// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#if COMPILE_WITH_MODEL_TOOL
#include "Engine/Core/Config.h"
#include "Engine/Content/Assets/ModelBase.h"
#include "Engine/Physics/CollisionData.h"
#if USE_EDITOR
#include "Engine/Core/ISerializable.h"
#include "Engine/Graphics/Models/ModelData.h"
#include "Engine/Graphics/Models/SkeletonData.h"
#include "Engine/Animations/AnimationData.h"
#include "Engine/Content/Assets/MaterialBase.h"
class JsonWriter;
///
/// The model file import data types (used as flags).
///
enum class ImportDataTypes : int32
{
None = 0,
///
/// Imports materials and meshes.
///
Geometry = 1 << 0,
///
/// Imports the skeleton bones hierarchy.
///
Skeleton = 1 << 1,
///
/// Imports the animations.
///
Animations = 1 << 2,
///
/// Imports the scene nodes hierarchy.
///
Nodes = 1 << 3,
///
/// Imports the materials.
///
Materials = 1 << 4,
///
/// Imports the textures.
///
Textures = 1 << 5,
};
DECLARE_ENUM_OPERATORS(ImportDataTypes);
///
/// Imported model data container. Represents unified model source file data (meshes, animations, skeleton, materials).
///
class ImportedModelData
{
public:
struct LOD
{
Array Meshes;
BoundingBox GetBox() const;
};
struct Node
{
///
/// The parent node index. The root node uses value -1.
///
int32 ParentIndex;
///
/// The local transformation of the node, relative to the parent node.
///
Transform LocalTransform;
///
/// The name of this node.
///
String Name;
};
public:
///
/// The import data types types.
///
ImportDataTypes Types;
///
/// The textures slots.
///
Array Textures;
///
/// The material slots.
///
Array Materials;
///
/// The level of details data.
///
Array LODs;
///
/// The skeleton data.
///
SkeletonData Skeleton;
///
/// The scene nodes.
///
Array Nodes;
///
/// The node animations.
///
AnimationData Animation;
public:
///
/// Initializes a new instance of the class.
///
/// The types.
ImportedModelData(ImportDataTypes types)
{
Types = types;
}
///
/// Finalizes an instance of the class.
///
~ImportedModelData()
{
// Ensure to cleanup data
for (int32 i = 0; i < LODs.Count(); i++)
LODs[i].Meshes.ClearDelete();
}
};
#endif
struct ModelSDFHeader
{
Float3 LocalToUVWMul;
float WorldUnitsPerVoxel;
Float3 LocalToUVWAdd;
float MaxDistance;
Float3 LocalBoundsMin;
int32 MipLevels;
Float3 LocalBoundsMax;
int32 Width;
int32 Height;
int32 Depth;
PixelFormat Format;
float ResolutionScale;
int32 LOD;
ModelSDFHeader() = default;
ModelSDFHeader(const ModelBase::SDFData& sdf, const struct GPUTextureDescription& desc);
};
struct ModelSDFMip
{
int32 MipIndex;
uint32 RowPitch;
uint32 SlicePitch;
ModelSDFMip() = default;
ModelSDFMip(int32 mipIndex, uint32 rowPitch, uint32 slicePitch);
ModelSDFMip(int32 mipIndex, const TextureMipData& mip);
};
///
/// Models data importing and processing utility.
///
API_CLASS(Namespace="FlaxEngine.Tools", Static) class FLAXENGINE_API ModelTool
{
DECLARE_SCRIPTING_TYPE_MINIMAL(ModelTool);
// Optional: inputModel or modelData
// Optional: outputSDF or null, outputStream or null
static bool GenerateModelSDF(class Model* inputModel, class ModelData* modelData, float resolutionScale, int32 lodIndex, ModelBase::SDFData* outputSDF, class MemoryWriteStream* outputStream, const StringView& assetName, float backfacesThreshold = 0.6f);
#if USE_EDITOR
public:
///
/// Declares the imported data type.
///
API_ENUM(Attributes="HideInEditor") enum class ModelType : int32
{
// The model asset.
Model = 0,
// The skinned model asset.
SkinnedModel = 1,
// The animation asset.
Animation = 2,
};
///
/// Declares the imported animation clip duration.
///
API_ENUM(Attributes="HideInEditor") enum class AnimationDuration : int32
{
// The imported duration.
Imported = 0,
// The custom duration specified via keyframes range.
Custom = 1,
};
///
/// Model import options.
