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-/*************************************************************************/
-/* FBXMeshGeometry.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file FBXMeshGeometry.cpp
- * @brief Assimp::FBX::MeshGeometry implementation
- */
-
-#include <functional>
-
-#include "FBXDocument.h"
-#include "FBXDocumentUtil.h"
-#include "FBXImportSettings.h"
-#include "FBXMeshGeometry.h"
-#include "core/math/vector3.h"
-
-namespace FBXDocParser {
-
-using namespace Util;
-
-// ------------------------------------------------------------------------------------------------
-Geometry::Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
- Object(id, element, name) {
- const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
- for (const Connection *con : conns) {
- const Skin *sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
- if (sk) {
- skin = sk;
- }
- const BlendShape *bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry",
- element);
- if (bsp) {
- blendShapes.push_back(bsp);
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-Geometry::~Geometry() {
- // empty
-}
-
-// ------------------------------------------------------------------------------------------------
-const std::vector<const BlendShape *> &Geometry::get_blend_shapes() const {
- return blendShapes;
-}
-
-// ------------------------------------------------------------------------------------------------
-const Skin *Geometry::DeformerSkin() const {
- return skin;
-}
-
-// ------------------------------------------------------------------------------------------------
-MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
- Geometry(id, element, name, doc) {
- print_verbose("mesh name: " + String(name.c_str()));
-
- ScopePtr sc = element->Compound();
- ERR_FAIL_COND_MSG(sc == nullptr, "failed to read geometry, prevented crash");
- ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertices, didn't populate the mesh");
-
- // must have Mesh elements:
- const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
- const ElementPtr PolygonVertexIndex = GetRequiredElement(sc, "PolygonVertexIndex", element);
-
- if (HasElement(sc, "Edges")) {
- const ElementPtr element_edges = GetRequiredElement(sc, "Edges", element);
- ParseVectorDataArray(m_edges, element_edges);
- }
-
- // read mesh data into arrays
- ParseVectorDataArray(m_vertices, Vertices);
- ParseVectorDataArray(m_face_indices, PolygonVertexIndex);
-
- ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertices in FBX file, did you mean to delete it?");
- ERR_FAIL_COND_MSG(m_face_indices.empty(), "mesh has no faces, was this intended?");
-
- // Retrieve layer elements, for all of the mesh
- const ElementCollection &Layer = sc->GetCollection("Layer");
-
- // Store all layers
- std::vector<std::tuple<int, std::string>> valid_layers;
-
- // now read the sub mesh information from the geometry (normals, uvs, etc)
- for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) {
- const ScopePtr layer = GetRequiredScope(it->second);
- const ElementCollection &LayerElement = layer->GetCollection("LayerElement");
- for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) {
- std::string layer_name = eit->first;
- ElementPtr element_layer = eit->second;
- const ScopePtr layer_element = GetRequiredScope(element_layer);
-
- // Actual usable 'type' LayerElementUV, LayerElementNormal, etc
- const ElementPtr Type = GetRequiredElement(layer_element, "Type");
- const ElementPtr TypedIndex = GetRequiredElement(layer_element, "TypedIndex");
- const std::string &type = ParseTokenAsString(GetRequiredToken(Type, 0));
- const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex, 0));
-
- // we only need the layer name and the typed index.
- valid_layers.push_back(std::tuple<int, std::string>(typedIndex, type));
- }
- }
-
- // get object / mesh directly from the FBX by the element ID.
- const ScopePtr top = GetRequiredScope(element);
-
- // iterate over all layers for the mesh (uvs, normals, smoothing groups, colors, etc)
- for (size_t x = 0; x < valid_layers.size(); x++) {
- const int layer_id = std::get<0>(valid_layers[x]);
- const std::string &layer_type_name = std::get<1>(valid_layers[x]);
-
- // Get collection of elements from the XLayerMap (example: LayerElementUV)
- // this must contain our proper elements.
-
- // This is stupid, because it means we select them ALL not just the one we want.
- // but it's fine we can match by id.
-
- const ElementCollection &candidates = top->GetCollection(layer_type_name);
-
- ElementMap::const_iterator iter;
- for (iter = candidates.first; iter != candidates.second; ++iter) {
- const ScopePtr layer_scope = GetRequiredScope(iter->second);
- TokenPtr layer_token = GetRequiredToken(iter->second, 0);
- const int index = ParseTokenAsInt(layer_token);
-
- ERR_FAIL_COND_MSG(layer_scope == nullptr, "prevented crash, layer scope is invalid");
-
- if (index == layer_id) {
- const std::string &MappingInformationType = ParseTokenAsString(GetRequiredToken(
- GetRequiredElement(layer_scope, "MappingInformationType"), 0));
-
- const std::string &ReferenceInformationType = ParseTokenAsString(GetRequiredToken(
- GetRequiredElement(layer_scope, "ReferenceInformationType"), 0));
-
- if (layer_type_name == "LayerElementUV") {
- if (index == 0) {
- m_uv_0 = resolve_vertex_data_array<Vector2>(layer_scope, MappingInformationType, ReferenceInformationType, "UV");
- } else if (index == 1) {
- m_uv_1 = resolve_vertex_data_array<Vector2>(layer_scope, MappingInformationType, ReferenceInformationType, "UV");
- }
- } else if (layer_type_name == "LayerElementMaterial") {
- m_material_allocation_ids = resolve_vertex_data_array<int>(layer_scope, MappingInformationType, ReferenceInformationType, "Materials");
- } else if (layer_type_name == "LayerElementNormal") {
- m_normals = resolve_vertex_data_array<Vector3>(layer_scope, MappingInformationType, ReferenceInformationType, "Normals");
- } else if (layer_type_name == "LayerElementColor") {
- m_colors = resolve_vertex_data_array<Color>(layer_scope, MappingInformationType, ReferenceInformationType, "Colors", "ColorIndex");
- }
- }
- }
- }
-
- print_verbose("Mesh statistics \nuv_0: " + m_uv_0.debug_info() + "\nuv_1: " + m_uv_1.debug_info() + "\nvertices: " + itos(m_vertices.size()));
-
- // Compose the edge of the mesh.
