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-# Open Source FBX Specification for the Importer
-
-The goal of this document is to make everything in FBX clearly stated, any errors will be corrected over time this
-is a first draft.
-
-## fbx parser - originally from assimp
-
-- Folder: /modules/fbx/fbx_parser
-- Upstream: assimp
-- Original Version: git (308db73d0b3c2d1870cd3e465eaa283692a4cf23, 2019)
-- License: BSD-3-Clause
-
-This can never be updated from upstream, we have heavily modified the parser to provide memory safety and add some
-functionality. If anything we should give this parser back to assimp at some point as it has a lot of new features.
-
-# Updating assimp fbx parser
-
-Don't. It's not possible the code is rewritten in many areas to remove thirdparty deps and various bugs are fixed.
-
-Many days were put into rewriting the parser to use safe code and safe memory accessors.
-
-# File Headers
-
-FBX Binaries start with the header "Kaydara FBX Binary"
-
-FBX ASCII documents contain a larger header, sometimes with copyright information for a file.
-
-Detecting these is pretty simple.
-
-# What is an OP link?
-It's an object to property link. It lists the properties for that object in some cases. Source and destination based by
-ID.
-
-# What is a OO link?
-Its an object to object link, it contains the ID source and destination ID.
-
-# FBX Node connections
-
-Nodes in FBX are connected using OO links, This means Object to Object.
-
-FBX has a single other kind of link which is Object Property, this is used for Object to Property Links, this can be
- extra attributes, defaults, or even some simple settings.
-
-# Bones / Joints / Locators
-
-Bones in FBX are nodes, they initially have the Model:: Type, then have links to SubDeformer the sub deformer
-is part of the skin there is also an explicit Skin link, which then links to the geometry using OO links in the
-document.
-
-# Rotation Order in FBX compared to Godot
-
-**Godot uses the rotation order:** YXZ
-
-**FBX has dynamic rotation order to prevent gimbal lock with complex animations**
-
-```cpp
-enum RotOrder {
- RotOrder_EulerXYZ = 0
- RotOrder_EulerXZY,
- RotOrder_EulerYZX,
- RotOrder_EulerYXZ,
- RotOrder_EulerZXY,
- RotOrder_EulerZYX,
- RotOrder_SphericXYZ // nobody uses this - as far as we can tell
-};
-```
-
-
-# Pivot transforms
-
-### Pivot description:
-- Maya and 3DS max consider everything to be in node space (bones joints, skins, lights, cameras, etc)
-- Everything is a node, this means essentially nodes are auto or variants
-- They are local to the node in the tree.
-- They are used to calculate where a node is in space
-```c++
-// For a better reference you can check editor_scene_importer_fbx.h
-// references: GenFBXTransform / read the data in
-// references: ComputePivotTransform / run the calculation
-// This is the local pivot transform for the node, not the global transforms
-Transform ComputePivotTransform(
- Transform3D chain[TransformationComp_MAXIMUM],
- Transform3D &geometric_transform) {
- // Maya pivots
- Transform3D T = chain[TransformationComp_Translation];
- Transform3D Roff = chain[TransformationComp_RotationOffset];
- Transform3D Rp = chain[TransformationComp_RotationPivot];
- Transform3D Rpre = chain[TransformationComp_PreRotation];
- Transform3D R = chain[TransformationComp_Rotation];
- Transform3D Rpost = chain[TransformationComp_PostRotation];
- Transform3D Soff = chain[TransformationComp_ScalingOffset];
- Transform3D Sp = chain[TransformationComp_ScalingPivot];
- Transform3D S = chain[TransformationComp_Scaling];
-
- // 3DS Max Pivots
- Transform3D OT = chain[TransformationComp_GeometricTranslation];
- Transform3D OR = chain[TransformationComp_GeometricRotation];
- Transform3D OS = chain[TransformationComp_GeometricScaling];
-
- // Calculate 3DS max pivot transform - use geometric space (e.g doesn't effect children nodes only the current node)
- geometric_transform = OT * OR * OS;
- // Calculate standard maya pivots
- return T * Roff * Rp * Rpre * R * Rpost.inverse() * Rp.inverse() * Soff * Sp * S * Sp.inverse();
-}
-```
-
-# Transform inheritance for FBX Nodes
-
-The goal of below is to explain why they implement this in the first place.
-
-The use case is to make nodes have an option to override their local scaling or to make scaling influenced by orientation, which i would imagine would be useful for when you need to rotate a node and the child to scale based on the orientation rather than setting on the rotation matrix planes.
-```cpp
-// not modified the formatting here since this code must remain clear
-enum TransformInheritance {
- Transform_RrSs = 0,
- // Parent Rotation * Local Rotation * Parent Scale * Local Scale -- Parent Rotation Offset * Parent ScalingOffset (Local scaling is offset by rotation of parent node)
- Transform_RSrs = 1, // Parent Rotation * Parent Scale * Local Rotation * Local Scale -- Parent * Local (normal mode)
- Transform_Rrs = 2, // Parent Rotation * Local Rotation * Local Scale -- Node transform scale is the only relevant component
- TransformInheritance_MAX // end-of-enum sentinel
-};
-
-enum TransformInheritance {
- Transform_RrSs = 0,
- // Local scaling is offset by rotation of parent node
- Transform_RSrs = 1,
- // Parent * Local (normal mode)
- Transform_Rrs = 2,
- // Node transform scale is the only relevant component
- TransformInheritance_MAX // end-of-enum sentinel
-};
-```
-
-# Axis in FBX
-
-Godot has one format for the declared axis
-
-AXIS X, AXIS Y, -AXIS Z
-
-FBX supports any format you can think of. As it has to support Maya and 3DS Max.
-
-#### FBX File Header
-```json
-GlobalSettings: {
- Version: 1000
- Properties70: {
- P: "UpAxis", "int", "Integer", "",1
- P: "UpAxisSign", "int", "Integer", "",1
- P: "FrontAxis", "int", "Integer", "",2
- P: "FrontAxisSign", "int", "Integer", "",1
- P: "CoordAxis", "int", "Integer", "",0
- P: "CoordAxisSign", "int", "Integer", "",1
- P: "OriginalUpAxis", "int", "Integer", "",1
- P: "OriginalUpAxisSign", "int", "Integer", "",1
- P: "UnitScaleFactor", "double", "Number", "",1
- P: "OriginalUnitScaleFactor", "double", "Number", "",1
- P: "AmbientColor", "ColorRGB", "Color", "",0,0,0
- P: "DefaultCamera", "KString", "", "", "Producer Perspective"
- P: "TimeMode", "enum", "", "",6
- P: "TimeProtocol", "enum", "", "",2
- P: "SnapOnFrameMode", "enum", "", "",0
- P: "TimeSpanStart", "KTime", "Time", "",0
- P: "TimeSpanStop", "KTime", "Time", "",92372316000
- P: "CustomFrameRate", "double", "Number", "",-1
- P: "TimeMarker", "Compound", "", ""
- P: "CurrentTimeMarker", "int", "Integer", "",-1
- }
-}
-```
-
-#### FBX FILE declares axis dynamically using FBX header
-Coord is X
-Up is Y
-Front is Z
-
-#### GODOT - constant reference point
-Coord is X positive,
-Y is up positive,
-Front is -Z negative
-
-### Explaining MeshGeometry indexing
-
-Reference type declared:
-- Direct (directly related to the mapping information type)
-- IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
-
-ControlPoint is a vertex
-* None The mapping is undetermined.
-* ByVertex There will be one mapping coordinate for each surface control point/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.