///
API_STRUCT(Attributes="HideInEditor") struct FLAXENGINE_API Options : public ISerializable
{
DECLARE_SCRIPTING_TYPE_MINIMAL(Options);
// Type of the imported asset.
API_FIELD(Attributes="EditorOrder(0)")
ModelType Type = ModelType::Model;
public: // Geometry
// Enable model normal vectors re-calculating.
API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
bool CalculateNormals = false;
// Specifies the maximum angle (in degrees) that may be between two face normals at the same vertex position before they are smoothed together. The default value is 175.
API_FIELD(Attributes="EditorOrder(30), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowSmoothingNormalsAngle)), Limit(0, 175, 0.1f)")
float SmoothingNormalsAngle = 175.0f;
// If checked, the imported normal vectors of the mesh will be flipped (scaled by -1).
API_FIELD(Attributes="EditorOrder(35), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
bool FlipNormals = false;
// Enable model tangent vectors re-calculating.
API_FIELD(Attributes="EditorOrder(40), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
bool CalculateTangents = false;
// Specifies the maximum angle (in degrees) that may be between two vertex tangents before their tangents and bi-tangents are smoothed. The default value is 45.
API_FIELD(Attributes="EditorOrder(45), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowSmoothingTangentsAngle)), Limit(0, 45, 0.1f)")
float SmoothingTangentsAngle = 45.0f;
// Enable/disable meshes geometry optimization.
API_FIELD(Attributes="EditorOrder(50), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
bool OptimizeMeshes = true;
// Enable/disable geometry merge for meshes with the same materials. Index buffer will be reordered to improve performance and other modifications will be applied. However, importing time will be increased.
API_FIELD(Attributes="EditorOrder(60), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
bool MergeMeshes = true;
// Enable/disable importing meshes Level of Details.
API_FIELD(Attributes="EditorOrder(70), EditorDisplay(\"Geometry\", \"Import LODs\"), VisibleIf(nameof(ShowGeometry))")
bool ImportLODs = true;
// Enable/disable importing vertex colors (channel 0 only).
API_FIELD(Attributes="EditorOrder(80), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowModel))")
bool ImportVertexColors = true;
// Enable/disable importing blend shapes (morph targets).
API_FIELD(Attributes="EditorOrder(85), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowSkinnedModel))")
bool ImportBlendShapes = false;
// Enable skeleton bones offset matrices re-calculating.
API_FIELD(Attributes="EditorOrder(86), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowSkinnedModel))")
bool CalculateBoneOffsetMatrices = false;
// The lightmap UVs source.
API_FIELD(Attributes="EditorOrder(90), EditorDisplay(\"Geometry\", \"Lightmap UVs Source\"), VisibleIf(nameof(ShowModel))")
ModelLightmapUVsSource LightmapUVsSource = ModelLightmapUVsSource::Disable;
// If specified, all meshes that name starts with this prefix in the name will be imported as a separate collision data asset (excluded used for rendering).
API_FIELD(Attributes="EditorOrder(100), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
String CollisionMeshesPrefix = TEXT("");
// The type of collision that should be generated if the mesh has a collision prefix specified.
API_FIELD(Attributes = "EditorOrder(105), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
CollisionDataType CollisionType = CollisionDataType::TriangleMesh;
public: // Transform
// Custom uniform import scale.
API_FIELD(Attributes="EditorOrder(500), EditorDisplay(\"Transform\")")
float Scale = 1.0f;
// Custom import geometry rotation.
API_FIELD(Attributes="EditorOrder(510), EditorDisplay(\"Transform\")")
Quaternion Rotation = Quaternion::Identity;
// Custom import geometry offset.
API_FIELD(Attributes="EditorOrder(520), EditorDisplay(\"Transform\")")
Float3 Translation = Float3::Zero;
// If checked, the imported geometry will be shifted to its local transform origin.
API_FIELD(Attributes="EditorOrder(530), EditorDisplay(\"Transform\")")
bool UseLocalOrigin = false;
// If checked, the imported geometry will be shifted to the center of mass.
API_FIELD(Attributes="EditorOrder(540), EditorDisplay(\"Transform\")")
bool CenterGeometry = false;
public: // Animation
// Imported animation duration mode. Can use the original value or be overriden by settings.
API_FIELD(Attributes="EditorOrder(1000), EditorDisplay(\"Animation\"), VisibleIf(nameof(ShowAnimation))")
AnimationDuration Duration = AnimationDuration::Imported;
// Imported animation first/last frame index. Used only if Duration mode is set to Custom.
