/*************************************************************************/ /* FBXMeshGeometry.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. 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Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ #ifndef FBXMESHGEOMETRY_H #define FBXMESHGEOMETRY_H #include "core/color.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "core/vector.h" #include "FBXDocument.h" #include "FBXParser.h" #include #define AI_MAX_NUMBER_OF_TEXTURECOORDS 4 #define AI_MAX_NUMBER_OF_COLOR_SETS 8 namespace FBXDocParser { /* * DOM base class for all kinds of FBX geometry */ class Geometry : public Object { public: Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc); virtual ~Geometry(); /** Get the Skin attached to this geometry or NULL */ const Skin *DeformerSkin() const; const std::vector &get_blend_shapes() const; size_t get_blend_shape_count() const { return blendShapes.size(); } private: const Skin *skin = nullptr; std::vector blendShapes; }; typedef std::vector MatIndexArray; /// Map Geometry stores the FBX file information. /// /// # FBX doc. /// ## Reference type declared: /// - Direct (directly related to the mapping information type) /// - IndexToDirect (Map with key value, meaning depends on the MappingInformationType) /// /// ## Map Type: /// * None The mapping is undetermined. /// * ByVertex There will be one mapping coordinate for each surface control point/vertex (ControlPoint is a vertex). /// * If you have direct reference type vertices[x] /// * If you have IndexToDirect reference type the UV /// * ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex) /// * ByPolygon There can be only one mapping coordinate for the whole polygon. /// * One mapping per polygon polygon x has this normal x /// * For each vertex of the polygon then set the normal to x /// * ByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements. (Mapping is referencing the edge id) /// * AllSame There can be only one mapping coordinate for the whole surface. class MeshGeometry : public Geometry { public: enum class MapType { none = 0, // No mapping type. Stored as "None". vertex, // Maps per vertex. Stored as "ByVertice". polygon_vertex, // Maps per polygon vertex. Stored as "ByPolygonVertex". polygon, // Maps per polygon. Stored as "ByPolygon". edge, // Maps per edge. Stored as "ByEdge". all_the_same // Uaps to everything. Stored as "AllSame". }; enum class ReferenceType { direct = 0, index = 1, index_to_direct = 2 }; template struct MappingData { MapType map_type = MapType::none; ReferenceType ref_type = ReferenceType::direct; std::vector data; /// The meaning of the indices depends from the `MapType`. /// If `ref_type` is `direct` this map is hollow. std::vector index; String debug_info() const { return "indexes: " + itos(index.size()) + " data: " + itos(data.size()); } }; struct Edge { int vertex_0 = 0, vertex_1 = 0; Edge(int v0, int v1) : vertex_0(v0), vertex_1(v1) {} Edge() {} }; public: MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc); virtual ~MeshGeometry(); const std::vector &get_vertices() const; const std::vector &get_edge_map() const; const std::vector &get_polygon_indices() const; const std::vector &get_edges() const; const MappingData &get_normals() const; const MappingData &get_uv_0() const; const MappingData &get_uv_1() const; const MappingData &get_colors() const; const MappingData &get_material_allocation_id() const; /// Returns -1 if the vertices doesn't form an edge. Vertex order, doesn't // matter. static int get_edge_id(const std::vector &p_map, int p_vertex_a, int p_vertex_b); // Returns the edge point bu that ID, or the edge with -1 vertices if the // id is not valid. static Edge get_edge(const std::vector &p_map, int p_id); private: // Read directly from the FBX file. std::vector m_vertices; std::vector edge_map; std::vector m_face_indices; std::vector m_edges; MappingData m_normals; MappingData m_uv_0; // first uv coordinates MappingData m_uv_1; // second uv coordinates MappingData m_colors; // colors for the mesh MappingData m_material_allocation_ids; // slot of material used template MappingData resolve_vertex_data_array( const ScopePtr source, const std::string &MappingInformationType, const std::string &ReferenceInformationType, const std::string &dataElementName, const std::string &indexOverride = ""); }; /* * DOM class for FBX geometry of type "Shape" */ class ShapeGeometry : public Geometry { public: /** The class constructor */ ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc); /** The class destructor */ virtual ~ShapeGeometry(); /** Get a list of all vertex points, non-unique*/ const std::vector &GetVertices() const; /** Get a list of all vertex normals or an empty array if * no normals are specified. */ const std::vector &GetNormals() const; /** Return list of vertex indices. */ const std::vector &GetIndices() const; private: std::vector m_vertices; std::vector m_normals; std::vector m_indices; }; /** * DOM class for FBX geometry of type "Line" */ class LineGeometry : public Geometry { public: /** The class constructor */ LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc); /** The class destructor */ virtual ~LineGeometry(); /** Get a list of all vertex points, non-unique*/ const std::vector &GetVertices() const; /** Return list of vertex indices. */ const std::vector &GetIndices() const; private: std::vector m_vertices; std::vector m_indices; }; } // namespace FBXDocParser #endif // FBXMESHGEOMETRY_H