 0) {
ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR62");
aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[polygon_index]);
} else {
ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR62");
const int index_to_direct = p_fbx_data.index[polygon_index];
T value = p_fbx_data.data[index_to_direct];
aggregate_polygon_data[polygon_index].push_back(value);
}
}
} else if (p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
// The data are mapped per polygon directly.
ERR_FAIL_COND_V_MSG(polygon_count != (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR51");
// Advance each polygon vertex, each new polygon advance the polygon index.
for (int polygon_index = 0;
polygon_index < polygon_count;
polygon_index += 1) {
ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR52");
aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[polygon_index]);
}
} else {
// The data is mapped per polygon using a reference.
// The indices array, contains a *reference_id for each polygon.
// * Note that the reference_id is the id of data into the data array.
//
// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
ERR_FAIL_COND_V_MSG(polygon_count != (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file seems corrupted: #ERR52");
// Advance each polygon vertex, each new polygon advance the polygon index.
for (int polygon_index = 0;
polygon_index < polygon_count;
polygon_index += 1) {
ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR53");
ERR_FAIL_INDEX_V_MSG(p_fbx_data.index[polygon_index], (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR54");
aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[p_fbx_data.index[polygon_index]]);
}
}
} break;
case FBXDocParser::MeshGeometry::MapType::edge: {
ERR_FAIL_V_MSG((HashMap<int, T>()), "This data can't be extracted and organized per polygon, since into the FBX is mapped per edge. This should not happen.");
} break;
case FBXDocParser::MeshGeometry::MapType::all_the_same: {
// No matter the mode, no matter the data size; The first always win
// and is set to all the vertices.
ERR_FAIL_COND_V_MSG(p_fbx_data.data.size() <= 0, (HashMap<int, T>()), "FBX file seems corrupted: #ERR55");
if (p_fbx_data.data.size() > 0) {
for (int polygon_index = 0; polygon_index < polygon_count; polygon_index += 1) {
aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[0]);
}
}
} break;
}
if (aggregate_polygon_data.size() == 0) {
return (HashMap<int, T>());
}
// A map is used because turns out that the some FBX file are not well organized
// with vertices well compacted. Using a map allows avoid those issues.
HashMap<int, T> polygons;
// Take the first value for each vertex.
for (const Vertex *index = aggregate_polygon_data.next(nullptr); index != nullptr; index = aggregate_polygon_data.next(index)) {
Vector<T> *aggregated_polygon = aggregate_polygon_data.getptr(*index);
// This can't be null because we are just iterating.
CRASH_COND(aggregated_polygon == nullptr);
ERR_FAIL_INDEX_V_MSG(0, (int)aggregated_polygon->size(), (HashMap<int, T>()), "The FBX file is corrupted, No valid data for this polygon index.");
// Validate the final value.
polygons[*index] = (*aggregated_polygon)[0];
}
// Sanitize the data now, if the file is broken we can try import it anyway.
bool problem_found = false;
for (int polygon_i = 0; polygon_i < polygon_count; polygon_i += 1) {
if (polygons.has(polygon_i) == false) {
polygons[polygon_i] = p_fallback_value;
problem_found = true;
}
}
if (problem_found) {
WARN_PRINT("Some data is missing, this FBX file may be corrupted: #WARN1.");
}
return polygons;
}
void FBXMeshData::extract_morphs(const FBXDocParser::MeshGeometry *mesh_geometry, HashMap<String, MorphVertexData> &r_data) {
r_data.clear();
const int vertex_count = mesh_geometry->get_vertices().size();
for (const FBXDocParser::BlendShape *blend_shape : mesh_geometry->get_blend_shapes()) {
for (const FBXDocParser::BlendShapeChannel *blend_shape_channel : blend_shape->BlendShapeChannels()) {
const std::vector<const FBXDocParser::ShapeGeometry *> &shape_geometries = blend_shape_channel->GetShapeGeometries();
for (const FBXDocParser::ShapeGeometry *shape_geometry : shape_geometries) {
String morph_name = ImportUtils::FBXAnimMeshName(shape_geometry->Name()).c_str();
if (morph_name.empty()) {
morph_name = "morph";
}
// TODO we have only these??
const std::vector<unsigned int> &morphs_vertex_indices = shape_geometry->GetIndices();
const std::vector<Vector3> &morphs_vertices = shape_geometry->GetVertices();
const std::vector<Vector3> &morphs_normals = shape_geometry->GetNormals();
ERR_FAIL_COND_MSG((int)morphs_vertex_indices.size() > vertex_count, "The FBX file is corrupted: #ERR103");
ERR_FAIL_COND_MSG(morphs_vertex_indices.size() != morphs_vertices.size(), "The FBX file is corrupted: #ERR104");
ERR_FAIL_COND_MSG((int)morphs_vertices.size() > vertex_count, "The FBX file is corrupted: #ERR105");
ERR_FAIL_COND_MSG(morphs_normals.size() != 0 && morphs_normals.size() != morphs_vertices.size(), "The FBX file is corrupted: #ERR106");
if (r_data.has(morph_name) == false) {
// This morph doesn't exist yet.
// Create it.
MorphVertexData md;
md.vertices.resize(vertex_count);
md.normals.resize(vertex_count);
r_data.set(morph_name, md);
}
MorphVertexData *data = r_data.getptr(morph_name);
Vector3 *data_vertices_ptr = data->vertices.ptrw();
Vector3 *data_normals_ptr = data->normals.ptrw();
for (int i = 0; i < (int)morphs_vertex_indices.size(); i += 1) {
const Vertex vertex = morphs_vertex_indices[i];
ERR_FAIL_INDEX_MSG(vertex, vertex_count, "The blend shapes of this FBX file are corrupted. It has a not valid vertex.");
data_vertices_ptr[vertex] = morphs_vertices[i];
if (morphs_normals.size() != 0) {
data_normals_ptr[vertex] = morphs_normals[i];
}
}
}
}
}
}