godot/modules/fbx/fbx_parser/FBXMeshGeometry.h

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/*************************************************************************/
/* FBXMeshGeometry.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/*
Open Asset Import Library (assimp)
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*/
#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 <iostream>
#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<const BlendShape *> &get_blend_shapes() const;
size_t get_blend_shape_count() const {
return blendShapes.size();
}
private:
const Skin *skin = nullptr;
std::vector<const BlendShape *> blendShapes;
};
typedef std::vector<int> 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 <class T>
struct MappingData {
MapType map_type = MapType::none;
ReferenceType ref_type = ReferenceType::direct;
std::vector<T> data;
/// The meaning of the indices depends from the `MapType`.
/// If `ref_type` is `direct` this map is hollow.
std::vector<int> 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<Vector3> &get_vertices() const;
const std::vector<Edge> &get_edge_map() const;
const std::vector<int> &get_polygon_indices() const;
const std::vector<int> &get_edges() const;
const MappingData<Vector3> &get_normals() const;
const MappingData<Vector2> &get_uv_0() const;
const MappingData<Vector2> &get_uv_1() const;
const MappingData<Color> &get_colors() const;
const MappingData<int> &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<Edge> &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<Edge> &p_map, int p_id);
private:
// Read directly from the FBX file.
std::vector<Vector3> m_vertices;
std::vector<Edge> edge_map;
std::vector<int> m_face_indices;
std::vector<int> m_edges;
MappingData<Vector3> m_normals;
MappingData<Vector2> m_uv_0; // first uv coordinates
MappingData<Vector2> m_uv_1; // second uv coordinates
MappingData<Color> m_colors; // colors for the mesh
MappingData<int> m_material_allocation_ids; // slot of material used
template <class T>
MappingData<T> 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<Vector3> &GetVertices() const;
/** Get a list of all vertex normals or an empty array if
* no normals are specified. */
const std::vector<Vector3> &GetNormals() const;
/** Return list of vertex indices. */
const std::vector<unsigned int> &GetIndices() const;
private:
std::vector<Vector3> m_vertices;
std::vector<Vector3> m_normals;
std::vector<unsigned int> 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<Vector3> &GetVertices() const;
/** Return list of vertex indices. */
const std::vector<int> &GetIndices() const;
private:
std::vector<Vector3> m_vertices;
std::vector<int> m_indices;
};
} // namespace FBXDocParser
#endif // FBXMESHGEOMETRY_H