1507 lines
55 KiB
C++
1507 lines
55 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
|
|
|
#if COMPILE_WITH_MODEL_TOOL && USE_OPEN_FBX
|
|
|
|
#include "ModelTool.h"
|
|
#include "Engine/Core/Log.h"
|
|
#include "Engine/Core/Math/Mathd.h"
|
|
#include "Engine/Core/Math/Matrix.h"
|
|
#include "Engine/Core/Math/Plane.h"
|
|
#include "Engine/Core/Collections/Sorting.h"
|
|
#include "Engine/Platform/FileSystem.h"
|
|
#include "Engine/Tools/TextureTool/TextureTool.h"
|
|
#include "Engine/Profiler/ProfilerCPU.h"
|
|
#include "Engine/Platform/File.h"
|
|
|
|
#define OPEN_FBX_CONVERT_SPACE 1
|
|
#if BUILD_DEBUG
|
|
#define OPEN_FBX_GET_CACHE_LIST(arrayName, varName, size) data.arrayName.Resize(size, false); auto& varName = data.arrayName
|
|
#else
|
|
#define OPEN_FBX_GET_CACHE_LIST(arrayName, varName, size) data.arrayName.Resize(size, false); auto* varName = data.arrayName.Get()
|
|
#endif
|
|
|
|
// Import OpenFBX library
|
|
// Source: https://github.com/nem0/OpenFBX
|
|
#include <ThirdParty/OpenFBX/ofbx.h>
|
|
#include <memory>
|
|
|
|
Float2 ToFloat2(const ofbx::Vec2& v)
|
|
{
|
|
return Float2((float)v.x, (float)v.y);
|
|
}
|
|
|
|
Float2 ToFloat2(const ofbx::Vec3& v)
|
|
{
|
|
return Float2((float)v.x, (float)v.y);
|
|
}
|
|
|
|
Float3 ToFloat3(const ofbx::Vec3& v)
|
|
{
|
|
return Float3((float)v.x, (float)v.y, (float)v.z);
|
|
}
|
|
|
|
Color ToColor(const ofbx::Vec4& v)
|
|
{
|
|
return Color((float)v.x, (float)v.y, (float)v.z, (float)v.w);
|
|
}
|
|
|
|
Color ToColor(const ofbx::Color& v)
|
|
{
|
|
return Color(v.r, v.g, v.b, 1.0f);
|
|
}
|
|
|
|
Quaternion ToQuaternion(const ofbx::Quat& v)
|
|
{
|
|
return Quaternion((float)v.x, (float)v.y, (float)v.z, (float)v.w);
|
|
}
|
|
|
|
Matrix ToMatrix(const ofbx::DMatrix& mat)
|
|
{
|
|
Matrix result;
|
|
for (int32 i = 0; i < 16; i++)
|
|
result.Raw[i] = (float)mat.m[i];
|
|
return result;
|
|
}
|
|
|
|
struct FbxNode
|
|
{
|
|
int32 ParentIndex;
|
|
Transform LocalTransform;
|
|
String Name;
|
|
int32 LodIndex;
|
|
const ofbx::Object* FbxObj;
|
|
};
|
|
|
|
struct FbxBone
|
|
{
|
|
int32 NodeIndex;
|
|
int32 ParentBoneIndex;
|
|
const ofbx::Object* FbxObj;
|
|
Matrix OffsetMatrix;
|
|
|
|
bool operator<(const FbxBone& other) const
|
|
{
|
|
return NodeIndex < other.NodeIndex;
|
|
}
|
|
};
|
|
|
|
struct OpenFbxImporterData
|
|
{
|
|
const ofbx::IScene* Scene;
|
|
std::unique_ptr<ofbx::IScene> ScenePtr;
|
|
const String Path;
|
|
const ModelTool::Options& Options;
|
|
|
|
ofbx::GlobalSettings GlobalSettings;
|
|
#if OPEN_FBX_CONVERT_SPACE
|
|
Quaternion RootConvertRotation = Quaternion::Identity;
|
|
Float3 Up;
|
|
Float3 Front;
|
|
Float3 Right;
|
|
bool ConvertRH;
|
|
#else
|
|
static constexpr bool ConvertRH = false;
|
|
#endif
|
|
float FrameRate;
|
|
|
|
Array<FbxNode> Nodes;
|
|
Array<FbxBone> Bones;
|
|
Array<const ofbx::Material*> Materials;
|
|
Array<MaterialSlotEntry> ImportedMaterials;
|
|
|
|
Array<int> TriangulatedIndicesCache;
|
|
Array<Int4> BlendIndicesCache;
|
|
Array<Float4> BlendWeightsCache;
|
|
Array<Float2> TriangulatePointsCache;
|
|
Array<int> TriangulateIndicesCache;
|
|
Array<int> TriangulateEarIndicesCache;
|
|
|
|
OpenFbxImporterData(const String& path, const ModelTool::Options& options, ofbx::IScene* scene)
|
|
: Scene(scene)
|
|
, ScenePtr(scene)
|
|
, Path(path)
|
|
, Options(options)
|
|
, GlobalSettings(*scene->getGlobalSettings())
|
|
#if OPEN_FBX_CONVERT_SPACE
|
|
, ConvertRH(GlobalSettings.CoordAxis == ofbx::CoordSystem_RightHanded)
|
|
#endif
|
|
, Nodes(static_cast<int32>(scene->getMeshCount() * 4.0f))
|
|
{
|
|
float frameRate = scene->getSceneFrameRate();
|
|
if (frameRate <= 0 || GlobalSettings.TimeMode == ofbx::FrameRate_DEFAULT)
|
|
{
|
|
frameRate = Options.DefaultFrameRate;
|
|
if (frameRate <= 0)
|
|
frameRate = 30.0f;
|
|
}
|
|
FrameRate = frameRate;
|
|
#if OPEN_FBX_CONVERT_SPACE
|
|
const float coordAxisSign = GlobalSettings.CoordAxis == ofbx::CoordSystem_LeftHanded ? -1.0f : +1.0f;
|
|
switch (GlobalSettings.UpAxis)
|
|
{
|
|
case ofbx::UpVector_AxisX:
|
|
Up = Float3((float)GlobalSettings.UpAxisSign, 0, 0);
|
|
switch (GlobalSettings.FrontAxis)
|
|
{
|
|
case ofbx::FrontVector_ParityEven:
|
|
// Up: X, Front: Y, Right: Z
|
|
Front = Float3(0, (float)GlobalSettings.FrontAxisSign, 0);
|
|
Right = Float3(0, 0, coordAxisSign);
|
|
break;
|
|
case ofbx::FrontVector_ParityOdd:
|
|
// Up: X, Front: Z, Right: Y
|
|
Front = Float3(0, 0, (float)GlobalSettings.FrontAxisSign);
|
|
Right = Float3(0, coordAxisSign, 0);
|
|
break;
|
|
default: ;
|
|
}
|
|
break;
|
|
case ofbx::UpVector_AxisY:
|
|
Up = Float3(0, (float)GlobalSettings.UpAxisSign, 0);
|
|
switch (GlobalSettings.FrontAxis)
|
|
{
|
|
case ofbx::FrontVector_ParityEven:
|
|
// Up: Y, Front: X, Right: Z
|
|
Front = Float3((float)GlobalSettings.FrontAxisSign, 0, 0);
|
|
Right = Float3(0, 0, coordAxisSign);
|
|
break;
|
|
case ofbx::FrontVector_ParityOdd:
|
|
// Up: Y, Front: Z, Right: X
|
|
Front = Float3(0, 0, (float)GlobalSettings.FrontAxisSign);
|
|