- // You can see how the edges are stored into the FBX here: https://gist.github.com/AndreaCatania/da81840f5aa3b2feedf189e26c5a87e6
- for (size_t i = 0; i < m_edges.size(); i += 1) {
- ERR_FAIL_INDEX_MSG((size_t)m_edges[i], m_face_indices.size(), "The edge is pointing to a weird location in the face indices. The FBX is corrupted.");
- int polygon_vertex_0 = m_face_indices[m_edges[i]];
- int polygon_vertex_1;
- if (polygon_vertex_0 < 0) {
- // The polygon_vertex_0 points to the end of a polygon, so it's
- // connected with the beginning of polygon in the edge list.
-
- // Fist invert the vertex.
- polygon_vertex_0 = ~polygon_vertex_0;
-
- // Search the start vertex of the polygon.
- // Iterate from the polygon_vertex_index backward till the start of
- // the polygon is found.
- ERR_FAIL_COND_MSG(m_edges[i] - 1 < 0, "The polygon is not yet started and we already need the final vertex. This FBX is corrupted.");
- bool found_it = false;
- for (int x = m_edges[i] - 1; x >= 0; x -= 1) {
- if (x == 0) {
- // This for sure is the start.
- polygon_vertex_1 = m_face_indices[x];
- found_it = true;
- break;
- } else if (m_face_indices[x] < 0) {
- // This is the end of the previous polygon, so the next is
- // the start of the polygon we need.
- polygon_vertex_1 = m_face_indices[x + 1];
- found_it = true;
- break;
- }
- }
- // As the algorithm above, this check is useless. Because the first
- // ever vertex is always considered the beginning of a polygon.
- ERR_FAIL_COND_MSG(found_it == false, "Was not possible to find the first vertex of this polygon. FBX file is corrupted.");
-
- } else {
- ERR_FAIL_INDEX_MSG((size_t)(m_edges[i] + 1), m_face_indices.size(), "FBX The other FBX edge seems to point to an invalid vertices. This FBX file is corrupted.");
- // Take the next vertex
- polygon_vertex_1 = m_face_indices[m_edges[i] + 1];
- }
-
- if (polygon_vertex_1 < 0) {
- // We don't care if the `polygon_vertex_1` is the end of the polygon,
- // for `polygon_vertex_1` so we can just invert it.
- polygon_vertex_1 = ~polygon_vertex_1;
- }
-
- ERR_FAIL_COND_MSG(polygon_vertex_0 == polygon_vertex_1, "The vertices of this edge can't be the same, Is this a point???. This FBX file is corrupted.");
-
- // Just create the edge.
- edge_map.push_back({ polygon_vertex_0, polygon_vertex_1 });
- }
-}
-
-MeshGeometry::~MeshGeometry() {
- // empty
-}
-
-const std::vector<Vector3> &MeshGeometry::get_vertices() const {
- return m_vertices;
-}
-
-const std::vector<MeshGeometry::Edge> &MeshGeometry::get_edge_map() const {
- return edge_map;
-}
-
-const std::vector<int> &MeshGeometry::get_polygon_indices() const {
- return m_face_indices;
-}
-
-const std::vector<int> &MeshGeometry::get_edges() const {
- return m_edges;
-}
-
-const MeshGeometry::MappingData<Vector3> &MeshGeometry::get_normals() const {
- return m_normals;
-}
-
-const MeshGeometry::MappingData<Vector2> &MeshGeometry::get_uv_0() const {
- //print_verbose("get uv_0 " + m_uv_0.debug_info() );
- return m_uv_0;
-}
-
-const MeshGeometry::MappingData<Vector2> &MeshGeometry::get_uv_1() const {
- //print_verbose("get uv_1 " + m_uv_1.debug_info() );
- return m_uv_1;
-}
-
-const MeshGeometry::MappingData<Color> &MeshGeometry::get_colors() const {
- return m_colors;
-}
-
-const MeshGeometry::MappingData<int> &MeshGeometry::get_material_allocation_id() const {
- return m_material_allocation_ids;
-}
-
-int MeshGeometry::get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b) {
- for (size_t i = 0; i < p_map.size(); i += 1) {
- if ((p_map[i].vertex_0 == p_vertex_a && p_map[i].vertex_1 == p_vertex_b) || (p_map[i].vertex_1 == p_vertex_a && p_map[i].vertex_0 == p_vertex_b)) {
- return i;
- }
- }
- return -1;
-}
-
-MeshGeometry::Edge MeshGeometry::get_edge(const std::vector<Edge> &p_map, int p_id) {
- ERR_FAIL_INDEX_V_MSG((size_t)p_id, p_map.size(), Edge({ -1, -1 }), "ID not found.");
- return p_map[p_id];
-}
-
-template <class T>
-MeshGeometry::MappingData<T> MeshGeometry::resolve_vertex_data_array(
- const ScopePtr source,
- const std::string &MappingInformationType,
- const std::string &ReferenceInformationType,
- const std::string &dataElementName,
- const std::string &indexOverride) {
- ERR_FAIL_COND_V_MSG(source == nullptr, MappingData<T>(), "Invalid scope operator preventing memory corruption");
-
- // UVIndex, MaterialIndex, NormalIndex, etc..
