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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2020-12-23 17:14:56 +0100 |
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committer | GitHub <noreply@github.com> | 2020-12-23 17:14:56 +0100 |
commit | 35a8ebaa1027545b62b015b44bfc00bd02e165b9 (patch) | |
tree | c6b19b47d4a62b49605c2d853ae2d1b842c55053 /modules/fbx/data/fbx_mesh_data.h | |
parent | b233f23c376075be8fa6f6c51fe60b2b47d33033 (diff) | |
parent | 6607fc7da90d1e17f6bb952b8325d02bc593cccc (diff) |
Merge pull request #44499 from RevoluPowered/fbx_plugin_port_4.0
[fbx] Port FBX module from 3.2 branch
Diffstat (limited to 'modules/fbx/data/fbx_mesh_data.h')
-rw-r--r-- | modules/fbx/data/fbx_mesh_data.h | 183 |
1 files changed, 183 insertions, 0 deletions
diff --git a/modules/fbx/data/fbx_mesh_data.h b/modules/fbx/data/fbx_mesh_data.h new file mode 100644 index 0000000000..dd864443ce --- /dev/null +++ b/modules/fbx/data/fbx_mesh_data.h @@ -0,0 +1,183 @@ +/*************************************************************************/ +/* 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 |