Right = Float3(coordAxisSign, 0, 0);
|
|
break;
|
|
default: ;
|
|
}
|
|
break;
|
|
case ofbx::UpVector_AxisZ:
|
|
Up = Float3(0, 0, (float)GlobalSettings.UpAxisSign);
|
|
switch (GlobalSettings.FrontAxis)
|
|
{
|
|
case ofbx::FrontVector_ParityEven:
|
|
// Up: Z, Front: X, Right: Y
|
|
Front = Float3((float)GlobalSettings.FrontAxisSign, 0, 0);
|
|
Right = Float3(0, coordAxisSign, 0);
|
|
break;
|
|
case ofbx::FrontVector_ParityOdd:
|
|
// Up: Z, Front: Y, Right: X
|
|
Front = Float3((float)GlobalSettings.FrontAxisSign, 0, 0);
|
|
Right = Float3(coordAxisSign, 0, 0);
|
|
break;
|
|
default: ;
|
|
}
|
|
break;
|
|
default: ;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool ImportMaterialTexture(ModelData& result, const ofbx::Material* mat, ofbx::Texture::TextureType textureType, int32& textureIndex, TextureEntry::TypeHint type) const
|
|
{
|
|
const ofbx::Texture* tex = mat->getTexture(textureType);
|
|
if (tex)
|
|
{
|
|
// Find texture file path
|
|
ofbx::DataView aFilename = tex->getRelativeFileName();
|
|
if (aFilename == "")
|
|
aFilename = tex->getFileName();
|
|
char filenameData[256];
|
|
aFilename.toString(filenameData);
|
|
const String filename(filenameData);
|
|
String path;
|
|
if (ModelTool::FindTexture(Path, filename, path))
|
|
return true;
|
|
|
|
// Check if already used
|
|
textureIndex = 0;
|
|
while (textureIndex < result.Textures.Count())
|
|
{
|
|
if (result.Textures[textureIndex].FilePath == path)
|
|
return true;
|
|
textureIndex++;
|
|
}
|
|
|
|
// Import texture
|
|
auto& texture = result.Textures.AddOne();
|
|
texture.FilePath = path;
|
|
texture.Type = type;
|
|
texture.AssetID = Guid::Empty;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int32 AddMaterial(ModelData& result, const ofbx::Material* mat)
|
|
{
|
|
int32 index = Materials.Find(mat);
|
|
if (index == -1)
|
|
{
|
|
index = Materials.Count();
|
|
Materials.Add(mat);
|
|
auto& material = ImportedMaterials.AddOne();
|
|
material.AssetID = Guid::Empty;
|
|
if (mat)
|
|
material.Name = String(mat->name).TrimTrailing();
|
|
|
|
if (mat && EnumHasAnyFlags(Options.ImportTypes, ImportDataTypes::Materials))
|
|
{
|
|
material.Diffuse.Color = ToColor(mat->getDiffuseColor());
|
|
material.Emissive.Color = ToColor(mat->getEmissiveColor()) * (float)mat->getEmissiveFactor();
|
|
material.Roughness.Value = MaterialSlotEntry::ShininessToRoughness((float)mat->getShininess());
|
|
|
|
if (EnumHasAnyFlags(Options.ImportTypes, ImportDataTypes::Textures))
|
|
{
|
|
ImportMaterialTexture(result, mat, ofbx::Texture::DIFFUSE, material.Diffuse.TextureIndex, TextureEntry::TypeHint::ColorRGB);
|
|
ImportMaterialTexture(result, mat, ofbx::Texture::EMISSIVE, material.Emissive.TextureIndex, TextureEntry::TypeHint::ColorRGB);
|
|
ImportMaterialTexture(result, mat, ofbx::Texture::NORMAL, material.Normals.TextureIndex, TextureEntry::TypeHint::Normals);
|
|
|
|
// FBX don't always store normal maps inside the object
|
|
if (material.Diffuse.TextureIndex != -1 && material.Normals.TextureIndex == -1)
|
|
{
|
|
// If missing, try to locate a normal map in the same path as the diffuse
|
|
const String srcFolder = String(StringUtils::GetDirectoryName(result.Textures[material.Diffuse.TextureIndex].FilePath));
|
|
const String srcName = StringUtils::GetFileNameWithoutExtension(result.Textures[material.Diffuse.TextureIndex].FilePath);
|
|
String srcSearch;
|
|
const int32 num = srcName.FindLast('_');
|
|
String srcSmallName = srcName;
|
|
if (num != -1)
|
|
srcSmallName = srcName.Substring(0, num);
|
|
|
|
bool isNormal = false;
|
|
for (int32 iExt = 0; iExt < 6; iExt++)
|
|
{
|
|
String sExit = TEXT(".dds");
|
|
if (iExt == 1)
|
|
sExit = TEXT(".png");
|
|
else if (iExt == 2)
|
|
sExit = TEXT(".jpg");
|
|
else if (iExt == 3)
|
|
sExit = TEXT(".jpeg");
|
|
else if (iExt == 4)
|
|
sExit = TEXT(".tif");
|
|
else if (iExt == 5)
|
|
sExit = TEXT(".tga");
|
|
for (int32 i = 0; i < 5; i++)
|
|
{
|
|
String sFind = TEXT("_normal" + sExit);
|
|
if (i == 1)
|
|
sFind = TEXT("_n" + sExit);
|
|
else if (i == 2)
|
|
sFind = TEXT("_nm" + sExit);
|
|
else if (i == 3)
|
|
sFind = TEXT("_nmp" + sExit);
|
|
else if (i == 4)
|
|
sFind = TEXT("_nor" + sExit);
|
|
srcSearch = srcFolder + TEXT("/") + srcSmallName + sFind;
|
|
if (FileSystem::FileExists(srcSearch))
|
|
{
|
|
isNormal = true;
|
|
break;
|
|
}
|
|
}
|
|
if (isNormal)
|
|
break;
|
|
}
|
|
if (isNormal)
|
|
{
|
|
auto& texture = result.Textures.AddOne();
|
|
texture.FilePath = srcSearch;
|
|
texture.Type = TextureEntry::TypeHint::Normals;
|
|
texture.AssetID = Guid::Empty;
|
|
material.Normals.TextureIndex = result.Textures.Count() - 1;
|
|
}
|
|
}
|
|
|
|
if (material.Diffuse.TextureIndex != -1)
|
|
{
|
|
// Detect using alpha mask in diffuse texture
|
|
material.Diffuse.HasAlphaMask = TextureTool::HasAlpha(result.Textures[material.Diffuse.TextureIndex].FilePath);
|
|
if (material.Diffuse.HasAlphaMask)
|
|
result.Textures[material.Diffuse.TextureIndex].Type = TextureEntry::TypeHint::ColorRGBA;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