- std::string indexDataElementName;
-
- if (!indexOverride.empty()) {
- // Colors should become ColorIndex
- indexDataElementName = indexOverride;
- } else {
- // Some indexes will exist.
- indexDataElementName = dataElementName + "Index";
- }
-
- // goal: expand everything to be per vertex
-
- ReferenceType l_ref_type = ReferenceType::direct;
-
- // Read the reference type into the enumeration
- if (ReferenceInformationType == "IndexToDirect") {
- l_ref_type = ReferenceType::index_to_direct;
- } else if (ReferenceInformationType == "Index") {
- // set non legacy index to direct mapping
- l_ref_type = ReferenceType::index;
- } else if (ReferenceInformationType == "Direct") {
- l_ref_type = ReferenceType::direct;
- } else {
- ERR_FAIL_V_MSG(MappingData<T>(), "invalid reference type has the FBX format changed?");
- }
-
- MapType l_map_type = MapType::none;
-
- if (MappingInformationType == "None") {
- l_map_type = MapType::none;
- } else if (MappingInformationType == "ByVertice") {
- l_map_type = MapType::vertex;
- } else if (MappingInformationType == "ByPolygonVertex") {
- l_map_type = MapType::polygon_vertex;
- } else if (MappingInformationType == "ByPolygon") {
- l_map_type = MapType::polygon;
- } else if (MappingInformationType == "ByEdge") {
- l_map_type = MapType::edge;
- } else if (MappingInformationType == "AllSame") {
- l_map_type = MapType::all_the_same;
- } else {
- print_error("invalid mapping type: " + String(MappingInformationType.c_str()));
- }
-
- // create mapping data
- MeshGeometry::MappingData<T> tempData;
- tempData.map_type = l_map_type;
- tempData.ref_type = l_ref_type;
-
- // parse data into array
- ParseVectorDataArray(tempData.data, GetRequiredElement(source, dataElementName));
-
- // index array won't always exist
- const ElementPtr element = GetOptionalElement(source, indexDataElementName);
- if (element) {
- ParseVectorDataArray(tempData.index, element);
- }
-
- return tempData;
-}
-// ------------------------------------------------------------------------------------------------
-ShapeGeometry::ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
- Geometry(id, element, name, doc) {
- const ScopePtr sc = element->Compound();
- if (nullptr == sc) {
- DOMError("failed to read Geometry object (class: Shape), no data scope found");
- }
- const ElementPtr Indexes = GetRequiredElement(sc, "Indexes", element);
- const ElementPtr Normals = GetRequiredElement(sc, "Normals", element);
- const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
- ParseVectorDataArray(m_indices, Indexes);
- ParseVectorDataArray(m_vertices, Vertices);
- ParseVectorDataArray(m_normals, Normals);
-}
-
-// ------------------------------------------------------------------------------------------------
-ShapeGeometry::~ShapeGeometry() {
- // empty
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<Vector3> &ShapeGeometry::GetVertices() const {
- return m_vertices;
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<Vector3> &ShapeGeometry::GetNormals() const {
- return m_normals;
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<unsigned int> &ShapeGeometry::GetIndices() const {
- return m_indices;
-}
-// ------------------------------------------------------------------------------------------------
-LineGeometry::LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
- Geometry(id, element, name, doc) {
- const ScopePtr sc = element->Compound();
- if (!sc) {
- DOMError("failed to read Geometry object (class: Line), no data scope found");
- }
- const ElementPtr Points = GetRequiredElement(sc, "Points", element);
- const ElementPtr PointsIndex = GetRequiredElement(sc, "PointsIndex", element);
- ParseVectorDataArray(m_vertices, Points);
- ParseVectorDataArray(m_indices, PointsIndex);
-}
-
-// ------------------------------------------------------------------------------------------------
-LineGeometry::~LineGeometry() {
- // empty
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<Vector3> &LineGeometry::GetVertices() const {
- return m_vertices;
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<int> &LineGeometry::GetIndices() const {
- return m_indices;
-}
-} // namespace FBXDocParser