godot/modules/fbx/data/fbx_mesh_data.h

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/*************************************************************************/
/* fbx_mesh_data.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef FBX_MESH_DATA_H
#define FBX_MESH_DATA_H
#include "core/hash_map.h"
#include "scene/3d/mesh_instance.h"
#include "scene/resources/surface_tool.h"
#include "fbx_bone.h"
#include "fbx_parser/FBXMeshGeometry.h"
#include "import_state.h"
#include "tools/import_utils.h"
struct FBXNode;
struct FBXMeshData;
struct FBXBone;
struct ImportState;
struct VertexWeightMapping {
Vector<real_t> weights;
Vector<int> bones;
// This extra vector is used because the bone id is computed in a second step.
// TODO Get rid of this extra step is a good idea.
Vector<Ref<FBXBone> > bones_ref;
};
template <class T>
struct VertexData {
int polygon_index;
T data;
};
// Caches mesh information and instantiates meshes for you using helper functions.
struct FBXMeshData : Reference {
struct MorphVertexData {
// TODO we have only these??
/// Each element is a vertex. Not supposed to be void.
Vector<Vector3> vertices;
/// Each element is a vertex. Not supposed to be void.
Vector<Vector3> normals;
};
// FIXME: remove this is a hack for testing only
mutable const FBXDocParser::MeshGeometry *mesh_geometry = nullptr;
Ref<FBXNode> mesh_node = nullptr;
/// vertex id, Weight Info
/// later: perf we can use array here
HashMap<int, VertexWeightMapping> vertex_weights;
// translate fbx mesh data from document context to FBX Mesh Geometry Context
bool valid_weight_indexes = false;
MeshInstance *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
/* mesh maximum weight count */
bool valid_weight_count = false;
int max_weight_count = 0;
uint64_t armature_id = 0;
bool valid_armature_id = false;
MeshInstance *godot_mesh_instance = nullptr;
private:
void sanitize_vertex_weights(const ImportState &state);
/// Make sure to reorganize the vertices so that the correct UV is taken.
/// This step is needed because differently from the normal, that can be
/// combined, the UV may need its own triangle because sometimes they have
/// really different UV for the same vertex but different polygon.
/// This function make sure to add another vertex for those UVS.
void reorganize_vertices(
std::vector<int> &r_polygon_indices,
std::vector<Vector3> &r_vertices,
HashMap<int, Vector3> &r_normals,
HashMap<int, Vector2> &r_uv_1,
HashMap<int, Vector2> &r_uv_2,
HashMap<int, Color> &r_color,
HashMap<String, MorphVertexData> &r_morphs,
HashMap<int, HashMap<int, Vector3> > &r_normals_raw,
HashMap<int, HashMap<int, Color> > &r_colors_raw,
HashMap<int, HashMap<int, Vector2> > &r_uv_1_raw,
HashMap<int, HashMap<int, Vector2> > &r_uv_2_raw);
void add_vertex(
const ImportState &state,
Ref<SurfaceTool> p_surface_tool,
real_t p_scale,
int p_vertex,
const std::vector<Vector3> &p_vertices_position,
const HashMap<int, Vector3> &p_normals,
const HashMap<int, Vector2> &p_uvs_0,
const HashMap<int, Vector2> &p_uvs_1,
const HashMap<int, Color> &p_colors,
const Vector3 &p_morph_value = Vector3(),
const Vector3 &p_morph_normal = Vector3());
void triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon_vertex, Vector<int> p_surface_vertex_map, const std::vector<Vector3> &p_vertices) const;
/// This function is responsible to convert the FBX polygon vertex to
/// vertex index.
/// The polygon vertices are stored in an array with some negative
/// values. The negative values define the last face index.
/// For example the following `face_array` contains two faces, the former
/// with 3 vertices and the latter with a line:
/// [0,2,-2,3,-5]
/// Parsed as:
/// [0, 2, 1, 3, 4]
/// The negative values are computed using this formula: `(-value) - 1`
///
/// Returns the vertex index from the poligon vertex.
/// Returns -1 if `p_index` is invalid.
int get_vertex_from_polygon_vertex(const std::vector<int> &p_face_indices, int p_index) const;
/// Returns true if this polygon_vertex_index is the end of a new polygon.
bool is_end_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
/// Returns true if this polygon_vertex_index is the begin of a new polygon.
bool is_start_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
/// Returns the number of polygons.
int count_polygons(const std::vector<int> &p_face_indices) const;
/// Used to extract data from the `MappingData` aligned with vertex.
/// Useful to extract normal/uvs/colors/tangents/etc...
/// If the function fails somehow, it returns an hollow vector and print an error.
template <class R, class T>
HashMap<int, R> extract_per_vertex_data(
int p_vertex_count,
const std::vector<FBXDocParser::MeshGeometry::Edge> &p_edges,
const std::vector<int> &p_mesh_indices,
const FBXDocParser::MeshGeometry::MappingData<T> &p_mapping_data,
R (*collector_function)(const Vector<VertexData<T> > *p_vertex_data, R p_fall_back),
R p_fall_back) const;
/// Used to extract data from the `MappingData` organized per polygon.
/// Useful to extract the material
/// If the function fails somehow, it returns an hollow vector and print an error.
template <class T>
HashMap<int, T> extract_per_polygon(
int p_vertex_count,
const std::vector<int> &p_face_indices,
const FBXDocParser::MeshGeometry::MappingData<T> &p_fbx_data,
T p_fallback_value) const;
/// Extracts the morph data and organizes it per vertices.
/// The returned `MorphVertexData` arrays are never something different
/// then the `vertex_count`.
void extract_morphs(const FBXDocParser::MeshGeometry *mesh_geometry, HashMap<String, MorphVertexData> &r_data);
};
#endif // FBX_MESH_DATA_H