const auto& importedMaterial = ImportedMaterials[index];
|
|
for (int32 i = 0; i < result.Materials.Count(); i++)
|
|
{
|
|
if (result.Materials[i].Name == importedMaterial.Name)
|
|
return i;
|
|
}
|
|
result.Materials.Add(importedMaterial);
|
|
return result.Materials.Count() - 1;
|
|
}
|
|
|
|
int32 FindNode(const ofbx::Object* link)
|
|
{
|
|
for (int32 i = 0; i < Nodes.Count(); i++)
|
|
{
|
|
if (Nodes[i].FbxObj == link)
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int32 FindNode(const String& name, StringSearchCase caseSensitivity = StringSearchCase::CaseSensitive)
|
|
{
|
|
for (int32 i = 0; i < Nodes.Count(); i++)
|
|
{
|
|
if (Nodes[i].Name.Compare(name, caseSensitivity) == 0)
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int32 FindBone(const int32 nodeIndex)
|
|
{
|
|
for (int32 i = 0; i < Bones.Count(); i++)
|
|
{
|
|
if (Bones[i].NodeIndex == nodeIndex)
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int32 FindBone(const ofbx::Object* link)
|
|
{
|
|
for (int32 i = 0; i < Bones.Count(); i++)
|
|
{
|
|
if (Bones[i].FbxObj == link)
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
};
|
|
|
|
void ProcessNodes(OpenFbxImporterData& data, const ofbx::Object* aNode, int32 parentIndex)
|
|
{
|
|
const int32 nodeIndex = data.Nodes.Count();
|
|
|
|
// Create node
|
|
FbxNode node;
|
|
node.ParentIndex = parentIndex;
|
|
node.Name = aNode->name;
|
|
node.FbxObj = aNode;
|
|
|
|
// Pick node LOD index
|
|
if (parentIndex == -1 || !data.Options.ImportLODs)
|
|
{
|
|
node.LodIndex = 0;
|
|
}
|
|
else
|
|
{
|
|
node.LodIndex = data.Nodes[parentIndex].LodIndex;
|
|
if (node.LodIndex == 0)
|
|
node.LodIndex = ModelTool::DetectLodIndex(node.Name);
|
|
ASSERT(Math::IsInRange(node.LodIndex, 0, MODEL_MAX_LODS - 1));
|
|
}
|
|
|
|
auto transform = ToMatrix(aNode->evalLocal(aNode->getLocalTranslation(), aNode->getLocalRotation()));
|
|
#if OPEN_FBX_CONVERT_SPACE
|
|
if (data.ConvertRH)
|
|
{
|
|
// Mirror all base vectors at the local Z axis
|
|
transform.M31 = -transform.M31;
|
|
transform.M32 = -transform.M32;
|
|
transform.M33 = -transform.M33;
|
|
transform.M34 = -transform.M34;
|
|
|
|
// Now invert the Z axis again to keep the matrix determinant positive
|
|
// The local meshes will be inverted accordingly so that the result should look just fine again
|
|
transform.M13 = -transform.M13;
|
|
transform.M23 = -transform.M23;
|
|
transform.M33 = -transform.M33;
|
|
transform.M43 = -transform.M43;
|
|
}
|
|
#endif
|
|
transform.Decompose(node.LocalTransform);
|
|
data.Nodes.Add(node);
|
|
|
|
// Process the children
|
|
int i = 0;
|
|
while (ofbx::Object* child = aNode->resolveObjectLink(i))
|
|
{
|
|
if (child->isNode())
|
|
ProcessNodes(data, child, nodeIndex);
|
|
i++;
|
|
}
|
|
}
|
|
|
|
Matrix GetOffsetMatrix(OpenFbxImporterData& data, const ofbx::Mesh* mesh, const ofbx::Object* node)
|
|
{
|
|
#if 1
|
|
auto* skin = mesh ? mesh->getSkin() : nullptr;
|
|
if (skin)
|
|
{
|
|
for (int i = 0, c = skin->getClusterCount(); i < c; i++)
|
|
{
|
|
const ofbx::Cluster* cluster = skin->getCluster(i);
|
|
if (cluster->getLink() == node)
|
|
{
|
|
return ToMatrix(cluster->getTransformLinkMatrix());
|
|
}
|
|
}
|
|
}
|
|
//return Matrix::Identity;
|
|
return ToMatrix(node->getGlobalTransform());
|
|
#else
|
|
Matrix t = Matrix::Identity;
|
|
const int32 boneIdx = data.FindBone(node);
|
|
int32 idx = data.Bones[boneIdx].NodeIndex;
|
|
do
|
|
{
|
|
t *= data.Nodes[idx].LocalTransform.GetWorld();
|
|
idx = data.Nodes[idx].ParentIndex;
|
|
} while (idx != -1);
|
|
return t;
|
|
#endif
|
|
}
|
|
|
|
bool IsMeshInvalid(const ofbx::Mesh* aMesh)
|
|
{
|
|
return aMesh->getGeometryData().getPositions().count == 0;
|
|
}
|
|
|
|
bool ImportBones(OpenFbxImporterData& data, String& errorMsg)
|
|
{
|
|
// Check all meshes
|
|
const int meshCount = data.Scene->getMeshCount();
|
|
for (int i = 0; i < meshCount; i++)
|
|
{
|
|
const auto aMesh = data.Scene->getMesh(i);
|
|
const ofbx::Skin* skin = aMesh->getSkin();
|
|
if (skin == nullptr || IsMeshInvalid(aMesh))
|
|
continue;
|
|
|
|
for (int clusterIndex = 0, clusterCount = skin->getClusterCount(); clusterIndex < clusterCount; clusterIndex++)
|
|
{
|
|
const ofbx::Cluster* cluster = skin->getCluster(clusterIndex);
|
|
if (cluster->getIndicesCount() == 0)
|
|
continue;
|
|
const auto link = cluster->getLink();
|
|
ASSERT(link != nullptr);
|
|
|
|
// Create bone if missing
|
|
int32 boneIndex = data.FindBone(link);
|
|
if (boneIndex == -1)
|
|
{
|
|
// Find the node where the bone is mapped
|
|
int32 nodeIndex = data.FindNode(link);
|
|
if (nodeIndex == -1)
|
|
{
|
|
nodeIndex = data.FindNode(String(link->name), StringSearchCase::IgnoreCase);
|
|
if (nodeIndex == -1)
|
|
{
|
|
LOG(Warning, "Invalid mesh bone linkage. Mesh: {0}, bone: {1}. Skipping...", String(aMesh->name), String(link->name));
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Add bone
|
|
boneIndex = data.Bones.Count();
|
|
data.Bones.EnsureCapacity(256);
|
|
