#ifndef UFBX_UFBX_H_INCLUDED #define UFBX_UFBX_H_INCLUDED // -- User configuration #if defined(UFBX_CONFIG_HEADER) #include UFBX_CONFIG_HEADER #endif // -- Headers #include #include #include #include // -- Platform #ifndef UFBX_STDC #if defined(__STDC_VERSION__) #define UFBX_STDC __STDC_VERSION__ #else #define UFBX_STDC 0 #endif #endif #ifndef UFBX_CPP #if defined(__cplusplus) #define UFBX_CPP __cplusplus #else #define UFBX_CPP 0 #endif #endif #ifndef UFBX_PLATFORM_MSC #if !defined(UFBX_STANDARD_C) && defined(_MSC_VER) #define UFBX_PLATFORM_MSC _MSC_VER #else #define UFBX_PLATFORM_MSC 0 #endif #endif #ifndef UFBX_PLATFORM_GNUC #if !defined(UFBX_STANDARD_C) && defined(__GNUC__) #define UFBX_PLATFORM_GNUC __GNUC__ #else #define UFBX_PLATFORM_GNUC 0 #endif #endif #ifndef UFBX_CPP11 // MSVC does not advertise C++11 by default so we need special detection #if UFBX_CPP >= 201103L || (UFBX_CPP > 0 && UFBX_PLATFORM_MSC >= 1900) #define UFBX_CPP11 1 #else #define UFBX_CPP11 0 #endif #endif #if defined(_MSC_VER) #pragma warning(push) #pragma warning(disable: 4061) // enumerator 'ENUM' in switch of enum 'enum' is not explicitly handled by a case label #pragma warning(disable: 4201) // nonstandard extension used: nameless struct/union #pragma warning(disable: 4505) // unreferenced local function has been removed #pragma warning(disable: 4820) // type': 'N' bytes padding added after data member 'member' #elif defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wpedantic" #pragma clang diagnostic ignored "-Wpadded" #if defined(__cplusplus) #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #pragma clang diagnostic ignored "-Wold-style-cast" #endif #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpedantic" #pragma GCC diagnostic ignored "-Wpadded" #if defined(__cplusplus) #pragma GCC diagnostic ignored "-Wzero-as-null-pointer-constant" #pragma GCC diagnostic ignored "-Wold-style-cast" #else #if __GNUC__ >= 5 #pragma GCC diagnostic ignored "-Wc90-c99-compat" #pragma GCC diagnostic ignored "-Wc99-c11-compat" #endif #endif #endif #if UFBX_PLATFORM_MSC #define ufbx_inline static __forceinline #elif UFBX_PLATFORM_GNUC #define ufbx_inline static inline __attribute__((always_inline, unused)) #else #define ufbx_inline static #endif // Assertion function used in ufbx, defaults to C standard `assert()`. // You can define this to your custom preferred assert macro, but in that case // make sure that it is also used within `ufbx.c`. // Defining `UFBX_NO_ASSERT` to any value disables assertions. #ifndef ufbx_assert #if defined(UFBX_NO_ASSERT) #define ufbx_assert(cond) (void)0 #else #include #define ufbx_assert(cond) assert(cond) #endif #endif // Pointer may be `NULL`. #define ufbx_nullable // Changing this value from default or calling this function can lead into // breaking API guarantees. #define ufbx_unsafe // Linkage of the main ufbx API functions. // Defaults to nothing, or `static` if `UFBX_STATIC` is defined. // If you want to isolate ufbx to a single translation unit you can do the following: // #define UFBX_STATIC // #include "ufbx.h" // #include "ufbx.c" #ifndef ufbx_abi #if defined(UFBX_STATIC) #define ufbx_abi static #else #define ufbx_abi #endif #endif // Linkage of the main ufbx data fields in the header. // Defaults to `extern`, or `static` if `UFBX_STATIC` is defined. #ifndef ufbx_abi_data #if defined(UFBX_STATIC) #define ufbx_abi_data static #else #define ufbx_abi_data extern #endif #endif // Linkage of the main ufbx data fields in the source. // Defaults to nothing, or `static` if `UFBX_STATIC` is defined. #ifndef ufbx_abi_data_definition #if defined(UFBX_STATIC) #define ufbx_abi_data_def static #else #define ufbx_abi_data_def #endif #endif // -- Configuration #ifndef UFBX_REAL_TYPE #if defined(UFBX_REAL_IS_FLOAT) #define UFBX_REAL_TYPE float #else #define UFBX_REAL_TYPE double #endif #endif // Limits for embedded arrays within structures. #define UFBX_ERROR_STACK_MAX_DEPTH 8 #define UFBX_PANIC_MESSAGE_LENGTH 128 #define UFBX_ERROR_INFO_LENGTH 256 // Number of thread groups to use if threading is enabled. // A thread group processes a number of tasks and is then waited and potentially // re-used later. In essence, this controls the granularity of threading. #define UFBX_THREAD_GROUP_COUNT 4 // -- Language // bindgen-disable #if UFBX_CPP11 template struct ufbxi_type_is { }; template struct ufbxi_type_is { using type = int; }; template struct ufbx_converter { }; #define UFBX_CONVERSION_IMPL(p_name) \ template ::from(*(const p_name*)nullptr))>::type> \ operator T() const { return ufbx_converter::from(*this); } #define UFBX_CONVERSION_TO_IMPL(p_name) \ template ::to(*(const T*)nullptr))>::type> \ p_name(const T &t) { *this = ufbx_converter::to(t); } #define UFBX_CONVERSION_LIST_IMPL(p_name) \ template ::from_list((p_name*)nullptr, (size_t)0))>::type> \ operator T() const { return ufbx_converter::from_list(data, count); } #else #define UFBX_CONVERSION_IMPL(p_name) #define UFBX_CONVERSION_TO_IMPL(p_name) #define UFBX_CONVERSION_LIST_IMPL(p_name) #endif #if defined(__cplusplus) #define UFBX_LIST_TYPE(p_name, p_type) struct p_name { p_type *data; size_t count; \ p_type &operator[](size_t index) const { ufbx_assert(index < count); return data[index]; } \ p_type *begin() const { return data; } \ p_type *end() const { return data + count; } \ UFBX_CONVERSION_LIST_IMPL(p_type) \ } #else #define UFBX_LIST_TYPE(p_name, p_type) typedef struct p_name { p_type *data; size_t count; } p_name #endif // This cannot be enabled automatically if supported as the source file may be // compiled with a different compiler using different settings than the header // consumers, in practice it should work but it causes issues such as #70. #if (UFBX_STDC >= 202311L || UFBX_CPP11) && defined(UFBX_USE_EXPLICIT_ENUM) #define UFBX_ENUM_REPR : int #define UFBX_ENUM_FORCE_WIDTH(p_prefix) #define UFBX_FLAG_REPR : int #define UFBX_FLAG_FORCE_WIDTH(p_prefix) #define UFBX_HAS_FORCE_32BIT 0 #else #define UFBX_ENUM_REPR #define UFBX_ENUM_FORCE_WIDTH(p_prefix) p_prefix##_FORCE_32BIT = 0x7fffffff #define UFBX_FLAG_REPR #define UFBX_FLAG_FORCE_WIDTH(p_prefix) p_prefix##_FORCE_32BIT = 0x7fffffff #define UFBX_HAS_FORCE_32BIT 1 #endif #define UFBX_ENUM_TYPE(p_name, p_prefix, p_last) \ enum { p_prefix##_COUNT = p_last + 1 } #if UFBX_CPP #define UFBX_VERTEX_ATTRIB_IMPL(p_type) \ p_type &operator[](size_t index) const { ufbx_assert(index < indices.count); return values.data[indices.data[index]]; } #else #define UFBX_VERTEX_ATTRIB_IMPL(p_type) #endif #if UFBX_CPP11 #define UFBX_CALLBACK_IMPL(p_name, p_fn, p_return, p_params, p_args) \ template static p_return _cpp_adapter p_params { F &f = *static_cast(user); return f p_args; } \ p_name() = default; \ p_name(p_fn *f) : fn(f), user(nullptr) { } \ template p_name(F *f) : fn(&_cpp_adapter), user(static_cast(f)) { } #else #define UFBX_CALLBACK_IMPL(p_name, p_fn, p_return, p_params, p_args) #endif // bindgen-enable // -- Version // Packing/unpacking for `UFBX_HEADER_VERSION` and `ufbx_source_version`. #define ufbx_pack_version(major, minor, patch) ((uint32_t)(major)*1000000u + (uint32_t)(minor)*1000u + (uint32_t)(patch)) #define ufbx_version_major(version) ((uint32_t)(version)/1000000u%1000u) #define ufbx_version_minor(version) ((uint32_t)(version)/1000u%1000u) #define ufbx_version_patch(version) ((uint32_t)(version)%1000u) // Version of the ufbx header. // `UFBX_VERSION` is simply an alias of `UFBX_HEADER_VERSION`. // `ufbx_source_version` contains the version of the corresponding source file. // HINT: The version can be compared numerically to the result of `ufbx_pack_version()`, // for example `#if UFBX_VERSION >= ufbx_pack_version(0, 12, 0)`. #define UFBX_HEADER_VERSION ufbx_pack_version(0, 14, 3) #define UFBX_VERSION UFBX_HEADER_VERSION // -- Basic types // Main floating point type used everywhere in ufbx, defaults to `double`. // If you define `UFBX_REAL_IS_FLOAT` to any value, `ufbx_real` will be defined // as `float` instead. // You can also manually define `UFBX_REAL_TYPE` to any floating point type. typedef UFBX_REAL_TYPE ufbx_real; // Null-terminated UTF-8 encoded string within an FBX file typedef struct ufbx_string { const char *data; size_t length; UFBX_CONVERSION_IMPL(ufbx_string) } ufbx_string; // Opaque byte buffer blob typedef struct ufbx_blob { const void *data; size_t size; UFBX_CONVERSION_IMPL(ufbx_blob) } ufbx_blob; // 2D vector typedef struct ufbx_vec2 { union { struct { ufbx_real x, y; }; ufbx_real v[2]; }; UFBX_CONVERSION_IMPL(ufbx_vec2) } ufbx_vec2; // 3D vector typedef struct ufbx_vec3 { union { struct { ufbx_real x, y, z; }; ufbx_real v[3]; }; UFBX_CONVERSION_IMPL(ufbx_vec3) } ufbx_vec3; // 4D vector typedef struct ufbx_vec4 { union { struct { ufbx_real x, y, z, w; }; ufbx_real v[4]; }; UFBX_CONVERSION_IMPL(ufbx_vec4) } ufbx_vec4; // Quaternion typedef struct ufbx_quat { union { struct { ufbx_real x, y, z, w; }; ufbx_real v[4]; }; UFBX_CONVERSION_IMPL(ufbx_quat) } ufbx_quat; // Order in which Euler-angle rotation axes are applied for a transform // NOTE: The order in the name refers to the order of axes *applied*, // not the multiplication order: eg. `UFBX_ROTATION_ORDER_XYZ` is `Z*Y*X` // [TODO: Figure out what the spheric rotation order is...] typedef enum ufbx_rotation_order UFBX_ENUM_REPR { UFBX_ROTATION_ORDER_XYZ, UFBX_ROTATION_ORDER_XZY, UFBX_ROTATION_ORDER_YZX, UFBX_ROTATION_ORDER_YXZ, UFBX_ROTATION_ORDER_ZXY, UFBX_ROTATION_ORDER_ZYX, UFBX_ROTATION_ORDER_SPHERIC, UFBX_ENUM_FORCE_WIDTH(UFBX_ROTATION_ORDER) } ufbx_rotation_order; UFBX_ENUM_TYPE(ufbx_rotation_order, UFBX_ROTATION_ORDER, UFBX_ROTATION_ORDER_SPHERIC); // Explicit translation+rotation+scale transformation. // NOTE: Rotation is a quaternion, not Euler angles! typedef struct ufbx_transform { ufbx_vec3 translation; ufbx_quat rotation; ufbx_vec3 scale; UFBX_CONVERSION_IMPL(ufbx_transform) } ufbx_transform; // 4x3 matrix encoding an affine transformation. // `cols[0..2]` are the X/Y/Z basis vectors, `cols[3]` is the translation typedef struct ufbx_matrix { union { struct { ufbx_real m00, m10, m20; ufbx_real m01, m11, m21; ufbx_real m02, m12, m22; ufbx_real m03, m13, m23; }; ufbx_vec3 cols[4]; ufbx_real v[12]; }; UFBX_CONVERSION_IMPL(ufbx_matrix) } ufbx_matrix; typedef struct ufbx_void_list { void *data; size_t count; } ufbx_void_list; UFBX_LIST_TYPE(ufbx_bool_list, bool); UFBX_LIST_TYPE(ufbx_uint32_list, uint32_t); UFBX_LIST_TYPE(ufbx_real_list, ufbx_real); UFBX_LIST_TYPE(ufbx_vec2_list, ufbx_vec2); UFBX_LIST_TYPE(ufbx_vec3_list, ufbx_vec3); UFBX_LIST_TYPE(ufbx_vec4_list, ufbx_vec4); UFBX_LIST_TYPE(ufbx_string_list, ufbx_string); // Sentinel value used to represent a missing index. #define UFBX_NO_INDEX ((uint32_t)~0u) // -- Document object model typedef enum ufbx_dom_value_type UFBX_ENUM_REPR { UFBX_DOM_VALUE_NUMBER, UFBX_DOM_VALUE_STRING, UFBX_DOM_VALUE_ARRAY_I8, UFBX_DOM_VALUE_ARRAY_I32, UFBX_DOM_VALUE_ARRAY_I64, UFBX_DOM_VALUE_ARRAY_F32, UFBX_DOM_VALUE_ARRAY_F64, UFBX_DOM_VALUE_ARRAY_RAW_STRING, UFBX_DOM_VALUE_ARRAY_IGNORED, UFBX_ENUM_FORCE_WIDTH(UFBX_DOM_VALUE_TYPE) } ufbx_dom_value_type; UFBX_ENUM_TYPE(ufbx_dom_value_type, UFBX_DOM_VALUE_TYPE, UFBX_DOM_VALUE_ARRAY_IGNORED); typedef struct ufbx_dom_node ufbx_dom_node; typedef struct ufbx_dom_value { ufbx_dom_value_type type; ufbx_string value_str; ufbx_blob value_blob; int64_t value_int; double value_float; } ufbx_dom_value; UFBX_LIST_TYPE(ufbx_dom_node_list, ufbx_dom_node*); UFBX_LIST_TYPE(ufbx_dom_value_list, ufbx_dom_value); struct ufbx_dom_node { ufbx_string name; ufbx_dom_node_list children; ufbx_dom_value_list values; }; // -- Properties // FBX elements have properties which are arbitrary key/value pairs that can // have inherited default values or be animated. In most cases you don't need // to access these unless you need a feature not implemented directly in ufbx. // NOTE: Prefer using `ufbx_find_prop[_len](...)` to search for a property by // name as it can find it from the defaults if necessary. typedef struct ufbx_prop ufbx_prop; typedef struct ufbx_props ufbx_props; // Data type contained within the property. All the data fields are always // populated regardless of type, so there's no need to switch by type usually // eg. `prop->value_real` and `prop->value_int` have the same value (well, close) // if `prop->type == UFBX_PROP_INTEGER`. String values are not converted from/to. typedef enum ufbx_prop_type UFBX_ENUM_REPR { UFBX_PROP_UNKNOWN, UFBX_PROP_BOOLEAN, UFBX_PROP_INTEGER, UFBX_PROP_NUMBER, UFBX_PROP_VECTOR, UFBX_PROP_COLOR, UFBX_PROP_COLOR_WITH_ALPHA, UFBX_PROP_STRING, UFBX_PROP_DATE_TIME, UFBX_PROP_TRANSLATION, UFBX_PROP_ROTATION, UFBX_PROP_SCALING, UFBX_PROP_DISTANCE, UFBX_PROP_COMPOUND, UFBX_PROP_BLOB, UFBX_PROP_REFERENCE, UFBX_ENUM_FORCE_WIDTH(UFBX_PROP_TYPE) } ufbx_prop_type; UFBX_ENUM_TYPE(ufbx_prop_type, UFBX_PROP_TYPE, UFBX_PROP_REFERENCE); // Property flags: Advanced information about properties, not usually needed. typedef enum ufbx_prop_flags UFBX_FLAG_REPR { // Supports animation. // NOTE: ufbx ignores this and allows animations on non-animatable properties. UFBX_PROP_FLAG_ANIMATABLE = 0x1, // User defined (custom) property. UFBX_PROP_FLAG_USER_DEFINED = 0x2, // Hidden in UI. UFBX_PROP_FLAG_HIDDEN = 0x4, // Disallow modification from UI for components. UFBX_PROP_FLAG_LOCK_X = 0x10, UFBX_PROP_FLAG_LOCK_Y = 0x20, UFBX_PROP_FLAG_LOCK_Z = 0x40, UFBX_PROP_FLAG_LOCK_W = 0x80, // Disable animation from components. UFBX_PROP_FLAG_MUTE_X = 0x100, UFBX_PROP_FLAG_MUTE_Y = 0x200, UFBX_PROP_FLAG_MUTE_Z = 0x400, UFBX_PROP_FLAG_MUTE_W = 0x800, // Property created by ufbx when an element has a connected `ufbx_anim_prop` // but doesn't contain the `ufbx_prop` it's referring to. // NOTE: The property may have been found in the templated defaults. UFBX_PROP_FLAG_SYNTHETIC = 0x1000, // The property has at least one `ufbx_anim_prop` in some layer. UFBX_PROP_FLAG_ANIMATED = 0x2000, // Used by `ufbx_evaluate_prop()` to indicate the the property was not found. UFBX_PROP_FLAG_NOT_FOUND = 0x4000, // The property is connected to another one. // This use case is relatively rare so `ufbx_prop` does not track connections // directly. You can find connections from `ufbx_element.connections_dst` where // `ufbx_connection.dst_prop` is this property and `ufbx_connection.src_prop` is defined. UFBX_PROP_FLAG_CONNECTED = 0x8000, // The value of this property is undefined (represented as zero). UFBX_PROP_FLAG_NO_VALUE = 0x10000, // This property has been overridden by the user. // See `ufbx_anim.prop_overrides` for more information. UFBX_PROP_FLAG_OVERRIDDEN = 0x20000, // Value type. // `REAL/VEC2/VEC3/VEC4` are mutually exclusive but may coexist with eg. `STRING` // in some rare cases where the string defines the unit for the vector. UFBX_PROP_FLAG_VALUE_REAL = 0x100000, UFBX_PROP_FLAG_VALUE_VEC2 = 0x200000, UFBX_PROP_FLAG_VALUE_VEC3 = 0x400000, UFBX_PROP_FLAG_VALUE_VEC4 = 0x800000, UFBX_PROP_FLAG_VALUE_INT = 0x1000000, UFBX_PROP_FLAG_VALUE_STR = 0x2000000, UFBX_PROP_FLAG_VALUE_BLOB = 0x4000000, UFBX_FLAG_FORCE_WIDTH(UFBX_PROP_FLAGS) } ufbx_prop_flags; // Single property with name/type/value. struct ufbx_prop { ufbx_string name; uint32_t _internal_key; ufbx_prop_type type; ufbx_prop_flags flags; ufbx_string value_str; ufbx_blob value_blob; int64_t value_int; union { ufbx_real value_real_arr[4]; ufbx_real value_real; ufbx_vec2 value_vec2; ufbx_vec3 value_vec3; ufbx_vec4 value_vec4; }; }; UFBX_LIST_TYPE(ufbx_prop_list, ufbx_prop); // List of alphabetically sorted properties with potential defaults. // For animated objects in as scene from `ufbx_evaluate_scene()` this list // only has the animated properties, the originals are stored under `defaults`. struct ufbx_props { ufbx_prop_list props; size_t num_animated; ufbx_nullable ufbx_props *defaults; }; typedef struct ufbx_scene ufbx_scene; // -- Elements // Element is the lowest level representation of the FBX file in ufbx. // An element contains type, id, name, and properties (see `ufbx_props` above) // Elements may be connected to each other arbitrarily via `ufbx_connection` typedef struct ufbx_element ufbx_element; // Unknown typedef struct ufbx_unknown ufbx_unknown; // Nodes typedef struct ufbx_node ufbx_node; // Node attributes (common) typedef struct ufbx_mesh ufbx_mesh; typedef struct ufbx_light ufbx_light; typedef struct ufbx_camera ufbx_camera; typedef struct ufbx_bone ufbx_bone; typedef struct ufbx_empty ufbx_empty; // Node attributes (curves/surfaces) typedef struct ufbx_line_curve ufbx_line_curve; typedef struct ufbx_nurbs_curve ufbx_nurbs_curve; typedef struct ufbx_nurbs_surface ufbx_nurbs_surface; typedef struct ufbx_nurbs_trim_surface ufbx_nurbs_trim_surface; typedef struct ufbx_nurbs_trim_boundary ufbx_nurbs_trim_boundary; // Node attributes (advanced) typedef struct ufbx_procedural_geometry ufbx_procedural_geometry; typedef struct ufbx_stereo_camera ufbx_stereo_camera; typedef struct ufbx_camera_switcher ufbx_camera_switcher; typedef struct ufbx_marker ufbx_marker; typedef struct ufbx_lod_group ufbx_lod_group; // Deformers typedef struct ufbx_skin_deformer ufbx_skin_deformer; typedef struct ufbx_skin_cluster ufbx_skin_cluster; typedef struct ufbx_blend_deformer ufbx_blend_deformer; typedef struct ufbx_blend_channel ufbx_blend_channel; typedef struct ufbx_blend_shape ufbx_blend_shape; typedef struct ufbx_cache_deformer ufbx_cache_deformer; typedef struct ufbx_cache_file ufbx_cache_file; // Materials typedef struct ufbx_material ufbx_material; typedef struct ufbx_texture ufbx_texture; typedef struct ufbx_video ufbx_video; typedef struct ufbx_shader ufbx_shader; typedef struct ufbx_shader_binding ufbx_shader_binding; // Animation typedef struct ufbx_anim_stack ufbx_anim_stack; typedef struct ufbx_anim_layer ufbx_anim_layer; typedef struct ufbx_anim_value ufbx_anim_value; typedef struct ufbx_anim_curve ufbx_anim_curve; // Collections typedef struct ufbx_display_layer ufbx_display_layer; typedef struct ufbx_selection_set ufbx_selection_set; typedef struct ufbx_selection_node ufbx_selection_node; // Constraints typedef struct ufbx_character ufbx_character; typedef struct ufbx_constraint ufbx_constraint; // Audio typedef struct ufbx_audio_layer ufbx_audio_layer; typedef struct ufbx_audio_clip ufbx_audio_clip; // Miscellaneous typedef struct ufbx_pose ufbx_pose; typedef struct ufbx_metadata_object ufbx_metadata_object; UFBX_LIST_TYPE(ufbx_element_list, ufbx_element*); UFBX_LIST_TYPE(ufbx_unknown_list, ufbx_unknown*); UFBX_LIST_TYPE(ufbx_node_list, ufbx_node*); UFBX_LIST_TYPE(ufbx_mesh_list, ufbx_mesh*); UFBX_LIST_TYPE(ufbx_light_list, ufbx_light*); UFBX_LIST_TYPE(ufbx_camera_list, ufbx_camera*); UFBX_LIST_TYPE(ufbx_bone_list, ufbx_bone*); UFBX_LIST_TYPE(ufbx_empty_list, ufbx_empty*); UFBX_LIST_TYPE(ufbx_line_curve_list, ufbx_line_curve*); UFBX_LIST_TYPE(ufbx_nurbs_curve_list, ufbx_nurbs_curve*); UFBX_LIST_TYPE(ufbx_nurbs_surface_list, ufbx_nurbs_surface*); UFBX_LIST_TYPE(ufbx_nurbs_trim_surface_list, ufbx_nurbs_trim_surface*); UFBX_LIST_TYPE(ufbx_nurbs_trim_boundary_list, ufbx_nurbs_trim_boundary*); UFBX_LIST_TYPE(ufbx_procedural_geometry_list, ufbx_procedural_geometry*); UFBX_LIST_TYPE(ufbx_stereo_camera_list, ufbx_stereo_camera*); UFBX_LIST_TYPE(ufbx_camera_switcher_list, ufbx_camera_switcher*); UFBX_LIST_TYPE(ufbx_marker_list, ufbx_marker*); UFBX_LIST_TYPE(ufbx_lod_group_list, ufbx_lod_group*); UFBX_LIST_TYPE(ufbx_skin_deformer_list, ufbx_skin_deformer*); UFBX_LIST_TYPE(ufbx_skin_cluster_list, ufbx_skin_cluster*); UFBX_LIST_TYPE(ufbx_blend_deformer_list, ufbx_blend_deformer*); UFBX_LIST_TYPE(ufbx_blend_channel_list, ufbx_blend_channel*); UFBX_LIST_TYPE(ufbx_blend_shape_list, ufbx_blend_shape*); UFBX_LIST_TYPE(ufbx_cache_deformer_list, ufbx_cache_deformer*); UFBX_LIST_TYPE(ufbx_cache_file_list, ufbx_cache_file*); UFBX_LIST_TYPE(ufbx_material_list, ufbx_material*); UFBX_LIST_TYPE(ufbx_texture_list, ufbx_texture*); UFBX_LIST_TYPE(ufbx_video_list, ufbx_video*); UFBX_LIST_TYPE(ufbx_shader_list, ufbx_shader*); UFBX_LIST_TYPE(ufbx_shader_binding_list, ufbx_shader_binding*); UFBX_LIST_TYPE(ufbx_anim_stack_list, ufbx_anim_stack*); UFBX_LIST_TYPE(ufbx_anim_layer_list, ufbx_anim_layer*); UFBX_LIST_TYPE(ufbx_anim_value_list, ufbx_anim_value*); UFBX_LIST_TYPE(ufbx_anim_curve_list, ufbx_anim_curve*); UFBX_LIST_TYPE(ufbx_display_layer_list, ufbx_display_layer*); UFBX_LIST_TYPE(ufbx_selection_set_list, ufbx_selection_set*); UFBX_LIST_TYPE(ufbx_selection_node_list, ufbx_selection_node*); UFBX_LIST_TYPE(ufbx_character_list, ufbx_character*); UFBX_LIST_TYPE(ufbx_constraint_list, ufbx_constraint*); UFBX_LIST_TYPE(ufbx_audio_layer_list, ufbx_audio_layer*); UFBX_LIST_TYPE(ufbx_audio_clip_list, ufbx_audio_clip*); UFBX_LIST_TYPE(ufbx_pose_list, ufbx_pose*); UFBX_LIST_TYPE(ufbx_metadata_object_list, ufbx_metadata_object*); typedef enum ufbx_element_type UFBX_ENUM_REPR { UFBX_ELEMENT_UNKNOWN, // < `ufbx_unknown` UFBX_ELEMENT_NODE, // < `ufbx_node` UFBX_ELEMENT_MESH, // < `ufbx_mesh` UFBX_ELEMENT_LIGHT, // < `ufbx_light` UFBX_ELEMENT_CAMERA, // < `ufbx_camera` UFBX_ELEMENT_BONE, // < `ufbx_bone` UFBX_ELEMENT_EMPTY, // < `ufbx_empty` UFBX_ELEMENT_LINE_CURVE, // < `ufbx_line_curve` UFBX_ELEMENT_NURBS_CURVE, // < `ufbx_nurbs_curve` UFBX_ELEMENT_NURBS_SURFACE, // < `ufbx_nurbs_surface` UFBX_ELEMENT_NURBS_TRIM_SURFACE, // < `ufbx_nurbs_trim_surface` UFBX_ELEMENT_NURBS_TRIM_BOUNDARY, // < `ufbx_nurbs_trim_boundary` UFBX_ELEMENT_PROCEDURAL_GEOMETRY, // < `ufbx_procedural_geometry` UFBX_ELEMENT_STEREO_CAMERA, // < `ufbx_stereo_camera` UFBX_ELEMENT_CAMERA_SWITCHER, // < `ufbx_camera_switcher` UFBX_ELEMENT_MARKER, // < `ufbx_marker` UFBX_ELEMENT_LOD_GROUP, // < `ufbx_lod_group` UFBX_ELEMENT_SKIN_DEFORMER, // < `ufbx_skin_deformer` UFBX_ELEMENT_SKIN_CLUSTER, // < `ufbx_skin_cluster` UFBX_ELEMENT_BLEND_DEFORMER, // < `ufbx_blend_deformer` UFBX_ELEMENT_BLEND_CHANNEL, // < `ufbx_blend_channel` UFBX_ELEMENT_BLEND_SHAPE, // < `ufbx_blend_shape` UFBX_ELEMENT_CACHE_DEFORMER, // < `ufbx_cache_deformer` UFBX_ELEMENT_CACHE_FILE, // < `ufbx_cache_file` UFBX_ELEMENT_MATERIAL, // < `ufbx_material` UFBX_ELEMENT_TEXTURE, // < `ufbx_texture` UFBX_ELEMENT_VIDEO, // < `ufbx_video` UFBX_ELEMENT_SHADER, // < `ufbx_shader` UFBX_ELEMENT_SHADER_BINDING, // < `ufbx_shader_binding` UFBX_ELEMENT_ANIM_STACK, // < `ufbx_anim_stack` UFBX_ELEMENT_ANIM_LAYER, // < `ufbx_anim_layer` UFBX_ELEMENT_ANIM_VALUE, // < `ufbx_anim_value` UFBX_ELEMENT_ANIM_CURVE, // < `ufbx_anim_curve` UFBX_ELEMENT_DISPLAY_LAYER, // < `ufbx_display_layer` UFBX_ELEMENT_SELECTION_SET, // < `ufbx_selection_set` UFBX_ELEMENT_SELECTION_NODE, // < `ufbx_selection_node` UFBX_ELEMENT_CHARACTER, // < `ufbx_character` UFBX_ELEMENT_CONSTRAINT, // < `ufbx_constraint` UFBX_ELEMENT_AUDIO_LAYER, // < `ufbx_audio_layer` UFBX_ELEMENT_AUDIO_CLIP, // < `ufbx_audio_clip` UFBX_ELEMENT_POSE, // < `ufbx_pose` UFBX_ELEMENT_METADATA_OBJECT, // < `ufbx_metadata_object` UFBX_ELEMENT_TYPE_FIRST_ATTRIB = UFBX_ELEMENT_MESH, UFBX_ELEMENT_TYPE_LAST_ATTRIB = UFBX_ELEMENT_LOD_GROUP, UFBX_ENUM_FORCE_WIDTH(UFBX_ELEMENT_TYPE) } ufbx_element_type; UFBX_ENUM_TYPE(ufbx_element_type, UFBX_ELEMENT_TYPE, UFBX_ELEMENT_METADATA_OBJECT); // Connection between two elements. // Source and destination are somewhat arbitrary but the destination is // often the "container" like a parent node or mesh containing a deformer. typedef struct ufbx_connection { ufbx_element *src; ufbx_element *dst; ufbx_string src_prop; ufbx_string dst_prop; } ufbx_connection; UFBX_LIST_TYPE(ufbx_connection_list, ufbx_connection); // Element "base-class" common to each element. // Some fields (like `connections_src`) are advanced and not visible // in the specialized element structs. // NOTE: The `element_id` value is consistent when loading the // _same_ file, but re-exporting the file will invalidate them. struct ufbx_element { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; ufbx_element_type type; ufbx_connection_list connections_src; ufbx_connection_list connections_dst; ufbx_nullable ufbx_dom_node *dom_node; ufbx_scene *scene; }; // -- Unknown struct ufbx_unknown { // Shared "base-class" header, see `ufbx_element`. union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // FBX format specific type information. // In ASCII FBX format: // super_type: ID, "type::name", "sub_type" { ... } ufbx_string type; ufbx_string super_type; ufbx_string sub_type; }; // -- Nodes // Inherit type specifies how hierarchial node transforms are combined. // This only affects the final scaling, as rotation and translation are always // inherited correctly. // NOTE: These don't map to `"InheritType"` property as there may be new ones for // compatibility with various exporters. typedef enum ufbx_inherit_mode UFBX_ENUM_REPR { // Normal matrix composition of hierarchy: `R*S*r*s`. // child.node_to_world = parent.node_to_world * child.node_to_parent; UFBX_INHERIT_MODE_NORMAL, // Ignore parent scale when computing the transform: `R*r*s`. // ufbx_transform t = node.local_transform; // t.translation *= parent.inherit_scale; // t.scale *= node.inherit_scale_node.inherit_scale; // child.node_to_world = parent.unscaled_node_to_world * t; // Also known as "Segment scale compensate" in some software. UFBX_INHERIT_MODE_IGNORE_PARENT_SCALE, // Apply parent scale component-wise: `R*r*S*s`. // ufbx_transform t = node.local_transform; // t.translation *= parent.inherit_scale; // t.scale *= node.inherit_scale_node.inherit_scale; // child.node_to_world = parent.unscaled_node_to_world * t; UFBX_INHERIT_MODE_COMPONENTWISE_SCALE, UFBX_ENUM_FORCE_WIDTH(UFBX_INHERIT_MODE) } ufbx_inherit_mode; UFBX_ENUM_TYPE(ufbx_inherit_mode, UFBX_INHERIT_MODE, UFBX_INHERIT_MODE_COMPONENTWISE_SCALE); // Axis used to mirror transformations for handedness conversion. typedef enum ufbx_mirror_axis UFBX_ENUM_REPR { UFBX_MIRROR_AXIS_NONE, UFBX_MIRROR_AXIS_X, UFBX_MIRROR_AXIS_Y, UFBX_MIRROR_AXIS_Z, UFBX_ENUM_FORCE_WIDTH(UFBX_MIRROR_AXIS) } ufbx_mirror_axis; UFBX_ENUM_TYPE(ufbx_mirror_axis, UFBX_MIRROR_AXIS, UFBX_MIRROR_AXIS_Z); // Nodes form the scene transformation hierarchy and can contain attached // elements such as meshes or lights. In normal cases a single `ufbx_node` // contains only a single attached element, so using `type/mesh/...