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authorRĂ©mi Verschelde <remi@verschelde.fr>2020-12-23 17:14:56 +0100
committerGitHub <noreply@github.com>2020-12-23 17:14:56 +0100
commit35a8ebaa1027545b62b015b44bfc00bd02e165b9 (patch)
treec6b19b47d4a62b49605c2d853ae2d1b842c55053 /modules/fbx/data/fbx_mesh_data.h
parentb233f23c376075be8fa6f6c51fe60b2b47d33033 (diff)
parent6607fc7da90d1e17f6bb952b8325d02bc593cccc (diff)
Merge pull request #44499 from RevoluPowered/fbx_plugin_port_4.0
[fbx] Port FBX module from 3.2 branch
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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 */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FBX_MESH_DATA_H
+#define FBX_MESH_DATA_H
+
+#include "core/templates/hash_map.h"
+#include "editor/import/resource_importer_scene.h"
+#include "scene/3d/mesh_instance_3d.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;
+
+ EditorSceneImporterMeshNode *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;
+ EditorSceneImporterMeshNode *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