data.Bones.Resize(boneIndex + 1);
|
|
auto& bone = data.Bones[boneIndex];
|
|
|
|
// Setup bone
|
|
bone.NodeIndex = nodeIndex;
|
|
bone.ParentBoneIndex = -1;
|
|
bone.FbxObj = link;
|
|
bone.OffsetMatrix = GetOffsetMatrix(data, aMesh, link) * Matrix::Scaling(data.GlobalSettings.UnitScaleFactor);
|
|
bone.OffsetMatrix.Invert();
|
|
|
|
// Mirror offset matrices (RH to LH)
|
|
if (data.ConvertRH)
|
|
{
|
|
auto& m = bone.OffsetMatrix;
|
|
m.M13 = -m.M13;
|
|
m.M23 = -m.M23;
|
|
m.M43 = -m.M43;
|
|
m.M31 = -m.M31;
|
|
m.M32 = -m.M32;
|
|
m.M34 = -m.M34;
|
|
}
|
|
|
|
// Convert bone matrix if scene uses root transform
|
|
if (!data.RootConvertRotation.IsIdentity())
|
|
{
|
|
Matrix m;
|
|
Matrix::RotationQuaternion(data.RootConvertRotation, m);
|
|
m.Invert();
|
|
bone.OffsetMatrix = m * bone.OffsetMatrix;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int Triangulate(OpenFbxImporterData& data, const ofbx::GeometryData& geom, const ofbx::GeometryPartition::Polygon& polygon, int* triangulatedIndices)
|
|
{
|
|
if (polygon.vertex_count < 3)
|
|
return 0;
|
|
else if (polygon.vertex_count == 3)
|
|
{
|
|
triangulatedIndices[0] = polygon.from_vertex;
|
|
triangulatedIndices[1] = polygon.from_vertex + 1;
|
|
triangulatedIndices[2] = polygon.from_vertex + 2;
|
|
return 3;
|
|
}
|
|
else if (polygon.vertex_count == 4)
|
|
{
|
|
triangulatedIndices[0] = polygon.from_vertex + 0;
|
|
triangulatedIndices[1] = polygon.from_vertex + 1;
|
|
triangulatedIndices[2] = polygon.from_vertex + 2;
|
|
triangulatedIndices[3] = polygon.from_vertex + 0;
|
|
triangulatedIndices[4] = polygon.from_vertex + 2;
|
|
triangulatedIndices[5] = polygon.from_vertex + 3;
|
|
return 6;
|
|
}
|
|
|
|
const ofbx::Vec3Attributes& positions = geom.getPositions();
|
|
Float3 normal = ToFloat3(geom.getNormals().get(polygon.from_vertex));
|
|
|
|
// Check if the polygon is convex
|
|
int lastSign = 0;
|
|
bool isConvex = true;
|
|
for (int i = 0; i < polygon.vertex_count; i++)
|
|
{
|
|
Float3 v1 = ToFloat3(positions.get(polygon.from_vertex + i));
|
|
Float3 v2 = ToFloat3(positions.get(polygon.from_vertex + (i + 1) % polygon.vertex_count));
|
|
Float3 v3 = ToFloat3(positions.get(polygon.from_vertex + (i + 2) % polygon.vertex_count));
|
|
|
|
// The winding order of all triangles must be same for polygon to be considered convex
|
|
int sign;
|
|
Float3 c = Float3::Cross(v1 - v2, v3 - v2);
|
|
if (c.LengthSquared() == 0.0f)
|
|
continue;
|
|
else if (Math::NotSameSign(c.X, normal.X) || Math::NotSameSign(c.Y, normal.Y) || Math::NotSameSign(c.Z, normal.Z))
|
|
sign = 1;
|
|
else
|
|
sign = -1;
|
|
if ((sign < 0 && lastSign > 0) || (sign > 0 && lastSign < 0))
|
|
{
|
|
isConvex = false;
|
|
break;
|
|
}
|
|
lastSign += sign;
|
|
}
|
|
|
|
// Fast-path for convex case
|
|
if (isConvex)
|
|
{
|
|
for (int i = 0; i < polygon.vertex_count - 2; i++)
|
|
{
|
|
triangulatedIndices[i * 3 + 0] = polygon.from_vertex;
|
|
triangulatedIndices[i * 3 + 1] = polygon.from_vertex + (i + 1) % polygon.vertex_count;
|
|
triangulatedIndices[i * 3 + 2] = polygon.from_vertex + (i + 2) % polygon.vertex_count;
|
|
}
|
|
return 3 * (polygon.vertex_count - 2);
|
|
}
|
|
|
|
// Setup arrays for temporary data (TODO: maybe double-linked list is more optimal?)
|
|
auto& points = data.TriangulatePointsCache;
|
|
auto& indices = data.TriangulateIndicesCache;
|
|
auto& earIndices = data.TriangulateEarIndicesCache;
|
|
points.Clear();
|
|
indices.Clear();
|
|
earIndices.Clear();
|
|
points.EnsureCapacity(polygon.vertex_count, false);
|
|
indices.EnsureCapacity(polygon.vertex_count, false);
|
|
earIndices.EnsureCapacity(3 * (polygon.vertex_count - 2), false);
|
|
|
|
// Project points to a plane, choose two arbitrary axises
|
|
const Float3 u = Float3::Cross(normal, Math::Abs(normal.X) > Math::Abs(normal.Y) ? Float3::Up : Float3::Right).GetNormalized();
|
|
const Float3 v = Float3::Cross(normal, u).GetNormalized();
|
|
for (int i = 0; i < polygon.vertex_count; i++)
|
|
{
|
|
const Float3 point = ToFloat3(positions.get(polygon.from_vertex + i));
|
|
const Float3 projectedPoint = Float3::ProjectOnPlane(point, normal);
|
|
const Float2 pointOnPlane = Float2(
|
|
projectedPoint.X * u.X + projectedPoint.Y * u.Y + projectedPoint.Z * u.Z,
|
|
projectedPoint.X * v.X + projectedPoint.Y * v.Y + projectedPoint.Z * v.Z);
|
|
|
|
points.Add(pointOnPlane);
|
|
indices.Add(i);
|
|
}
|
|
|
|
// Triangulate non-convex polygons using simple ear-clipping algorithm (https://nils-olovsson.se/articles/ear_clipping_triangulation/)
|
|
const int maxIterations = indices.Count() * 10; // Safe guard to prevent infinite loop
|
|
int index = 0;
|
|
while (indices.Count() > 3 && index < maxIterations)
|
|
{
|
|
const int i1 = index % indices.Count();
|
|
const int i2 = (index + 1) % indices.Count();
|
|
const int i3 = (index + 2) % indices.Count();
|
|
const Float2 p1 = points[indices[i1]];
|
|
const Float2 p2 = points[indices[i2]];
|
|
const Float2 p3 = points[indices[i3]];
|
|
|
|
// TODO: Skip triangles with very sharp angles?