` is safe. struct ufbx_node { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Node hierarchy // Parent node containing this one if not root. // // Always non-`NULL` for non-root nodes unless // `ufbx_load_opts.allow_nodes_out_of_root` is enabled. ufbx_nullable ufbx_node *parent; // List of child nodes parented to this node. ufbx_node_list children; // Common attached element type and typed pointers. Set to `NULL` if not in // use, so checking `attrib_type` is not required. // // HINT: If you need less common attributes access `ufbx_node.attrib`, you // can use utility functions like `ufbx_as_nurbs_curve(attrib)` to convert // and check the attribute in one step. ufbx_nullable ufbx_mesh *mesh; ufbx_nullable ufbx_light *light; ufbx_nullable ufbx_camera *camera; ufbx_nullable ufbx_bone *bone; // Less common attributes use these fields. // // Defined even if it is one of the above, eg. `ufbx_mesh`. In case there // is multiple attributes this will be the first one. ufbx_nullable ufbx_element *attrib; // Geometry transform helper if one exists. // See `UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES`. ufbx_nullable ufbx_node *geometry_transform_helper; // Scale helper if one exists. // See `UFBX_INHERIT_MODE_HANDLING_HELPER_NODES`. ufbx_nullable ufbx_node *scale_helper; // `attrib->type` if `attrib` is defined, otherwise `UFBX_ELEMENT_UNKNOWN`. ufbx_element_type attrib_type; // List of _all_ attached attribute elements. // // In most cases there is only zero or one attributes per node, but if you // have a very exotic FBX file nodes may have multiple attributes. ufbx_element_list all_attribs; // Local transform in parent, geometry transform is a non-inherited // transform applied only to attachments like meshes ufbx_inherit_mode inherit_mode; ufbx_inherit_mode original_inherit_mode; ufbx_transform local_transform; ufbx_transform geometry_transform; // Combined scale when using `UFBX_INHERIT_MODE_COMPONENTWISE_SCALE`. // Contains `local_transform.scale` otherwise. ufbx_vec3 inherit_scale; // Node where scale is inherited from for `UFBX_INHERIT_MODE_COMPONENTWISE_SCALE` // and even for `UFBX_INHERIT_MODE_IGNORE_PARENT_SCALE`. // For componentwise-scale nodes, this will point to `parent`, for scale ignoring // nodes this will point to the parent of the nearest componentwise-scaled node // in the parent chain. ufbx_nullable ufbx_node *inherit_scale_node; // Raw Euler angles in degrees for those who want them // Specifies the axis order `euler_rotation` is applied in. ufbx_rotation_order rotation_order; // Rotation around the local X/Y/Z axes in `rotation_order`. // The angles are specified in degrees. ufbx_vec3 euler_rotation; // Matrices derived from the transformations, for transforming geometry // prefer using `geometry_to_world` as that supports geometric transforms. // Transform from this node to `parent` space. // Equivalent to `ufbx_transform_to_matrix(&local_transform)`. ufbx_matrix node_to_parent; // Transform from this node to the world space, ie. multiplying all the // `node_to_parent` matrices of the parent chain together. ufbx_matrix node_to_world; // Transform from the attribute to this node. Does not affect the transforms // of `children`! // Equivalent to `ufbx_transform_to_matrix(&geometry_transform)`. ufbx_matrix geometry_to_node; // Transform from attribute space to world space. // Equivalent to `ufbx_matrix_mul(&node_to_world, &geometry_to_node)`. ufbx_matrix geometry_to_world; // Transform from this node to world space, ignoring self scaling. ufbx_matrix unscaled_node_to_world; // ufbx-specific adjustment for switching between coodrinate/unit systems. // HINT: In most cases you don't need to deal with these as these are baked // into all the transforms above and into `ufbx_evaluate_transform()`. ufbx_vec3 adjust_pre_translation; // < Translation applied between parent and self ufbx_quat adjust_pre_rotation; // < Rotation applied between parent and self ufbx_real adjust_pre_scale; // < Scaling applied between parent and self ufbx_quat adjust_post_rotation; // < Rotation applied in local space at the end ufbx_real adjust_post_scale; // < Scaling applied in local space at the end ufbx_real adjust_translation_scale; // < Scaling applied to translation only ufbx_mirror_axis adjust_mirror_axis; // < Mirror translation and rotation on this axis // Materials used by `mesh` or other `attrib`. // There may be multiple copies of a single `ufbx_mesh` with different materials // in the `ufbx_node` instances. ufbx_material_list materials; // Bind pose ufbx_nullable ufbx_pose *bind_pose; // Visibility state. bool visible; // True if this node is the implicit root node of the scene. bool is_root; // True if the node has a non-identity `geometry_transform`. bool has_geometry_transform; // If `true` the transform is adjusted by ufbx, not enabled by default. // See `adjust_pre_rotation`, `adjust_pre_scale`, `adjust_post_rotation`, // and `adjust_post_scale`. bool has_adjust_transform; // Scale is adjusted by root scale. bool has_root_adjust_transform; // True if this node is a synthetic geometry transform helper. // See `UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES`. bool is_geometry_transform_helper; // True if the node is a synthetic scale compensation helper. // See `UFBX_INHERIT_MODE_HANDLING_HELPER_NODES`. bool is_scale_helper; // Parent node to children that can compensate for parent scale. bool is_scale_compensate_parent; // How deep is this node in the parent hierarchy. Root node is at depth `0` // and the immediate children of root at `1`. uint32_t node_depth; }; // Vertex attribute: All attributes are stored in a consistent indexed format // regardless of how it's actually stored in the file. // // `values` is a contiguous array of attribute values. // `indices` maps each mesh index into a value in the `values` array. // // If `unique_per_vertex` is set then the attribute is guaranteed to have a // single defined value per vertex accessible via: // attrib.values.data[attrib.indices.data[mesh->vertex_first_index[vertex_ix]] typedef struct ufbx_vertex_attrib { // Is this attribute defined by the mesh. bool exists; // List of values the attribute uses. ufbx_void_list values; // Indices into `values[]`, indexed up to `ufbx_mesh.num_indices`. ufbx_uint32_list indices; // Number of `ufbx_real` entries per value. size_t value_reals; // `true` if this attribute is defined per vertex, instead of per index. bool unique_per_vertex; // Optional 4th 'W' component for the attribute. // May be defined for the following: // ufbx_mesh.vertex_normal // ufbx_mesh.vertex_tangent / ufbx_uv_set.vertex_tangent // ufbx_mesh.vertex_bitangent / ufbx_uv_set.vertex_bitangent // NOTE: This is not loaded by default, set `ufbx_load_opts.retain_vertex_attrib_w`. ufbx_real_list values_w; } ufbx_vertex_attrib; // 1D vertex attribute, see `ufbx_vertex_attrib` for information typedef struct ufbx_vertex_real { bool exists; ufbx_real_list values; ufbx_uint32_list indices; size_t value_reals; bool unique_per_vertex; ufbx_real_list values_w; UFBX_VERTEX_ATTRIB_IMPL(ufbx_real) } ufbx_vertex_real; // 2D vertex attribute, see `ufbx_vertex_attrib` for information typedef struct ufbx_vertex_vec2 { bool exists; ufbx_vec2_list values; ufbx_uint32_list indices; size_t value_reals; bool unique_per_vertex; ufbx_real_list values_w; UFBX_VERTEX_ATTRIB_IMPL(ufbx_vec2) } ufbx_vertex_vec2; // 3D vertex attribute, see `ufbx_vertex_attrib` for information typedef struct ufbx_vertex_vec3 { bool exists; ufbx_vec3_list values; ufbx_uint32_list indices; size_t value_reals; bool unique_per_vertex; ufbx_real_list values_w; UFBX_VERTEX_ATTRIB_IMPL(ufbx_vec3) } ufbx_vertex_vec3; // 4D vertex attribute, see `ufbx_vertex_attrib` for information typedef struct ufbx_vertex_vec4 { bool exists; ufbx_vec4_list values; ufbx_uint32_list indices; size_t value_reals; bool unique_per_vertex; ufbx_real_list values_w; UFBX_VERTEX_ATTRIB_IMPL(ufbx_vec4) } ufbx_vertex_vec4; // Vertex UV set/layer typedef struct ufbx_uv_set { ufbx_string name; uint32_t index; // Vertex attributes, see `ufbx_mesh` attributes for more information ufbx_vertex_vec2 vertex_uv; // < UV / texture coordinates ufbx_vertex_vec3 vertex_tangent; // < (optional) Tangent vector in UV.x direction ufbx_vertex_vec3 vertex_bitangent; // < (optional) Tangent vector in UV.y direction } ufbx_uv_set; // Vertex color set/layer typedef struct ufbx_color_set { ufbx_string name; uint32_t index; // Vertex attributes, see `ufbx_mesh` attributes for more information ufbx_vertex_vec4 vertex_color; // < Per-vertex RGBA color } ufbx_color_set; UFBX_LIST_TYPE(ufbx_uv_set_list, ufbx_uv_set); UFBX_LIST_TYPE(ufbx_color_set_list, ufbx_color_set); // Edge between two _indices_ in a mesh typedef struct ufbx_edge { union { struct { uint32_t a, b; }; uint32_t indices[2]; }; } ufbx_edge; UFBX_LIST_TYPE(ufbx_edge_list, ufbx_edge); // Polygonal face with arbitrary number vertices, a single face contains a // contiguous range of mesh indices, eg. `{5,3}` would have indices 5, 6, 7 // // NOTE: `num_indices` maybe less than 3 in which case the face is invalid! // [TODO #23: should probably remove the bad faces at load time] typedef struct ufbx_face { uint32_t index_begin; uint32_t num_indices; } ufbx_face; UFBX_LIST_TYPE(ufbx_face_list, ufbx_face); // Subset of mesh faces used by a single material or group. typedef struct ufbx_mesh_part { // Index of the mesh part. uint32_t index; // Sub-set of the geometry size_t num_faces; // < Number of faces (polygons) size_t num_triangles; // < Number of triangles if triangulated size_t num_empty_faces; // < Number of faces with zero vertices size_t num_point_faces; // < Number of faces with a single vertex size_t num_line_faces; // < Number of faces with two vertices // Indices to `ufbx_mesh.faces[]`. // Always contains `num_faces` elements. ufbx_uint32_list face_indices; } ufbx_mesh_part; UFBX_LIST_TYPE(ufbx_mesh_part_list, ufbx_mesh_part); typedef struct ufbx_face_group { int32_t id; // < Numerical ID for this group. ufbx_string name; // < Name for the face group. } ufbx_face_group; UFBX_LIST_TYPE(ufbx_face_group_list, ufbx_face_group); typedef struct ufbx_subdivision_weight_range { uint32_t weight_begin; uint32_t num_weights; } ufbx_subdivision_weight_range; UFBX_LIST_TYPE(ufbx_subdivision_weight_range_list, ufbx_subdivision_weight_range); typedef struct ufbx_subdivision_weight { ufbx_real weight; uint32_t index; } ufbx_subdivision_weight; UFBX_LIST_TYPE(ufbx_subdivision_weight_list, ufbx_subdivision_weight); typedef struct ufbx_subdivision_result { size_t result_memory_used; size_t temp_memory_used; size_t result_allocs; size_t temp_allocs; // Weights of vertices in the source model. // Defined if `ufbx_subdivide_opts.evaluate_source_vertices` is set. ufbx_subdivision_weight_range_list source_vertex_ranges; ufbx_subdivision_weight_list source_vertex_weights; // Weights of skin clusters in the source model. // Defined if `ufbx_subdivide_opts.evaluate_skin_weights` is set. ufbx_subdivision_weight_range_list skin_cluster_ranges; ufbx_subdivision_weight_list skin_cluster_weights; } ufbx_subdivision_result; typedef enum ufbx_subdivision_display_mode UFBX_ENUM_REPR { UFBX_SUBDIVISION_DISPLAY_DISABLED, UFBX_SUBDIVISION_DISPLAY_HULL, UFBX_SUBDIVISION_DISPLAY_HULL_AND_SMOOTH, UFBX_SUBDIVISION_DISPLAY_SMOOTH, UFBX_ENUM_FORCE_WIDTH(UFBX_SUBDIVISION_DISPLAY_MODE) } ufbx_subdivision_display_mode; UFBX_ENUM_TYPE(ufbx_subdivision_display_mode, UFBX_SUBDIVISION_DISPLAY_MODE, UFBX_SUBDIVISION_DISPLAY_SMOOTH); typedef enum ufbx_subdivision_boundary UFBX_ENUM_REPR { UFBX_SUBDIVISION_BOUNDARY_DEFAULT, UFBX_SUBDIVISION_BOUNDARY_LEGACY, // OpenSubdiv: `VTX_BOUNDARY_EDGE_AND_CORNER` / `FVAR_LINEAR_CORNERS_ONLY` UFBX_SUBDIVISION_BOUNDARY_SHARP_CORNERS, // OpenSubdiv: `VTX_BOUNDARY_EDGE_ONLY` / `FVAR_LINEAR_NONE` UFBX_SUBDIVISION_BOUNDARY_SHARP_NONE, // OpenSubdiv: `FVAR_LINEAR_BOUNDARIES` UFBX_SUBDIVISION_BOUNDARY_SHARP_BOUNDARY, // OpenSubdiv: `FVAR_LINEAR_ALL` UFBX_SUBDIVISION_BOUNDARY_SHARP_INTERIOR, UFBX_ENUM_FORCE_WIDTH(UFBX_SUBDIVISION_BOUNDARY) } ufbx_subdivision_boundary; UFBX_ENUM_TYPE(ufbx_subdivision_boundary, UFBX_SUBDIVISION_BOUNDARY, UFBX_SUBDIVISION_BOUNDARY_SHARP_INTERIOR); // Polygonal mesh geometry. // // Example mesh with two triangles (x, z) and a quad (y). // The faces have a constant UV coordinate x/y/z. // The vertices have _per vertex_ normals that point up/down. // // ^ ^ ^ // A---B-----C // |x / /| // | / y / | // |/ / z| // D-----E---F // v v v // // Attributes may have multiple values within a single vertex, for example a // UV seam vertex has two UV coordinates. Thus polygons are defined using // an index that counts each corner of each face polygon. If an attribute is // defined (even per-vertex) it will always have a valid `indices` array. // // {0,3} {3,4} {7,3} faces ({ index_begin, num_indices }) // 0 1 2 3 4 5 6 7 8 9 index // // 0 1 3 1 2 4 3 2 4 5 vertex_indices[index] // A B D B C E D C E F vertices[vertex_indices[index]] // // 0 0 1 0 0 1 1 0 1 1 vertex_normal.indices[index] // ^ ^ v ^ ^ v v ^ v v vertex_normal.data[vertex_normal.indices[index]] // // 0 0 0 1 1 1 1 2 2 2 vertex_uv.indices[index] // x x x y y y y z z z vertex_uv.data[vertex_uv.indices[index]] // // Vertex position can also be accessed uniformly through an accessor: // 0 1 3 1 2 4 3 2 4 5 vertex_position.indices[index] // A B D B C E D C E F vertex_position.data[vertex_position.indices[index]] // // Some geometry data is specified per logical vertex. Vertex positions are // the only attribute that is guaranteed to be defined _uniquely_ per vertex. // Vertex attributes _may_ be defined per vertex if `unique_per_vertex == true`. // You can access the per-vertex values by first finding the first index that // refers to the given vertex. // // 0 1 2 3 4 5 vertex // A B C D E F vertices[vertex] // // 0 1 4 2 5 9 vertex_first_index[vertex] // 0 0 0 1 1 1 vertex_normal.indices[vertex_first_index[vertex]] // ^ ^ ^ v v v vertex_normal.data[vertex_normal.indices[vertex_first_index[vertex]]] // struct ufbx_mesh { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; // Number of "logical" vertices that would be treated as a single point, // one vertex may be split to multiple indices for split attributes, eg. UVs size_t num_vertices; // < Number of logical "vertex" points size_t num_indices; // < Number of combiend vertex/attribute tuples size_t num_faces; // < Number of faces (polygons) in the mesh size_t num_triangles; // < Number of triangles if triangulated // Number of edges in the mesh. // NOTE: May be zero in valid meshes if the file doesn't contain edge adjacency data! size_t num_edges; size_t max_face_triangles; // < Maximum number of triangles in a face in this mesh size_t num_empty_faces; // < Number of faces with zero vertices size_t num_point_faces; // < Number of faces with a single vertex size_t num_line_faces; // < Number of faces with two vertices // Faces and optional per-face extra data ufbx_face_list faces; // < Face index range ufbx_bool_list face_smoothing; // < Should the face have soft normals ufbx_uint32_list face_material; // < Indices to `ufbx_mesh.materials[]` and `ufbx_node.materials[]` ufbx_uint32_list face_group; // < Face polygon group index, indices to `ufbx_mesh.face_groups[]` ufbx_bool_list face_hole; // < Should the face be hidden as a "hole" // Edges and optional per-edge extra data ufbx_edge_list edges; // < Edge index range ufbx_bool_list edge_smoothing; // < Should the edge have soft normals ufbx_real_list edge_crease; // < Crease value for subdivision surfaces ufbx_bool_list edge_visibility; // < Should the edge be visible // Logical vertices and positions, alternatively you can use // `vertex_position` for consistent interface with other attributes. ufbx_uint32_list vertex_indices; ufbx_vec3_list vertices; // First index referring to a given vertex, `UFBX_NO_INDEX` if the vertex is unused. ufbx_uint32_list vertex_first_index; // Vertex attributes, see the comment over the struct. // // NOTE: Not all meshes have all attributes, in that case `indices/data == NULL`! // // NOTE: UV/tangent/bitangent and color are the from first sets, // use `uv_sets/color_sets` to access the other layers. ufbx_vertex_vec3 vertex_position; // < Vertex positions ufbx_vertex_vec3 vertex_normal; // < (optional) Normal vectors, always defined if `ufbx_load_opts.generate_missing_normals` ufbx_vertex_vec2 vertex_uv; // < (optional) UV / texture coordinates ufbx_vertex_vec3 vertex_tangent; // < (optional) Tangent vector in UV.x direction ufbx_vertex_vec3 vertex_bitangent; // < (optional) Tangent vector in UV.y direction ufbx_vertex_vec4 vertex_color; // < (optional) Per-vertex RGBA color ufbx_vertex_real vertex_crease; // < (optional) Crease value for subdivision surfaces // Multiple named UV/color sets // NOTE: The first set contains the same data as `vertex_uv/color`! ufbx_uv_set_list uv_sets; ufbx_color_set_list color_sets; // Materials used by the mesh. // NOTE: These can be wrong if you want to support per-instance materials! // Use `ufbx_node.materials[]` to get the per-instance materials at the same indices. ufbx_material_list materials; // Face groups for this mesh. ufbx_face_group_list face_groups; // Segments that use a given material. // Defined even if the mesh doesn't have any materials. ufbx_mesh_part_list material_parts; // Segments for each face group. ufbx_mesh_part_list face_group_parts; // Order of `material_parts` by first face that refers to it. // Useful for compatibility with FBX SDK and various importers using it, // as they use this material order by default. ufbx_uint32_list material_part_usage_order; // Skinned vertex positions, for efficiency the skinned positions are the // same as the static ones for non-skinned meshes and `skinned_is_local` // is set to true meaning you need to transform them manually using // `ufbx_transform_position(&node->geometry_to_world, skinned_pos)`! bool skinned_is_local; ufbx_vertex_vec3 skinned_position; ufbx_vertex_vec3 skinned_normal; // Deformers ufbx_skin_deformer_list skin_deformers; ufbx_blend_deformer_list blend_deformers; ufbx_cache_deformer_list cache_deformers; ufbx_element_list all_deformers; // Subdivision uint32_t subdivision_preview_levels; uint32_t subdivision_render_levels; ufbx_subdivision_display_mode subdivision_display_mode; ufbx_subdivision_boundary subdivision_boundary; ufbx_subdivision_boundary subdivision_uv_boundary; // The winding of the faces has been reversed. bool reversed_winding; // Normals have been generated instead of evalauted. // Either from missing normals (via `ufbx_load_opts.generate_missing_normals`), skinning, // tessellation, or subdivision. bool generated_normals; // Subdivision (result) bool subdivision_evaluated; ufbx_nullable ufbx_subdivision_result *subdivision_result; // Tessellation (result) bool from_tessellated_nurbs; }; // The kind of light source typedef enum ufbx_light_type UFBX_ENUM_REPR { // Single point at local origin, at `node->world_transform.position` UFBX_LIGHT_POINT, // Infinite directional light pointing locally towards `light->local_direction` // For global: `ufbx_transform_direction(&node->node_to_world, light->local_direction)` UFBX_LIGHT_DIRECTIONAL, // Cone shaped light towards `light->local_direction`, between `light->inner/outer_angle`. // For global: `ufbx_transform_direction(&node->node_to_world, light->local_direction)` UFBX_LIGHT_SPOT, // Area light, shape specified by `light->area_shape` // TODO: Units? UFBX_LIGHT_AREA, // Volumetric light source // TODO: How does this work UFBX_LIGHT_VOLUME, UFBX_ENUM_FORCE_WIDTH(UFBX_LIGHT_TYPE) } ufbx_light_type; UFBX_ENUM_TYPE(ufbx_light_type, UFBX_LIGHT_TYPE, UFBX_LIGHT_VOLUME); // How fast does the light intensity decay at a distance typedef enum ufbx_light_decay UFBX_ENUM_REPR { UFBX_LIGHT_DECAY_NONE, // < 1 (no decay) UFBX_LIGHT_DECAY_LINEAR, // < 1 / d UFBX_LIGHT_DECAY_QUADRATIC, // < 1 / d^2 (physically accurate) UFBX_LIGHT_DECAY_CUBIC, // < 1 / d^3 UFBX_ENUM_FORCE_WIDTH(UFBX_LIGHT_DECAY) } ufbx_light_decay; UFBX_ENUM_TYPE(ufbx_light_decay, UFBX_LIGHT_DECAY, UFBX_LIGHT_DECAY_CUBIC); typedef enum ufbx_light_area_shape UFBX_ENUM_REPR { UFBX_LIGHT_AREA_SHAPE_RECTANGLE, UFBX_LIGHT_AREA_SHAPE_SPHERE, UFBX_ENUM_FORCE_WIDTH(UFBX_LIGHT_AREA_SHAPE) } ufbx_light_area_shape; UFBX_ENUM_TYPE(ufbx_light_area_shape, UFBX_LIGHT_AREA_SHAPE, UFBX_LIGHT_AREA_SHAPE_SPHERE); // Light source attached to a `ufbx_node` struct ufbx_light { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; // Color and intensity of the light, usually you want to use `color * intensity` // NOTE: `intensity` is 0.01x of the property `"Intensity"` as that matches // matches values in DCC programs before exporting. ufbx_vec3 color; ufbx_real intensity; // Direction the light is aimed at in node's local space, usually -Y ufbx_vec3 local_direction; // Type of the light and shape parameters ufbx_light_type type; ufbx_light_decay decay; ufbx_light_area_shape area_shape; ufbx_real inner_angle; ufbx_real outer_angle; bool cast_light; bool cast_shadows; }; typedef enum ufbx_projection_mode UFBX_ENUM_REPR { // Perspective projection. UFBX_PROJECTION_MODE_PERSPECTIVE, // Orthographic projection. UFBX_PROJECTION_MODE_ORTHOGRAPHIC, UFBX_ENUM_FORCE_WIDTH(UFBX_PROJECTION_MODE) } ufbx_projection_mode; UFBX_ENUM_TYPE(ufbx_projection_mode, UFBX_PROJECTION_MODE, UFBX_PROJECTION_MODE_ORTHOGRAPHIC); // Method of specifying the rendering resolution from properties // NOTE: Handled internally by ufbx, ignore unless you interpret `ufbx_props` directly! typedef enum ufbx_aspect_mode UFBX_ENUM_REPR { // No defined resolution UFBX_ASPECT_MODE_WINDOW_SIZE, // `"AspectWidth"` and `"AspectHeight"` are relative to each other UFBX_ASPECT_MODE_FIXED_RATIO, // `"AspectWidth"` and `"AspectHeight"` are both pixels UFBX_ASPECT_MODE_FIXED_RESOLUTION, // `"AspectWidth"` is pixels, `"AspectHeight"` is relative to width UFBX_ASPECT_MODE_FIXED_WIDTH, // < `"AspectHeight"` is pixels, `"AspectWidth"` is relative to height UFBX_ASPECT_MODE_FIXED_HEIGHT, UFBX_ENUM_FORCE_WIDTH(UFBX_ASPECT_MODE) } ufbx_aspect_mode; UFBX_ENUM_TYPE(ufbx_aspect_mode, UFBX_ASPECT_MODE, UFBX_ASPECT_MODE_FIXED_HEIGHT); // Method of specifying the field of view from properties // NOTE: Handled internally by ufbx, ignore unless you interpret `ufbx_props` directly! typedef enum ufbx_aperture_mode UFBX_ENUM_REPR { // Use separate `"FieldOfViewX"` and `"FieldOfViewY"` as horizontal/vertical FOV angles UFBX_APERTURE_MODE_HORIZONTAL_AND_VERTICAL, // Use `"FieldOfView"` as horizontal FOV angle, derive vertical angle via aspect ratio UFBX_APERTURE_MODE_HORIZONTAL, // Use `"FieldOfView"` as vertical FOV angle, derive horizontal angle via aspect ratio UFBX_APERTURE_MODE_VERTICAL, // Compute the field of view from the render gate size and focal length UFBX_APERTURE_MODE_FOCAL_LENGTH, UFBX_ENUM_FORCE_WIDTH(UFBX_APERTURE_MODE) } ufbx_aperture_mode; UFBX_ENUM_TYPE(ufbx_aperture_mode, UFBX_APERTURE_MODE, UFBX_APERTURE_MODE_FOCAL_LENGTH); // Method of specifying the render gate size from properties // NOTE: Handled internally by ufbx, ignore unless you interpret `ufbx_props` directly! typedef enum ufbx_gate_fit UFBX_ENUM_REPR { // Use the film/aperture size directly as the render gate UFBX_GATE_FIT_NONE, // Fit the render gate to the height of the film, derive width from aspect ratio UFBX_GATE_FIT_VERTICAL, // Fit the render gate to the width of the film, derive height from aspect ratio UFBX_GATE_FIT_HORIZONTAL, // Fit the render gate so that it is fully contained within the film gate UFBX_GATE_FIT_FILL, // Fit the render gate so that it fully contains the film gate UFBX_GATE_FIT_OVERSCAN, // Stretch the render gate to match the film gate // TODO: Does this differ from `UFBX_GATE_FIT_NONE`? UFBX_GATE_FIT_STRETCH, UFBX_ENUM_FORCE_WIDTH(UFBX_GATE_FIT) } ufbx_gate_fit; UFBX_ENUM_TYPE(ufbx_gate_fit, UFBX_GATE_FIT, UFBX_GATE_FIT_STRETCH); // Camera film/aperture size defaults // NOTE: Handled internally by ufbx, ignore unless you interpret `ufbx_props` directly! typedef enum ufbx_aperture_format UFBX_ENUM_REPR { UFBX_APERTURE_FORMAT_CUSTOM, // < Use `"FilmWidth"` and `"FilmHeight"` UFBX_APERTURE_FORMAT_16MM_THEATRICAL, // < 0.404 x 0.295 inches UFBX_APERTURE_FORMAT_SUPER_16MM, // < 0.493 x 0.292 inches UFBX_APERTURE_FORMAT_35MM_ACADEMY, // < 0.864 x 0.630 inches UFBX_APERTURE_FORMAT_35MM_TV_PROJECTION, // < 0.816 x 0.612 inches UFBX_APERTURE_FORMAT_35MM_FULL_APERTURE, // < 0.980 x 0.735 inches UFBX_APERTURE_FORMAT_35MM_185_PROJECTION, // < 0.825 x 0.446 inches UFBX_APERTURE_FORMAT_35MM_ANAMORPHIC, // < 0.864 x 0.732 inches (squeeze ratio: 2) UFBX_APERTURE_FORMAT_70MM_PROJECTION, // < 2.066 x 0.906 inches UFBX_APERTURE_FORMAT_VISTAVISION, // < 1.485 x 0.991 inches UFBX_APERTURE_FORMAT_DYNAVISION, // < 2.080 x 1.480 inches UFBX_APERTURE_FORMAT_IMAX, // < 2.772 x 2.072 inches UFBX_ENUM_FORCE_WIDTH(UFBX_APERTURE_FORMAT) } ufbx_aperture_format; UFBX_ENUM_TYPE(ufbx_aperture_format, UFBX_APERTURE_FORMAT, UFBX_APERTURE_FORMAT_IMAX); typedef enum ufbx_coordinate_axis UFBX_ENUM_REPR { UFBX_COORDINATE_AXIS_POSITIVE_X, UFBX_COORDINATE_AXIS_NEGATIVE_X, UFBX_COORDINATE_AXIS_POSITIVE_Y, UFBX_COORDINATE_AXIS_NEGATIVE_Y, UFBX_COORDINATE_AXIS_POSITIVE_Z, UFBX_COORDINATE_AXIS_NEGATIVE_Z, UFBX_COORDINATE_AXIS_UNKNOWN, UFBX_ENUM_FORCE_WIDTH(UFBX_COORDINATE_AXIS) } ufbx_coordinate_axis; UFBX_ENUM_TYPE(ufbx_coordinate_axis, UFBX_COORDINATE_AXIS, UFBX_COORDINATE_AXIS_UNKNOWN); // Coordinate axes the scene is represented in. // NOTE: `front` is the _opposite_ from forward! typedef struct ufbx_coordinate_axes { ufbx_coordinate_axis right; ufbx_coordinate_axis up; ufbx_coordinate_axis front; } ufbx_coordinate_axes; // Camera attached to a `ufbx_node` struct ufbx_camera { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; // Projection mode (perspective/orthographic). ufbx_projection_mode projection_mode; // If set to `true`, `resolution` reprensents actual pixel values, otherwise // it's only useful for its aspect ratio. bool resolution_is_pixels; // Render resolution, either in pixels or arbitrary units, depending on above ufbx_vec2 resolution; // Horizontal/vertical field of view in degrees // Valid if `projection_mode == UFBX_PROJECTION_MODE_PERSPECTIVE`. ufbx_vec2 field_of_view_deg; // Component-wise `tan(field_of_view_deg)`, also represents the size of the // proection frustum slice at distance of 1. // Valid if `projection_mode == UFBX_PROJECTION_MODE_PERSPECTIVE`. ufbx_vec2 field_of_view_tan; // Orthographic camera extents. // Valid if `projection_mode == UFBX_PROJECTION_MODE_ORTHOGRAPHIC`. ufbx_real orthographic_extent; // Orthographic camera size. // Valid if `projection_mode == UFBX_PROJECTION_MODE_ORTHOGRAPHIC`. ufbx_vec2 orthographic_size; // Size of the projection plane at distance 1. // Equal to `field_of_view_tan` if perspective, `orthographic_size` if orthographic. ufbx_vec2 projection_plane; // Aspect ratio of the camera. ufbx_real aspect_ratio; // Near plane of the frustum in units from the camera. ufbx_real near_plane; // Far plane of the frustum in units from the camera. ufbx_real far_plane; // Coordinate system that the projection uses. // FBX saves cameras with +X forward and +Y up, but you can override this using // `ufbx_load_opts.target_camera_axes` and it will be reflected here. ufbx_coordinate_axes projection_axes; // Advanced properties used to compute the above ufbx_aspect_mode aspect_mode; ufbx_aperture_mode aperture_mode; ufbx_gate_fit gate_fit; ufbx_aperture_format aperture_format; ufbx_real focal_length_mm; // < Focal length in millimeters ufbx_vec2 film_size_inch; // < Film size in inches ufbx_vec2 aperture_size_inch; // < Aperture/film gate size in inches ufbx_real squeeze_ratio; // < Anamoprhic stretch ratio }; // Bone attached to a `ufbx_node`, provides the logical length of the bone // but most interesting information is directly in `ufbx_node`. struct ufbx_bone { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; // Visual radius of the bone ufbx_real radius; // Length of the bone relative to the distance between two nodes ufbx_real relative_length; // Is the bone a root bone bool is_root; }; // Empty/NULL/locator connected to a node, actual details in `ufbx_node` struct ufbx_empty { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; }; // -- Node attributes (curves/surfaces) // Segment of a `ufbx_line_curve`, indices refer to `ufbx_line_curve.point_indices[]` typedef struct ufbx_line_segment { uint32_t index_begin; uint32_t num_indices; } ufbx_line_segment; UFBX_LIST_TYPE(ufbx_line_segment_list, ufbx_line_segment); struct ufbx_line_curve { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; ufbx_vec3 color; ufbx_vec3_list control_points; // < List of possible values the line passes through ufbx_uint32_list point_indices; // < Indices to `control_points[]` the line goes through ufbx_line_segment_list segments; // Tessellation (result) bool from_tessellated_nurbs; }; typedef enum ufbx_nurbs_topology UFBX_ENUM_REPR { // The endpoints are not connected. UFBX_NURBS_TOPOLOGY_OPEN, // Repeats first `ufbx_nurbs_basis.order - 1` control points after the end. UFBX_NURBS_TOPOLOGY_PERIODIC, // Repeats the first control point after the end. UFBX_NURBS_TOPOLOGY_CLOSED, UFBX_ENUM_FORCE_WIDTH(UFBX_NURBS_TOPOLOGY) } ufbx_nurbs_topology; UFBX_ENUM_TYPE(ufbx_nurbs_topology, UFBX_NURBS_TOPOLOGY, UFBX_NURBS_TOPOLOGY_CLOSED); // NURBS basis functions for an axis typedef struct ufbx_nurbs_basis { // Number of control points influencing a point on the curve/surface. // Equal to the degree plus one. uint32_t order; // Topology (periodicity) of the dimension. ufbx_nurbs_topology topology; // Subdivision of the parameter range to control points. ufbx_real_list knot_vector; // Range for the parameter value. ufbx_real t_min; ufbx_real t_max; // Parameter values of control points. ufbx_real_list spans; // `true` if this axis is two-dimensional. bool is_2d; // Number of control points that need to be copied to the end. // This is just for convenience as it could be derived from `topology` and // `order`. If for example `num_wrap_control_points == 3` you should repeat // the first 3 control points after the end. // HINT: You don't need to worry about this if you use ufbx functions // like `ufbx_evaluate_nurbs_curve()` as they handle this internally. size_t num_wrap_control_points; // `true` if the parametrization is well defined. bool valid; } ufbx_nurbs_basis; struct ufbx_nurbs_curve { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; // Basis in the U axis ufbx_nurbs_basis basis; // Linear array of control points // NOTE: The control points are _not_ homogeneous, meaning you have to multiply // them by `w` before evaluating the surface. ufbx_vec4_list control_points; }; struct ufbx_nurbs_surface { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; // Basis in the U/V axes ufbx_nurbs_basis basis_u; ufbx_nurbs_basis basis_v; // Number of control points for the U/V axes size_t num_control_points_u; size_t num_control_points_v; // 2D array of control points. // Memory layout: `V * num_control_points_u + U` // NOTE: The control points are _not_ homogeneous, meaning you have to multiply // them by `w` before evaluating the surface. ufbx_vec4_list control_points; // How many segments tessellate each span in `ufbx_nurbs_basis.spans`. uint32_t span_subdivision_u; uint32_t span_subdivision_v; // If `true` the resulting normals should be flipped when evaluated. bool flip_normals; // Material for the whole surface. // NOTE: May be `NULL`! ufbx_nullable ufbx_material *material; }; struct ufbx_nurbs_trim_surface { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; }; struct ufbx_nurbs_trim_boundary { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; }; // -- Node attributes (advanced) struct ufbx_procedural_geometry { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; }; struct ufbx_stereo_camera { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; ufbx_nullable ufbx_camera *left; ufbx_nullable ufbx_camera *right; }; struct ufbx_camera_switcher { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; }; typedef enum ufbx_marker_type UFBX_ENUM_REPR { UFBX_MARKER_UNKNOWN, // < Unknown marker type UFBX_MARKER_FK_EFFECTOR, // < FK (Forward Kinematics) effector UFBX_MARKER_IK_EFFECTOR, // < IK (Inverse Kinematics) effector UFBX_ENUM_FORCE_WIDTH(UFBX_MARKER_TYPE) } ufbx_marker_type; UFBX_ENUM_TYPE(ufbx_marker_type, UFBX_MARKER_TYPE, UFBX_MARKER_IK_EFFECTOR); // Tracking marker for effectors struct ufbx_marker { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; // Type of the marker ufbx_marker_type type; }; // LOD level display mode. typedef enum ufbx_lod_display UFBX_ENUM_REPR { UFBX_LOD_DISPLAY_USE_LOD, // < Display the LOD level if the distance is appropriate. UFBX_LOD_DISPLAY_SHOW, // < Always display the LOD level. UFBX_LOD_DISPLAY_HIDE, // < Never display the LOD level. UFBX_ENUM_FORCE_WIDTH(UFBX_LOD_DISPLAY) } ufbx_lod_display; UFBX_ENUM_TYPE(ufbx_lod_display, UFBX_LOD_DISPLAY, UFBX_LOD_DISPLAY_HIDE); // Single LOD level within an LOD group. // Specifies properties of the Nth child of the _node_ containing the LOD group. typedef struct ufbx_lod_level { // Minimum distance to show this LOD level. // NOTE: In world units by default, or in screen percentage if // `ufbx_lod_group.relative_distances` is set. ufbx_real distance; // LOD display mode. // NOTE: Mostly for editing, you should probably ignore this // unless making a modeling program. ufbx_lod_display display; } ufbx_lod_level; UFBX_LIST_TYPE(ufbx_lod_level_list, ufbx_lod_level); // Group of LOD (Level of Detail) levels for an object. // The actual LOD models are defined in the parent `ufbx_node.children`. struct ufbx_lod_group { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; ufbx_node_list instances; }; }; // If set to `true`, `ufbx_lod_level.distance` represents a screen size percentage. bool relative_distances; // LOD levels matching in order to `ufbx_node.children`. ufbx_lod_level_list lod_levels; // If set to `true` don't account for parent transform when computing the distance. bool ignore_parent_transform; // If `use_distance_limit` is enabled hide the group if the distance is not between // `distance_limit_min` and `distance_limit_max`. bool use_distance_limit; ufbx_real distance_limit_min; ufbx_real distance_limit_max; }; // -- Deformers // Method to evaluate the skinning on a per-vertex level typedef enum ufbx_skinning_method UFBX_ENUM_REPR { // Linear blend skinning: Blend transformation matrices by vertex weights UFBX_SKINNING_METHOD_LINEAR, // One vertex should have only one bone attached UFBX_SKINNING_METHOD_RIGID, // Convert the transformations to dual quaternions and blend in that space UFBX_SKINNING_METHOD_DUAL_QUATERNION, // Blend between `UFBX_SKINNING_METHOD_LINEAR` and `UFBX_SKINNING_METHOD_BLENDED_DQ_LINEAR` // The blend weight can be found either per-vertex in `ufbx_skin_vertex.dq_weight` // or in `ufbx_skin_deformer.dq_vertices/dq_weights` (indexed by vertex). UFBX_SKINNING_METHOD_BLENDED_DQ_LINEAR, UFBX_ENUM_FORCE_WIDTH(UFBX_SKINNING_METHOD) } ufbx_skinning_method; UFBX_ENUM_TYPE(ufbx_skinning_method, UFBX_SKINNING_METHOD, UFBX_SKINNING_METHOD_BLENDED_DQ_LINEAR); // Skin weight information for a single mesh vertex typedef struct ufbx_skin_vertex { // Each vertex is influenced by weights from `ufbx_skin_deformer.weights[]` // The weights are sorted by decreasing weight so you can take the first N // weights to get a cheaper approximation of the vertex. // NOTE: The weights are not guaranteed to be normalized! uint32_t weight_begin; // < Index to start from in the `weights[]` array uint32_t num_weights; // < Number of weights influencing the vertex // Blend weight between Linear Blend Skinning (0.0) and Dual Quaternion (1.0). // Should be used if `skinning_method == UFBX_SKINNING_METHOD_BLENDED_DQ_LINEAR` ufbx_real dq_weight; } ufbx_skin_vertex; UFBX_LIST_TYPE(ufbx_skin_vertex_list, ufbx_skin_vertex); // Single per-vertex per-cluster weight, see `ufbx_skin_vertex` typedef struct ufbx_skin_weight { uint32_t cluster_index; // < Index into `ufbx_skin_deformer.clusters[]` ufbx_real weight; // < Amount this bone influence the vertex } ufbx_skin_weight; UFBX_LIST_TYPE(ufbx_skin_weight_list, ufbx_skin_weight); // Skin deformer specifies a binding between a logical set of bones (a skeleton) // and a mesh. Each bone is represented by a `ufbx_skin_cluster` that contains // the binding matrix and a `ufbx_node *bone` that has the current transformation. struct ufbx_skin_deformer { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; ufbx_skinning_method skinning_method; // Clusters (bones) in the skin ufbx_skin_cluster_list clusters; // Per-vertex weight information ufbx_skin_vertex_list vertices; ufbx_skin_weight_list weights; // Largest amount of weights a single vertex can have size_t max_weights_per_vertex; // Blend weights between Linear Blend Skinning (0.0) and Dual Quaternion (1.0). // HINT: You probably want to use `vertices` and `ufbx_skin_vertex.dq_weight` instead! // NOTE: These may be out-of-bounds for a given mesh, `vertices` is always safe. size_t num_dq_weights; ufbx_uint32_list dq_vertices; ufbx_real_list dq_weights; }; // Cluster of vertices bound to a single bone. struct ufbx_skin_cluster { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // The bone node the cluster is attached to // NOTE: Always valid if found from `ufbx_skin_deformer.clusters[]` unless // `ufbx_load_opts.connect_broken_elements` is `true`. ufbx_nullable ufbx_node *bone_node; // Binding matrix from local mesh vertices to the bone ufbx_matrix geometry_to_bone; // Binding matrix from local mesh _node_ to the bone. // NOTE: Prefer `geometry_to_bone` in most use cases! ufbx_matrix mesh_node_to_bone; // Matrix that specifies the rest/bind pose transform of the node, // not generally needed for skinning, use `geometry_to_bone` instead. ufbx_matrix bind_to_world; // Precomputed matrix/transform that accounts for the current bone transform // ie. `ufbx_matrix_mul(&cluster->bone->node_to_world, &cluster->geometry_to_bone)` ufbx_matrix geometry_to_world; ufbx_transform geometry_to_world_transform; // Raw weights indexed by each _vertex_ of a mesh (not index!) // HINT: It may be simpler to use `ufbx_skin_deformer.vertices[]/weights[]` instead! // NOTE: These may be out-of-bounds for a given mesh, `ufbx_skin_deformer.vertices` is always safe. size_t num_weights; // < Number of vertices in the cluster ufbx_uint32_list vertices; // < Vertex indices in `ufbx_mesh.vertices[]` ufbx_real_list weights; // < Per-vertex weight values }; // Blend shape deformer can contain multiple channels (think of sliders between morphs) // that may optionally have in-between keyframes. struct ufbx_blend_deformer { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Independent morph targets of the deformer. ufbx_blend_channel_list channels; }; // Blend shape associated with a target weight in a series of morphs typedef struct ufbx_blend_keyframe { // The target blend shape offsets. ufbx_blend_shape *shape; // Weight value at which to apply the keyframe at full strength ufbx_real target_weight; // The weight the shape should be currently applied with ufbx_real effective_weight; } ufbx_blend_keyframe; UFBX_LIST_TYPE(ufbx_blend_keyframe_list, ufbx_blend_keyframe); // Blend channel consists of multiple morph-key targets that are interpolated. // In simple cases there will be only one keyframe that is the target shape. struct ufbx_blend_channel { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Current weight of the channel ufbx_real weight; // Key morph targets to blend between depending on `weight` // In usual cases there's only one target per channel ufbx_blend_keyframe_list keyframes; // Final blend shape ignoring any intermediate blend shapes. ufbx_nullable ufbx_blend_shape *target_shape; }; // Blend shape target containing the actual vertex offsets struct ufbx_blend_shape { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Vertex offsets to apply over the base mesh // NOTE: The `offset_vertices` may be out-of-bounds for a given mesh! size_t num_offsets; // < Number of vertex offsets in the following arrays ufbx_uint32_list offset_vertices; // < Indices to `ufbx_mesh.vertices[]` ufbx_vec3_list position_offsets; // < Always specified per-vertex offsets ufbx_vec3_list normal_offsets; // < Empty if not specified }; typedef enum ufbx_cache_file_format UFBX_ENUM_REPR { UFBX_CACHE_FILE_FORMAT_UNKNOWN, // < Unknown cache file format UFBX_CACHE_FILE_FORMAT_PC2, // < .pc2 Point cache file UFBX_CACHE_FILE_FORMAT_MC, // < .mc/.mcx Maya cache file UFBX_ENUM_FORCE_WIDTH(UFBX_CACHE_FILE_FORMAT) } ufbx_cache_file_format; UFBX_ENUM_TYPE(ufbx_cache_file_format, UFBX_CACHE_FILE_FORMAT, UFBX_CACHE_FILE_FORMAT_MC); typedef enum ufbx_cache_data_format UFBX_ENUM_REPR { UFBX_CACHE_DATA_FORMAT_UNKNOWN, // < Unknown data format UFBX_CACHE_DATA_FORMAT_REAL_FLOAT, // < `float data[]` UFBX_CACHE_DATA_FORMAT_VEC3_FLOAT, // < `struct { float x, y, z; } data[]` UFBX_CACHE_DATA_FORMAT_REAL_DOUBLE, // < `double data[]` UFBX_CACHE_DATA_FORMAT_VEC3_DOUBLE, // < `struct { double x, y, z; } data[]` UFBX_ENUM_FORCE_WIDTH(UFBX_CACHE_DATA_FORMAT) } ufbx_cache_data_format; UFBX_ENUM_TYPE(ufbx_cache_data_format, UFBX_CACHE_DATA_FORMAT, UFBX_CACHE_DATA_FORMAT_VEC3_DOUBLE); typedef enum ufbx_cache_data_encoding UFBX_ENUM_REPR { UFBX_CACHE_DATA_ENCODING_UNKNOWN, // < Unknown data encoding UFBX_CACHE_DATA_ENCODING_LITTLE_ENDIAN, // < Contiguous little-endian array UFBX_CACHE_DATA_ENCODING_BIG_ENDIAN, // < Contiguous big-endian array UFBX_ENUM_FORCE_WIDTH(UFBX_CACHE_DATA_ENCODING) } ufbx_cache_data_encoding; UFBX_ENUM_TYPE(ufbx_cache_data_encoding, UFBX_CACHE_DATA_ENCODING, UFBX_CACHE_DATA_ENCODING_BIG_ENDIAN); // Known interpretations of geometry cache data. typedef enum ufbx_cache_interpretation UFBX_ENUM_REPR { // Unknown interpretation, see `ufbx_cache_channel.interpretation_name` for more information. UFBX_CACHE_INTERPRETATION_UNKNOWN, // Generic "points" interpretation, FBX SDK default. Usually fine to interpret // as vertex positions if no other cache channels are specified. UFBX_CACHE_INTERPRETATION_POINTS, // Vertex positions. UFBX_CACHE_INTERPRETATION_VERTEX_POSITION, // Vertex normals. UFBX_CACHE_INTERPRETATION_VERTEX_NORMAL, UFBX_ENUM_FORCE_WIDTH(UFBX_CACHE_INTERPRETATION) } ufbx_cache_interpretation; UFBX_ENUM_TYPE(ufbx_cache_interpretation, UFBX_CACHE_INTERPRETATION, UFBX_CACHE_INTERPRETATION_VERTEX_NORMAL); typedef struct ufbx_cache_frame { // Name of the channel this frame belongs to. ufbx_string channel; // Time of this frame in seconds. double time; // Name of the file containing the data. // The specified file may contain multiple frames, use `data_offset` etc. to // read at the right position. ufbx_string filename; // Format of the wrapper file. ufbx_cache_file_format file_format; // Axis to mirror the read data by. ufbx_mirror_axis mirror_axis; // Factor to scale the geometry by. ufbx_real scale_factor; ufbx_cache_data_format data_format; // < Format of the data in the file ufbx_cache_data_encoding data_encoding; // < Binary encoding of the data uint64_t data_offset; // < Byte offset into the file uint32_t data_count; // < Number of data elements uint32_t data_element_bytes; // < Size of a single data element in bytes uint64_t data_total_bytes; // < Size of the whole data blob in bytes } ufbx_cache_frame; UFBX_LIST_TYPE(ufbx_cache_frame_list, ufbx_cache_frame); typedef struct ufbx_cache_channel { // Name of the geometry cache channel. ufbx_string name; // What does the data in this channel represent. ufbx_cache_interpretation interpretation; // Source name for `interpretation`, especially useful if `interpretation` is // `UFBX_CACHE_INTERPRETATION_UNKNOWN`. ufbx_string interpretation_name; // List of frames belonging to this channel. // Sorted by time (`ufbx_cache_frame.time`). ufbx_cache_frame_list frames; // Axis to mirror the frames by. ufbx_mirror_axis mirror_axis; // Factor to scale the geometry by. ufbx_real scale_factor; } ufbx_cache_channel; UFBX_LIST_TYPE(ufbx_cache_channel_list, ufbx_cache_channel); typedef struct ufbx_geometry_cache { ufbx_string root_filename; ufbx_cache_channel_list channels; ufbx_cache_frame_list frames; ufbx_string_list extra_info; } ufbx_geometry_cache; struct ufbx_cache_deformer { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; ufbx_string channel; ufbx_nullable ufbx_cache_file *file; // Only valid if `ufbx_load_opts.load_external_files` is set! ufbx_nullable ufbx_geometry_cache *external_cache; ufbx_nullable ufbx_cache_channel *external_channel; }; struct ufbx_cache_file { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Filename relative to the currently loaded file. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_string filename; // Absolute filename specified in the file. ufbx_string absolute_filename; // Relative filename specified in the file. // NOTE: May be absolute if the file is saved in a different drive. ufbx_string relative_filename; // Filename relative to the loaded file, non-UTF-8 encoded. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_blob raw_filename; // Absolute filename specified in the file, non-UTF-8 encoded. ufbx_blob raw_absolute_filename; // Relative filename specified in the file, non-UTF-8 encoded. // NOTE: May be absolute if the file is saved in a different drive. ufbx_blob raw_relative_filename; ufbx_cache_file_format format; // Only valid if `ufbx_load_opts.load_external_files` is set! ufbx_nullable ufbx_geometry_cache *external_cache; }; // -- Materials // Material property, either specified with a constant value or a mapped texture typedef struct ufbx_material_map { // Constant value or factor for the map. // May be specified simultaneously with a texture, in this case most shading models // use multiplicative tinting of the texture values. union { ufbx_real value_real; ufbx_vec2 value_vec2; ufbx_vec3 value_vec3; ufbx_vec4 value_vec4; }; int64_t value_int; // Texture if connected, otherwise `NULL`. // May be valid but "disabled" (application specific) if `texture_enabled == false`. ufbx_nullable ufbx_texture *texture; // `true` if the file has specified any of the values above. // NOTE: The value may be set to a non-zero default even if `has_value == false`, // for example missing factors are set to `1.0` if a color is defined. bool has_value; // Controls whether shading should use `texture`. // NOTE: Some shading models allow this to be `true` even if `texture == NULL`. bool texture_enabled; // Set to `true` if this feature should be disabled (specific to shader type). bool feature_disabled; // Number of components in the value from 1 to 4 if defined, 0 if not. uint8_t value_components; } ufbx_material_map; // Material feature typedef struct ufbx_material_feature_info { // Whether the material model uses this feature or not. // NOTE: The feature can be enabled but still not used if eg. the corresponding factor is at zero! bool enabled; // Explicitly enabled/disabled by the material. bool is_explicit; } ufbx_material_feature_info; // Texture attached to an FBX property typedef struct ufbx_material_texture { ufbx_string material_prop; // < Name of the property in `ufbx_material.props` ufbx_string shader_prop; // < Shader-specific property mapping name // Texture attached to the property. ufbx_texture *texture; } ufbx_material_texture; UFBX_LIST_TYPE(ufbx_material_texture_list, ufbx_material_texture); // Shading model type typedef enum ufbx_shader_type UFBX_ENUM_REPR { // Unknown shading model UFBX_SHADER_UNKNOWN, // FBX builtin diffuse material UFBX_SHADER_FBX_LAMBERT, // FBX builtin diffuse+specular material UFBX_SHADER_FBX_PHONG, // Open Shading Language standard surface // https://github.com/Autodesk/standard-surface UFBX_SHADER_OSL_STANDARD_SURFACE, // Arnold standard surface // https://docs.arnoldrenderer.com/display/A5AFMUG/Standard+Surface UFBX_SHADER_ARNOLD_STANDARD_SURFACE, // 3ds Max Physical Material // https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/3DSMax-Lighting-Shading/files/GUID-C1328905-7783-4917-AB86-FC3CC19E8972-htm.html UFBX_SHADER_3DS_MAX_PHYSICAL_MATERIAL, // 3ds Max PBR (Metal/Rough) material // https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2021/ENU/3DSMax-Lighting-Shading/files/GUID-A16234A5-6500-4662-8B20-A5EC9FE1B255-htm.html UFBX_SHADER_3DS_MAX_PBR_METAL_ROUGH, // 3ds Max PBR (Spec/Gloss) material // https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2021/ENU/3DSMax-Lighting-Shading/files/GUID-18087194-B2A6-43EF-9B80-8FD1736FAE52-htm.html UFBX_SHADER_3DS_MAX_PBR_SPEC_GLOSS, // 3ds glTF Material // https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-7ABFB805-1D9F-417E-9C22-704BFDF160FA UFBX_SHADER_GLTF_MATERIAL, // Stingray ShaderFX shader graph. // Contains a serialized `"ShaderGraph"` in `ufbx_props`. UFBX_SHADER_SHADERFX_GRAPH, // Variation of the FBX phong shader that can recover PBR properties like // `metalness` or `roughness` from the FBX non-physical values. // NOTE: Enable `ufbx_load_opts.use_blender_pbr_material`. UFBX_SHADER_BLENDER_PHONG, // Wavefront .mtl format shader (used by .obj files) UFBX_SHADER_WAVEFRONT_MTL, UFBX_ENUM_FORCE_WIDTH(UFBX_SHADER_TYPE) } ufbx_shader_type; UFBX_ENUM_TYPE(ufbx_shader_type, UFBX_SHADER_TYPE, UFBX_SHADER_WAVEFRONT_MTL); // FBX builtin material properties, matches maps in `ufbx_material_fbx_maps` typedef enum ufbx_material_fbx_map UFBX_ENUM_REPR { UFBX_MATERIAL_FBX_DIFFUSE_FACTOR, UFBX_MATERIAL_FBX_DIFFUSE_COLOR, UFBX_MATERIAL_FBX_SPECULAR_FACTOR, UFBX_MATERIAL_FBX_SPECULAR_COLOR, UFBX_MATERIAL_FBX_SPECULAR_EXPONENT, UFBX_MATERIAL_FBX_REFLECTION_FACTOR, UFBX_MATERIAL_FBX_REFLECTION_COLOR, UFBX_MATERIAL_FBX_TRANSPARENCY_FACTOR, UFBX_MATERIAL_FBX_TRANSPARENCY_COLOR, UFBX_MATERIAL_FBX_EMISSION_FACTOR, UFBX_MATERIAL_FBX_EMISSION_COLOR, UFBX_MATERIAL_FBX_AMBIENT_FACTOR, UFBX_MATERIAL_FBX_AMBIENT_COLOR, UFBX_MATERIAL_FBX_NORMAL_MAP, UFBX_MATERIAL_FBX_BUMP, UFBX_MATERIAL_FBX_BUMP_FACTOR, UFBX_MATERIAL_FBX_DISPLACEMENT_FACTOR, UFBX_MATERIAL_FBX_DISPLACEMENT, UFBX_MATERIAL_FBX_VECTOR_DISPLACEMENT_FACTOR, UFBX_MATERIAL_FBX_VECTOR_DISPLACEMENT, UFBX_ENUM_FORCE_WIDTH(UFBX_MATERIAL_FBX_MAP) } ufbx_material_fbx_map; UFBX_ENUM_TYPE(ufbx_material_fbx_map, UFBX_MATERIAL_FBX_MAP, UFBX_MATERIAL_FBX_VECTOR_DISPLACEMENT); // Known PBR material properties, matches maps in `ufbx_material_pbr_maps` typedef enum ufbx_material_pbr_map UFBX_ENUM_REPR { UFBX_MATERIAL_PBR_BASE_FACTOR, UFBX_MATERIAL_PBR_BASE_COLOR, UFBX_MATERIAL_PBR_ROUGHNESS, UFBX_MATERIAL_PBR_METALNESS, UFBX_MATERIAL_PBR_DIFFUSE_ROUGHNESS, UFBX_MATERIAL_PBR_SPECULAR_FACTOR, UFBX_MATERIAL_PBR_SPECULAR_COLOR, UFBX_MATERIAL_PBR_SPECULAR_IOR, UFBX_MATERIAL_PBR_SPECULAR_ANISOTROPY, UFBX_MATERIAL_PBR_SPECULAR_ROTATION, UFBX_MATERIAL_PBR_TRANSMISSION_FACTOR, UFBX_MATERIAL_PBR_TRANSMISSION_COLOR, UFBX_MATERIAL_PBR_TRANSMISSION_DEPTH, UFBX_MATERIAL_PBR_TRANSMISSION_SCATTER, UFBX_MATERIAL_PBR_TRANSMISSION_SCATTER_ANISOTROPY, UFBX_MATERIAL_PBR_TRANSMISSION_DISPERSION, UFBX_MATERIAL_PBR_TRANSMISSION_ROUGHNESS, UFBX_MATERIAL_PBR_TRANSMISSION_EXTRA_ROUGHNESS, UFBX_MATERIAL_PBR_TRANSMISSION_PRIORITY, UFBX_MATERIAL_PBR_TRANSMISSION_ENABLE_IN_AOV, UFBX_MATERIAL_PBR_SUBSURFACE_FACTOR, UFBX_MATERIAL_PBR_SUBSURFACE_COLOR, UFBX_MATERIAL_PBR_SUBSURFACE_RADIUS, UFBX_MATERIAL_PBR_SUBSURFACE_SCALE, UFBX_MATERIAL_PBR_SUBSURFACE_ANISOTROPY, UFBX_MATERIAL_PBR_SUBSURFACE_TINT_COLOR, UFBX_MATERIAL_PBR_SUBSURFACE_TYPE, UFBX_MATERIAL_PBR_SHEEN_FACTOR, UFBX_MATERIAL_PBR_SHEEN_COLOR, UFBX_MATERIAL_PBR_SHEEN_ROUGHNESS, UFBX_MATERIAL_PBR_COAT_FACTOR, UFBX_MATERIAL_PBR_COAT_COLOR, UFBX_MATERIAL_PBR_COAT_ROUGHNESS, UFBX_MATERIAL_PBR_COAT_IOR, UFBX_MATERIAL_PBR_COAT_ANISOTROPY, UFBX_MATERIAL_PBR_COAT_ROTATION, UFBX_MATERIAL_PBR_COAT_NORMAL, UFBX_MATERIAL_PBR_COAT_AFFECT_BASE_COLOR, UFBX_MATERIAL_PBR_COAT_AFFECT_BASE_ROUGHNESS, UFBX_MATERIAL_PBR_THIN_FILM_THICKNESS, UFBX_MATERIAL_PBR_THIN_FILM_IOR, UFBX_MATERIAL_PBR_EMISSION_FACTOR, UFBX_MATERIAL_PBR_EMISSION_COLOR, UFBX_MATERIAL_PBR_OPACITY, UFBX_MATERIAL_PBR_INDIRECT_DIFFUSE, UFBX_MATERIAL_PBR_INDIRECT_SPECULAR, UFBX_MATERIAL_PBR_NORMAL_MAP, UFBX_MATERIAL_PBR_TANGENT_MAP, UFBX_MATERIAL_PBR_DISPLACEMENT_MAP, UFBX_MATERIAL_PBR_MATTE_FACTOR, UFBX_MATERIAL_PBR_MATTE_COLOR, UFBX_MATERIAL_PBR_AMBIENT_OCCLUSION, UFBX_MATERIAL_PBR_GLOSSINESS, UFBX_MATERIAL_PBR_COAT_GLOSSINESS, UFBX_MATERIAL_PBR_TRANSMISSION_GLOSSINESS, UFBX_ENUM_FORCE_WIDTH(UFBX_MATERIAL_PBR_MAP) } ufbx_material_pbr_map; UFBX_ENUM_TYPE(ufbx_material_pbr_map, UFBX_MATERIAL_PBR_MAP, UFBX_MATERIAL_PBR_TRANSMISSION_GLOSSINESS); // Known material features typedef enum ufbx_material_feature UFBX_ENUM_REPR { UFBX_MATERIAL_FEATURE_PBR, UFBX_MATERIAL_FEATURE_METALNESS, UFBX_MATERIAL_FEATURE_DIFFUSE, UFBX_MATERIAL_FEATURE_SPECULAR, UFBX_MATERIAL_FEATURE_EMISSION, UFBX_MATERIAL_FEATURE_TRANSMISSION, UFBX_MATERIAL_FEATURE_COAT, UFBX_MATERIAL_FEATURE_SHEEN, UFBX_MATERIAL_FEATURE_OPACITY, UFBX_MATERIAL_FEATURE_AMBIENT_OCCLUSION, UFBX_MATERIAL_FEATURE_MATTE, UFBX_MATERIAL_FEATURE_UNLIT, UFBX_MATERIAL_FEATURE_IOR, UFBX_MATERIAL_FEATURE_DIFFUSE_ROUGHNESS, UFBX_MATERIAL_FEATURE_TRANSMISSION_ROUGHNESS, UFBX_MATERIAL_FEATURE_THIN_WALLED, UFBX_MATERIAL_FEATURE_CAUSTICS, UFBX_MATERIAL_FEATURE_EXIT_TO_BACKGROUND, UFBX_MATERIAL_FEATURE_INTERNAL_REFLECTIONS, UFBX_MATERIAL_FEATURE_DOUBLE_SIDED, UFBX_MATERIAL_FEATURE_ROUGHNESS_AS_GLOSSINESS, UFBX_MATERIAL_FEATURE_COAT_ROUGHNESS_AS_GLOSSINESS, UFBX_MATERIAL_FEATURE_TRANSMISSION_ROUGHNESS_AS_GLOSSINESS, UFBX_ENUM_FORCE_WIDTH(UFBX_MATERIAL_FEATURE) } ufbx_material_feature; UFBX_ENUM_TYPE(ufbx_material_feature, UFBX_MATERIAL_FEATURE, UFBX_MATERIAL_FEATURE_TRANSMISSION_ROUGHNESS_AS_GLOSSINESS); typedef struct ufbx_material_fbx_maps { union { ufbx_material_map maps[UFBX_MATERIAL_FBX_MAP_COUNT]; struct { ufbx_material_map diffuse_factor; ufbx_material_map diffuse_color; ufbx_material_map specular_factor; ufbx_material_map specular_color; ufbx_material_map specular_exponent; ufbx_material_map reflection_factor; ufbx_material_map reflection_color; ufbx_material_map transparency_factor; ufbx_material_map transparency_color; ufbx_material_map emission_factor; ufbx_material_map emission_color; ufbx_material_map ambient_factor; ufbx_material_map ambient_color; ufbx_material_map normal_map; ufbx_material_map bump; ufbx_material_map bump_factor; ufbx_material_map displacement_factor; ufbx_material_map displacement; ufbx_material_map vector_displacement_factor; ufbx_material_map vector_displacement; }; }; } ufbx_material_fbx_maps; typedef struct ufbx_material_pbr_maps { union { ufbx_material_map maps[UFBX_MATERIAL_PBR_MAP_COUNT]; struct { ufbx_material_map base_factor; ufbx_material_map base_color; ufbx_material_map roughness; ufbx_material_map metalness; ufbx_material_map diffuse_roughness; ufbx_material_map specular_factor; ufbx_material_map specular_color; ufbx_material_map specular_ior; ufbx_material_map specular_anisotropy; ufbx_material_map specular_rotation; ufbx_material_map transmission_factor; ufbx_material_map transmission_color; ufbx_material_map transmission_depth; ufbx_material_map transmission_scatter; ufbx_material_map transmission_scatter_anisotropy; ufbx_material_map transmission_dispersion; ufbx_material_map transmission_roughness; ufbx_material_map transmission_extra_roughness; ufbx_material_map transmission_priority; ufbx_material_map transmission_enable_in_aov; ufbx_material_map subsurface_factor; ufbx_material_map subsurface_color; ufbx_material_map subsurface_radius; ufbx_material_map subsurface_scale; ufbx_material_map subsurface_anisotropy; ufbx_material_map subsurface_tint_color; ufbx_material_map subsurface_type; ufbx_material_map sheen_factor; ufbx_material_map sheen_color; ufbx_material_map sheen_roughness; ufbx_material_map coat_factor; ufbx_material_map coat_color; ufbx_material_map coat_roughness; ufbx_material_map coat_ior; ufbx_material_map coat_anisotropy; ufbx_material_map coat_rotation; ufbx_material_map coat_normal; ufbx_material_map coat_affect_base_color; ufbx_material_map coat_affect_base_roughness; ufbx_material_map thin_film_thickness; ufbx_material_map thin_film_ior; ufbx_material_map emission_factor; ufbx_material_map emission_color; ufbx_material_map opacity; ufbx_material_map indirect_diffuse; ufbx_material_map indirect_specular; ufbx_material_map normal_map; ufbx_material_map tangent_map; ufbx_material_map displacement_map; ufbx_material_map matte_factor; ufbx_material_map matte_color; ufbx_material_map ambient_occlusion; ufbx_material_map glossiness; ufbx_material_map coat_glossiness; ufbx_material_map transmission_glossiness; }; }; } ufbx_material_pbr_maps; typedef struct ufbx_material_features { union { ufbx_material_feature_info features[UFBX_MATERIAL_FEATURE_COUNT]; struct { ufbx_material_feature_info pbr; ufbx_material_feature_info metalness; ufbx_material_feature_info diffuse; ufbx_material_feature_info specular; ufbx_material_feature_info emission; ufbx_material_feature_info transmission; ufbx_material_feature_info coat; ufbx_material_feature_info sheen; ufbx_material_feature_info opacity; ufbx_material_feature_info ambient_occlusion; ufbx_material_feature_info matte; ufbx_material_feature_info unlit; ufbx_material_feature_info ior; ufbx_material_feature_info diffuse_roughness; ufbx_material_feature_info transmission_roughness; ufbx_material_feature_info thin_walled; ufbx_material_feature_info caustics; ufbx_material_feature_info exit_to_background; ufbx_material_feature_info internal_reflections; ufbx_material_feature_info double_sided; ufbx_material_feature_info roughness_as_glossiness; ufbx_material_feature_info coat_roughness_as_glossiness; ufbx_material_feature_info transmission_roughness_as_glossiness; }; }; } ufbx_material_features; // Surface material properties such as color, roughness, etc. Each property may // be optionally bound to an `ufbx_texture`. struct ufbx_material { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // FBX builtin properties // NOTE: These may be empty if the material is using a custom shader ufbx_material_fbx_maps fbx; // PBR material properties, defined for all shading models but may be // somewhat approximate if `shader == NULL`. ufbx_material_pbr_maps pbr; // Material features, primarily applies to `pbr`. ufbx_material_features features; // Shading information ufbx_shader_type shader_type; // < Always defined ufbx_nullable ufbx_shader *shader; // < Optional extended shader information ufbx_string shading_model_name; // < Often one of `{ "lambert", "phong", "unknown" }` // Prefix before shader property names with trailing `|`. // For example `"3dsMax|Parameters|"` where properties would have names like // `"3dsMax|Parameters|base_color"`. You can ignore this if you use the built-in // `ufbx_material_fbx_maps fbx` and `ufbx_material_pbr_maps pbr` structures. ufbx_string shader_prop_prefix; // All textures attached to the material, if you want specific maps if might be // more convenient to use eg. `fbx.diffuse_color.texture` or `pbr.base_color.texture` ufbx_material_texture_list textures; // < Sorted by `material_prop` }; typedef enum ufbx_texture_type UFBX_ENUM_REPR { // Texture associated with an image file/sequence. `texture->filename` and // and `texture->relative_filename` contain the texture's path. If the file // has embedded content `texture->content` may hold `texture->content_size` // bytes of raw image data. UFBX_TEXTURE_FILE, // The texture consists of multiple texture layers blended together. UFBX_TEXTURE_LAYERED, // Reserved as these _should_ exist in FBX files. UFBX_TEXTURE_PROCEDURAL, // Node in a shader graph. // Use `ufbx_texture.shader` for more information. UFBX_TEXTURE_SHADER, UFBX_ENUM_FORCE_WIDTH(UFBX_TEXTURE_TYPE) } ufbx_texture_type; UFBX_ENUM_TYPE(ufbx_texture_type, UFBX_TEXTURE_TYPE, UFBX_TEXTURE_SHADER); // Blend modes to combine layered textures with, compatible with common blend // mode definitions in many art programs. Simpler blend modes have equations // specified below where `src` is the layer to composite over `dst`. // See eg. https://www.w3.org/TR/2013/WD-compositing-1-20131010/#blendingseparable typedef enum ufbx_blend_mode UFBX_ENUM_REPR { UFBX_BLEND_TRANSLUCENT, // < `src` effects result alpha UFBX_BLEND_ADDITIVE, // < `src + dst` UFBX_BLEND_MULTIPLY, // < `src * dst` UFBX_BLEND_MULTIPLY_2X, // < `2 * src * dst` UFBX_BLEND_OVER, // < `src * src_alpha + dst * (1-src_alpha)` UFBX_BLEND_REPLACE, // < `src` Replace the contents UFBX_BLEND_DISSOLVE, // < `random() + src_alpha >= 1.0 ? src : dst` UFBX_BLEND_DARKEN, // < `min(src, dst)` UFBX_BLEND_COLOR_BURN, // < `src > 0 ? 1 - min(1, (1-dst) / src) : 0` UFBX_BLEND_LINEAR_BURN, // < `src + dst - 1` UFBX_BLEND_DARKER_COLOR, // < `value(src) < value(dst) ? src : dst` UFBX_BLEND_LIGHTEN, // < `max(src, dst)` UFBX_BLEND_SCREEN, // < `1 - (1-src)*(1-dst)` UFBX_BLEND_COLOR_DODGE, // < `src < 1 ? dst / (1 - src)` : (dst>0?1:0)` UFBX_BLEND_LINEAR_DODGE, // < `src + dst` UFBX_BLEND_LIGHTER_COLOR, // < `value(src) > value(dst) ? src : dst` UFBX_BLEND_SOFT_LIGHT, // < https://www.w3.org/TR/2013/WD-compositing-1-20131010/#blendingsoftlight UFBX_BLEND_HARD_LIGHT, // < https://www.w3.org/TR/2013/WD-compositing-1-20131010/#blendinghardlight UFBX_BLEND_VIVID_LIGHT, // < Combination of `COLOR_DODGE` and `COLOR_BURN` UFBX_BLEND_LINEAR_LIGHT, // < Combination of `LINEAR_DODGE` and `LINEAR_BURN` UFBX_BLEND_PIN_LIGHT, // < Combination of `DARKEN` and `LIGHTEN` UFBX_BLEND_HARD_MIX, // < Produces primary colors depending on similarity UFBX_BLEND_DIFFERENCE, // < `abs(src - dst)` UFBX_BLEND_EXCLUSION, // < `dst + src - 2 * src * dst` UFBX_BLEND_SUBTRACT, // < `dst - src` UFBX_BLEND_DIVIDE, // < `dst / src` UFBX_BLEND_HUE, // < Replace hue UFBX_BLEND_SATURATION, // < Replace saturation UFBX_BLEND_COLOR, // < Replace hue and saturatio UFBX_BLEND_LUMINOSITY, // < Replace value UFBX_BLEND_OVERLAY, // < Same as `HARD_LIGHT` but with `src` and `dst` swapped UFBX_ENUM_FORCE_WIDTH(UFBX_BLEND_MODE) } ufbx_blend_mode; UFBX_ENUM_TYPE(ufbx_blend_mode, UFBX_BLEND_MODE, UFBX_BLEND_OVERLAY); // Blend modes to combine layered textures with, compatible with common blend typedef enum ufbx_wrap_mode UFBX_ENUM_REPR { UFBX_WRAP_REPEAT, // < Repeat the texture past the [0,1] range UFBX_WRAP_CLAMP, // < Clamp the normalized texture coordinates to [0,1] UFBX_ENUM_FORCE_WIDTH(UFBX_WRAP_MODE) } ufbx_wrap_mode; UFBX_ENUM_TYPE(ufbx_wrap_mode, UFBX_WRAP_MODE, UFBX_WRAP_CLAMP); // Single layer in a layered texture typedef struct ufbx_texture_layer { ufbx_texture *texture; // < The inner texture to evaluate, never `NULL` ufbx_blend_mode blend_mode; // < Equation to combine the layer to the background ufbx_real alpha; // < Blend weight of this layer } ufbx_texture_layer; UFBX_LIST_TYPE(ufbx_texture_layer_list, ufbx_texture_layer); typedef enum ufbx_shader_texture_type UFBX_ENUM_REPR { UFBX_SHADER_TEXTURE_UNKNOWN, // Select an output of a multi-output shader. // HINT: If this type is used the `ufbx_shader_texture.main_texture` and // `ufbx_shader_texture.main_texture_output_index` fields are set. UFBX_SHADER_TEXTURE_SELECT_OUTPUT, // Open Shading Language (OSL) shader. // https://github.com/AcademySoftwareFoundation/OpenShadingLanguage UFBX_SHADER_TEXTURE_OSL, UFBX_ENUM_FORCE_WIDTH(UFBX_SHADER_TEXTURE_TYPE) } ufbx_shader_texture_type; UFBX_ENUM_TYPE(ufbx_shader_texture_type, UFBX_SHADER_TEXTURE_TYPE, UFBX_SHADER_TEXTURE_OSL); // Input to a shader texture, see `ufbx_shader_texture`. typedef struct ufbx_shader_texture_input { // Name of the input. ufbx_string name; // Constant value of the input. union { ufbx_real value_real; ufbx_vec2 value_vec2; ufbx_vec3 value_vec3; ufbx_vec4 value_vec4; }; int64_t value_int; ufbx_string value_str; ufbx_blob value_blob; // Texture connected to this input. ufbx_nullable ufbx_texture *texture; // Index of the output to use if `texture` is a multi-output shader node. int64_t texture_output_index; // Controls whether shading should use `texture`. // NOTE: Some shading models allow this to be `true` even if `texture == NULL`. bool texture_enabled; // Property representing this input. ufbx_prop *prop; // Property representing `texture`. ufbx_nullable ufbx_prop *texture_prop; // Property representing `texture_enabled`. ufbx_nullable ufbx_prop *texture_enabled_prop; } ufbx_shader_texture_input; UFBX_LIST_TYPE(ufbx_shader_texture_input_list, ufbx_shader_texture_input); // Texture that emulates a shader graph node. // 3ds Max exports some materials as node graphs serialized to textures. // ufbx can parse a small subset of these, as normal maps are often hidden behind // some kind of bump node. // NOTE: These encode a lot of details of 3ds Max internals, not recommended for direct use. // HINT: `ufbx_texture.file_textures[]` contains a list of "real" textures that are connected // to the `ufbx_texture` that is pretending to be a shader node. typedef struct ufbx_shader_texture { // Type of this shader node. ufbx_shader_texture_type type; // Name of the shader to use. ufbx_string shader_name; // 64-bit opaque identifier for the shader type. uint64_t shader_type_id; // Input values/textures (possibly further shader textures) to the shader. // Sorted by `ufbx_shader_texture_input.name`. ufbx_shader_texture_input_list inputs; // Shader source code if found. ufbx_string shader_source; ufbx_blob raw_shader_source; // Representative texture for this shader. // Only specified if `main_texture.outputs[main_texture_output_index]` is semantically // equivalent to this texture. ufbx_texture *main_texture; // Output index of `main_texture` if it is a multi-output shader. int64_t main_texture_output_index; // Prefix for properties related to this shader in `ufbx_texture`. // NOTE: Contains the trailing '|' if not empty. ufbx_string prop_prefix; } ufbx_shader_texture; // Unique texture within the file. typedef struct ufbx_texture_file { // Index in `ufbx_scene.texture_files[]`. uint32_t index; // Paths to the resource. // Filename relative to the currently loaded file. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_string filename; // Absolute filename specified in the file. ufbx_string absolute_filename; // Relative filename specified in the file. // NOTE: May be absolute if the file is saved in a different drive. ufbx_string relative_filename; // Filename relative to the loaded file, non-UTF-8 encoded. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_blob raw_filename; // Absolute filename specified in the file, non-UTF-8 encoded. ufbx_blob raw_absolute_filename; // Relative filename specified in the file, non-UTF-8 encoded. // NOTE: May be absolute if the file is saved in a different drive. ufbx_blob raw_relative_filename; // Optional embedded content blob, eg. raw .png format data ufbx_blob content; } ufbx_texture_file; UFBX_LIST_TYPE(ufbx_texture_file_list, ufbx_texture_file); // Texture that controls material appearance struct ufbx_texture { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Texture type (file / layered / procedural / shader) ufbx_texture_type type; // FILE: Paths to the resource // Filename relative to the currently loaded file. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_string filename; // Absolute filename specified in the file. ufbx_string absolute_filename; // Relative filename specified in the file. // NOTE: May be absolute if the file is saved in a different drive. ufbx_string relative_filename; // Filename relative to the loaded file, non-UTF-8 encoded. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_blob raw_filename; // Absolute filename specified in the file, non-UTF-8 encoded. ufbx_blob raw_absolute_filename; // Relative filename specified in the file, non-UTF-8 encoded. // NOTE: May be absolute if the file is saved in a different drive. ufbx_blob raw_relative_filename; // FILE: Optional embedded content blob, eg. raw .png format data ufbx_blob content; // FILE: Optional video texture ufbx_nullable ufbx_video *video; // FILE: Index into `ufbx_scene.texture_files[]` or `UFBX_NO_INDEX`. uint32_t file_index; // FILE: True if `file_index` has a valid value. bool has_file; // LAYERED: Inner texture layers, ordered from _bottom_ to _top_ ufbx_texture_layer_list layers; // SHADER: Shader information // NOTE: May be specified even if `type == UFBX_TEXTURE_FILE` if `ufbx_load_opts.disable_quirks` // is _not_ specified. Some known shaders that represent files are interpreted as `UFBX_TEXTURE_FILE`. ufbx_nullable ufbx_shader_texture *shader; // List of file textures representing this texture. // Defined even if `type == UFBX_TEXTURE_FILE` in which case the array contains only itself. ufbx_texture_list file_textures; // Name of the UV set to use ufbx_string uv_set; // Wrapping mode ufbx_wrap_mode wrap_u; ufbx_wrap_mode wrap_v; // UV transform bool has_uv_transform; // < Has a non-identity `transform` and derived matrices. ufbx_transform uv_transform; // < Texture transformation in UV space ufbx_matrix texture_to_uv; // < Matrix representation of `transform` ufbx_matrix uv_to_texture; // < UV coordinate to normalized texture coordinate matrix }; // TODO: Video textures struct ufbx_video { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Paths to the resource // Filename relative to the currently loaded file. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_string filename; // Absolute filename specified in the file. ufbx_string absolute_filename; // Relative filename specified in the file. // NOTE: May be absolute if the file is saved in a different drive. ufbx_string relative_filename; // Filename relative to the loaded file, non-UTF-8 encoded. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_blob raw_filename; // Absolute filename specified in the file, non-UTF-8 encoded. ufbx_blob raw_absolute_filename; // Relative filename specified in the file, non-UTF-8 encoded. // NOTE: May be absolute if the file is saved in a different drive. ufbx_blob raw_relative_filename; // Optional embedded content blob ufbx_blob content; }; // Shader specifies a shading model and contains `ufbx_shader_binding` elements // that define how to interpret FBX properties in the shader. struct ufbx_shader { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Known shading model ufbx_shader_type type; // TODO: Expose actual properties here // Bindings from FBX properties to the shader // HINT: `ufbx_find_shader_prop()` translates shader properties to FBX properties ufbx_shader_binding_list bindings; }; // Binding from a material property to shader implementation typedef struct ufbx_shader_prop_binding { ufbx_string shader_prop; // < Property name used by the shader implementation ufbx_string material_prop; // < Property name inside `ufbx_material.props` } ufbx_shader_prop_binding; UFBX_LIST_TYPE(ufbx_shader_prop_binding_list, ufbx_shader_prop_binding); // Shader binding table struct ufbx_shader_binding { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; ufbx_shader_prop_binding_list prop_bindings; // < Sorted by `shader_prop` }; // -- Animation typedef struct ufbx_prop_override { uint32_t element_id; uint32_t _internal_key; ufbx_string prop_name; ufbx_vec4 value; ufbx_string value_str; int64_t value_int; } ufbx_prop_override; UFBX_LIST_TYPE(ufbx_prop_override_list, ufbx_prop_override); typedef struct ufbx_transform_override { uint32_t node_id; ufbx_transform transform; } ufbx_transform_override; UFBX_LIST_TYPE(ufbx_transform_override_list, ufbx_transform_override); // Animation descriptor used for evaluating animation. // Usually obtained from `ufbx_scene` via either global animation `ufbx_scene.anim`, // per-stack animation `ufbx_anim_stack.anim` or per-layer animation `ufbx_anim_layer.anim`. // // For advanced usage you can use `ufbx_create_anim()` to create animation descriptors // with custom layers, property overrides, special flags, etc. typedef struct ufbx_anim { // Time begin/end for the animation, both may be zero if absent. double time_begin; double time_end; // List of layers in the animation. ufbx_anim_layer_list layers; // Optional overrides for weights for each layer in `layers[]`. ufbx_real_list override_layer_weights; // Sorted by `element_id, prop_name` ufbx_prop_override_list prop_overrides; // Sorted by `node_id` ufbx_transform_override_list transform_overrides; // Evaluate connected properties as if they would not be connected. bool ignore_connections; // Custom `ufbx_anim` created by `ufbx_create_anim()`. bool custom; } ufbx_anim; struct ufbx_anim_stack { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; double time_begin; double time_end; ufbx_anim_layer_list layers; ufbx_anim *anim; }; typedef struct ufbx_anim_prop { ufbx_element *element; uint32_t _internal_key; ufbx_string prop_name; ufbx_anim_value *anim_value; } ufbx_anim_prop; UFBX_LIST_TYPE(ufbx_anim_prop_list, ufbx_anim_prop); struct ufbx_anim_layer { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; ufbx_real weight; bool weight_is_animated; bool blended; bool additive; bool compose_rotation; bool compose_scale; ufbx_anim_value_list anim_values; ufbx_anim_prop_list anim_props; // < Sorted by `element,prop_name` ufbx_anim *anim; uint32_t _min_element_id; uint32_t _max_element_id; uint32_t _element_id_bitmask[4]; }; struct ufbx_anim_value { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; ufbx_vec3 default_value; ufbx_nullable ufbx_anim_curve *curves[3]; }; // Animation curve segment interpolation mode between two keyframes typedef enum ufbx_interpolation UFBX_ENUM_REPR { UFBX_INTERPOLATION_CONSTANT_PREV, // < Hold previous key value UFBX_INTERPOLATION_CONSTANT_NEXT, // < Hold next key value UFBX_INTERPOLATION_LINEAR, // < Linear interpolation between two keys UFBX_INTERPOLATION_CUBIC, // < Cubic interpolation, see `ufbx_tangent` UFBX_ENUM_FORCE_WIDTH(UFBX_INTERPOLATION) } ufbx_interpolation; UFBX_ENUM_TYPE(ufbx_interpolation, UFBX_INTERPOLATION, UFBX_INTERPOLATION_CUBIC); // Tangent vector at a keyframe, may be split into left/right typedef struct ufbx_tangent { float dx; // < Derivative in the time axis float dy; // < Derivative in the (curve specific) value axis } ufbx_tangent; // Single real `value` at a specified `time`, interpolation between two keyframes // is determined by the `interpolation` field of the _previous_ key. // If `interpolation == UFBX_INTERPOLATION_CUBIC` the span is evaluated as a // cubic bezier curve through the following points: // // (prev->time, prev->value) // (prev->time + prev->right.dx, prev->value + prev->right.dy) // (next->time - next->left.dx, next->value - next->left.dy) // (next->time, next->value) // // HINT: You can use `ufbx_evaluate_curve(ufbx_anim_curve *curve, double time)` // rather than trying to manually handle all the interpolation modes. typedef struct ufbx_keyframe { double time; ufbx_real value; ufbx_interpolation interpolation; ufbx_tangent left; ufbx_tangent right; } ufbx_keyframe; UFBX_LIST_TYPE(ufbx_keyframe_list, ufbx_keyframe); struct ufbx_anim_curve { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; ufbx_keyframe_list keyframes; ufbx_real min_value; ufbx_real max_value; }; // -- Collections // Collection of nodes to hide/freeze struct ufbx_display_layer { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Nodes included in the layer (exclusively at most one layer per node) ufbx_node_list nodes; // Layer state bool visible; // < Contained nodes are visible bool frozen; // < Contained nodes cannot be edited ufbx_vec3 ui_color; // < Visual color for UI }; // Named set of nodes/geometry features to select. struct ufbx_selection_set { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Included nodes and geometry features ufbx_selection_node_list nodes; }; // Selection state of a node, potentially contains vertex/edge/face selection as well. struct ufbx_selection_node { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Selection targets, possibly `NULL` ufbx_nullable ufbx_node *target_node; ufbx_nullable ufbx_mesh *target_mesh; bool include_node; // < Is `target_node` included in the selection // Indices to selected components. // Guaranteed to be valid as per `ufbx_load_opts.index_error_handling` // if `target_mesh` is not `NULL`. ufbx_uint32_list vertices; // < Indices to `ufbx_mesh.vertices` ufbx_uint32_list edges; // < Indices to `ufbx_mesh.edges` ufbx_uint32_list faces; // < Indices to `ufbx_mesh.faces` }; // -- Constraints struct ufbx_character { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; }; // Type of property constrain eg. position or look-at typedef enum ufbx_constraint_type UFBX_ENUM_REPR { UFBX_CONSTRAINT_UNKNOWN, UFBX_CONSTRAINT_AIM, UFBX_CONSTRAINT_PARENT, UFBX_CONSTRAINT_POSITION, UFBX_CONSTRAINT_ROTATION, UFBX_CONSTRAINT_SCALE, // Inverse kinematic chain to a single effector `ufbx_constraint.ik_effector` // `targets` optionally contains a list of pole targets! UFBX_CONSTRAINT_SINGLE_CHAIN_IK, UFBX_ENUM_FORCE_WIDTH(UFBX_CONSTRAINT_TYPE) } ufbx_constraint_type; UFBX_ENUM_TYPE(ufbx_constraint_type, UFBX_CONSTRAINT_TYPE, UFBX_CONSTRAINT_SINGLE_CHAIN_IK); // Target to follow with a constraint typedef struct ufbx_constraint_target { ufbx_node *node; // < Target node reference ufbx_real weight; // < Relative weight to other targets (does not always sum to 1) ufbx_transform transform; // < Offset from the actual target } ufbx_constraint_target; UFBX_LIST_TYPE(ufbx_constraint_target_list, ufbx_constraint_target); // Method to determine the up vector in aim constraints typedef enum ufbx_constraint_aim_up_type UFBX_ENUM_REPR { UFBX_CONSTRAINT_AIM_UP_SCENE, // < Align the up vector to the scene global up vector UFBX_CONSTRAINT_AIM_UP_TO_NODE, // < Aim the up vector at `ufbx_constraint.aim_up_node` UFBX_CONSTRAINT_AIM_UP_ALIGN_NODE, // < Copy the up vector from `ufbx_constraint.aim_up_node` UFBX_CONSTRAINT_AIM_UP_VECTOR, // < Use `ufbx_constraint.aim_up_vector` as the up vector UFBX_CONSTRAINT_AIM_UP_NONE, // < Don't align the up vector to anything UFBX_ENUM_FORCE_WIDTH(UFBX_CONSTRAINT_AIM_UP_TYPE) } ufbx_constraint_aim_up_type; UFBX_ENUM_TYPE(ufbx_constraint_aim_up_type, UFBX_CONSTRAINT_AIM_UP_TYPE, UFBX_CONSTRAINT_AIM_UP_NONE); // Method to determine the up vector in aim constraints typedef enum ufbx_constraint_ik_pole_type UFBX_ENUM_REPR { UFBX_CONSTRAINT_IK_POLE_VECTOR, // < Use towards calculated from `ufbx_constraint.targets` UFBX_CONSTRAINT_IK_POLE_NODE, // < Use `ufbx_constraint.ik_pole_vector` directly UFBX_ENUM_FORCE_WIDTH(UFBX_CONSTRAINT_IK_POLE_TYPE) } ufbx_constraint_ik_pole_type; UFBX_ENUM_TYPE(ufbx_constraint_ik_pole_type, UFBX_CONSTRAINT_IK_POLE_TYPE, UFBX_CONSTRAINT_IK_POLE_NODE); struct ufbx_constraint { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Type of constraint to use ufbx_constraint_type type; ufbx_string type_name; // Node to be constrained ufbx_nullable ufbx_node *node; // List of weighted targets for the constraint (pole vectors for IK) ufbx_constraint_target_list targets; // State of the constraint ufbx_real weight; bool active; // Translation/rotation/scale axes the constraint is applied to bool constrain_translation[3]; bool constrain_rotation[3]; bool constrain_scale[3]; // Offset from the constrained position ufbx_transform transform_offset; // AIM: Target and up vectors ufbx_vec3 aim_vector; ufbx_constraint_aim_up_type aim_up_type; ufbx_nullable ufbx_node *aim_up_node; ufbx_vec3 aim_up_vector; // SINGLE_CHAIN_IK: Target for the IK, `targets` contains pole vectors! ufbx_nullable ufbx_node *ik_effector; ufbx_nullable ufbx_node *ik_end_node; ufbx_vec3 ik_pole_vector; }; // -- Audio struct ufbx_audio_layer { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Clips contained in this layer. ufbx_audio_clip_list clips; }; struct ufbx_audio_clip { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Filename relative to the currently loaded file. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_string filename; // Absolute filename specified in the file. ufbx_string absolute_filename; // Relative filename specified in the file. // NOTE: May be absolute if the file is saved in a different drive. ufbx_string relative_filename; // Filename relative to the loaded file, non-UTF-8 encoded. // HINT: If using functions other than `ufbx_load_file()`, you can provide // `ufbx_load_opts.filename/raw_filename` to let ufbx resolve this. ufbx_blob raw_filename; // Absolute filename specified in the file, non-UTF-8 encoded. ufbx_blob raw_absolute_filename; // Relative filename specified in the file, non-UTF-8 encoded. // NOTE: May be absolute if the file is saved in a different drive. ufbx_blob raw_relative_filename; // Optional embedded content blob, eg. raw .png format data ufbx_blob content; }; // -- Miscellaneous typedef struct ufbx_bone_pose { // Node to apply the pose to. ufbx_node *bone_node; // Matrix from node local space to world space. ufbx_matrix bone_to_world; // Matrix from node local space to parent space. // NOTE: FBX only stores world transformations so this is approximated from // the parent world transform. ufbx_matrix bone_to_parent; } ufbx_bone_pose; UFBX_LIST_TYPE(ufbx_bone_pose_list, ufbx_bone_pose); struct ufbx_pose { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; // Set if this pose is marked as a bind pose. bool is_bind_pose; // List of bone poses. // Sorted by `ufbx_node.typed_id`. ufbx_bone_pose_list bone_poses; }; struct ufbx_metadata_object { union { ufbx_element element; struct { ufbx_string name; ufbx_props props; uint32_t element_id; uint32_t typed_id; }; }; }; // -- Named elements typedef struct ufbx_name_element { ufbx_string name; ufbx_element_type type; uint32_t _internal_key; ufbx_element *element; } ufbx_name_element; UFBX_LIST_TYPE(ufbx_name_element_list, ufbx_name_element); // -- Scene // Scene is the root object loaded by ufbx that everything is accessed from. typedef enum ufbx_exporter UFBX_ENUM_REPR { UFBX_EXPORTER_UNKNOWN, UFBX_EXPORTER_FBX_SDK, UFBX_EXPORTER_BLENDER_BINARY, UFBX_EXPORTER_BLENDER_ASCII, UFBX_EXPORTER_MOTION_BUILDER, UFBX_ENUM_FORCE_WIDTH(UFBX_EXPORTER) } ufbx_exporter; UFBX_ENUM_TYPE(ufbx_exporter, UFBX_EXPORTER, UFBX_EXPORTER_MOTION_BUILDER); typedef struct ufbx_application { ufbx_string vendor; ufbx_string name; ufbx_string version; } ufbx_application; typedef enum ufbx_file_format UFBX_ENUM_REPR { UFBX_FILE_FORMAT_UNKNOWN, // < Unknown file format UFBX_FILE_FORMAT_FBX, // < .fbx Kaydara/Autodesk FBX file UFBX_FILE_FORMAT_OBJ, // < .obj Wavefront OBJ file UFBX_FILE_FORMAT_MTL, // < .mtl Wavefront MTL (Material template library) file UFBX_ENUM_FORCE_WIDTH(UFBX_FILE_FORMAT) } ufbx_file_format; UFBX_ENUM_TYPE(ufbx_file_format, UFBX_FILE_FORMAT, UFBX_FILE_FORMAT_MTL); typedef enum ufbx_warning_type UFBX_ENUM_REPR { // Missing external file file (for example .mtl for Wavefront .obj file or a // geometry cache) UFBX_WARNING_MISSING_EXTERNAL_FILE, // Loaded a Wavefront .mtl file derived from the filename instead of a proper // `mtllib` statement. UFBX_WARNING_IMPLICIT_MTL, // Truncated array has been auto-expanded. UFBX_WARNING_TRUNCATED_ARRAY, // Geometry data has been defined but has no data. UFBX_WARNING_MISSING_GEOMETRY_DATA, // Duplicated connection between two elements that shouldn't have. UFBX_WARNING_DUPLICATE_CONNECTION, // Vertex 'W' attribute length differs from main attribute. UFBX_WARNING_BAD_VERTEX_W_ATTRIBUTE, // Missing polygon mapping type. UFBX_WARNING_MISSING_POLYGON_MAPPING, // Out-of-bounds index has been clamped to be in-bounds. // HINT: You can use `ufbx_index_error_handling` to adjust behavior. UFBX_WARNING_INDEX_CLAMPED, // Non-UTF8 encoded strings. // HINT: You can use `ufbx_unicode_error_handling` to adjust behavior. UFBX_WARNING_BAD_UNICODE, // Non-node element connected to root. UFBX_WARNING_BAD_ELEMENT_CONNECTED_TO_ROOT, // Duplicated object ID in the file, connections will be wrong. UFBX_WARNING_DUPLICATE_OBJECT_ID, // Empty face has been removed. // Use `ufbx_load_opts.allow_empty_faces` if you want to allow them. UFBX_WARNING_EMPTY_FACE_REMOVED, // Unknown .obj file directive. UFBX_WARNING_UNKNOWN_OBJ_DIRECTIVE, // Warnings after this one are deduplicated. // See `ufbx_warning.count` for how many times they happened. UFBX_WARNING_TYPE_FIRST_DEDUPLICATED = UFBX_WARNING_INDEX_CLAMPED, UFBX_ENUM_FORCE_WIDTH(UFBX_WARNING_TYPE) } ufbx_warning_type; UFBX_ENUM_TYPE(ufbx_warning_type, UFBX_WARNING_TYPE, UFBX_WARNING_UNKNOWN_OBJ_DIRECTIVE); // Warning about a non-fatal issue in the file. // Often contains information about issues that ufbx has corrected about the // file but it might indicate something is not working properly. typedef struct ufbx_warning { // Type of the warning. ufbx_warning_type type; // Description of the warning. ufbx_string description; // The element related to this warning or `UFBX_NO_INDEX` if not related to a specific element. uint32_t element_id; // Number of times this warning was encountered. size_t count; } ufbx_warning; UFBX_LIST_TYPE(ufbx_warning_list, ufbx_warning); typedef enum ufbx_thumbnail_format UFBX_ENUM_REPR { UFBX_THUMBNAIL_FORMAT_UNKNOWN, // < Unknown format UFBX_THUMBNAIL_FORMAT_RGB_24, // < 8-bit RGB pixels, in memory R,G,B UFBX_THUMBNAIL_FORMAT_RGBA_32, // < 8-bit RGBA pixels, in memory R,G,B,A UFBX_ENUM_FORCE_WIDTH(UFBX_THUMBNAIL_FORMAT) } ufbx_thumbnail_format; UFBX_ENUM_TYPE(ufbx_thumbnail_format, UFBX_THUMBNAIL_FORMAT, UFBX_THUMBNAIL_FORMAT_RGBA_32); // Specify how unit / coordinate system conversion should be performed. // Affects how `ufbx_load_opts.target_axes` and `ufbx_load_opts.target_unit_meters` work, // has no effect if neither is specified. typedef enum ufbx_space_conversion UFBX_ENUM_REPR { // Store the space conversion transform in the root node. // Sets `ufbx_node.local_transform` of the root node. UFBX_SPACE_CONVERSION_TRANSFORM_ROOT, // Perform the conversion by using "adjust" transforms. // Compensates for the transforms using `ufbx_node.adjust_pre_rotation` and // `ufbx_node.adjust_pre_scale`. You don't need to account for these unless // you are manually building transforms from `ufbx_props`. UFBX_SPACE_CONVERSION_ADJUST_TRANSFORMS, // Perform the conversion by scaling geometry in addition to adjusting transforms. // Compensates transforms like `UFBX_SPACE_CONVERSION_ADJUST_TRANSFORMS` but // applies scaling to geometry as well. UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY, UFBX_ENUM_FORCE_WIDTH(UFBX_SPACE_CONVERSION) } ufbx_space_conversion; UFBX_ENUM_TYPE(ufbx_space_conversion, UFBX_SPACE_CONVERSION, UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY); // Embedded thumbnail in the file, valid if the dimensions are non-zero. typedef struct ufbx_thumbnail { ufbx_props props; // Extents of the thumbnail uint32_t width; uint32_t height; // Format of `ufbx_thumbnail.data`. ufbx_thumbnail_format format; // Thumbnail pixel data, layout as contiguous rows from bottom to top. // See `ufbx_thumbnail.format` for the pixel format. ufbx_blob data; } ufbx_thumbnail; // Miscellaneous data related to the loaded file typedef struct ufbx_metadata { // List of non-fatal warnings about the file. // If you need to only check whether a specific warning was triggered you // can use `ufbx_metadata.has_warning[]`. ufbx_warning_list warnings; // FBX ASCII file format. bool ascii; // FBX version in integer format, eg. 7400 for 7.4. uint32_t version; // File format of the source file. ufbx_file_format file_format; // Index arrays may contain `UFBX_NO_INDEX` instead of a valid index // to indicate gaps. bool may_contain_no_index; // May contain meshes with no defined vertex position. // NOTE: `ufbx_mesh.vertex_position.exists` may be `false`! bool may_contain_missing_vertex_position; // Arrays may contain items with `NULL` element references. // See `ufbx_load_opts.connect_broken_elements`. bool may_contain_broken_elements; // Some API guarantees do not apply (depending on unsafe options used). // Loaded with `ufbx_load_opts.allow_unsafe` enabled. bool is_unsafe; // Flag for each possible warning type. // See `ufbx_metadata.warnings[]` for detailed warning information. bool has_warning[UFBX_WARNING_TYPE_COUNT]; ufbx_string creator; bool big_endian; ufbx_string filename; ufbx_string relative_root; ufbx_blob raw_filename; ufbx_blob raw_relative_root; ufbx_exporter exporter; uint32_t exporter_version; ufbx_props scene_props; ufbx_application original_application; ufbx_application latest_application; ufbx_thumbnail thumbnail; bool geometry_ignored; bool animation_ignored; bool embedded_ignored; size_t max_face_triangles; size_t result_memory_used; size_t temp_memory_used; size_t result_allocs; size_t temp_allocs; size_t element_buffer_size; size_t num_shader_textures; ufbx_real bone_prop_size_unit; bool bone_prop_limb_length_relative; ufbx_real ortho_size_unit; int64_t ktime_second; // < One second in internal KTime units ufbx_string original_file_path; ufbx_blob raw_original_file_path; // Space conversion method used on the scene. ufbx_space_conversion space_conversion; // Transform that has been applied to root for axis/unit conversion. ufbx_quat root_rotation; ufbx_real root_scale; // Axis that the scene has been mirrored by. // All geometry has been mirrored in this axis. ufbx_mirror_axis mirror_axis; // Amount geometry has been scaled. // See `UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY`. ufbx_real geometry_scale; } ufbx_metadata; typedef enum ufbx_time_mode UFBX_ENUM_REPR { UFBX_TIME_MODE_DEFAULT, UFBX_TIME_MODE_120_FPS, UFBX_TIME_MODE_100_FPS, UFBX_TIME_MODE_60_FPS, UFBX_TIME_MODE_50_FPS, UFBX_TIME_MODE_48_FPS, UFBX_TIME_MODE_30_FPS, UFBX_TIME_MODE_30_FPS_DROP, UFBX_TIME_MODE_NTSC_DROP_FRAME, UFBX_TIME_MODE_NTSC_FULL_FRAME, UFBX_TIME_MODE_PAL, UFBX_TIME_MODE_24_FPS, UFBX_TIME_MODE_1000_FPS, UFBX_TIME_MODE_FILM_FULL_FRAME, UFBX_TIME_MODE_CUSTOM, UFBX_TIME_MODE_96_FPS, UFBX_TIME_MODE_72_FPS, UFBX_TIME_MODE_59_94_FPS, UFBX_ENUM_FORCE_WIDTH(UFBX_TIME_MODE) } ufbx_time_mode; UFBX_ENUM_TYPE(ufbx_time_mode, UFBX_TIME_MODE, UFBX_TIME_MODE_59_94_FPS); typedef enum ufbx_time_protocol UFBX_ENUM_REPR { UFBX_TIME_PROTOCOL_SMPTE, UFBX_TIME_PROTOCOL_FRAME_COUNT, UFBX_TIME_PROTOCOL_DEFAULT, UFBX_ENUM_FORCE_WIDTH(UFBX_TIME_PROTOCOL) } ufbx_time_protocol; UFBX_ENUM_TYPE(ufbx_time_protocol, UFBX_TIME_PROTOCOL, UFBX_TIME_PROTOCOL_DEFAULT); typedef enum ufbx_snap_mode UFBX_ENUM_REPR { UFBX_SNAP_MODE_NONE, UFBX_SNAP_MODE_SNAP, UFBX_SNAP_MODE_PLAY, UFBX_SNAP_MODE_SNAP_AND_PLAY, UFBX_ENUM_FORCE_WIDTH(UFBX_SNAP_MODE) } ufbx_snap_mode; UFBX_ENUM_TYPE(ufbx_snap_mode, UFBX_SNAP_MODE, UFBX_SNAP_MODE_SNAP_AND_PLAY); // Global settings: Axes and time/unit scales typedef struct ufbx_scene_settings { ufbx_props props; // Mapping of X/Y/Z axes to world-space directions. // HINT: Use `ufbx_load_opts.target_axes` to normalize this. // NOTE: This contains the _original_ axes even if you supply `ufbx_load_opts.target_axes`. ufbx_coordinate_axes axes; // How many meters does a single world-space unit represent. // FBX files usually default to centimeters, reported as `0.01` here. // HINT: Use `ufbx_load_opts.target_unit_meters` to normalize this. ufbx_real unit_meters; // Frames per second the animation is defined at. double frames_per_second; ufbx_vec3 ambient_color; ufbx_string default_camera; // Animation user interface settings. // HINT: Use `ufbx_scene_settings.frames_per_second` instead of interpreting these yourself. ufbx_time_mode time_mode; ufbx_time_protocol time_protocol; ufbx_snap_mode snap_mode; // Original settings (?) ufbx_coordinate_axis original_axis_up; ufbx_real original_unit_meters; } ufbx_scene_settings; struct ufbx_scene { ufbx_metadata metadata; // Global settings ufbx_scene_settings settings; // Node instances in the scene ufbx_node *root_node; // Default animation descriptor ufbx_anim *anim; union { struct { ufbx_unknown_list unknowns; // Nodes ufbx_node_list nodes; // Node attributes (common) ufbx_mesh_list meshes; ufbx_light_list lights; ufbx_camera_list cameras; ufbx_bone_list bones; ufbx_empty_list empties; // Node attributes (curves/surfaces) ufbx_line_curve_list line_curves; ufbx_nurbs_curve_list nurbs_curves; ufbx_nurbs_surface_list nurbs_surfaces; ufbx_nurbs_trim_surface_list nurbs_trim_surfaces; ufbx_nurbs_trim_boundary_list nurbs_trim_boundaries; // Node attributes (advanced) ufbx_procedural_geometry_list procedural_geometries; ufbx_stereo_camera_list stereo_cameras; ufbx_camera_switcher_list camera_switchers; ufbx_marker_list markers; ufbx_lod_group_list lod_groups; // Deformers ufbx_skin_deformer_list skin_deformers; ufbx_skin_cluster_list skin_clusters; ufbx_blend_deformer_list blend_deformers; ufbx_blend_channel_list blend_channels; ufbx_blend_shape_list blend_shapes; ufbx_cache_deformer_list cache_deformers; ufbx_cache_file_list cache_files; // Materials ufbx_material_list materials; ufbx_texture_list textures; ufbx_video_list videos; ufbx_shader_list shaders; ufbx_shader_binding_list shader_bindings; // Animation ufbx_anim_stack_list anim_stacks; ufbx_anim_layer_list anim_layers; ufbx_anim_value_list anim_values; ufbx_anim_curve_list anim_curves; // Collections ufbx_display_layer_list display_layers; ufbx_selection_set_list selection_sets; ufbx_selection_node_list selection_nodes; // Constraints ufbx_character_list characters; ufbx_constraint_list constraints; // Audio ufbx_audio_layer_list audio_layers; ufbx_audio_clip_list audio_clips; // Miscellaneous ufbx_pose_list poses; ufbx_metadata_object_list metadata_objects; }; ufbx_element_list elements_by_type[UFBX_ELEMENT_TYPE_COUNT]; }; // Unique texture files referenced by the scene. ufbx_texture_file_list texture_files; // All elements and connections in the whole file ufbx_element_list elements; // < Sorted by `id` ufbx_connection_list connections_src; // < Sorted by `src,src_prop` ufbx_connection_list connections_dst; // < Sorted by `dst,dst_prop` // Elements sorted by name, type ufbx_name_element_list elements_by_name; // Enabled if `ufbx_load_opts.retain_dom == true`. ufbx_nullable ufbx_dom_node *dom_root; }; // -- Curves typedef struct ufbx_curve_point { bool valid; ufbx_vec3 position; ufbx_vec3 derivative; } ufbx_curve_point; typedef struct ufbx_surface_point { bool valid; ufbx_vec3 position; ufbx_vec3 derivative_u; ufbx_vec3 derivative_v; } ufbx_surface_point; // -- Mesh topology typedef enum ufbx_topo_flags UFBX_FLAG_REPR { UFBX_TOPO_NON_MANIFOLD = 0x1, // < Edge with three or more faces UFBX_FLAG_FORCE_WIDTH(UFBX_TOPO_FLAGS) } ufbx_topo_flags; typedef struct ufbx_topo_edge { uint32_t index; // < Starting index of the edge, always defined uint32_t next; // < Ending index of the edge / next per-face `ufbx_topo_edge`, always defined uint32_t prev; // < Previous per-face `ufbx_topo_edge`, always defined uint32_t twin; // < `ufbx_topo_edge` on the opposite side, `UFBX_NO_INDEX` if not found uint32_t face; // < Index into `mesh->faces[]`, always defined uint32_t edge; // < Index into `mesh->edges[]`, `UFBX_NO_INDEX` if not found ufbx_topo_flags flags; } ufbx_topo_edge; // Vertex data array for `ufbx_generate_indices()`. // NOTE: `ufbx_generate_indices()` compares the vertices using `memcmp()`, so // any padding should be cleared to zero. typedef struct ufbx_vertex_stream { void *data; // < Data pointer of shape `char[vertex_count][vertex_size]`. size_t vertex_count; // < Number of vertices in this stream, for sanity checking. size_t vertex_size; // < Size of a vertex in bytes. } ufbx_vertex_stream; // -- Memory callbacks // You can optionally provide an allocator to ufbx, the default is to use the // CRT malloc/realloc/free // Allocate `size` bytes, must be at least 8 byte aligned typedef void *ufbx_alloc_fn(void *user, size_t size); // Reallocate `old_ptr` from `old_size` to `new_size` // NOTE: If omit `alloc_fn` and `free_fn` they will be translated to: // `alloc(size)` -> `realloc_fn(user, NULL, 0, size)` // `free_fn(ptr, size)` -> `realloc_fn(user, ptr, size, 0)` typedef void *ufbx_realloc_fn(void *user, void *old_ptr, size_t old_size, size_t new_size); // Free pointer `ptr` (of `size` bytes) returned by `alloc_fn` or `realloc_fn` typedef void ufbx_free_fn(void *user, void *ptr, size_t size); // Free the allocator itself typedef void ufbx_free_allocator_fn(void *user); // Allocator callbacks and user context // NOTE: The allocator will be stored to the loaded scene and will be called // again from `ufbx_free_scene()` so make sure `user` outlives that! // You can use `free_allocator_fn()` to free the allocator yourself. typedef struct ufbx_allocator { // Callback functions, see `typedef`s above for information ufbx_alloc_fn *alloc_fn; ufbx_realloc_fn *realloc_fn; ufbx_free_fn *free_fn; ufbx_free_allocator_fn *free_allocator_fn; void *user; } ufbx_allocator; typedef struct ufbx_allocator_opts { // Allocator callbacks ufbx_allocator allocator; // Maximum number of bytes to allocate before failing size_t memory_limit; // Maximum number of allocations to attempt before failing size_t allocation_limit; // Threshold to swap from batched allocations to individual ones // Defaults to 1MB if set to zero // NOTE: If set to `1` ufbx will allocate everything in the smallest // possible chunks which may be useful for debugging (eg. ASAN) size_t huge_threshold; // Maximum size of a single allocation containing sub-allocations. // Defaults to 16MB if set to zero // The maximum amount of wasted memory depends on `max_chunk_size` and // `huge_threshold`: each chunk can waste up to `huge_threshold` bytes // internally and the last chunk might be incomplete. So for example // with the defaults we can waste around 1MB/16MB = 6.25% overall plus // up to 32MB due to the two incomplete blocks. The actual amounts differ // slightly as the chunks start out at 4kB and double in size each time, // meaning that the maximum fixed overhead (up to 32MB with defaults) is // at most ~30% of the total allocation size. size_t max_chunk_size; } ufbx_allocator_opts; // -- IO callbacks // Try to read up to `size` bytes to `data`, return the amount of read bytes. // Return `SIZE_MAX` to indicate an IO error. typedef size_t ufbx_read_fn(void *user, void *data, size_t size); // Skip `size` bytes in the file. typedef bool ufbx_skip_fn(void *user, size_t size); // Close the file typedef void ufbx_close_fn(void *user); typedef struct ufbx_stream { ufbx_read_fn *read_fn; // < Required ufbx_skip_fn *skip_fn; // < Optional: Will use `read_fn()` if missing ufbx_close_fn *close_fn; // < Optional // Context passed to other functions void *user; } ufbx_stream; typedef enum ufbx_open_file_type UFBX_ENUM_REPR { UFBX_OPEN_FILE_MAIN_MODEL, // < Main model file UFBX_OPEN_FILE_GEOMETRY_CACHE, // < Unknown geometry cache file UFBX_OPEN_FILE_OBJ_MTL, // < .mtl material library file UFBX_ENUM_FORCE_WIDTH(UFBX_OPEN_FILE_TYPE) } ufbx_open_file_type; UFBX_ENUM_TYPE(ufbx_open_file_type, UFBX_OPEN_FILE_TYPE, UFBX_OPEN_FILE_OBJ_MTL); typedef struct ufbx_open_file_info { // Kind of file to load. ufbx_open_file_type type; // Temporary allocator to use. ufbx_allocator temp_allocator; // Original filename in the file, not resolved or UTF-8 encoded. // NOTE: Not necessarily NULL-terminated! ufbx_blob original_filename; } ufbx_open_file_info; // Callback for opening an external file from the filesystem typedef bool ufbx_open_file_fn(void *user, ufbx_stream *stream, const char *path, size_t path_len, const ufbx_open_file_info *info); typedef struct ufbx_open_file_cb { ufbx_open_file_fn *fn; void *user; UFBX_CALLBACK_IMPL(ufbx_open_file_cb, ufbx_open_file_fn, bool, (void *user, ufbx_stream *stream, const char *path, size_t path_len, const ufbx_open_file_info *info), (stream, path, path_len, info)) } ufbx_open_file_cb; // Memory stream options typedef void ufbx_close_memory_fn(void *user, void *data, size_t data_size); typedef struct ufbx_close_memory_cb { ufbx_close_memory_fn *fn; void *user; UFBX_CALLBACK_IMPL(ufbx_close_memory_cb, ufbx_close_memory_fn, void, (void *user, void *data, size_t data_size), (data, data_size)) } ufbx_close_memory_cb; // Options for `ufbx_open_memory()`. typedef struct ufbx_open_memory_opts { uint32_t _begin_zero; // Allocator to allocate the memory with. // NOTE: Used even if no copy is made to allocate a small metadata block. ufbx_allocator_opts allocator; // Do not copy the memory. // You can use `close_cb` to free the memory when the stream is closed. // NOTE: This means the provided data pointer is referenced after creating // the memory stream, make sure the data stays valid until the stream is closed! ufbx_unsafe bool no_copy; // Callback to free the memory blob. ufbx_close_memory_cb close_cb; uint32_t _end_zero; } ufbx_open_memory_opts; // Detailed error stack frame typedef struct ufbx_error_frame { uint32_t source_line; ufbx_string function; ufbx_string description; } ufbx_error_frame; // Error causes (and `UFBX_ERROR_NONE` for no error). typedef enum ufbx_error_type UFBX_ENUM_REPR { // No error, operation has been performed successfully. UFBX_ERROR_NONE, // Unspecified error, most likely caused by an invalid FBX file or a file // that contains something ufbx can't handle. UFBX_ERROR_UNKNOWN, // File not found. UFBX_ERROR_FILE_NOT_FOUND, // Empty file. UFBX_ERROR_EMPTY_FILE, // External file not found. // See `ufbx_load_opts.load_external_files` for more information. UFBX_ERROR_EXTERNAL_FILE_NOT_FOUND, // Out of memory (allocator returned `NULL`). UFBX_ERROR_OUT_OF_MEMORY, // `ufbx_allocator_opts.memory_limit` exhausted. UFBX_ERROR_MEMORY_LIMIT, // `ufbx_allocator_opts.allocation_limit` exhausted. UFBX_ERROR_ALLOCATION_LIMIT, // File ended abruptly. UFBX_ERROR_TRUNCATED_FILE, // IO read error. // eg. returning `SIZE_MAX` from `ufbx_stream.read_fn` or stdio `ferror()` condition. UFBX_ERROR_IO, // User cancelled the loading via `ufbx_load_opts.progress_cb` returning `UFBX_PROGRESS_CANCEL`. UFBX_ERROR_CANCELLED, // Could not detect file format from file data or filename. // HINT: You can supply it manually using `ufbx_load_opts.file_format` or use `ufbx_load_opts.filename` // when using `ufbx_load_memory()` to let ufbx