API_FIELD(Attributes="EditorOrder(1010), EditorDisplay(\"Animation\"), VisibleIf(nameof(ShowFramesRange)), Limit(0)")
Float2 FramesRange = Float2::Zero;
// The imported animation default frame rate. Can specify the default frames per second amount for imported animations. If the value is 0 then the original animation frame rate will be used.
API_FIELD(Attributes="EditorOrder(1020), EditorDisplay(\"Animation\"), VisibleIf(nameof(ShowAnimation)), Limit(0, 1000, 0.01f)")
float DefaultFrameRate = 0.0f;
// The imported animation sampling rate. If value is 0 then the original animation speed will be used.
API_FIELD(Attributes="EditorOrder(1030), EditorDisplay(\"Animation\"), VisibleIf(nameof(ShowAnimation)), Limit(0, 1000, 0.01f)")
float SamplingRate = 0.0f;
// The imported animation will have tracks with no keyframes or unspecified data removed.
API_FIELD(Attributes="EditorOrder(1040), EditorDisplay(\"Animation\"), VisibleIf(nameof(ShowAnimation))")
bool SkipEmptyCurves = true;
// The imported animation channels will be optimized to remove redundant keyframes.
API_FIELD(Attributes="EditorOrder(1050), EditorDisplay(\"Animation\"), VisibleIf(nameof(ShowAnimation))")
bool OptimizeKeyframes = true;
// If checked, the importer will import scale animation tracks (otherwise scale animation will be ignored).
API_FIELD(Attributes="EditorOrder(1055), EditorDisplay(\"Animation\"), VisibleIf(nameof(ShowAnimation))")
bool ImportScaleTracks = false;
// Enables root motion extraction support from this animation.
API_FIELD(Attributes="EditorOrder(1060), EditorDisplay(\"Animation\"), VisibleIf(nameof(ShowAnimation))")
bool EnableRootMotion = false;
// The custom node name to be used as a root motion source. If not specified the actual root node will be used.
API_FIELD(Attributes="EditorOrder(1070), EditorDisplay(\"Animation\"), VisibleIf(nameof(ShowAnimation))")
String RootNodeName = TEXT("");
public: // Level Of Detail
// If checked, the importer will generate a sequence of LODs based on the base LOD index.
API_FIELD(Attributes="EditorOrder(1100), EditorDisplay(\"Level Of Detail\", \"Generate LODs\"), VisibleIf(nameof(ShowGeometry))")
bool GenerateLODs = false;
// The index of the LOD from the source model data to use as a reference for following LODs generation.
API_FIELD(Attributes="EditorOrder(1110), EditorDisplay(\"Level Of Detail\", \"Base LOD\"), VisibleIf(nameof(ShowGeometry)), Limit(0, 5)")
int32 BaseLOD = 0;
// The amount of LODs to include in the model (all remaining ones starting from Base LOD will be generated).
API_FIELD(Attributes="EditorOrder(1120), EditorDisplay(\"Level Of Detail\", \"LOD Count\"), VisibleIf(nameof(ShowGeometry)), Limit(1, 6)")
int32 LODCount = 4;
// The target amount of triangles for the generated LOD (based on the higher LOD). Normalized to range 0-1. For instance 0.4 cuts the triangle count to 40%.
API_FIELD(Attributes="EditorOrder(1130), EditorDisplay(\"Level Of Detail\"), VisibleIf(nameof(ShowGeometry)), Limit(0, 1, 0.001f)")
float TriangleReduction = 0.5f;
// Whether to do a sloppy mesh optimization. This is faster but does not follow the topology of the original mesh.
API_FIELD(Attributes="EditorOrder(1140), EditorDisplay(\"Level Of Detail\"), VisibleIf(nameof(ShowGeometry))")
bool SloppyOptimization = false;
// Only used if Sloppy is false. Target error is an approximate measure of the deviation from the original mesh using distance normalized to [0..1] range (e.g. 1e-2f means that simplifier will try to maintain the error to be below 1% of the mesh extents).
API_FIELD(Attributes="EditorOrder(1150), EditorDisplay(\"Level Of Detail\"), VisibleIf(nameof(SloppyOptimization), true), Limit(0.01f, 1, 0.001f)")
float LODTargetError = 0.05f;
public: // Materials
// If checked, the importer will create materials for model meshes as specified in the file.
