godot/modules/fbx/fbx_parser/FBXMeshGeometry.cpp

460 lines
19 KiB
C++

/*************************************************************************/
/* FBXMeshGeometry.cpp */
/*************************************************************************/
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/*
Open Asset Import Library (assimp)
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*/
/** @file FBXMeshGeometry.cpp
* @brief Assimp::FBX::MeshGeometry implementation
*/
#include <functional>
#include "FBXDocument.h"
#include "FBXDocumentUtil.h"
#include "FBXImportSettings.h"
#include "FBXMeshGeometry.h"
#include "core/math/vector3.h"
namespace FBXDocParser {
using namespace Util;
// ------------------------------------------------------------------------------------------------
Geometry::Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
Object(id, element, name) {
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
for (const Connection *con : conns) {
const Skin *sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
if (sk) {
skin = sk;
}
const BlendShape *bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry",
element);
if (bsp) {
blendShapes.push_back(bsp);
}
}
}
// ------------------------------------------------------------------------------------------------
Geometry::~Geometry() {
// empty
}
// ------------------------------------------------------------------------------------------------
const std::vector<const BlendShape *> &Geometry::get_blend_shapes() const {
return blendShapes;
}
// ------------------------------------------------------------------------------------------------
const Skin *Geometry::DeformerSkin() const {
return skin;
}
// ------------------------------------------------------------------------------------------------
MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
Geometry(id, element, name, doc) {
print_verbose("mesh name: " + String(name.c_str()));
ScopePtr sc = element->Compound();
ERR_FAIL_COND_MSG(sc == nullptr, "failed to read geometry, prevented crash");
ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertices, didn't populate the mesh");
// must have Mesh elements:
const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
const ElementPtr PolygonVertexIndex = GetRequiredElement(sc, "PolygonVertexIndex", element);
if (HasElement(sc, "Edges")) {
const ElementPtr element_edges = GetRequiredElement(sc, "Edges", element);
ParseVectorDataArray(m_edges, element_edges);
}
// read mesh data into arrays
ParseVectorDataArray(m_vertices, Vertices);
ParseVectorDataArray(m_face_indices, PolygonVertexIndex);
ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertices in FBX file, did you mean to delete it?");
ERR_FAIL_COND_MSG(m_face_indices.empty(), "mesh has no faces, was this intended?");
// Retrieve layer elements, for all of the mesh
const ElementCollection &Layer = sc->GetCollection("Layer");
// Store all layers
std::vector<std::tuple<int, std::string>> valid_layers;
// now read the sub mesh information from the geometry (normals, uvs, etc)
for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) {
const ScopePtr layer = GetRequiredScope(it->second);
const ElementCollection &LayerElement = layer->GetCollection("LayerElement");
for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) {
std::string layer_name = eit->first;
ElementPtr element_layer = eit->second;
const ScopePtr layer_element = GetRequiredScope(element_layer);
// Actual usable 'type' LayerElementUV, LayerElementNormal, etc
const ElementPtr Type = GetRequiredElement(layer_element, "Type");
const ElementPtr TypedIndex = GetRequiredElement(layer_element, "TypedIndex");
const std::string &type = ParseTokenAsString(GetRequiredToken(Type, 0));
const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex, 0));
// we only need the layer name and the typed index.
valid_layers.push_back(std::tuple<int, std::string>(typedIndex, type));
}
}
// get object / mesh directly from the FBX by the element ID.
const ScopePtr top = GetRequiredScope(element);
// iterate over all layers for the mesh (uvs, normals, smoothing groups, colors, etc)
for (size_t x = 0; x < valid_layers.size(); x++) {
const int layer_id = std::get<0>(valid_layers[x]);
const std::string &layer_type_name = std::get<1>(valid_layers[x]);
// Get collection of elements from the XLayerMap (example: LayerElementUV)
// this must contain our proper elements.
// This is stupid, because it means we select them ALL not just the one we want.
// but it's fine we can match by id.
const ElementCollection &candidates = top->GetCollection(layer_type_name);
ElementMap::const_iterator iter;
for (iter = candidates.first; iter != candidates.second; ++iter) {
const ScopePtr layer_scope = GetRequiredScope(iter->second);
TokenPtr layer_token = GetRequiredToken(iter->second, 0);
const int index = ParseTokenAsInt(layer_token);
ERR_FAIL_COND_MSG(layer_scope == nullptr, "prevented crash, layer scope is invalid");
if (index == layer_id) {
const std::string &MappingInformationType = ParseTokenAsString(GetRequiredToken(
GetRequiredElement(layer_scope, "MappingInformationType"), 0));
const std::string &ReferenceInformationType = ParseTokenAsString(GetRequiredToken(
GetRequiredElement(layer_scope, "ReferenceInformationType"), 0));
if (layer_type_name == "LayerElementUV") {
if (index == 0) {
m_uv_0 = resolve_vertex_data_array<Vector2>(layer_scope, MappingInformationType, ReferenceInformationType, "UV");
} else if (index == 1) {
m_uv_1 = resolve_vertex_data_array<Vector2>(layer_scope, MappingInformationType, ReferenceInformationType, "UV");
}
} else if (layer_type_name == "LayerElementMaterial") {
m_material_allocation_ids = resolve_vertex_data_array<int>(layer_scope, MappingInformationType, ReferenceInformationType, "Materials");
} else if (layer_type_name == "LayerElementNormal") {
m_normals = resolve_vertex_data_array<Vector3>(layer_scope, MappingInformationType, ReferenceInformationType, "Normals");
} else if (layer_type_name == "LayerElementColor") {
m_colors = resolve_vertex_data_array<Color>(layer_scope, MappingInformationType, ReferenceInformationType, "Colors", "ColorIndex");
}
}
}
}
print_verbose("Mesh statistics \nuv_0: " + m_uv_0.debug_info() + "\nuv_1: " + m_uv_1.debug_info() + "\nvertices: " + itos(m_vertices.size()));
// Compose the edge of the mesh.