guess the format from the extension. UFBX_ERROR_UNRECOGNIZED_FILE_FORMAT, // Options struct (eg. `ufbx_load_opts`) is not cleared to zero. // Make sure you initialize the structure to zero via eg. // ufbx_load_opts opts = { 0 }; // C // ufbx_load_opts opts = { }; // C++ UFBX_ERROR_UNINITIALIZED_OPTIONS, // The vertex streams in `ufbx_generate_indices()` are empty. UFBX_ERROR_ZERO_VERTEX_SIZE, // Vertex stream passed to `ufbx_generate_indices()`. UFBX_ERROR_TRUNCATED_VERTEX_STREAM, // Invalid UTF-8 encountered in a file when loading with `UFBX_UNICODE_ERROR_HANDLING_ABORT_LOADING`. UFBX_ERROR_INVALID_UTF8, // Feature needed for the operation has been compiled out. UFBX_ERROR_FEATURE_DISABLED, // Attempting to tessellate an invalid NURBS object. // See `ufbx_nurbs_basis.valid`. UFBX_ERROR_BAD_NURBS, // Out of bounds index in the file when loading with `UFBX_INDEX_ERROR_HANDLING_ABORT_LOADING`. UFBX_ERROR_BAD_INDEX, // Node is deeper than `ufbx_load_opts.node_depth_limit` in the hierarchy. UFBX_ERROR_NODE_DEPTH_LIMIT, // Error parsing ASCII array in a thread. // Threaded ASCII parsing is slightly more strict than non-threaded, for cursed files, // set `ufbx_load_opts.force_single_thread_ascii_parsing` to `true`. UFBX_ERROR_THREADED_ASCII_PARSE, // Unsafe options specified without enabling `ufbx_load_opts.allow_unsafe`. UFBX_ERROR_UNSAFE_OPTIONS, // Duplicated override property in `ufbx_create_anim()` UFBX_ERROR_DUPLICATE_OVERRIDE, UFBX_ENUM_FORCE_WIDTH(UFBX_ERROR_TYPE) } ufbx_error_type; UFBX_ENUM_TYPE(ufbx_error_type, UFBX_ERROR_TYPE, UFBX_ERROR_DUPLICATE_OVERRIDE); // Error description with detailed stack trace // HINT: You can use `ufbx_format_error()` for formatting the error typedef struct ufbx_error { ufbx_error_type type; ufbx_string description; uint32_t stack_size; ufbx_error_frame stack[UFBX_ERROR_STACK_MAX_DEPTH]; size_t info_length; char info[UFBX_ERROR_INFO_LENGTH]; } ufbx_error; // -- Progress callbacks typedef struct ufbx_progress { uint64_t bytes_read; uint64_t bytes_total; } ufbx_progress; typedef enum ufbx_progress_result UFBX_ENUM_REPR { UFBX_PROGRESS_CONTINUE = 0x100, UFBX_PROGRESS_CANCEL = 0x200, UFBX_ENUM_FORCE_WIDTH(UFBX_PROGRESS_RESULT) } ufbx_progress_result; // Called periodically with the current progress // Return `false` to cancel further processing typedef ufbx_progress_result ufbx_progress_fn(void *user, const ufbx_progress *progress); typedef struct ufbx_progress_cb { ufbx_progress_fn *fn; void *user; UFBX_CALLBACK_IMPL(ufbx_progress_cb, ufbx_progress_fn, ufbx_progress_result, (void *user, const ufbx_progress *progress), (progress)) } ufbx_progress_cb; // -- Inflate typedef struct ufbx_inflate_input ufbx_inflate_input; typedef struct ufbx_inflate_retain ufbx_inflate_retain; // Source data/stream to decompress with `ufbx_inflate()` struct ufbx_inflate_input { // Total size of the data in bytes size_t total_size; // (optional) Initial or complete data chunk const void *data; size_t data_size; // (optional) Temporary buffer, defaults to 256b stack buffer void *buffer; size_t buffer_size; // (optional) Streaming read function, concatenated after `data` ufbx_read_fn *read_fn; void *read_user; // (optional) Progress reporting ufbx_progress_cb progress_cb; uint64_t progress_interval_hint; // < Bytes between progress report calls // (optional) Change the progress scope uint64_t progress_size_before; uint64_t progress_size_after; // (optional) No the DEFLATE header bool no_header; // (optional) No the Adler32 checksum bool no_checksum; // (optional) Force internal fast lookup bit amount size_t internal_fast_bits; }; // Persistent data between `ufbx_inflate()` calls // NOTE: You must set `initialized` to `false`, but `data` may be uninitialized struct ufbx_inflate_retain { bool initialized; uint64_t data[1024]; }; typedef enum ufbx_index_error_handling UFBX_ENUM_REPR { // Clamp to a valid value. UFBX_INDEX_ERROR_HANDLING_CLAMP, // Set bad indices to `UFBX_NO_INDEX`. // This is the recommended way if you need to deal with files with gaps in information. // HINT: If you use this `ufbx_get_vertex_TYPE()` functions will return zero // on invalid indices instead of failing. UFBX_INDEX_ERROR_HANDLING_NO_INDEX, // Fail loading entierely when encountering a bad index. UFBX_INDEX_ERROR_HANDLING_ABORT_LOADING, // Pass bad indices through as-is. // Requires `ufbx_load_opts.allow_unsafe`. // UNSAFE: Breaks any API guarantees regarding indexes being in bounds and makes // `ufbx_get_vertex_TYPE()` memory-unsafe to use. UFBX_INDEX_ERROR_HANDLING_UNSAFE_IGNORE, UFBX_ENUM_FORCE_WIDTH(UFBX_INDEX_ERROR_HANDLING) } ufbx_index_error_handling; UFBX_ENUM_TYPE(ufbx_index_error_handling, UFBX_INDEX_ERROR_HANDLING, UFBX_INDEX_ERROR_HANDLING_UNSAFE_IGNORE); typedef enum ufbx_unicode_error_handling UFBX_ENUM_REPR { // Replace errors with U+FFFD "Replacement Character" UFBX_UNICODE_ERROR_HANDLING_REPLACEMENT_CHARACTER, // Replace errors with '_' U+5F "Low Line" UFBX_UNICODE_ERROR_HANDLING_UNDERSCORE, // Replace errors with '?' U+3F "Question Mark" UFBX_UNICODE_ERROR_HANDLING_QUESTION_MARK, // Remove errors from the output UFBX_UNICODE_ERROR_HANDLING_REMOVE, // Fail loading on encountering an Unicode error UFBX_UNICODE_ERROR_HANDLING_ABORT_LOADING, // Ignore and pass-through non-UTF-8 string data. // Requires `ufbx_load_opts.allow_unsafe`. // UNSAFE: Breaks API guarantee that `ufbx_string` is UTF-8 encoded. UFBX_UNICODE_ERROR_HANDLING_UNSAFE_IGNORE, UFBX_ENUM_FORCE_WIDTH(UFBX_UNICODE_ERROR_HANDLING) } ufbx_unicode_error_handling; UFBX_ENUM_TYPE(ufbx_unicode_error_handling, UFBX_UNICODE_ERROR_HANDLING, UFBX_UNICODE_ERROR_HANDLING_UNSAFE_IGNORE); // How to handle FBX node geometry transforms. // FBX nodes can have "geometry transforms" that affect only the attached meshes, // but not the children. This is not allowed in many scene representations so // ufbx provides some ways to simplify them. // Geometry transforms can also be used to transform any other attributes such // as lights or cameras. typedef enum ufbx_geometry_transform_handling UFBX_ENUM_REPR { // Preserve the geometry transforms as-is. // To be correct for all files you have to use `ufbx_node.geometry_transform`, // `ufbx_node.geometry_to_node`, or `ufbx_node.geometry_to_world` to compensate // for any potential geometry transforms. UFBX_GEOMETRY_TRANSFORM_HANDLING_PRESERVE, // Add helper nodes between the nodes and geometry where needed. // The created nodes have `ufbx_node.is_geometry_transform_helper` set and are // named `ufbx_load_opts.geometry_transform_helper_name`. UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES, // Modify the geometry of meshes attached to nodes with geometry transforms. // Will add helper nodes like `UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES` if // necessary, for example if there are multiple instances of the same mesh with // geometry transforms. UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY, // Modify the geometry of meshes attached to nodes with geometry transforms. // NOTE: This will not work correctly for instanced geometry. UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY_NO_FALLBACK, UFBX_ENUM_FORCE_WIDTH(UFBX_GEOMETRY_TRANSFORM_HANDLING) } ufbx_geometry_transform_handling; UFBX_ENUM_TYPE(ufbx_geometry_transform_handling, UFBX_GEOMETRY_TRANSFORM_HANDLING, UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY_NO_FALLBACK); // How to handle FBX transform inherit modes. typedef enum ufbx_inherit_mode_handling UFBX_ENUM_REPR { // Preserve inherit mode in `ufbx_node.inherit_mode`. // NOTE: To correctly handle all scenes you would need to handle the // non-standard inherit modes. UFBX_INHERIT_MODE_HANDLING_PRESERVE, // Create scale helper nodes parented to nodes that need special inheritance. // Scale helper nodes will have `ufbx_node.is_scale_helper` and parents of // scale helpers will have `ufbx_node.scale_helper` pointing to it. UFBX_INHERIT_MODE_HANDLING_HELPER_NODES, // Attempt to compensate for bone scale by inversely scaling children. // NOTE: This only works for uniform non-animated scaling, if scale is // non-uniform or animated, ufbx will add scale helpers in the same way // as `UFBX_INHERIT_MODE_HANDLING_HELPER_NODES`. UFBX_INHERIT_MODE_HANDLING_COMPENSATE, // Attempt to compensate for bone scale by inversely scaling children. // Will never create helper nodes. UFBX_INHERIT_MODE_HANDLING_COMPENSATE_NO_FALLBACK, // Ignore non-standard inheritance modes. // Forces all nodes to have `UFBX_INHERIT_MODE_NORMAL` regardless of the // inherit mode specified in the file. This can be useful for emulating // results from importers/programs that don't support inherit modes. UFBX_INHERIT_MODE_HANDLING_IGNORE, UFBX_ENUM_FORCE_WIDTH(UFBX_INHERIT_MODE_HANDLING) } ufbx_inherit_mode_handling; UFBX_ENUM_TYPE(ufbx_inherit_mode_handling, UFBX_INHERIT_MODE_HANDLING, UFBX_INHERIT_MODE_HANDLING_IGNORE); // How to handle FBX transform pivots. typedef enum ufbx_pivot_handling UFBX_ENUM_REPR { // Take pivots into account when computing the transform. UFBX_PIVOT_HANDLING_RETAIN, // Translate objects to be located at their pivot. // NOTE: Only applied if rotation and scaling pivots are equal. // NOTE: Results in geometric translation. Use `ufbx_geometry_transform_handling` // to interpret these in a standard scene graph. UFBX_PIVOT_HANDLING_ADJUST_TO_PIVOT, UFBX_ENUM_FORCE_WIDTH(UFBX_PIVOT_HANDLING) } ufbx_pivot_handling; UFBX_ENUM_TYPE(ufbx_pivot_handling, UFBX_PIVOT_HANDLING, UFBX_PIVOT_HANDLING_ADJUST_TO_PIVOT); typedef enum ufbx_baked_key_flags UFBX_FLAG_REPR { // This keyframe represents a constant step from the left side UFBX_BAKED_KEY_STEP_LEFT = 0x1, // This keyframe represents a constant step from the right side UFBX_BAKED_KEY_STEP_RIGHT = 0x2, // This keyframe is the main part of a step // Bordering either `UFBX_BAKED_KEY_STEP_LEFT` or `UFBX_BAKED_KEY_STEP_RIGHT`. UFBX_BAKED_KEY_STEP_KEY = 0x4, // This keyframe is a real keyframe in the source animation UFBX_BAKED_KEY_KEYFRAME = 0x8, // This keyframe has been reduced by maximum sample rate. // See `ufbx_bake_opts.maximum_sample_rate`. UFBX_BAKED_KEY_REDUCED = 0x10, UFBX_FLAG_FORCE_WIDTH(UFBX_BAKED_KEY) } ufbx_baked_key_flags; typedef struct ufbx_baked_vec3 { double time; // < Time of the keyframe, in seconds ufbx_vec3 value; // < Value at `time`, can be linearly interpolated ufbx_baked_key_flags flags; // < Additional information about the keyframe } ufbx_baked_vec3; UFBX_LIST_TYPE(ufbx_baked_vec3_list, ufbx_baked_vec3); typedef struct ufbx_baked_quat { double time; // < Time of the keyframe, in seconds ufbx_quat value; // < Value at `time`, can be (spherically) linearly interpolated ufbx_baked_key_flags flags; // < Additional information about the keyframe } ufbx_baked_quat; UFBX_LIST_TYPE(ufbx_baked_quat_list, ufbx_baked_quat); // Baked transform animation for a single node. typedef struct ufbx_baked_node { // Typed ID of the node, maps to `ufbx_scene.nodes[]`. uint32_t typed_id; // Element ID of the element, maps to `ufbx_scene.elements[]`. uint32_t element_id; // The translation channel has constant values for the whole animation. bool constant_translation; // The rotation channel has constant values for the whole animation. bool constant_rotation; // The scale channel has constant values for the whole animation. bool constant_scale; // Translation keys for the animation, maps to `ufbx_node.local_transform.translation`. ufbx_baked_vec3_list translation_keys; // Rotation keyframes, maps to `ufbx_node.local_transform.rotation`. ufbx_baked_quat_list rotation_keys; // Scale keyframes, maps to `ufbx_node.local_transform.scale`. ufbx_baked_vec3_list scale_keys; } ufbx_baked_node; UFBX_LIST_TYPE(ufbx_baked_node_list, ufbx_baked_node); // Baked property animation. typedef struct ufbx_baked_prop { // Name of the property, eg. `"Visibility"`. ufbx_string name; // The value of the property is constant for the whole animation. bool constant_value; // Property value keys. ufbx_baked_vec3_list keys; } ufbx_baked_prop; UFBX_LIST_TYPE(ufbx_baked_prop_list, ufbx_baked_prop); // Baked property animation for a single element. typedef struct ufbx_baked_element { // Element ID of the element, maps to `ufbx_scene.elements[]`. uint32_t element_id; // List of properties the animation modifies. ufbx_baked_prop_list props; } ufbx_baked_element; UFBX_LIST_TYPE(ufbx_baked_element_list, ufbx_baked_element); typedef struct ufbx_baked_anim_metadata { // Memory statistics size_t result_memory_used; size_t temp_memory_used; size_t result_allocs; size_t temp_allocs; } ufbx_baked_anim_metadata; // Animation baked into linearly interpolated keyframes. // See `ufbx_bake_anim()`. typedef struct ufbx_baked_anim { // Nodes that are modified by the animation. // Some nodes may be missing if the specified animation does not transform them. // Conversely, some non-obviously animated nodes may be included as exporters // often may add dummy keyframes for objects. ufbx_baked_node_list nodes; // Element properties modified by the animation. ufbx_baked_element_list elements; // Playback time range for the animation. double playback_time_begin; double playback_time_end; double playback_duration; // Keyframe time range. double key_time_min; double key_time_max; // Additional bake information. ufbx_baked_anim_metadata metadata; } ufbx_baked_anim; // -- Thread API // // NOTE: This API is still experimental and may change. // Documentation is currently missing on purpose. typedef uintptr_t ufbx_thread_pool_context; typedef struct ufbx_thread_pool_info { uint32_t max_concurrent_tasks; } ufbx_thread_pool_info; typedef bool ufbx_thread_pool_init_fn(void *user, ufbx_thread_pool_context ctx, const ufbx_thread_pool_info *info); typedef bool ufbx_thread_pool_run_fn(void *user, ufbx_thread_pool_context ctx, uint32_t group, uint32_t start_index, uint32_t count); typedef bool ufbx_thread_pool_wait_fn(void *user, ufbx_thread_pool_context ctx, uint32_t group, uint32_t max_index); typedef void ufbx_thread_pool_free_fn(void *user, ufbx_thread_pool_context ctx); typedef struct ufbx_thread_pool { ufbx_thread_pool_init_fn *init_fn; ufbx_thread_pool_run_fn *run_fn; ufbx_thread_pool_wait_fn *wait_fn; ufbx_thread_pool_free_fn *free_fn; void *user; } ufbx_thread_pool; typedef struct ufbx_thread_opts { ufbx_thread_pool pool; size_t num_tasks; size_t memory_limit; } ufbx_thread_opts; // -- Main API // Options for `ufbx_load_file/memory/stream/stdio()` // NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++) typedef struct ufbx_load_opts { uint32_t _begin_zero; ufbx_allocator_opts temp_allocator; // < Allocator used during loading ufbx_allocator_opts result_allocator; // < Allocator used for the final scene ufbx_thread_opts thread_opts; // < Threading options // Preferences bool ignore_geometry; // < Do not load geometry datsa (vertices, indices, etc) bool ignore_animation; // < Do not load animation curves bool ignore_embedded; // < Do not load embedded content bool ignore_all_content; // < Do not load any content (geometry, animation, embedded) bool evaluate_skinning; // < Evaluate skinning (see ufbx_mesh.skinned_vertices) bool evaluate_caches; // < Evaluate vertex caches (see ufbx_mesh.skinned_vertices) // Try to open external files referenced by the main file automatically. // Applies to geometry caches and .mtl files for OBJ. // NOTE: This may be risky for untrusted data as the input files may contain // references to arbitrary paths in the filesystem. // NOTE: This only applies to files *implicitly* referenced by the scene, if // you request additional files via eg. `ufbx_load_opts.obj_mtl_path` they // are still loaded. // NOTE: Will fail loading if any external files are not found by default, use // `ufbx_load_opts.ignore_missing_external_files` to suppress this, in this case // you can find the errors at `ufbx_metadata.warnings[]` as `UFBX_WARNING_MISSING_EXTERNAL_FILE`. bool load_external_files; // Don't fail loading if external files are not found. bool ignore_missing_external_files; // Don't compute `ufbx_skin_deformer` `vertices` and `weights` arrays saving // a bit of memory and time if not needed bool skip_skin_vertices; // Skip computing `ufbx_mesh.material_parts[]` and `ufbx_mesh.face_group_parts[]`. bool skip_mesh_parts; // Clean-up skin weights by removing negative, zero and NAN weights. bool clean_skin_weights; // Read Blender materials as PBR values. // Blender converts PBR materials to legacy FBX Phong materials in a deterministic way. // If this setting is enabled, such materials will be read as `UFBX_SHADER_BLENDER_PHONG`, // which means ufbx will be able to parse roughness and metallic textures. bool use_blender_pbr_material; // Don't adjust reading the FBX file depending on the detected exporter bool disable_quirks; // Don't allow partially broken FBX files to load bool strict; // Force ASCII parsing to use a single thread. // The multi-threaded ASCII parsing is slightly more lenient as it ignores // the self-reported size of ASCII arrays, that threaded parsing depends on. bool force_single_thread_ascii_parsing; // UNSAFE: If enabled allows using unsafe options that may fundamentally // break the API guarantees. ufbx_unsafe bool allow_unsafe; // Specify how to handle broken indices. ufbx_index_error_handling index_error_handling; // Connect related elements even if they are broken. If `false` (default) // `ufbx_skin_cluster` with a missing `bone` field are _not_ included in // the `ufbx_skin_deformer.clusters[]` array for example. bool connect_broken_elements; // Allow nodes that are not connected in any way to the root. Conversely if // disabled, all lone nodes will be parented under `ufbx_scene.root_node`. bool allow_nodes_out_of_root; // Allow meshes with no vertex position attribute. // NOTE: If this is set `ufbx_mesh.vertex_position.exists` may be `false`. bool allow_missing_vertex_position; // Allow faces with zero indices. bool allow_empty_faces; // Generate vertex normals for a meshes that are missing normals. // You can see if the normals have been generated from `ufbx_mesh.generated_normals`. bool generate_missing_normals; // Ignore `open_file_cb` when loading the main file. bool open_main_file_with_default; // Path separator character, defaults to '\' on Windows and '/' otherwise. char path_separator; // Maximum depth of the node hirerachy. // Will fail with `UFBX_ERROR_NODE_DEPTH_LIMIT` if a node is deeper than this limit. // NOTE: The default of 0 allows arbitrarily deep hierarchies. Be careful if using // recursive algorithms without setting this limit. uint32_t node_depth_limit; // Estimated file size for progress reporting uint64_t file_size_estimate; // Buffer size in bytes to use for reading from files or IO callbacks size_t read_buffer_size; // Filename to use as a base for relative file paths if not specified using // `ufbx_load_file()`. Use `length = SIZE_MAX` for NULL-terminated strings. // `raw_filename` will be derived from this if empty. ufbx_string filename; // Raw non-UTF8 filename. Does not support NULL termination. // `filename` will be derived from this if empty. ufbx_blob raw_filename; // Progress reporting ufbx_progress_cb progress_cb; uint64_t progress_interval_hint; // < Bytes between progress report calls // External file callbacks (defaults to stdio.h) ufbx_open_file_cb open_file_cb; // How to handle geometry transforms in the nodes. // See `ufbx_geometry_transform_handling` for an explanation. ufbx_geometry_transform_handling geometry_transform_handling; // How to handle unconventional transform inherit modes. // See `ufbx_inherit_mode_handling` for an explanation. ufbx_inherit_mode_handling inherit_mode_handling; // How to handle pivots. // See `ufbx_pivot_handling` for an explanation. ufbx_pivot_handling pivot_handling; // How to perform space conversion by `target_axes` and `target_unit_meters`. // See `ufbx_space_conversion` for an explanation. ufbx_space_conversion space_conversion; // Axis used to mirror for conversion between left-handed and right-handed coordinates. ufbx_mirror_axis handedness_conversion_axis; // Do not change winding of faces when converting handedness. bool handedness_conversion_retain_winding; // Reverse winding of all faces. // If `handedness_conversion_retain_winding` is not specified, mirrored meshes // will retain their original winding. bool reverse_winding; // Apply an implicit root transformation to match axes. // Used if `ufbx_coordinate_axes_valid(target_axes)`. ufbx_coordinate_axes target_axes; // Scale the scene so that one world-space unit is `target_unit_meters` meters. // By default units are not scaled. ufbx_real target_unit_meters; // Target space for camera. // By default FBX cameras point towards the positive X axis. // Used if `ufbx_coordinate_axes_valid(target_camera_axes)`. ufbx_coordinate_axes target_camera_axes; // Target space for directed lights. // By default FBX lights point towards the negative Y axis. // Used if `ufbx_coordinate_axes_valid(target_light_axes)`. ufbx_coordinate_axes target_light_axes; // Name for dummy geometry transform helper nodes. // See `UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES`. ufbx_string geometry_transform_helper_name; // Name for dummy scale helper nodes. // See `UFBX_INHERIT_MODE_HANDLING_HELPER_NODES`. ufbx_string scale_helper_name; // Normalize vertex normals. bool normalize_normals; // Normalize tangents and bitangents. bool normalize_tangents; // Override for the root transform bool use_root_transform; ufbx_transform root_transform; // Animation keyframe clamp threhsold, only applies to specific interpolation modes. double key_clamp_threshold; // Specify how to handle Unicode errors in strings. ufbx_unicode_error_handling unicode_error_handling; // Retain the 'W' component of mesh normal/tangent/bitangent. // See `ufbx_vertex_attrib.values_w`. bool retain_vertex_attrib_w; // Retain the raw document structure using `ufbx_dom_node`. bool retain_dom; // Force a specific file format instead of detecting it. ufbx_file_format file_format; // How far to read into the file to determine the file format. // Default: 16kB size_t file_format_lookahead; // Do not attempt to detect file format from file content. bool no_format_from_content; // Do not attempt to detect file format from filename extension. // ufbx primarily detects file format from the file header, // this is just used as a fallback. bool no_format_from_extension; // (.obj) Try to find .mtl file with matching filename as the .obj file. // Used if the file specified `mtllib` line is not found, eg. for a file called // `model.obj` that contains the line `usemtl materials.mtl`, ufbx would first // try to open `materials.mtl` and if that fails it tries to open `model.mtl`. bool obj_search_mtl_by_filename; // (.obj) Don't split geometry into meshes by object. bool obj_merge_objects; // (.obj) Don't split geometry into meshes by groups. bool obj_merge_groups; // (.obj) Force splitting groups even on object boundaries. bool obj_split_groups; // (.obj) Path to the .mtl file. // Use `length = SIZE_MAX` for NULL-terminated strings. // NOTE: This is used _instead_ of the one in the file even if not found // and sidesteps `load_external_files` as it's _explicitly_ requested. ufbx_string obj_mtl_path; // (.obj) Data for the .mtl file. ufbx_blob obj_mtl_data; // The world unit in meters that .obj files are assumed to be in. // .obj files do not define the working units. By default the unit scale // is read as zero, and no unit conversion is performed. ufbx_real obj_unit_meters; // Coordinate space .obj files are assumed to be in. // .obj files do not define the coordinate space they use. By default no // coordinate space is assumed and no conversion is performed. ufbx_coordinate_axes obj_axes; uint32_t _end_zero; } ufbx_load_opts; // Options for `ufbx_evaluate_scene()` // NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++) typedef struct ufbx_evaluate_opts { uint32_t _begin_zero; ufbx_allocator_opts temp_allocator; // < Allocator used during evaluation ufbx_allocator_opts result_allocator; // < Allocator used for the final scene bool evaluate_skinning; // < Evaluate skinning (see ufbx_mesh.skinned_vertices) bool evaluate_caches; // < Evaluate vertex caches (see ufbx_mesh.skinned_vertices) // WARNING: Potentially unsafe! Try to open external files such as geometry caches bool load_external_files; // External file callbacks (defaults to stdio.h) ufbx_open_file_cb open_file_cb; uint32_t _end_zero; } ufbx_evaluate_opts; UFBX_LIST_TYPE(ufbx_const_uint32_list, const uint32_t); UFBX_LIST_TYPE(ufbx_const_real_list, const ufbx_real); typedef struct ufbx_prop_override_desc { // Element (`ufbx_element.element_id`) to override the property from uint32_t element_id; // Property name to override. ufbx_string prop_name; // Override value, use `value.x` for scalars. `value_int` is initialized // from `value.x` if zero so keep `value` zeroed even if you don't need it! ufbx_vec4 value; ufbx_string value_str; int64_t value_int; } ufbx_prop_override_desc; UFBX_LIST_TYPE(ufbx_const_prop_override_desc_list, const ufbx_prop_override_desc); UFBX_LIST_TYPE(ufbx_const_transform_override_list, const ufbx_transform_override); typedef struct ufbx_anim_opts { uint32_t _begin_zero; // Animation layers indices. // Corresponding to `ufbx_scene.anim_layers[]`, aka `ufbx_anim_layer.typed_id`. ufbx_const_uint32_list layer_ids; // Override layer weights, parallel to `ufbx_anim_opts.layer_ids[]`. ufbx_const_real_list override_layer_weights; // Property overrides. // These allow you to override FBX properties, such as 'UFBX_Lcl_Rotation`. ufbx_const_prop_override_desc_list prop_overrides; // Transform