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+/*************************************************************************/
+/* FBXMeshGeometry.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. */
+/*************************************************************************/
+
+/*
+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.
+
+----------------------------------------------------------------------
+*/
+
+#ifndef FBX_MESH_GEOMETRY_H
+#define FBX_MESH_GEOMETRY_H
+
+#include "core/math/color.h"
+#include "core/math/vector2.h"
+#include "core/math/vector3.h"
+#include "core/templates/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 verticies[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);
+ // Retuns 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 // FBX_MESH_GEOMETRY_H