// You can see how the edges are stored into the FBX here: https://gist.github.com/AndreaCatania/da81840f5aa3b2feedf189e26c5a87e6
for (size_t i = 0; i < m_edges.size(); i += 1) {
ERR_FAIL_INDEX_MSG((size_t)m_edges[i], m_face_indices.size(), "The edge is pointing to a weird location in the face indices. The FBX is corrupted.");
int polygon_vertex_0 = m_face_indices[m_edges[i]];
int polygon_vertex_1;
if (polygon_vertex_0 < 0) {
// The polygon_vertex_0 points to the end of a polygon, so it's
// connected with the beginning of polygon in the edge list.
// Fist invert the vertex.
polygon_vertex_0 = ~polygon_vertex_0;
// Search the start vertex of the polygon.
// Iterate from the polygon_vertex_index backward till the start of
// the polygon is found.
ERR_FAIL_COND_MSG(m_edges[i] - 1 < 0, "The polygon is not yet started and we already need the final vertex. This FBX is corrupted.");
bool found_it = false;
for (int x = m_edges[i] - 1; x >= 0; x -= 1) {
if (x == 0) {
// This for sure is the start.
polygon_vertex_1 = m_face_indices[x];
found_it = true;
break;
} else if (m_face_indices[x] < 0) {
// This is the end of the previous polygon, so the next is
// the start of the polygon we need.
polygon_vertex_1 = m_face_indices[x + 1];
found_it = true;
break;
}
}
// As the algorithm above, this check is useless. Because the first
// ever vertex is always considered the beginning of a polygon.
ERR_FAIL_COND_MSG(found_it == false, "Was not possible to find the first vertex of this polygon. FBX file is corrupted.");
} else {
ERR_FAIL_INDEX_MSG((size_t)(m_edges[i] + 1), m_face_indices.size(), "FBX The other FBX edge seems to point to an invalid vertices. This FBX file is corrupted.");
// Take the next vertex
polygon_vertex_1 = m_face_indices[m_edges[i] + 1];
}
if (polygon_vertex_1 < 0) {
// We don't care if the `polygon_vertex_1` is the end of the polygon,
// for `polygon_vertex_1` so we can just invert it.
polygon_vertex_1 = ~polygon_vertex_1;
}
ERR_FAIL_COND_MSG(polygon_vertex_0 == polygon_vertex_1, "The vertices of this edge can't be the same, Is this a point???. This FBX file is corrupted.");
// Just create the edge.
edge_map.push_back({ polygon_vertex_0, polygon_vertex_1 });
}
}
MeshGeometry::~MeshGeometry() {
// empty
}
const std::vector<Vector3> &MeshGeometry::get_vertices() const {
return m_vertices;
}
const std::vector<MeshGeometry::Edge> &MeshGeometry::get_edge_map() const {
return edge_map;
}
const std::vector<int> &MeshGeometry::get_polygon_indices() const {
return m_face_indices;
}
const std::vector<int> &MeshGeometry::get_edges() const {
return m_edges;
}
const MeshGeometry::MappingData<Vector3> &MeshGeometry::get_normals() const {
return m_normals;
}
const MeshGeometry::MappingData<Vector2> &MeshGeometry::get_uv_0() const {
//print_verbose("get uv_0 " + m_uv_0.debug_info() );
return m_uv_0;
}
const MeshGeometry::MappingData<Vector2> &MeshGeometry::get_uv_1() const {
//print_verbose("get uv_1 " + m_uv_1.debug_info() );
return m_uv_1;
}
const MeshGeometry::MappingData<Color> &MeshGeometry::get_colors() const {
return m_colors;
}
const MeshGeometry::MappingData<int> &MeshGeometry::get_material_allocation_id() const {
return m_material_allocation_ids;
}
int MeshGeometry::get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b) {
for (size_t i = 0; i < p_map.size(); i += 1) {
if ((p_map[i].vertex_0 == p_vertex_a && p_map[i].vertex_1 == p_vertex_b) || (p_map[i].vertex_1 == p_vertex_a && p_map[i].vertex_0 == p_vertex_b)) {
return i;
}
}
return -1;
}
MeshGeometry::Edge MeshGeometry::get_edge(const std::vector<Edge> &p_map, int p_id) {
ERR_FAIL_INDEX_V_MSG((size_t)p_id, p_map.size(), Edge({ -1, -1 }), "ID not found.");
return p_map[p_id];
}
template <class T>
MeshGeometry::MappingData<T> MeshGeometry::resolve_vertex_data_array(
const ScopePtr source,
const std::string &MappingInformationType,
const std::string &ReferenceInformationType,
const std::string &dataElementName,
const std::string &indexOverride) {
ERR_FAIL_COND_V_MSG(source == nullptr, MappingData<T>(), "Invalid scope operator preventing memory corruption");
// UVIndex, MaterialIndex, NormalIndex, etc..
