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-/*************************************************************************/
-/* FBXMeshGeometry.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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 nullptr */
- 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 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.
-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);
- // Returns 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