|
|
|
|
// Skip reflex vertices
|
|
if (Float2::Cross(p2 - p1, p3 - p1) < 0.0f)
|
|
{
|
|
index++;
|
|
continue;
|
|
}
|
|
|
|
// The triangle is considered to be an "ear" when no other points reside inside the triangle
|
|
bool isEar = true;
|
|
for (int j = 0; j < indices.Count(); j++)
|
|
{
|
|
if (j == i1 || j == i2 || j == i3)
|
|
continue;
|
|
const Float2 candidate = points[indices[j]];
|
|
if (CollisionsHelper::IsPointInTriangle(candidate, p1, p2, p3))
|
|
{
|
|
isEar = false;
|
|
break;
|
|
}
|
|
}
|
|
if (!isEar)
|
|
{
|
|
index++;
|
|
continue;
|
|
}
|
|
|
|
// Add an ear and remove the tip point from evaluation
|
|
earIndices.Add(indices[i1]);
|
|
earIndices.Add(indices[i2]);
|
|
earIndices.Add(indices[i3]);
|
|
indices.RemoveAtKeepOrder(i2);
|
|
}
|
|
|
|
for (int i = 0; i < earIndices.Count(); i++)
|
|
triangulatedIndices[i] = polygon.from_vertex + (earIndices[i] % polygon.vertex_count);
|
|
triangulatedIndices[earIndices.Count() + 0] = polygon.from_vertex + (indices[0] % polygon.vertex_count);
|
|
triangulatedIndices[earIndices.Count() + 1] = polygon.from_vertex + (indices[1] % polygon.vertex_count);
|
|
triangulatedIndices[earIndices.Count() + 2] = polygon.from_vertex + (indices[2] % polygon.vertex_count);
|
|
|
|
return 3 * (polygon.vertex_count - 2);
|
|
}
|
|
|
|
bool ProcessMesh(ModelData& result, OpenFbxImporterData& data, const ofbx::Mesh* aMesh, MeshData& mesh, String& errorMsg, int partitionIndex)
|
|
{
|
|
PROFILE_CPU();
|
|
mesh.Name = aMesh->name;
|
|
ZoneText(*mesh.Name, mesh.Name.Length());
|
|
const ofbx::GeometryData& geometryData = aMesh->getGeometryData();
|
|
const ofbx::GeometryPartition& partition = geometryData.getPartition(partitionIndex);
|
|
const int vertexCount = partition.triangles_count * 3;
|
|
const ofbx::Vec3Attributes& positions = geometryData.getPositions();
|
|
const ofbx::Vec2Attributes& uvs = geometryData.getUVs();
|
|
const ofbx::Vec3Attributes& normals = geometryData.getNormals();
|
|
const ofbx::Vec3Attributes& tangents = geometryData.getTangents();
|
|
const ofbx::Vec4Attributes& colors = geometryData.getColors();
|
|
const ofbx::Skin* skin = aMesh->getSkin();
|
|
const ofbx::BlendShape* blendShape = aMesh->getBlendShape();
|
|
OPEN_FBX_GET_CACHE_LIST(TriangulatedIndicesCache, triangulatedIndices, vertexCount);
|
|
|
|
// Properties
|
|
const ofbx::Material* aMaterial = nullptr;
|
|
if (aMesh->getMaterialCount() > 0)
|
|
aMaterial = aMesh->getMaterial(partitionIndex);
|
|
mesh.MaterialSlotIndex = data.AddMaterial(result, aMaterial);
|
|
|
|
// Vertex positions
|
|
mesh.Positions.Resize(vertexCount, false);
|
|
{
|
|
int numIndicesTotal = 0;
|
|
for (int i = 0; i < partition.polygon_count; i++)
|
|
{
|
|
int numIndices = Triangulate(data, geometryData, partition.polygons[i], &triangulatedIndices[numIndicesTotal]);
|
|
for (int j = numIndicesTotal; j < numIndicesTotal + numIndices; j++)
|
|
mesh.Positions.Get()[j] = ToFloat3(positions.get(triangulatedIndices[j]));
|
|
numIndicesTotal += numIndices;
|
|
}
|
|
}
|
|
|
|
// Indices (dummy index buffer)
|
|
mesh.Indices.Resize(vertexCount, false);
|
|
for (int i = 0; i < vertexCount; i++)
|
|
mesh.Indices.Get()[i] = i;
|
|
|
|
// Texture coordinates
|
|
if (uvs.values)
|
|
{
|
|
mesh.UVs.Resize(vertexCount, false);
|
|
for (int i = 0; i < vertexCount; i++)
|
|
mesh.UVs.Get()[i] = ToFloat2(uvs.get(triangulatedIndices[i]));
|
|
if (data.ConvertRH)
|
|
{
|
|
for (int32 v = 0; v < vertexCount; v++)
|
|
mesh.UVs[v].Y = 1.0f - mesh.UVs[v].Y;
|
|
}
|
|
}
|
|
|
|
// Normals
|
|
if (data.Options.CalculateNormals || !normals.values)
|
|
{
|
|
if (mesh.GenerateNormals(data.Options.SmoothingNormalsAngle))
|
|
{
|
|
errorMsg = TEXT("Failed to generate normals.");
|
|
return true;
|
|
}
|
|
}
|
|
else if (normals.values)
|
|
{
|
|
mesh.Normals.Resize(vertexCount, false);
|
|
for (int i = 0; i < vertexCount; i++)
|
|
mesh.Normals.Get()[i] = ToFloat3(normals.get(triangulatedIndices[i]));
|
|
if (data.ConvertRH)
|
|
{
|
|
// Mirror normals along the Z axis
|
|
for (int32 i = 0; i < vertexCount; i++)
|
|
mesh.Normals.Get()[i].Z *= -1.0f;
|
|
}
|
|
}
|
|
|
|
// Tangents
|
|
if ((data.Options.CalculateTangents || !tangents.values) && mesh.UVs.HasItems())
|
|
{
|
|
// Generated after full mesh data conversion
|
|
}
|
|
else if (tangents.values)
|
|
{
|
|
mesh.Tangents.Resize(vertexCount, false);
|
|
for (int i = 0; i < vertexCount; i++)
|
|
mesh.Tangents.Get()[i] = ToFloat3(tangents.get(triangulatedIndices[i]));
|
|
if (data.ConvertRH)
|
|
{
|
|
// Mirror tangents along the Z axis
|
|
for (int32 i = 0; i < vertexCount; i++)
|
|
mesh.Tangents.Get()[i].Z *= -1.0f;
|
|
}
|
|
}
|
|
|
|
// Reverse winding order
|
|
if (data.Options.ReverseWindingOrder)
|
|
{
|
|
uint32* meshIndices = mesh.Indices.Get();
|
|
Float3* meshPositions = mesh.Positions.Get();
|
|
Float3* meshNormals = mesh.Normals.HasItems() ? mesh.Normals.Get() : nullptr;
|
|
Float3* meshTangents = mesh.Tangents.HasItems() ? mesh.Tangents.Get() : nullptr;
|
|
|
|
for (int i = 0; i < vertexCount; i += 3) {
|
|
Swap(meshIndices[i + 1], meshIndices[i + 2]);
|
|
Swap(meshPositions[i + 1], meshPositions[i + 2]);
|
|
if (meshNormals)
|
|
Swap(meshNormals[i + 1], meshNormals[i + 2]);
|
|
if (meshTangents)
|
|
Swap(meshTangents[i + 1], meshTangents[i + 2]);
|
|
}
|
|
}
|
|
|
|
// Lightmap UVs
|
|
if (data.Options.LightmapUVsSource == ModelLightmapUVsSource::Disable)
|
|
{
|
|
// No lightmap UVs
|
|
}
|
|
else if (data.Options.LightmapUVsSource == ModelLightmapUVsSource::Generate)
|
|
{
|
|
// Generate lightmap UVs