overrides. // These allow you to override individual nodes' `ufbx_node.local_transform`. ufbx_const_transform_override_list transform_overrides; // Ignore connected properties bool ignore_connections; ufbx_allocator_opts result_allocator; // < Allocator used to create the `ufbx_anim` uint32_t _end_zero; } ufbx_anim_opts; // Specifies how to handle stepped tangents. typedef enum ufbx_bake_step_handling UFBX_ENUM_REPR { // One millisecond default step duration, with potential extra slack for converting to `float`. UFBX_BAKE_STEP_HANDLING_DEFAULT, // Use a custom interpolation duration for the constant step. // See `ufbx_bake_opts.step_custom_duration` and optionally `ufbx_bake_opts.step_custom_epsilon`. UFBX_BAKE_STEP_HANDLING_CUSTOM_DURATION, // Stepped keyframes are represented as keyframes at the exact same time. // Use flags `UFBX_BAKED_KEY_STEP_LEFT` and `UFBX_BAKED_KEY_STEP_RIGHT` to differentiate // between the primary key and edge limits. UFBX_BAKE_STEP_HANDLING_IDENTICAL_TIME, // Represent stepped keyframe times as the previous/next representable `double` value. // Using this and robust linear interpolation will handle stepped tangents correctly // without having to look at the key flags. // NOTE: Casting these values to `float` or otherwise modifying them can collapse // the keyframes to have the identical time. UFBX_BAKE_STEP_HANDLING_ADJACENT_DOUBLE, // Treat all stepped tangents as linearly interpolated. UFBX_BAKE_STEP_HANDLING_IGNORE, UFBX_ENUM_FORCE_WIDTH(ufbx_bake_step_handling) } ufbx_bake_step_handling; UFBX_ENUM_TYPE(ufbx_bake_step_handling, UFBX_BAKE_STEP_HANDLING, UFBX_BAKE_STEP_HANDLING_IGNORE); typedef struct ufbx_bake_opts { uint32_t _begin_zero; ufbx_allocator_opts temp_allocator; // < Allocator used during loading ufbx_allocator_opts result_allocator; // < Allocator used for the final baked animation // Move the keyframe times to start from zero regardless of the animation start time. // For example, for an animation spanning between frames [30, 60] will be moved to // [0, 30] in the baked animation. // NOTE: This is in general not equivalent to subtracting `ufbx_anim.time_begin` // from each keyframe, as this trimming is done exactly using internal FBX ticks. bool trim_start_time; // Samples per second to use for resampling non-linear animation. // Default: 30 double resample_rate; // Minimum sample rate to not resample. // Many exporters resample animation by default. To avoid double-resampling // keyframe rates higher or equal to this will not be resampled. // Default: 19.5 double minimum_sample_rate; // Maximum sample rate to use, this will remove keys if they are too close together. // Default: unlimited double maximum_sample_rate; // Bake the raw versions of properties related to transforms. bool bake_transform_props; // Do not bake node transforms. bool skip_node_transforms; // Do not resample linear rotation keyframes. // FBX interpolates rotation in Euler angles, so this might cause incorrect interpolation. bool no_resample_rotation; // Ignore layer weight animation. bool ignore_layer_weight_animation; // Maximum number of segments to generate from one keyframe. // Default: 32 size_t max_keyframe_segments; // How to handle stepped tangents. ufbx_bake_step_handling step_handling; // Interpolation duration used by `UFBX_BAKE_STEP_HANDLING_CUSTOM_DURATION`. double step_custom_duration; // Interpolation epsilon used by `UFBX_BAKE_STEP_HANDLING_CUSTOM_DURATION`. // Defined as the minimum fractional decrease/increase in key time, ie. // `time / (1.0 + step_custom_epsilon)` and `time * (1.0 + step_custom_epsilon)`. double step_custom_epsilon; // Enable key reduction. bool key_reduction_enabled; // Enable key reduction for non-constant rotations. // Assumes rotations will be interpolated using a spherical linear interpolation at runtime. bool key_reduction_rotation; // Threshold for reducing keys for linear segments. // Default `0.000001`, use negative to disable. double key_reduction_threshold; // Maximum passes over the keys to reduce. // Every pass can potentially halve the the amount of keys. // Default: `4` size_t key_reduction_passes; uint32_t _end_zero; } ufbx_bake_opts; // Options for `ufbx_tessellate_nurbs_curve()` // NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++) typedef struct ufbx_tessellate_curve_opts { uint32_t _begin_zero; ufbx_allocator_opts temp_allocator; // < Allocator used during tessellation ufbx_allocator_opts result_allocator; // < Allocator used for the final line curve // How many segments tessellate each span in `ufbx_nurbs_basis.spans`. size_t span_subdivision; uint32_t _end_zero; } ufbx_tessellate_curve_opts; // Options for `ufbx_tessellate_nurbs_surface()` // NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++) typedef struct ufbx_tessellate_surface_opts { uint32_t _begin_zero; ufbx_allocator_opts temp_allocator; // < Allocator used during tessellation ufbx_allocator_opts result_allocator; // < Allocator used for the final mesh // How many segments tessellate each span in `ufbx_nurbs_basis.spans`. // NOTE: Default is `4`, _not_ `ufbx_nurbs_surface.span_subdivision_u/v` as that // would make it easy to create an FBX file with an absurdly high subdivision // rate (similar to mesh subdivision). Please enforce copy the value yourself // enforcing whatever limits you deem reasonable. size_t span_subdivision_u; size_t span_subdivision_v; // Skip computing `ufbx_mesh.material_parts[]` bool skip_mesh_parts; uint32_t _end_zero; } ufbx_tessellate_surface_opts; // Options for `ufbx_subdivide_mesh()` // NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++) typedef struct ufbx_subdivide_opts { uint32_t _begin_zero; ufbx_allocator_opts temp_allocator; // < Allocator used during subdivision ufbx_allocator_opts result_allocator; // < Allocator used for the final mesh ufbx_subdivision_boundary boundary; ufbx_subdivision_boundary uv_boundary; // Do not generate normals bool ignore_normals; // Interpolate existing normals using the subdivision rules // instead of generating new normals bool interpolate_normals; // Subdivide also tangent attributes bool interpolate_tangents; // Map subdivided vertices into weighted original vertices. // NOTE: May be O(n^2) if `max_source_vertices` is not specified! bool evaluate_source_vertices; // Limit source vertices per subdivided vertex. size_t max_source_vertices; // Calculate bone influences over subdivided vertices (if applicable). // NOTE: May be O(n^2) if `max_skin_weights` is not specified! bool evaluate_skin_weights; // Limit bone influences per subdivided vertex. size_t max_skin_weights; // Index of the skin deformer to use for `evaluate_skin_weights`. size_t skin_deformer_index; uint32_t _end_zero; } ufbx_subdivide_opts; // Options for `ufbx_load_geometry_cache()` // NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++) typedef struct ufbx_geometry_cache_opts { uint32_t _begin_zero; ufbx_allocator_opts temp_allocator; // < Allocator used during loading ufbx_allocator_opts result_allocator; // < Allocator used for the final scene // External file callbacks (defaults to stdio.h) ufbx_open_file_cb open_file_cb; // FPS value for converting frame times to seconds double frames_per_second; // Axis to mirror the geometry by. ufbx_mirror_axis mirror_axis; // Enable scaling `scale_factor` all geometry by. bool use_scale_factor; // Factor to scale the geometry by. ufbx_real scale_factor; uint32_t _end_zero; } ufbx_geometry_cache_opts; // Options for `ufbx_read_geometry_cache_TYPE()` // NOTE: Initialize to zero with `{ 0 }` (C) or `{ }` (C++) typedef struct ufbx_geometry_cache_data_opts { uint32_t _begin_zero; // External file callbacks (defaults to stdio.h) ufbx_open_file_cb open_file_cb; bool additive; bool use_weight; ufbx_real weight; // Ignore scene transform. bool ignore_transform; uint32_t _end_zero; } ufbx_geometry_cache_data_opts; typedef struct ufbx_panic { bool did_panic; size_t message_length; char message[UFBX_PANIC_MESSAGE_LENGTH]; } ufbx_panic; // -- API #ifdef __cplusplus extern "C" { #endif // Various zero/empty/identity values ufbx_abi_data const ufbx_string ufbx_empty_string; ufbx_abi_data const ufbx_blob ufbx_empty_blob; ufbx_abi_data const ufbx_matrix ufbx_identity_matrix; ufbx_abi_data const ufbx_transform ufbx_identity_transform; ufbx_abi_data const ufbx_vec2 ufbx_zero_vec2; ufbx_abi_data const ufbx_vec3 ufbx_zero_vec3; ufbx_abi_data const ufbx_vec4 ufbx_zero_vec4; ufbx_abi_data const ufbx_quat ufbx_identity_quat; // Commonly used coordinate axes. ufbx_abi_data const ufbx_coordinate_axes ufbx_axes_right_handed_y_up; ufbx_abi_data const ufbx_coordinate_axes ufbx_axes_right_handed_z_up; ufbx_abi_data const ufbx_coordinate_axes ufbx_axes_left_handed_y_up; ufbx_abi_data const ufbx_coordinate_axes ufbx_axes_left_handed_z_up; // Sizes of element types. eg `sizeof(ufbx_node)` ufbx_abi_data const size_t ufbx_element_type_size[UFBX_ELEMENT_TYPE_COUNT]; // Version of the source file, comparable to `UFBX_HEADER_VERSION` ufbx_abi_data const uint32_t ufbx_source_version; // Practically always `true` (see below), if not you need to be careful with threads. // // Guaranteed to be `true` in _any_ of the following conditions: // - ufbx.c has been compiled using: GCC / Clang / MSVC / ICC / EMCC / TCC // - ufbx.c has been compiled as C++11 or later // - ufbx.c has been compiled as C11 or later with `` support // // If `false` you can't call the following functions concurrently: // ufbx_evaluate_scene() // ufbx_free_scene() // ufbx_subdivide_mesh() // ufbx_tessellate_nurbs_surface() // ufbx_free_mesh() ufbx_abi bool ufbx_is_thread_safe(void); // Load a scene from a `size` byte memory buffer at `data` ufbx_abi ufbx_scene *ufbx_load_memory( const void *data, size_t data_size, const ufbx_load_opts *opts, ufbx_error *error); // Load a scene by opening a file named `filename` ufbx_abi ufbx_scene *ufbx_load_file( const char *filename, const ufbx_load_opts *opts, ufbx_error *error); ufbx_abi ufbx_scene *ufbx_load_file_len( const char *filename, size_t filename_len, const ufbx_load_opts *opts, ufbx_error *error); // Load a scene by reading from an `FILE *file` stream // NOTE: `file` is passed as a `void` pointer to avoid including ufbx_abi ufbx_scene *ufbx_load_stdio( void *file, const ufbx_load_opts *opts, ufbx_error *error); // Load a scene by reading from an `FILE *file` stream with a prefix // NOTE: `file` is passed as a `void` pointer to avoid including ufbx_abi ufbx_scene *ufbx_load_stdio_prefix( void *file, const void *prefix, size_t prefix_size, const ufbx_load_opts *opts, ufbx_error *error); // Load a scene from a user-specified stream ufbx_abi ufbx_scene *ufbx_load_stream( const ufbx_stream *stream, const ufbx_load_opts *opts, ufbx_error *error); // Load a scene from a user-specified stream with a prefix ufbx_abi ufbx_scene *ufbx_load_stream_prefix( const ufbx_stream *stream, const void *prefix, size_t prefix_size, const ufbx_load_opts *opts, ufbx_error *error); // Free a previously loaded or evaluated scene ufbx_abi void ufbx_free_scene(ufbx_scene *scene); // Increment `scene` refcount ufbx_abi void ufbx_retain_scene(ufbx_scene *scene); // Format a textual description of `error`. // Always produces a NULL-terminated string to `char dst[dst_size]`, truncating if // necessary. Returns the number of characters written not including the NULL terminator. ufbx_abi size_t ufbx_format_error(char *dst, size_t dst_size, const ufbx_error *error); // Query // Find a property `name` from `props`, returns `NULL` if not found. // Searches through `ufbx_props.defaults` as well. ufbx_abi ufbx_prop *ufbx_find_prop_len(const ufbx_props *props, const char *name, size_t name_len); ufbx_inline ufbx_prop *ufbx_find_prop(const ufbx_props *props, const char *name) { return ufbx_find_prop_len(props, name, strlen(name));} // Utility functions for finding the value of a property, returns `def` if not found. // NOTE: For `ufbx_string` you need to ensure the lifetime of the default is // sufficient as no copy is made. ufbx_abi ufbx_real ufbx_find_real_len(const ufbx_props *props, const char *name, size_t name_len, ufbx_real def); ufbx_inline ufbx_real ufbx_find_real(const ufbx_props *props, const char *name, ufbx_real def) { return ufbx_find_real_len(props, name, strlen(name), def); } ufbx_abi ufbx_vec3 ufbx_find_vec3_len(const ufbx_props *props, const char *name, size_t name_len, ufbx_vec3 def); ufbx_inline ufbx_vec3 ufbx_find_vec3(const ufbx_props *props, const char *name, ufbx_vec3 def) { return ufbx_find_vec3_len(props, name, strlen(name), def); } ufbx_abi int64_t ufbx_find_int_len(const ufbx_props *props, const char *name, size_t name_len, int64_t def); ufbx_inline int64_t ufbx_find_int(const ufbx_props *props, const char *name, int64_t def) { return ufbx_find_int_len(props, name, strlen(name), def); } ufbx_abi bool ufbx_find_bool_len(const ufbx_props *props, const char *name, size_t name_len, bool def); ufbx_inline bool ufbx_find_bool(const ufbx_props *props, const char *name, bool def) { return ufbx_find_bool_len(props, name, strlen(name), def); } ufbx_abi ufbx_string ufbx_find_string_len(const ufbx_props *props, const char *name, size_t name_len, ufbx_string def); ufbx_inline ufbx_string ufbx_find_string(const ufbx_props *props, const char *name, ufbx_string def) { return ufbx_find_string_len(props, name, strlen(name), def); } ufbx_abi ufbx_blob ufbx_find_blob_len(const ufbx_props *props, const char *name, size_t name_len, ufbx_blob def); ufbx_inline ufbx_blob ufbx_find_blob(const ufbx_props *props, const char *name, ufbx_blob def) { return ufbx_find_blob_len(props, name, strlen(name), def); } // Find property in `props` with concatendated `parts[num_parts]`. ufbx_abi ufbx_prop *ufbx_find_prop_concat(const ufbx_props *props, const ufbx_string *parts, size_t num_parts); // Get an element connected to a property. ufbx_abi ufbx_element *ufbx_get_prop_element(const ufbx_element *element, const ufbx_prop *prop, ufbx_element_type type); // Find an element connected to a property by name. ufbx_abi ufbx_element *ufbx_find_prop_element_len(const ufbx_element *element, const char *name, size_t name_len, ufbx_element_type type); ufbx_inline ufbx_element *ufbx_find_prop_element(const ufbx_element *element, const char *name, ufbx_element_type type) { return ufbx_find_prop_element_len(element, name, strlen(name), type); } // Find any element of type `type` in `scene` by `name`. // For example if you want to find `ufbx_material` named `Mat`: // (ufbx_material*)ufbx_find_element(scene, UFBX_ELEMENT_MATERIAL, "Mat"); ufbx_abi ufbx_element *ufbx_find_element_len(const ufbx_scene *scene, ufbx_element_type type, const char *name, size_t name_len); ufbx_inline ufbx_element *ufbx_find_element(const ufbx_scene *scene, ufbx_element_type type, const char *name) { return ufbx_find_element_len(scene, type, name, strlen(name)); } // Find node in `scene` by `name` (shorthand for `ufbx_find_element(UFBX_ELEMENT_NODE)`). ufbx_abi ufbx_node *ufbx_find_node_len(const ufbx_scene *scene, const char *name, size_t name_len); ufbx_inline ufbx_node *ufbx_find_node(const ufbx_scene *scene, const char *name) { return ufbx_find_node_len(scene, name, strlen(name)); } // Find an animation stack in `scene` by `name` (shorthand for `ufbx_find_element(UFBX_ELEMENT_ANIM_STACK)`) ufbx_abi ufbx_anim_stack *ufbx_find_anim_stack_len(const ufbx_scene *scene, const char *name, size_t name_len); ufbx_inline ufbx_anim_stack *ufbx_find_anim_stack(const ufbx_scene *scene, const char *name) { return ufbx_find_anim_stack_len(scene, name, strlen(name)); } // Find a material in `scene` by `name` (shorthand for `ufbx_find_element(UFBX_ELEMENT_MATERIAL)`). ufbx_abi ufbx_material *ufbx_find_material_len(const ufbx_scene *scene, const char *name, size_t name_len); ufbx_inline ufbx_material *ufbx_find_material(const ufbx_scene *scene, const char *name) { return ufbx_find_material_len(scene, name, strlen(name)); } // Find a single animated property `prop` of `element` in `layer`. // Returns `NULL` if not found. ufbx_abi ufbx_anim_prop *ufbx_find_anim_prop_len(const ufbx_anim_layer *layer, const ufbx_element *element, const char *prop, size_t prop_len); ufbx_inline ufbx_anim_prop *ufbx_find_anim_prop(const ufbx_anim_layer *layer, const ufbx_element *element, const char *prop) { return ufbx_find_anim_prop_len(layer, element, prop, strlen(prop)); } // Find all animated properties of `element` in `layer`. ufbx_abi ufbx_anim_prop_list ufbx_find_anim_props(const ufbx_anim_layer *layer, const ufbx_element *element); // Get a matrix that transforms normals in the same way as Autodesk software. // NOTE: The resulting normals are slightly incorrect as this function deliberately // inverts geometric transformation wrong. For better results use // `ufbx_matrix_for_normals(&node->geometry_to_world)`. ufbx_abi ufbx_matrix ufbx_get_compatible_matrix_for_normals(const ufbx_node *node); // Utility // Decompress a DEFLATE compressed buffer. // Returns the decompressed size or a negative error code (see source for details). // NOTE: You must supply a valid `retain` with `ufbx_inflate_retain.initialized == false` // but the rest can be uninitialized. ufbx_abi ptrdiff_t ufbx_inflate(void *dst, size_t dst_size, const ufbx_inflate_input *input, ufbx_inflate_retain *retain); // Open a `ufbx_stream` from a file. // Use `path_len == SIZE_MAX` for NULL terminated string. ufbx_abi bool ufbx_open_file(ufbx_stream *stream, const char *path, size_t path_len); // Same as `ufbx_open_file()` but compatible with the callback in `ufbx_open_file_fn`. // The `user` parameter is actually not used here. ufbx_abi bool ufbx_default_open_file(void *user, ufbx_stream *stream, const char *path, size_t path_len, const ufbx_open_file_info *info); // NOTE: Uses the default ufbx allocator! ufbx_abi bool ufbx_open_memory(ufbx_stream *stream, const void *data, size_t data_size, const ufbx_open_memory_opts *opts, ufbx_error *error); // Animation evaluation // Evaluate a single animation `curve` at a `time`. // Returns `default_value` only if `curve == NULL` or it has no keyframes. ufbx_abi ufbx_real ufbx_evaluate_curve(const ufbx_anim_curve *curve, double time, ufbx_real default_value); // Evaluate a value from bundled animation curves. ufbx_abi ufbx_real ufbx_evaluate_anim_value_real(const ufbx_anim_value *anim_value, double time); ufbx_abi ufbx_vec3 ufbx_evaluate_anim_value_vec3(const ufbx_anim_value *anim_value, double time); // Evaluate an animated property `name` from `element` at `time`. // NOTE: If the property is not found it will have the flag `UFBX_PROP_FLAG_NOT_FOUND`. ufbx_abi ufbx_prop ufbx_evaluate_prop_len(const ufbx_anim *anim, const ufbx_element *element, const char *name, size_t name_len, double time); ufbx_inline ufbx_prop ufbx_evaluate_prop(const ufbx_anim *anim, const ufbx_element *element, const char *name, double time) { return ufbx_evaluate_prop_len(anim, element, name, strlen(name), time); } // Evaluate all _animated_ properties of `element`. // HINT: This function returns an `ufbx_props` structure with the original properties as // `ufbx_props.defaults`. This lets you use `ufbx_find_prop/value()` for the results. ufbx_abi ufbx_props ufbx_evaluate_props(const ufbx_anim *anim, const ufbx_element *element, double time, ufbx_prop *buffer, size_t buffer_size); // Flags to control `ufbx_evaluate_transform_flags()`. typedef enum ufbx_transform_flags UFBX_FLAG_REPR { // Ignore parent scale helper. UFBX_TRANSFORM_FLAG_IGNORE_SCALE_HELPER = 0x1, // Ignore componentwise scale. // Note that if you don't specify this, ufbx will have to potentially // evaluate the entire parent chain in the worst case. UFBX_TRANSFORM_FLAG_IGNORE_COMPONENTWISE_SCALE = 0x2, // Require explicit components UFBX_TRANSFORM_FLAG_EXPLICIT_INCLUDES = 0x4, // If `UFBX_TRANSFORM_FLAG_EXPLICIT_INCLUDES`: Evaluate `ufbx_transform.translation`. UFBX_TRANSFORM_FLAG_INCLUDE_TRANSLATION = 0x10, // If `UFBX_TRANSFORM_FLAG_EXPLICIT_INCLUDES`: Evaluate `ufbx_transform.rotation`. UFBX_TRANSFORM_FLAG_INCLUDE_ROTATION = 0x20, // If `UFBX_TRANSFORM_FLAG_EXPLICIT_INCLUDES`: Evaluate `ufbx_transform.scale`. UFBX_TRANSFORM_FLAG_INCLUDE_SCALE = 0x40, UFBX_FLAG_FORCE_WIDTH(UFBX_TRANSFORM_FLAGS) } ufbx_transform_flags; // Evaluate the animated transform of a node given a time. // The returned transform is the local transform of the node (ie. relative to the parent), // comparable to `ufbx_node.local_transform`. ufbx_abi ufbx_transform ufbx_evaluate_transform(const ufbx_anim *anim, const ufbx_node *node, double time); ufbx_abi ufbx_transform ufbx_evaluate_transform_flags(const ufbx_anim *anim, const ufbx_node *node, double time, uint32_t flags); // Evaluate the blend shape weight of a blend channel. // NOTE: Return value uses `1.0` for full weight, instead of `100.0` that the internal property `UFBX_Weight` uses. ufbx_abi ufbx_real ufbx_evaluate_blend_weight(const ufbx_anim *anim, const ufbx_blend_channel *channel, double time); // Evaluate the whole `scene` at a specific `time` in the animation `anim`. // The returned scene behaves as if it had been exported at a specific time // in the specified animation, except that animated elements' properties contain // only the animated values, the original ones are in `props->defaults`. // // NOTE: The returned scene refers to the original `scene` so the original // scene cannot be freed until all evaluated scenes are freed. ufbx_abi ufbx_scene *ufbx_evaluate_scene(const ufbx_scene *scene, const ufbx_anim *anim, double time, const ufbx_evaluate_opts *opts, ufbx_error *error); // Create a custom animation descriptor. // `ufbx_anim_opts` is used to specify animation layers and weights. // HINT: You can also leave `ufbx_anim_opts.layer_ids[]` empty and only specify // overrides to evaluate the scene with different properties or local transforms. ufbx_abi ufbx_anim *ufbx_create_anim(const ufbx_scene *scene, const ufbx_anim_opts *opts, ufbx_error *error); // Free an animation returned by `ufbx_create_anim()`. ufbx_abi void ufbx_free_anim(ufbx_anim *anim); // Increase the animation reference count. ufbx_abi void ufbx_retain_anim(ufbx_anim *anim); // Animation baking // "Bake" an animation to linearly interpolated keyframes. // Composites the FBX transformation chain into quaternion rotations. ufbx_abi ufbx_baked_anim *ufbx_bake_anim(const ufbx_scene *scene, const ufbx_anim *anim, const ufbx_bake_opts *opts, ufbx_error *error); ufbx_abi void ufbx_retain_baked_anim(ufbx_baked_anim *bake); ufbx_abi void ufbx_free_baked_anim(ufbx_baked_anim *bake); ufbx_abi ufbx_baked_node *ufbx_find_baked_node_by_typed_id(ufbx_baked_anim *bake, uint32_t typed_id); ufbx_abi ufbx_baked_node *ufbx_find_baked_node(ufbx_baked_anim *bake, ufbx_node *node); ufbx_abi ufbx_baked_element *ufbx_find_baked_element_by_element_id(ufbx_baked_anim *bake, uint32_t element_id); ufbx_abi ufbx_baked_element *ufbx_find_baked_element(ufbx_baked_anim *bake, ufbx_element *element); // Evaluate baked animation `keyframes` at `time`. // Internally linearly interpolates between two adjacent keyframes. // Handles stepped tangents cleanly, which is not strictly necessary for custom interpolation. ufbx_abi ufbx_vec3 ufbx_evaluate_baked_vec3(ufbx_baked_vec3_list keyframes, double time); // Evaluate baked animation `keyframes` at `time`. // Internally spherically interpolates (`ufbx_quat_slerp()`) between two adjacent keyframes. // Handles stepped tangents cleanly, which is not strictly necessary for custom interpolation. ufbx_abi ufbx_quat ufbx_evaluate_baked_quat(ufbx_baked_quat_list keyframes, double time); // Poses // Retrieve the bone pose for `node`. // Returns `NULL` if the pose does not contain `node`. ufbx_abi ufbx_bone_pose *ufbx_get_bone_pose(const ufbx_pose *pose, const ufbx_node *node); // Materials // Find a texture for a given material FBX property. ufbx_abi ufbx_texture *ufbx_find_prop_texture_len(const ufbx_material *material, const char *name, size_t name_len); ufbx_inline ufbx_texture *ufbx_find_prop_texture(const ufbx_material *material, const char *name) { return ufbx_find_prop_texture_len(material, name, strlen(name)); } // Find a texture for a given shader property. ufbx_abi ufbx_string ufbx_find_shader_prop_len(const ufbx_shader *shader, const char *name, size_t name_len); ufbx_inline ufbx_string ufbx_find_shader_prop(const ufbx_shader *shader, const char *name) { return ufbx_find_shader_prop_len(shader, name, strlen(name)); } // Map from a shader property to material property. ufbx_abi ufbx_shader_prop_binding_list ufbx_find_shader_prop_bindings_len(const ufbx_shader *shader, const char *name, size_t name_len); ufbx_inline ufbx_shader_prop_binding_list ufbx_find_shader_prop_bindings(const ufbx_shader *shader, const char *name) { return ufbx_find_shader_prop_bindings_len(shader, name, strlen(name)); } // Find an input in a shader texture. ufbx_abi ufbx_shader_texture_input *ufbx_find_shader_texture_input_len(const ufbx_shader_texture *shader, const char *name, size_t name_len); ufbx_inline ufbx_shader_texture_input *ufbx_find_shader_texture_input(const ufbx_shader_texture *shader, const char *name) { return ufbx_find_shader_texture_input_len(shader, name, strlen(name)); } // Math // Returns `true` if `axes` forms a valid coordinate space. ufbx_abi bool ufbx_coordinate_axes_valid(ufbx_coordinate_axes axes); // Vector math utility functions. ufbx_abi ufbx_vec3 ufbx_vec3_normalize(ufbx_vec3 v); // Quaternion math utility functions. ufbx_abi ufbx_real ufbx_quat_dot(ufbx_quat a, ufbx_quat b); ufbx_abi ufbx_quat ufbx_quat_mul(ufbx_quat a, ufbx_quat b); ufbx_abi ufbx_quat ufbx_quat_normalize(ufbx_quat q); ufbx_abi ufbx_quat