API_FIELD(Attributes="EditorOrder(400), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
bool ImportMaterials = true;
// If checked, the importer will create the model's materials as instances of a base material.
API_FIELD(Attributes = "EditorOrder(401), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterials))")
bool ImportMaterialsAsInstances = false;
// The material used as the base material that will be instanced as the imported model's material.
API_FIELD(Attributes = "EditorOrder(402), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterialsAsInstances))")
AssetReference InstanceToImportAs;
// If checked, the importer will import texture files used by the model and any embedded texture resources.
API_FIELD(Attributes="EditorOrder(410), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
bool ImportTextures = true;
// If checked, the importer will try to keep the model's current material slots, instead of importing materials from the source file.
API_FIELD(Attributes="EditorOrder(420), EditorDisplay(\"Materials\", \"Keep Material Slots on Reimport\"), VisibleIf(nameof(ShowGeometry))")
bool RestoreMaterialsOnReimport = true;
public: // SDF
// If checked, enables generation of Signed Distance Field (SDF).
API_FIELD(Attributes="EditorOrder(1500), EditorDisplay(\"SDF\"), VisibleIf(nameof(ShowModel))")
bool GenerateSDF = false;
// Resolution scale for generated Signed Distance Field (SDF) texture. Higher values improve accuracy but increase memory usage and reduce performance.
API_FIELD(Attributes="EditorOrder(1510), EditorDisplay(\"SDF\"), VisibleIf(nameof(ShowModel)), Limit(0.0001f, 100.0f)")
float SDFResolution = 1.0f;
public: // Splitting
// If checked, the imported mesh/animations are split into separate assets. Used if ObjectIndex is set to -1.
API_FIELD(Attributes="EditorOrder(2000), EditorDisplay(\"Splitting\")")
bool SplitObjects = false;
// The zero-based index for the mesh/animation clip to import. If the source file has more than one mesh/animation it can be used to pick a desired object. Default -1 imports all objects.
API_FIELD(Attributes="EditorOrder(2010), EditorDisplay(\"Splitting\")")
int32 ObjectIndex = -1;
public: // Other
// If specified, the specified folder will be used as sub-directory name for automatically imported sub assets such as textures and materials. Set to whitespace (single space) to import to the same directory.
API_FIELD(Attributes="EditorOrder(3030), EditorDisplay(\"Other\")")
String SubAssetFolder = TEXT("");
// Runtime data for objects splitting during import (used internally)
void* SplitContext = nullptr;
Function OnSplitImport;
public:
// [ISerializable]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
};
public:
///
/// Imports the model source file data.
///
/// The file path.
/// The output data.
/// The import options.
/// The error message container.
/// True if fails, otherwise false.
static bool ImportData(const String& path, ImportedModelData& data, Options& options, String& errorMsg);
///
/// Imports the model.
///
/// The file path.
/// The output data.
/// The import options.
/// The error message container.
/// The output folder for the additional imported data - optional. Used to auto-import textures and material assets.
/// True if fails, otherwise false.
static bool ImportModel(const String& path, ModelData& meshData, Options& options, String& errorMsg, const String& autoImportOutput = String::Empty);
public:
static int32 DetectLodIndex(const String& nodeName);
static bool FindTexture(const String& sourcePath, const String& file, String& path);
///
/// Gets the local transformations to go from rootIndex to index.
///
/// The nodes containing the local transformations.
/// The root index.
/// The current index.
/// The transformation at this index.
template
static Transform CombineTransformsFromNodeIndices(Array& nodes, int32 rootIndex, int32 index)
{
if (index == -1 || index == rootIndex)
return Transform::Identity;
auto result = nodes[index].LocalTransform;
if (index != rootIndex)
{
const auto parentTransform = CombineTransformsFromNodeIndices(nodes, rootIndex, nodes[index].ParentIndex);
result = parentTransform.LocalToWorld(result);
}
return result;
}
private:
static void CalculateBoneOffsetMatrix(const Array& nodes, Matrix& offsetMatrix, int32 nodeIndex);
#if USE_ASSIMP
static bool ImportDataAssimp(const char* path, ImportedModelData& data, Options& options, String& errorMsg);
#endif
#if USE_AUTODESK_FBX_SDK
static bool ImportDataAutodeskFbxSdk(const char* path, ImportedModelData& data, Options& options, String& errorMsg);
#endif
#if USE_OPEN_FBX
static bool ImportDataOpenFBX(const char* path, ImportedModelData& data, Options& options, String& errorMsg);
#endif
#endif
};
#endif