|
|
if (mesh.GenerateLightmapUVs())
|
|
{
|
|
LOG(Error, "Failed to generate lightmap uvs");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Select input channel index
|
|
int32 inputChannelIndex;
|
|
switch (data.Options.LightmapUVsSource)
|
|
{
|
|
case ModelLightmapUVsSource::Channel0:
|
|
inputChannelIndex = 0;
|
|
break;
|
|
case ModelLightmapUVsSource::Channel1:
|
|
inputChannelIndex = 1;
|
|
break;
|
|
case ModelLightmapUVsSource::Channel2:
|
|
inputChannelIndex = 2;
|
|
break;
|
|
case ModelLightmapUVsSource::Channel3:
|
|
inputChannelIndex = 3;
|
|
break;
|
|
default:
|
|
inputChannelIndex = INVALID_INDEX;
|
|
break;
|
|
}
|
|
|
|
// Check if has that channel texcoords
|
|
const auto lightmapUVs = geometryData.getUVs(inputChannelIndex);
|
|
if (lightmapUVs.values)
|
|
{
|
|
mesh.LightmapUVs.Resize(vertexCount, false);
|
|
for (int i = 0; i < vertexCount; i++)
|
|
mesh.LightmapUVs.Get()[i] = ToFloat2(lightmapUVs.get(triangulatedIndices[i]));
|
|
if (data.ConvertRH)
|
|
{
|
|
for (int32 v = 0; v < vertexCount; v++)
|
|
mesh.LightmapUVs[v].Y = 1.0f - mesh.LightmapUVs[v].Y;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LOG(Warning, "Cannot import model lightmap uvs. Missing texcoords channel {0}.", inputChannelIndex);
|
|
}
|
|
}
|
|
|
|
// Vertex Colors
|
|
if (data.Options.ImportVertexColors && colors.values)
|
|
{
|
|
mesh.Colors.Resize(vertexCount, false);
|
|
for (int i = 0; i < vertexCount; i++)
|
|
mesh.Colors.Get()[i] = ToColor(colors.get(triangulatedIndices[i]));
|
|
}
|
|
|
|
// Blend Indices and Blend Weights
|
|
if (skin && skin->getClusterCount() > 0 && EnumHasAnyFlags(data.Options.ImportTypes, ImportDataTypes::Skeleton))
|
|
{
|
|
OPEN_FBX_GET_CACHE_LIST(BlendIndicesCache, blendIndices, positions.values_count);
|
|
OPEN_FBX_GET_CACHE_LIST(BlendWeightsCache, blendWeights, positions.values_count);
|
|
data.BlendIndicesCache.SetAll(Int4::Zero);
|
|
data.BlendWeightsCache.SetAll(Float4::Zero);
|
|
|
|
for (int clusterIndex = 0, clusterCount = skin->getClusterCount(); clusterIndex < clusterCount; clusterIndex++)
|
|
{
|
|
const ofbx::Cluster* cluster = skin->getCluster(clusterIndex);
|
|
if (cluster->getIndicesCount() == 0)
|
|
continue;
|
|
const auto link = cluster->getLink();
|
|
ASSERT(link != nullptr);
|
|
|
|
// Get bone (should be created earlier)
|
|
const int32 boneIndex = data.FindBone(link);
|
|
if (boneIndex == -1)
|
|
{
|
|
// Find the node where the bone is mapped
|
|
const int32 nodeIndex = data.FindNode(link);
|
|
if (nodeIndex == -1)
|
|
continue;
|
|
|
|
errorMsg = TEXT("Missing bone");
|
|
return true;
|
|
}
|
|
|
|
// Apply the bone influences
|
|
const int* clusterIndices = cluster->getIndices();
|
|
const double* clusterWeights = cluster->getWeights();
|
|
for (int j = 0; j < cluster->getIndicesCount(); j++)
|
|
{
|
|
int vtxIndex = clusterIndices[j];
|
|
float vtxWeight = (float)clusterWeights[j];
|
|
if (vtxWeight <= 0 || vtxIndex < 0 || vtxIndex >= positions.values_count)
|
|
continue;
|
|
Int4& indices = blendIndices[vtxIndex];
|
|
Float4& weights = blendWeights[vtxIndex];
|
|
|
|
for (int32 k = 0; k < 4; k++)
|
|
{
|
|
if (vtxWeight >= weights.Raw[k])
|
|
{
|
|
// Move lower weights by one down
|
|
for (int32 l = 2; l >= k; l--)
|
|
{
|
|
indices.Raw[l + 1] = indices.Raw[l];
|
|
weights.Raw[l + 1] = weights.Raw[l];
|
|
}
|
|
|
|
// Set bone influence
|
|
indices.Raw[k] = boneIndex;
|
|
weights.Raw[k] = vtxWeight;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Remap blend values to triangulated data
|
|
mesh.BlendIndices.Resize(vertexCount, false);
|
|
mesh.BlendWeights.Resize(vertexCount, false);
|
|
for (int i = 0; i < vertexCount; i++)
|
|
{
|
|
const int idx = positions.indices[triangulatedIndices[i]];
|
|
mesh.BlendIndices.Get()[i] = blendIndices[idx];
|
|
mesh.BlendWeights.Get()[i] = blendWeights[idx];
|
|
}
|
|
|
|
mesh.NormalizeBlendWeights();
|
|
}
|
|
|
|
// Blend Shapes
|
|
if (blendShape && blendShape->getBlendShapeChannelCount() > 0 && EnumHasAnyFlags(data.Options.ImportTypes, ImportDataTypes::Skeleton) && data.Options.ImportBlendShapes)
|
|
{
|
|
mesh.BlendShapes.EnsureCapacity(blendShape->getBlendShapeChannelCount());
|
|
for (int32 channelIndex = 0; channelIndex < blendShape->getBlendShapeChannelCount(); channelIndex++)
|
|
{
|
|
const ofbx::BlendShapeChannel* channel = blendShape->getBlendShapeChannel(channelIndex);
|
|
|
|
// Use the last shape
|
|
const int targetShapeCount = channel->getShapeCount();
|
|
if (targetShapeCount == 0)
|
|
continue;
|
|
const ofbx::Shape* shape = channel->getShape(targetShapeCount - 1);
|
|
const ofbx::Vec3* shapeVertices = shape->getVertices();
|
|
const ofbx::Vec3* shapeNormals = shape->getNormals();
|
|
const int* shapeIndices = shape->getIndices();
|
|
const int shapeVertexCount = shape->getVertexCount();
|
|
const int shapeIndexCount = shape->getIndexCount();
|
|
if (shapeVertexCount != shapeIndexCount)
|
|
{
|
|
LOG(Error, "Blend shape '{0}' in mesh '{1}' has different amount of vertices ({2}) and indices ({3})", String(shape->name), mesh.Name, shapeVertexCount, shapeIndexCount);
|
|
continue;
|
|
}
|
|
|
|
BlendShape& blendShapeData = mesh.BlendShapes.AddOne();
|
|
blendShapeData.Name = shape->name;
|
|
blendShapeData.Weight = channel->getShapeCount() > 1 ? (float)(channel->getDeformPercent() / 100.0) : 1.0f;
|
|
blendShapeData.Vertices.EnsureCapacity(shapeIndexCount);
|
|
|
|
for (int32 i = 0; i < shapeIndexCount; i++)
|
|
{
|
|
int shapeIndex = shapeIndices[i];
|
|
BlendShapeVertex v;
|
|
v.PositionDelta = ToFloat3(shapeVertices[i]);
