49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
183 lines
7.8 KiB
C++
183 lines
7.8 KiB
C++
/*************************************************************************/
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/* fbx_mesh_data.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FBX_MESH_DATA_H
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#define FBX_MESH_DATA_H
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#include "core/hash_map.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/resources/surface_tool.h"
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#include "fbx_bone.h"
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#include "fbx_parser/FBXMeshGeometry.h"
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#include "import_state.h"
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#include "tools/import_utils.h"
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struct FBXNode;
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struct FBXMeshData;
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struct FBXBone;
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struct ImportState;
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struct VertexWeightMapping {
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Vector<real_t> weights;
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Vector<int> bones;
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// This extra vector is used because the bone id is computed in a second step.
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// TODO Get rid of this extra step is a good idea.
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Vector<Ref<FBXBone> > bones_ref;
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};
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template <class T>
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struct VertexData {
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int polygon_index;
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T data;
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};
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// Caches mesh information and instantiates meshes for you using helper functions.
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struct FBXMeshData : Reference {
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struct MorphVertexData {
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// TODO we have only these??
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/// Each element is a vertex. Not supposed to be void.
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Vector<Vector3> vertices;
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/// Each element is a vertex. Not supposed to be void.
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Vector<Vector3> normals;
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};
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// FIXME: remove this is a hack for testing only
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mutable const FBXDocParser::MeshGeometry *mesh_geometry = nullptr;
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Ref<FBXNode> mesh_node = nullptr;
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/// vertex id, Weight Info
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/// later: perf we can use array here
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HashMap<int, VertexWeightMapping> vertex_weights;
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// translate fbx mesh data from document context to FBX Mesh Geometry Context
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bool valid_weight_indexes = false;
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MeshInstance *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
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void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
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/* mesh maximum weight count */
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bool valid_weight_count = false;
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int max_weight_count = 0;
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uint64_t armature_id = 0;
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bool valid_armature_id = false;
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MeshInstance *godot_mesh_instance = nullptr;
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private:
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void sanitize_vertex_weights(const ImportState &state);
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/// Make sure to reorganize the vertices so that the correct UV is taken.
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/// This step is needed because differently from the normal, that can be
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/// combined, the UV may need its own triangle because sometimes they have
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/// really different UV for the same vertex but different polygon.
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/// This function make sure to add another vertex for those UVS.
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void reorganize_vertices(
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std::vector<int> &r_polygon_indices,
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std::vector<Vector3> &r_vertices,
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HashMap<int, Vector3> &r_normals,
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HashMap<int, Vector2> &r_uv_1,
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HashMap<int, Vector2> &r_uv_2,
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HashMap<int, Color> &r_color,
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HashMap<String, MorphVertexData> &r_morphs,
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HashMap<int, HashMap<int, Vector3> > &r_normals_raw,
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HashMap<int, HashMap<int, Color> > &r_colors_raw,
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HashMap<int, HashMap<int, Vector2> > &r_uv_1_raw,
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HashMap<int, HashMap<int, Vector2> > &r_uv_2_raw);
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void add_vertex(
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const ImportState &state,
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Ref<SurfaceTool> p_surface_tool,
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real_t p_scale,
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int p_vertex,
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const std::vector<Vector3> &p_vertices_position,
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const HashMap<int, Vector3> &p_normals,
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const HashMap<int, Vector2> &p_uvs_0,
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const HashMap<int, Vector2> &p_uvs_1,
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const HashMap<int, Color> &p_colors,
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const Vector3 &p_morph_value = Vector3(),
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const Vector3 &p_morph_normal = Vector3());
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void triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon_vertex, Vector<int> p_surface_vertex_map, const std::vector<Vector3> &p_vertices) const;
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/// This function is responsible to convert the FBX polygon vertex to
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/// vertex index.
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/// The polygon vertices are stored in an array with some negative
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/// values. The negative values define the last face index.
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/// For example the following `face_array` contains two faces, the former
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/// with 3 vertices and the latter with a line:
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/// [0,2,-2,3,-5]
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/// Parsed as:
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/// [0, 2, 1, 3, 4]
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/// The negative values are computed using this formula: `(-value) - 1`
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///
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/// Returns the vertex index from the poligon vertex.
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/// Returns -1 if `p_index` is invalid.
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int get_vertex_from_polygon_vertex(const std::vector<int> &p_face_indices, int p_index) const;
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/// Returns true if this polygon_vertex_index is the end of a new polygon.
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bool is_end_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
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/// Returns true if this polygon_vertex_index is the begin of a new polygon.
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bool is_start_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
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/// Returns the number of polygons.
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int count_polygons(const std::vector<int> &p_face_indices) const;
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/// Used to extract data from the `MappingData` aligned with vertex.
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/// Useful to extract normal/uvs/colors/tangents/etc...
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/// If the function fails somehow, it returns an hollow vector and print an error.
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template <class R, class T>
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HashMap<int, R> extract_per_vertex_data(
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int p_vertex_count,
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const std::vector<FBXDocParser::MeshGeometry::Edge> &p_edges,
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const std::vector<int> &p_mesh_indices,
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const FBXDocParser::MeshGeometry::MappingData<T> &p_mapping_data,
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R (*collector_function)(const Vector<VertexData<T> > *p_vertex_data, R p_fall_back),
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R p_fall_back) const;
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/// Used to extract data from the `MappingData` organized per polygon.
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/// Useful to extract the material
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/// If the function fails somehow, it returns an hollow vector and print an error.
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template <class T>
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HashMap<int, T> extract_per_polygon(
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int p_vertex_count,
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const std::vector<int> &p_face_indices,
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const FBXDocParser::MeshGeometry::MappingData<T> &p_fbx_data,
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T p_fallback_value) const;
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/// Extracts the morph data and organizes it per vertices.
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/// The returned `MorphVertexData` arrays are never something different
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/// then the `vertex_count`.
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void extract_morphs(const FBXDocParser::MeshGeometry *mesh_geometry, HashMap<String, MorphVertexData> &r_data);
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};
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#endif // FBX_MESH_DATA_H
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