std::string indexDataElementName;
if (!indexOverride.empty()) {
// Colors should become ColorIndex
indexDataElementName = indexOverride;
} else {
// Some indexes will exist.
indexDataElementName = dataElementName + "Index";
}
// goal: expand everything to be per vertex
ReferenceType l_ref_type = ReferenceType::direct;
// Read the reference type into the enumeration
if (ReferenceInformationType == "IndexToDirect") {
l_ref_type = ReferenceType::index_to_direct;
} else if (ReferenceInformationType == "Index") {
// set non legacy index to direct mapping
l_ref_type = ReferenceType::index;
} else if (ReferenceInformationType == "Direct") {
l_ref_type = ReferenceType::direct;
} else {
ERR_FAIL_V_MSG(MappingData<T>(), "invalid reference type has the FBX format changed?");
}
MapType l_map_type = MapType::none;
if (MappingInformationType == "None") {
l_map_type = MapType::none;
} else if (MappingInformationType == "ByVertice") {
l_map_type = MapType::vertex;
} else if (MappingInformationType == "ByPolygonVertex") {
l_map_type = MapType::polygon_vertex;
} else if (MappingInformationType == "ByPolygon") {
l_map_type = MapType::polygon;
} else if (MappingInformationType == "ByEdge") {
l_map_type = MapType::edge;
} else if (MappingInformationType == "AllSame") {
l_map_type = MapType::all_the_same;
} else {
print_error("invalid mapping type: " + String(MappingInformationType.c_str()));
}
// create mapping data
MeshGeometry::MappingData<T> tempData;
tempData.map_type = l_map_type;
tempData.ref_type = l_ref_type;
// parse data into array
ParseVectorDataArray(tempData.data, GetRequiredElement(source, dataElementName));
// index array won't always exist
const ElementPtr element = GetOptionalElement(source, indexDataElementName);
if (element) {
ParseVectorDataArray(tempData.index, element);
}
return tempData;
}
// ------------------------------------------------------------------------------------------------
ShapeGeometry::ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
Geometry(id, element, name, doc) {
const ScopePtr sc = element->Compound();
if (nullptr == sc) {
DOMError("failed to read Geometry object (class: Shape), no data scope found");
}
const ElementPtr Indexes = GetRequiredElement(sc, "Indexes", element);
const ElementPtr Normals = GetRequiredElement(sc, "Normals", element);
const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
ParseVectorDataArray(m_indices, Indexes);
ParseVectorDataArray(m_vertices, Vertices);
ParseVectorDataArray(m_normals, Normals);
}
// ------------------------------------------------------------------------------------------------
ShapeGeometry::~ShapeGeometry() {
// empty
}
// ------------------------------------------------------------------------------------------------
const std::vector<Vector3> &ShapeGeometry::GetVertices() const {
return m_vertices;
}
// ------------------------------------------------------------------------------------------------
const std::vector<Vector3> &ShapeGeometry::GetNormals() const {
return m_normals;
}
// ------------------------------------------------------------------------------------------------
const std::vector<unsigned int> &ShapeGeometry::GetIndices() const {
return m_indices;
}
// ------------------------------------------------------------------------------------------------
LineGeometry::LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
Geometry(id, element, name, doc) {
const ScopePtr sc = element->Compound();
if (!sc) {
DOMError("failed to read Geometry object (class: Line), no data scope found");
}
const ElementPtr Points = GetRequiredElement(sc, "Points", element);
const ElementPtr PointsIndex = GetRequiredElement(sc, "PointsIndex", element);
ParseVectorDataArray(m_vertices, Points);
ParseVectorDataArray(m_indices, PointsIndex);
}
// ------------------------------------------------------------------------------------------------
LineGeometry::~LineGeometry() {
// empty
}
// ------------------------------------------------------------------------------------------------
const std::vector<Vector3> &LineGeometry::GetVertices() const {
return m_vertices;
}
// ------------------------------------------------------------------------------------------------
const std::vector<int> &LineGeometry::GetIndices() const {
return m_indices;
}
} // namespace FBXDocParser