|
|
v.NormalDelta = shapeNormals ? ToFloat3(shapeNormals[i]) : Float3::Zero;
|
|
for (int32 vertexIndex = 0; vertexIndex < vertexCount; vertexIndex++)
|
|
{
|
|
int sourceIndex = positions.indices[triangulatedIndices[vertexIndex]];
|
|
if (sourceIndex == shapeIndex)
|
|
{
|
|
// Add blend shape vertex
|
|
v.VertexIndex = vertexIndex;
|
|
blendShapeData.Vertices.Add(v);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (data.ConvertRH)
|
|
{
|
|
// Mirror positions along the Z axis
|
|
for (int32 i = 0; i < vertexCount; i++)
|
|
mesh.Positions.Get()[i].Z *= -1.0f;
|
|
for (auto& blendShapeData : mesh.BlendShapes)
|
|
{
|
|
for (auto& v : blendShapeData.Vertices)
|
|
{
|
|
v.PositionDelta.Z *= -1.0f;
|
|
v.NormalDelta.Z *= -1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build solid index buffer (remove duplicated vertices)
|
|
mesh.BuildIndexBuffer();
|
|
|
|
if (data.ConvertRH)
|
|
{
|
|
// Invert the order
|
|
for (int32 i = 0; i < mesh.Indices.Count(); i += 3)
|
|
Swap(mesh.Indices.Get()[i], mesh.Indices.Get()[i + 2]);
|
|
}
|
|
|
|
if ((data.Options.CalculateTangents || !tangents.values) && mesh.UVs.HasItems())
|
|
{
|
|
if (mesh.GenerateTangents(data.Options.SmoothingTangentsAngle))
|
|
{
|
|
errorMsg = TEXT("Failed to generate tangents.");
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (data.Options.OptimizeMeshes)
|
|
{
|
|
mesh.ImproveCacheLocality();
|
|
}
|
|
|
|
// Apply FBX Mesh geometry transformation
|
|
/*const Matrix geometryTransform = ToMatrix(aMesh->getGeometricMatrix());
|
|
if (!geometryTransform.IsIdentity())
|
|
{
|
|
mesh.TransformBuffer(geometryTransform);
|
|
}*/
|
|
|
|
// Get local transform for origin shifting translation
|
|
auto translation = ToMatrix(aMesh->getGlobalTransform()).GetTranslation();
|
|
auto scale = data.GlobalSettings.UnitScaleFactor;
|
|
if (data.GlobalSettings.CoordAxis == ofbx::CoordSystem_RightHanded)
|
|
mesh.OriginTranslation = scale * Vector3(translation.X, translation.Y, -translation.Z);
|
|
else
|
|
mesh.OriginTranslation = scale * Vector3(translation.X, translation.Y, translation.Z);
|
|
|
|
auto rot = aMesh->getLocalRotation();
|
|
auto quat = Quaternion::Euler(-(float)rot.x, -(float)rot.y, -(float)rot.z);
|
|
mesh.OriginOrientation = quat;
|
|
|
|
auto scaling = aMesh->getLocalScaling();
|
|
mesh.Scaling = Vector3(scale * (float)scaling.x, scale * (float)scaling.y, scale * (float)scaling.z);
|
|
return false;
|
|
}
|
|
|
|
bool ImportMesh(ModelData& result, OpenFbxImporterData& data, const ofbx::Mesh* aMesh, String& errorMsg, int partitionIndex)
|
|
{
|
|
PROFILE_CPU();
|
|
|
|
// Find the parent node
|
|
int32 nodeIndex = data.FindNode(aMesh);
|
|
|
|
// Special case for some models without nodes structure (only root but with some meshes inside)
|
|
if (nodeIndex == -1 && data.Nodes[0].FbxObj->resolveObjectLink(0) == nullptr)
|
|
{
|
|
nodeIndex = data.Nodes.Count();
|
|
|
|
// Create dummy node
|
|
FbxNode node;
|
|
node.ParentIndex = 0;
|
|
node.Name = aMesh->name;
|
|
node.FbxObj = nullptr;
|
|
|
|
// Pick node LOD index
|
|
if (!data.Options.ImportLODs)
|
|
{
|
|
node.LodIndex = 0;
|
|
}
|
|
else
|
|
{
|
|
node.LodIndex = data.Nodes[0].LodIndex;
|
|
if (node.LodIndex == 0)
|
|
node.LodIndex = ModelTool::DetectLodIndex(node.Name);
|
|
ASSERT(Math::IsInRange(node.LodIndex, 0, MODEL_MAX_LODS - 1));
|
|
}
|
|
node.LocalTransform = Transform::Identity;
|
|
data.Nodes.Add(node);
|
|
}
|
|
if (nodeIndex == -1)
|
|
{
|
|
LOG(Warning, "Invalid mesh linkage. Mesh: {0}. Skipping...", String(aMesh->name));
|
|
return false;
|
|
}
|
|
|
|
// Import mesh data
|
|
MeshData* meshData = New<MeshData>();
|
|
if (ProcessMesh(result, data, aMesh, *meshData, errorMsg, partitionIndex))
|
|
return true;
|
|
|
|
// Link mesh
|
|
auto& node = data.Nodes[nodeIndex];
|
|
const int32 lodIndex = node.LodIndex;
|
|
meshData->NodeIndex = nodeIndex;
|
|
if (result.LODs.Count() <= lodIndex)
|
|
result.LODs.Resize(lodIndex + 1);
|
|
result.LODs[lodIndex].Meshes.Add(meshData);
|
|
|
|
return false;
|
|
}
|
|
|
|
bool ImportMesh(int32 index, ModelData& result, OpenFbxImporterData& data, String& errorMsg)
|
|
{
|
|
const auto aMesh = data.Scene->getMesh(index);
|
|
if (IsMeshInvalid(aMesh))
|
|
return false;
|
|
|
|
const auto& geomData = aMesh->getGeometryData();
|
|
for (int i = 0; i < geomData.getPartitionCount(); i++)
|
|
{
|
|
const auto& partition = geomData.getPartition(i);
|
|
if (partition.polygon_count == 0)
|
|
continue;
|
|
|
|
if (ImportMesh(result, data, aMesh, errorMsg, i))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
struct AnimInfo
|
|
{
|
|
double TimeStart;
|
|
double TimeEnd;
|
|
double Duration;
|
|
int32 FramesCount;
|
|
float SamplingPeriod;
|
|
};
|
|
|
|
struct Frame
|
|
{
|
|
ofbx::DVec3 Translation;
|
|
ofbx::DVec3 Rotation;
|
|
ofbx::DVec3 Scaling;
|
|
};
|
|
|
|
void ExtractKeyframePosition(const ofbx::Object* bone, ofbx::DVec3& trans, const Frame& localFrame, Float3& keyframe)
|
|
{
|
|
const Matrix frameTrans = ToMatrix(bone->evalLocal(trans, localFrame.Rotation, localFrame.Scaling));
|
|
keyframe = frameTrans.GetTranslation();
|
|
}
|
|
|
|
void ExtractKeyframeRotation(const ofbx::Object* bone, ofbx::DVec3& trans, const Frame& localFrame, Quaternion& keyframe)
|
|
{
|
|
const Matrix frameTrans = ToMatrix(bone->evalLocal(localFrame.Translation, trans, { 1.0, 1.0, 1.0 }));
|
|
Quaternion::RotationMatrix(frameTrans, keyframe);
|
|
}
|
|
|
|
void ExtractKeyframeScale(const ofbx::Object* bone, ofbx::DVec3& trans, const Frame& localFrame, Float3& keyframe)