ufbx_quat_fix_antipodal(ufbx_quat q, ufbx_quat reference); ufbx_abi ufbx_quat ufbx_quat_slerp(ufbx_quat a, ufbx_quat b, ufbx_real t); ufbx_abi ufbx_vec3 ufbx_quat_rotate_vec3(ufbx_quat q, ufbx_vec3 v); ufbx_abi ufbx_vec3 ufbx_quat_to_euler(ufbx_quat q, ufbx_rotation_order order); ufbx_abi ufbx_quat ufbx_euler_to_quat(ufbx_vec3 v, ufbx_rotation_order order); // Matrix math utility functions. ufbx_abi ufbx_matrix ufbx_matrix_mul(const ufbx_matrix *a, const ufbx_matrix *b); ufbx_abi ufbx_real ufbx_matrix_determinant(const ufbx_matrix *m); ufbx_abi ufbx_matrix ufbx_matrix_invert(const ufbx_matrix *m); // Get a matrix that can be used to transform geometry normals. // NOTE: You must normalize the normals after transforming them with this matrix, // eg. using `ufbx_vec3_normalize()`. // NOTE: This function flips the normals if the determinant is negative. ufbx_abi ufbx_matrix ufbx_matrix_for_normals(const ufbx_matrix *m); // Matrix transformation utilities. ufbx_abi ufbx_vec3 ufbx_transform_position(const ufbx_matrix *m, ufbx_vec3 v); ufbx_abi ufbx_vec3 ufbx_transform_direction(const ufbx_matrix *m, ufbx_vec3 v); // Conversions between `ufbx_matrix` and `ufbx_transform`. ufbx_abi ufbx_matrix ufbx_transform_to_matrix(const ufbx_transform *t); ufbx_abi ufbx_transform ufbx_matrix_to_transform(const ufbx_matrix *m); // Skinning // Get a matrix representing the deformation for a single vertex. // Returns `fallback` if the vertex is not skinned. ufbx_abi ufbx_matrix ufbx_catch_get_skin_vertex_matrix(ufbx_panic *panic, const ufbx_skin_deformer *skin, size_t vertex, const ufbx_matrix *fallback); ufbx_inline ufbx_matrix ufbx_get_skin_vertex_matrix(const ufbx_skin_deformer *skin, size_t vertex, const ufbx_matrix *fallback) { return ufbx_catch_get_skin_vertex_matrix(NULL, skin, vertex, fallback); } // Resolve the index into `ufbx_blend_shape.position_offsets[]` given a vertex. // Returns `UFBX_NO_INDEX` if the vertex is not included in the blend shape. ufbx_abi uint32_t ufbx_get_blend_shape_offset_index(const ufbx_blend_shape *shape, size_t vertex); // Get the offset for a given vertex in the blend shape. // Returns `ufbx_zero_vec3` if the vertex is not a included in the blend shape. ufbx_abi ufbx_vec3 ufbx_get_blend_shape_vertex_offset(const ufbx_blend_shape *shape, size_t vertex); // Get the _current_ blend offset given a blend deformer. // NOTE: This depends on the current animated blend weight of the deformer. ufbx_abi ufbx_vec3 ufbx_get_blend_vertex_offset(const ufbx_blend_deformer *blend, size_t vertex); // Apply the blend shape with `weight` to given vertices. ufbx_abi void ufbx_add_blend_shape_vertex_offsets(const ufbx_blend_shape *shape, ufbx_vec3 *vertices, size_t num_vertices, ufbx_real weight); // Apply the blend deformer with `weight` to given vertices. // NOTE: This depends on the current animated blend weight of the deformer. ufbx_abi void ufbx_add_blend_vertex_offsets(const ufbx_blend_deformer *blend, ufbx_vec3 *vertices, size_t num_vertices, ufbx_real weight); // Curves/surfaces // Low-level utility to evaluate NURBS the basis functions. ufbx_abi size_t ufbx_evaluate_nurbs_basis(const ufbx_nurbs_basis *basis, ufbx_real u, ufbx_real *weights, size_t num_weights, ufbx_real *derivatives, size_t num_derivatives); // Evaluate a point on a NURBS curve given the parameter `u`. ufbx_abi ufbx_curve_point ufbx_evaluate_nurbs_curve(const ufbx_nurbs_curve *curve, ufbx_real u); // Evaluate a point on a NURBS surface given the parameter `u` and `v`. ufbx_abi ufbx_surface_point ufbx_evaluate_nurbs_surface(const ufbx_nurbs_surface *surface, ufbx_real u, ufbx_real v); // Tessellate a NURBS curve into a polyline. ufbx_abi ufbx_line_curve *ufbx_tessellate_nurbs_curve(const ufbx_nurbs_curve *curve, const ufbx_tessellate_curve_opts *opts, ufbx_error *error); // Tessellate a NURBS surface into a mesh. ufbx_abi ufbx_mesh *ufbx_tessellate_nurbs_surface(const ufbx_nurbs_surface *surface, const ufbx_tessellate_surface_opts *opts, ufbx_error *error); // Free a line returned by `ufbx_tessellate_nurbs_curve()`. ufbx_abi void ufbx_free_line_curve(ufbx_line_curve *curve); // Increase the refcount of the line. ufbx_abi void ufbx_retain_line_curve(ufbx_line_curve *curve); // Mesh Topology // Find the face that contains a given `index`. // Returns `UFBX_NO_INDEX` if out of bounds. ufbx_abi uint32_t ufbx_find_face_index(ufbx_mesh *mesh, size_t index); // Triangulate a mesh face, returning the number of triangles. // NOTE: You need to space for `(face.num_indices - 2) * 3 - 1` indices! // HINT: Using `ufbx_mesh.max_face_triangles * 3` is always safe. ufbx_abi uint32_t ufbx_catch_triangulate_face(ufbx_panic *panic, uint32_t *indices, size_t num_indices, const ufbx_mesh *mesh, ufbx_face face); ufbx_inline uint32_t ufbx_triangulate_face(uint32_t *indices, size_t num_indices, const ufbx_mesh *mesh, ufbx_face face) { return ufbx_catch_triangulate_face(NULL, indices, num_indices, mesh, face); } // Generate the half-edge representation of `mesh` to `topo[mesh->num_indices]` ufbx_abi void ufbx_catch_compute_topology(ufbx_panic *panic, const ufbx_mesh *mesh, ufbx_topo_edge *topo, size_t num_topo); ufbx_inline void ufbx_compute_topology(const ufbx_mesh *mesh, ufbx_topo_edge *topo, size_t num_topo) { ufbx_catch_compute_topology(NULL, mesh, topo, num_topo); } // Get the next/previous edge around a vertex // NOTE: Does not return the half-edge on the opposite side (ie. `topo[index].twin`) // Get the next half-edge in `topo`. ufbx_abi uint32_t ufbx_catch_topo_next_vertex_edge(ufbx_panic *panic, const ufbx_topo_edge *topo, size_t num_topo, uint32_t index); ufbx_inline uint32_t ufbx_topo_next_vertex_edge(const ufbx_topo_edge *topo, size_t num_topo, uint32_t index) { return ufbx_catch_topo_next_vertex_edge(NULL, topo, num_topo, index); } // Get the previous half-edge in `topo`. ufbx_abi uint32_t ufbx_catch_topo_prev_vertex_edge(ufbx_panic *panic, const ufbx_topo_edge *topo, size_t num_topo, uint32_t index); ufbx_inline uint32_t ufbx_topo_prev_vertex_edge(const ufbx_topo_edge *topo, size_t num_topo, uint32_t index) { return ufbx_catch_topo_prev_vertex_edge(NULL, topo, num_topo, index); } // Calculate a normal for a given face. // The returned normal is weighted by face area. ufbx_abi ufbx_vec3 ufbx_catch_get_weighted_face_normal(ufbx_panic *panic, const ufbx_vertex_vec3 *positions, ufbx_face face); ufbx_inline ufbx_vec3 ufbx_get_weighted_face_normal(const ufbx_vertex_vec3 *positions, ufbx_face face) { return ufbx_catch_get_weighted_face_normal(NULL, positions, face); } // Generate indices for normals from the topology. // Respects smoothing groups. ufbx_abi size_t ufbx_catch_generate_normal_mapping(ufbx_panic *panic, const ufbx_mesh *mesh, const ufbx_topo_edge *topo, size_t num_topo, uint32_t *normal_indices, size_t num_normal_indices, bool assume_smooth); ufbx_abi size_t ufbx_generate_normal_mapping(const ufbx_mesh *mesh, const ufbx_topo_edge *topo, size_t num_topo, uint32_t *normal_indices, size_t num_normal_indices, bool assume_smooth); // Compute normals given normal indices. // You can use `ufbx_generate_normal_mapping()` to generate the normal indices. ufbx_abi void ufbx_catch_compute_normals(ufbx_panic *panic, const ufbx_mesh *mesh, const ufbx_vertex_vec3 *positions, const uint32_t *normal_indices, size_t num_normal_indices, ufbx_vec3 *normals, size_t num_normals); ufbx_abi void ufbx_compute_normals(const ufbx_mesh *mesh, const ufbx_vertex_vec3 *positions, const uint32_t *normal_indices, size_t num_normal_indices, ufbx_vec3 *normals, size_t num_normals); // Subdivide a mesh using the Catmull-Clark subdivision `level` times. ufbx_abi ufbx_mesh *ufbx_subdivide_mesh(const ufbx_mesh *mesh, size_t level, const ufbx_subdivide_opts *opts, ufbx_error *error); // Free a mesh returned from `ufbx_subdivide_mesh()` or `ufbx_tessellate_nurbs_surface()`. ufbx_abi void ufbx_free_mesh(ufbx_mesh *mesh); // Increase the mesh reference count. ufbx_abi void ufbx_retain_mesh(ufbx_mesh *mesh); // Geometry caches // Load geometry cache information from a file. // As geometry caches can be massive, this does not actually read the data, but // only seeks through the files to form the metadata. ufbx_abi ufbx_geometry_cache *ufbx_load_geometry_cache( const char *filename, const ufbx_geometry_cache_opts *opts, ufbx_error *error); ufbx_abi ufbx_geometry_cache *ufbx_load_geometry_cache_len( const char *filename, size_t filename_len, const ufbx_geometry_cache_opts *opts, ufbx_error *error); // Free a geometry cache returned from `ufbx_load_geometry_cache()`. ufbx_abi void ufbx_free_geometry_cache(ufbx_geometry_cache *cache); // Increase the geometry cache reference count. ufbx_abi void ufbx_retain_geometry_cache(ufbx_geometry_cache *cache); // Read a frame from a geometry cache. ufbx_abi size_t ufbx_read_geometry_cache_real(const ufbx_cache_frame *frame, ufbx_real *data, size_t num_data, const ufbx_geometry_cache_data_opts *opts); ufbx_abi size_t ufbx_read_geometry_cache_vec3(const ufbx_cache_frame *frame, ufbx_vec3 *data, size_t num_data, const ufbx_geometry_cache_data_opts *opts); // Sample the a geometry cache channel, linearly blending between adjacent frames. ufbx_abi size_t ufbx_sample_geometry_cache_real(const ufbx_cache_channel *channel, double time, ufbx_real *data, size_t num_data, const ufbx_geometry_cache_data_opts *opts); ufbx_abi size_t ufbx_sample_geometry_cache_vec3(const ufbx_cache_channel *channel, double time, ufbx_vec3 *data, size_t num_data, const ufbx_geometry_cache_data_opts *opts); // DOM // Find a DOM node given a name. ufbx_abi ufbx_dom_node *ufbx_dom_find_len(const ufbx_dom_node *parent, const char *name, size_t name_len); ufbx_inline ufbx_dom_node *ufbx_dom_find(const ufbx_dom_node *parent, const char *name) { return ufbx_dom_find_len(parent, name, strlen(name)); } // Utility // Generate an index buffer for a flat vertex buffer. // `streams` specifies one or more vertex data arrays, each stream must contain `num_indices` vertices. // This function compacts the data within `streams` in-place, writing the deduplicated indices to `indices`. ufbx_abi size_t ufbx_generate_indices(const ufbx_vertex_stream *streams, size_t num_streams, uint32_t *indices, size_t num_indices, const ufbx_allocator_opts *allocator, ufbx_error *error); // Thread pool // Run a single thread pool task. // See `ufbx_thread_pool_run_fn` for more information. ufbx_unsafe ufbx_abi void ufbx_thread_pool_run_task(ufbx_thread_pool_context ctx, uint32_t index); // Get or set an arbitrary user pointer for the thread pool context. // `ufbx_thread_pool_get_user_ptr()` returns `NULL` if unset. ufbx_unsafe ufbx_abi void ufbx_thread_pool_set_user_ptr(ufbx_thread_pool_context ctx, void *user_ptr); ufbx_unsafe ufbx_abi void *ufbx_thread_pool_get_user_ptr(ufbx_thread_pool_context ctx); // -- Inline API // Utility functions for reading geometry data for a single index. ufbx_abi ufbx_real ufbx_catch_get_vertex_real(ufbx_panic *panic, const ufbx_vertex_real *v, size_t index); ufbx_abi ufbx_vec2 ufbx_catch_get_vertex_vec2(ufbx_panic *panic, const ufbx_vertex_vec2 *v, size_t index); ufbx_abi ufbx_vec3 ufbx_catch_get_vertex_vec3(ufbx_panic *panic, const ufbx_vertex_vec3 *v, size_t index); ufbx_abi ufbx_vec4 ufbx_catch_get_vertex_vec4(ufbx_panic *panic, const ufbx_vertex_vec4 *v, size_t index); // Utility functions for reading geometry data for a single index. ufbx_inline ufbx_real ufbx_get_vertex_real(const ufbx_vertex_real *v, size_t index) { ufbx_assert(index < v->indices.count); return v->values.data[(int32_t)v->indices.data[index]]; } ufbx_inline ufbx_vec2 ufbx_get_vertex_vec2(const ufbx_vertex_vec2 *v, size_t index) { ufbx_assert(index < v->indices.count); return v->values.data[(int32_t)v->indices.data[index]]; } ufbx_inline ufbx_vec3 ufbx_get_vertex_vec3(const ufbx_vertex_vec3 *v, size_t index) { ufbx_assert(index < v->indices.count); return v->values.data[(int32_t)v->indices.data[index]]; } ufbx_inline ufbx_vec4 ufbx_get_vertex_vec4(const ufbx_vertex_vec4 *v, size_t index) { ufbx_assert(index < v->indices.count); return v->values.data[(int32_t)v->indices.data[index]]; } ufbx_abi ufbx_real ufbx_catch_get_vertex_w_vec3(ufbx_panic *panic, const ufbx_vertex_vec3 *v, size_t index); ufbx_inline ufbx_real ufbx_get_vertex_w_vec3(const ufbx_vertex_vec3 *v, size_t index) { ufbx_assert(index < v->indices.count); return v->values_w.count > 0 ? v->values_w.data[(int32_t)v->indices.data[index]] : 0.0f; } // Functions for converting an untyped `ufbx_element` to a concrete type. // Returns `NULL` if the element is not that type. ufbx_abi ufbx_unknown *ufbx_as_unknown(const ufbx_element *element); ufbx_abi ufbx_node *ufbx_as_node(const ufbx_element *element); ufbx_abi ufbx_mesh *ufbx_as_mesh(const ufbx_element *element); ufbx_abi ufbx_light *ufbx_as_light(const ufbx_element *element); ufbx_abi ufbx_camera *ufbx_as_camera(const ufbx_element *element); ufbx_abi ufbx_bone *ufbx_as_bone(const ufbx_element *element); ufbx_abi ufbx_empty *ufbx_as_empty(const ufbx_element *element); ufbx_abi ufbx_line_curve *ufbx_as_line_curve(const ufbx_element *element); ufbx_abi ufbx_nurbs_curve *ufbx_as_nurbs_curve(const ufbx_element *element); ufbx_abi ufbx_nurbs_surface *ufbx_as_nurbs_surface(const ufbx_element *element); ufbx_abi ufbx_nurbs_trim_surface *ufbx_as_nurbs_trim_surface(const ufbx_element *element); ufbx_abi ufbx_nurbs_trim_boundary *ufbx_as_nurbs_trim_boundary(const ufbx_element *element); ufbx_abi ufbx_procedural_geometry *ufbx_as_procedural_geometry(const ufbx_element *element); ufbx_abi ufbx_stereo_camera *ufbx_as_stereo_camera(const ufbx_element *element); ufbx_abi ufbx_camera_switcher *ufbx_as_camera_switcher(const ufbx_element *element); ufbx_abi ufbx_marker *ufbx_as_marker(const ufbx_element *element); ufbx_abi ufbx_lod_group *ufbx_as_lod_group(const ufbx_element *element); ufbx_abi ufbx_skin_deformer *ufbx_as_skin_deformer(const ufbx_element *element); ufbx_abi ufbx_skin_cluster *ufbx_as_skin_cluster(const ufbx_element *element); ufbx_abi ufbx_blend_deformer *ufbx_as_blend_deformer(const ufbx_element *element); ufbx_abi ufbx_blend_channel *ufbx_as_blend_channel(const ufbx_element *element); ufbx_abi ufbx_blend_shape *ufbx_as_blend_shape(const ufbx_element *element); ufbx_abi ufbx_cache_deformer *ufbx_as_cache_deformer(const ufbx_element *element); ufbx_abi ufbx_cache_file *ufbx_as_cache_file(const ufbx_element *element); ufbx_abi ufbx_material *ufbx_as_material(const ufbx_element *element); ufbx_abi ufbx_texture *ufbx_as_texture(const ufbx_element *element); ufbx_abi ufbx_video *ufbx_as_video(const ufbx_element *element); ufbx_abi ufbx_shader *ufbx_as_shader(const ufbx_element *element); ufbx_abi ufbx_shader_binding *ufbx_as_shader_binding(const ufbx_element *element); ufbx_abi ufbx_anim_stack *ufbx_as_anim_stack(const ufbx_element *element); ufbx_abi ufbx_anim_layer *ufbx_as_anim_layer(const ufbx_element *element); ufbx_abi ufbx_anim_value *ufbx_as_anim_value(const ufbx_element *element); ufbx_abi ufbx_anim_curve *ufbx_as_anim_curve(const ufbx_element *element); ufbx_abi ufbx_display_layer *ufbx_as_display_layer(const ufbx_element *element); ufbx_abi ufbx_selection_set *ufbx_as_selection_set(const ufbx_element *element); ufbx_abi ufbx_selection_node *ufbx_as_selection_node(const ufbx_element *element); ufbx_abi ufbx_character *ufbx_as_character(const ufbx_element *element); ufbx_abi ufbx_constraint *ufbx_as_constraint(const ufbx_element *element); ufbx_abi ufbx_audio_layer *ufbx_as_audio_layer(const ufbx_element *element); ufbx_abi ufbx_audio_clip *ufbx_as_audio_clip(const ufbx_element *element); ufbx_abi ufbx_pose *ufbx_as_pose(const ufbx_element *element); ufbx_abi ufbx_metadata_object *ufbx_as_metadata_object(const ufbx_element *element); #ifdef __cplusplus } #endif // bindgen-disable #if UFBX_CPP11 struct ufbx_string_view { const char *data; size_t length; ufbx_string_view() : data(nullptr), length(0) { } ufbx_string_view(const char *data_, size_t length_) : data(data_), length(length_) { } UFBX_CONVERSION_TO_IMPL(ufbx_string_view) }; ufbx_inline ufbx_scene *ufbx_load_file(ufbx_string_view filename, const ufbx_load_opts *opts, ufbx_error *error) { return ufbx_load_file_len(filename.data, filename.length, opts, error); } ufbx_inline ufbx_prop *ufbx_find_prop(const ufbx_props *props, ufbx_string_view name) { return ufbx_find_prop_len(props, name.data, name.length); } ufbx_inline ufbx_real ufbx_find_real(const ufbx_props *props, ufbx_string_view name, ufbx_real def) { return ufbx_find_real_len(props, name.data, name.length, def); } ufbx_inline ufbx_vec3 ufbx_find_vec3(const ufbx_props *props, ufbx_string_view name, ufbx_vec3 def) { return ufbx_find_vec3_len(props, name.data, name.length, def); } ufbx_inline int64_t ufbx_find_int(const ufbx_props *props, ufbx_string_view name, int64_t def) { return ufbx_find_int_len(props, name.data, name.length, def); } ufbx_inline bool ufbx_find_bool(const ufbx_props *props, ufbx_string_view name, bool def) { return ufbx_find_bool_len(props, name.data, name.length, def); } ufbx_inline ufbx_string ufbx_find_string(const ufbx_props *props, ufbx_string_view name, ufbx_string def) { return ufbx_find_string_len(props, name.data, name.length, def); } ufbx_inline ufbx_blob ufbx_find_blob(const ufbx_props *props, ufbx_string_view name, ufbx_blob def) { return ufbx_find_blob_len(props, name.data, name.length, def); } ufbx_inline ufbx_element *ufbx_find_prop_element(const ufbx_element *element, ufbx_string_view name, ufbx_element_type type) { return ufbx_find_prop_element_len(element, name.data, name.length, type); } ufbx_inline ufbx_element *ufbx_find_element(const ufbx_scene *scene, ufbx_element_type type, ufbx_string_view name) { return ufbx_find_element_len(scene, type, name.data, name.length); } ufbx_inline ufbx_node *ufbx_find_node(const ufbx_scene *scene, ufbx_string_view name) { return ufbx_find_node_len(scene, name.data, name.length); } ufbx_inline ufbx_anim_stack *ufbx_find_anim_stack(const ufbx_scene *scene, ufbx_string_view name) { return ufbx_find_anim_stack_len(scene, name.data, name.length); } ufbx_inline ufbx_material *ufbx_find_material(const ufbx_scene *scene, ufbx_string_view name) { return ufbx_find_material_len(scene, name.data, name.length); } ufbx_inline ufbx_anim_prop *ufbx_find_anim_prop(const ufbx_anim_layer *layer, const ufbx_element *element, ufbx_string_view prop) { return ufbx_find_anim_prop_len(layer, element, prop.data, prop.length); } ufbx_inline ufbx_prop ufbx_evaluate_prop(const ufbx_anim *anim, const ufbx_element *element, ufbx_string_view name, double time) { return ufbx_evaluate_prop_len(anim, element, name.data, name.length, time); } ufbx_inline ufbx_texture *ufbx_find_prop_texture(const ufbx_material *material, ufbx_string_view name) { return ufbx_find_prop_texture_len(material, name.data, name.length); } ufbx_inline ufbx_string ufbx_find_shader_prop(const ufbx_shader *shader, ufbx_string_view name) { return ufbx_find_shader_prop_len(shader, name.data, name.length); } ufbx_inline ufbx_shader_prop_binding_list ufbx_find_shader_prop_bindings(const ufbx_shader *shader, ufbx_string_view name) { return ufbx_find_shader_prop_bindings_len(shader, name.data, name.length); } ufbx_inline ufbx_shader_texture_input *ufbx_find_shader_texture_input(const ufbx_shader_texture *shader, ufbx_string_view name) { return ufbx_find_shader_texture_input_len(shader, name.data, name.length); } ufbx_inline ufbx_geometry_cache *ufbx_load_geometry_cache(ufbx_string_view filename, const ufbx_geometry_cache_opts *opts, ufbx_error *error) { return ufbx_load_geometry_cache_len(filename.data, filename.length, opts, error); } ufbx_inline ufbx_dom_node *ufbx_dom_find(const ufbx_dom_node *parent, ufbx_string_view name) { return ufbx_dom_find_len(parent, name.data, name.length); } #endif #if UFBX_CPP11 template struct ufbx_type_traits { enum { valid = 0 }; }; template<> struct ufbx_type_traits { enum { valid = 1 }; static void retain(ufbx_scene *ptr) { ufbx_retain_scene(ptr); } static void free(ufbx_scene *ptr) { ufbx_free_scene(ptr); } }; template<> struct ufbx_type_traits { enum { valid = 1 }; static void retain(ufbx_mesh *ptr) { ufbx_retain_mesh(ptr); } static void free(ufbx_mesh *ptr) { ufbx_free_mesh(ptr); } }; template<> struct ufbx_type_traits { enum { valid = 1 }; static void retain(ufbx_line_curve *ptr) { ufbx_retain_line_curve(ptr); } static void free(ufbx_line_curve *ptr) { ufbx_free_line_curve(ptr); } }; template<> struct ufbx_type_traits { enum { valid = 1 }; static void retain(ufbx_geometry_cache *ptr) { ufbx_retain_geometry_cache(ptr); } static void free(ufbx_geometry_cache *ptr) { ufbx_free_geometry_cache(ptr); } }; template<> struct ufbx_type_traits { enum { valid = 1 }; static void retain(ufbx_anim *ptr) { ufbx_retain_anim(ptr); } static void free(ufbx_anim *ptr) { ufbx_free_anim(ptr); } }; template<> struct ufbx_type_traits { enum { valid = 1 }; static void retain(ufbx_baked_anim *ptr) { ufbx_retain_baked_anim(ptr); } static void free(ufbx_baked_anim *ptr) { ufbx_free_baked_anim(ptr); } }; class ufbx_deleter { public: template void operator()(T *ptr) const { static_assert(ufbx_type_traits::valid, "ufbx_deleter() unsupported for type"); ufbx_type_traits::free(ptr); } }; // RAII wrapper over refcounted ufbx types. // Behaves like `std::unique_ptr`. template class ufbx_unique_ptr { T *ptr; using traits = ufbx_type_traits; static_assert(ufbx_type_traits::valid, "ufbx_unique_ptr unsupported for type"); public: ufbx_unique_ptr() noexcept : ptr(nullptr) { } explicit ufbx_unique_ptr(T *ptr_) noexcept : ptr(ptr_) { } ufbx_unique_ptr(ufbx_unique_ptr &&ref) noexcept : ptr(ref.ptr) { ref.ptr = nullptr; } ~ufbx_unique_ptr() { traits::free(ptr); } ufbx_unique_ptr &operator=(ufbx_unique_ptr &&ref) noexcept { if (&ref == this) return *this; ptr = ref.ptr; ref.ptr = nullptr; return *this; } void reset(T *new_ptr=nullptr) noexcept { traits::free(ptr); ptr = new_ptr; } void swap(ufbx_unique_ptr &ref) noexcept { T *tmp = ptr; ptr = ref.ptr; ref.ptr = tmp; } T &operator*() const noexcept { return *ptr; } T *operator->() const noexcept { return ptr; } T *get() const noexcept { return ptr; } explicit operator bool() const noexcept { return ptr != nullptr; } }; // Behaves like `std::shared_ptr` except uses ufbx's internal reference counting, // so it is half the size of a standard `shared_ptr` but might be marginally slower. template class ufbx_shared_ptr { T *ptr; using traits = ufbx_type_traits; static_assert(ufbx_type_traits::valid, "ufbx_shared_ptr unsupported for type"); public: ufbx_shared_ptr() noexcept : ptr(nullptr) { } explicit ufbx_shared_ptr(T *ptr_) noexcept : ptr(ptr_) { } ufbx_shared_ptr(const ufbx_shared_ptr &ref) noexcept : ptr(ref.ptr) { traits::retain(ref.ptr); } ufbx_shared_ptr(ufbx_shared_ptr &&ref) noexcept : ptr(ref.ptr) { ref.ptr = nullptr; } ~ufbx_shared_ptr() { traits::free(ptr); } ufbx_shared_ptr &operator=(const ufbx_shared_ptr &ref) noexcept { if (&ref == this) return *this; traits::free(ptr); traits::retain(ref.ptr); ptr = ref.ptr; return *this; } ufbx_shared_ptr &operator=(ufbx_shared_ptr &&ref) noexcept { if (&ref == this) return *this; ptr = ref.ptr; ref.ptr = nullptr; return *this; } void reset(T *new_ptr=nullptr) noexcept { traits::free(ptr); ptr = new_ptr; } void swap(ufbx_shared_ptr &ref) noexcept { T *tmp = ptr; ptr = ref.ptr; ref.ptr = tmp; } T &operator*() const noexcept { return *ptr; } T *operator->() const noexcept { return ptr; } T *get() const noexcept { return ptr; } explicit operator bool() const noexcept { return ptr != nullptr; } }; #endif // bindgen-enable // -- Properties // Names of common properties in `ufbx_props`. // Some of these differ from ufbx interpretations. // Local translation. // Used by: `ufbx_node` #define UFBX_Lcl_Translation "Lcl Translation" // Local rotation expressed in Euler degrees. // Used by: `ufbx_node` // The rotation order is defined by the `UFBX_RotationOrder` property. #define UFBX_Lcl_Rotation "Lcl Rotation" // Local scaling factor, 3D vector. // Used by: `ufbx_node` #define UFBX_Lcl_Scaling "Lcl Scaling" // Euler rotation interpretation, used by `UFBX_Lcl_Rotation`. // Used by: `ufbx_node`, enum value `ufbx_rotation_order`. #define UFBX_RotationOrder "RotationOrder" // Scaling pivot: point around which scaling is performed. // Used by: `ufbx_node`. #define UFBX_ScalingPivot "ScalingPivot" // Scaling pivot: point around which rotation is performed. // Used by: `ufbx_node`. #define UFBX_RotationPivot "RotationPivot" // Scaling offset: translation added after scaling is performed. // Used by: `ufbx_node`. #define UFBX_ScalingOffset "ScalingOffset" // Rotation offset: translation added after rotation is performed. // Used by: `ufbx_node`. #define UFBX_RotationOffset "RotationOffset" // Pre-rotation: Rotation applied _after_ `UFBX_Lcl_Rotation`. // Used by: `ufbx_node`. // Affected by `UFBX_RotationPivot` but not `UFBX_RotationOrder`. #define UFBX_PreRotation "PreRotation" // Post-rotation: Rotation applied _before_ `UFBX_Lcl_Rotation`. // Used by: `ufbx_node`. // Affected by `UFBX_RotationPivot` but not `UFBX_RotationOrder`. #define UFBX_PostRotation "PostRotation" // Controls whether the node should be displayed or not. // Used by: `ufbx_node`. #define UFBX_Visibility "Visibility" // Weight of an animation layer in percentage (100.0 being full). // Used by: `ufbx_anim_layer`. #define UFBX_Weight "Weight" // Blend shape deformation weight (100.0 being full). // Used by: `ufbx_blend_channel`. #define UFBX_DeformPercent "DeformPercent" #if defined(_MSC_VER) #pragma warning(pop) #elif defined(__clang__) #pragma clang diagnostic pop #elif defined(__GNUC__) #pragma GCC diagnostic pop #endif #endif