|
|
{
|
|
// Fix empty scale case
|
|
if (Math::IsZero(trans.x) && Math::IsZero(trans.y) && Math::IsZero(trans.z))
|
|
trans = { 1.0, 1.0, 1.0 };
|
|
|
|
const Matrix frameTrans = ToMatrix(bone->evalLocal(localFrame.Translation, { 0.0, 0.0, 0.0 }, trans));
|
|
keyframe = frameTrans.GetScaleVector();
|
|
}
|
|
|
|
template<typename T>
|
|
void ImportCurve(const ofbx::AnimationCurveNode* curveNode, LinearCurve<T>& curve, AnimInfo& info, void (*ExtractKeyframe)(const ofbx::Object*, ofbx::DVec3&, const Frame&, T&))
|
|
{
|
|
if (curveNode == nullptr)
|
|
return;
|
|
const auto keyframes = curve.Resize(info.FramesCount);
|
|
const auto bone = curveNode->getBone();
|
|
Frame localFrame;
|
|
localFrame.Translation = bone->getLocalTranslation();
|
|
localFrame.Rotation = bone->getLocalRotation();
|
|
localFrame.Scaling = bone->getLocalScaling();
|
|
|
|
for (int32 i = 0; i < info.FramesCount; i++)
|
|
{
|
|
auto& key = keyframes[i];
|
|
const double t = info.TimeStart + ((double)i / info.FramesCount) * info.Duration;
|
|
|
|
key.Time = (float)i;
|
|
|
|
ofbx::DVec3 trans = curveNode->getNodeLocalTransform(t);
|
|
ExtractKeyframe(bone, trans, localFrame, key.Value);
|
|
}
|
|
}
|
|
|
|
void ImportAnimation(int32 index, ModelData& data, OpenFbxImporterData& importerData)
|
|
{
|
|
const ofbx::AnimationStack* stack = importerData.Scene->getAnimationStack(index);
|
|
const ofbx::AnimationLayer* layer = stack->getLayer(0);
|
|
const ofbx::TakeInfo* takeInfo = importerData.Scene->getTakeInfo(stack->name);
|
|
if (takeInfo == nullptr)
|
|
return;
|
|
|
|
// Initialize animation animation keyframes sampling
|
|
const float frameRate = importerData.FrameRate;
|
|
const double localDuration = takeInfo->local_time_to - takeInfo->local_time_from;
|
|
if (localDuration <= ZeroTolerance)
|
|
return;
|
|
|
|
// Count valid animation channels
|
|
Array<int32> animatedNodes(importerData.Nodes.Count());
|
|
for (int32 nodeIndex = 0; nodeIndex < importerData.Nodes.Count(); nodeIndex++)
|
|
{
|
|
auto& aNode = importerData.Nodes[nodeIndex];
|
|
|
|
const ofbx::AnimationCurveNode* translationNode = layer->getCurveNode(*aNode.FbxObj, "Lcl Translation");
|
|
const ofbx::AnimationCurveNode* rotationNode = layer->getCurveNode(*aNode.FbxObj, "Lcl Rotation");
|
|
const ofbx::AnimationCurveNode* scalingNode = layer->getCurveNode(*aNode.FbxObj, "Lcl Scaling");
|
|
|
|
if (translationNode || rotationNode || (scalingNode && importerData.Options.ImportScaleTracks))
|
|
animatedNodes.Add(nodeIndex);
|
|
}
|
|
if (animatedNodes.IsEmpty())
|
|
return;
|
|
|
|
// Setup animation descriptor
|
|
auto& animation = data.Animations.AddOne();
|
|
animation.Duration = (double)(int32)(localDuration * frameRate + 0.5f);
|
|
animation.FramesPerSecond = frameRate;
|
|
char nameData[256];
|
|
takeInfo->name.toString(nameData);
|
|
animation.Name = nameData;
|
|
animation.Name = animation.Name.TrimTrailing();
|
|
if (animation.Name.IsEmpty())
|
|
animation.Name = String(layer->name);
|
|
animation.Channels.Resize(animatedNodes.Count(), false);
|
|
AnimInfo info;
|
|
info.TimeStart = takeInfo->local_time_from;
|
|
info.TimeEnd = takeInfo->local_time_to;
|
|
info.Duration = localDuration;
|
|
info.FramesCount = (int32)animation.Duration;
|
|
info.SamplingPeriod = 1.0f / frameRate;
|
|
|
|
// Import curves
|
|
for (int32 i = 0; i < animatedNodes.Count(); i++)
|
|
{
|
|
const int32 nodeIndex = animatedNodes[i];
|
|
auto& aNode = importerData.Nodes[nodeIndex];
|
|
auto& anim = animation.Channels[i];
|
|
|
|
const ofbx::AnimationCurveNode* translationNode = layer->getCurveNode(*aNode.FbxObj, "Lcl Translation");
|
|
const ofbx::AnimationCurveNode* rotationNode = layer->getCurveNode(*aNode.FbxObj, "Lcl Rotation");
|
|
const ofbx::AnimationCurveNode* scalingNode = layer->getCurveNode(*aNode.FbxObj, "Lcl Scaling");
|
|
|
|
anim.NodeName = aNode.Name;
|
|
|
|
ImportCurve(translationNode, anim.Position, info, ExtractKeyframePosition);
|
|
ImportCurve(rotationNode, anim.Rotation, info, ExtractKeyframeRotation);
|
|
if (importerData.Options.ImportScaleTracks)
|
|
ImportCurve(scalingNode, anim.Scale, info, ExtractKeyframeScale);
|
|
}
|
|
|
|
if (importerData.ConvertRH)
|
|
{
|
|
for (auto& anim : animation.Channels)
|
|
{
|
|
auto& posKeys = anim.Position.GetKeyframes();
|
|
auto& rotKeys = anim.Rotation.GetKeyframes();
|
|
|
|
for (int32 k = 0; k < posKeys.Count(); k++)
|
|
{
|
|
posKeys[k].Value.Z *= -1.0f;
|
|
}
|
|
|
|
for (int32 k = 0; k < rotKeys.Count(); k++)
|
|
{
|
|
rotKeys[k].Value.X *= -1.0f;
|
|
rotKeys[k].Value.Y *= -1.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static Float3 FbxVectorFromAxisAndSign(int axis, int sign)
|
|
{
|
|
switch (axis)
|
|
{
|
|
case 0:
|
|
return { sign ? 1.f : -1.f, 0.f, 0.f };
|
|
case 1:
|
|
return { 0.f, sign ? 1.f : -1.f, 0.f };
|
|
case 2:
|
|
return { 0.f, 0.f, sign ? 1.f : -1.f };
|
|
}
|
|
|
|
return { 0.f, 0.f, 0.f };
|
|
}
|
|
|
|
bool ModelTool::ImportDataOpenFBX(const String& path, ModelData& data, Options& options, String& errorMsg)
|
|
{
|
|
// Import file
|
|
Array<byte> fileData;
|
|
if (File::ReadAllBytes(path, fileData))
|
|
{
|
|
errorMsg = TEXT("Cannot load file.");
|
|
return true;
|
|
}
|
|
ofbx::LoadFlags loadFlags = ofbx::LoadFlags::NONE;
|
|
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry))
|
|
{
|
|
if (!options.ImportBlendShapes)
|
|
loadFlags |= ofbx::LoadFlags::IGNORE_BLEND_SHAPES;
|
|
}
|
|
else
|
|
{
|
|
loadFlags |= ofbx::LoadFlags::IGNORE_GEOMETRY | ofbx::LoadFlags::IGNORE_BLEND_SHAPES;
|
|
}
|
|
if (EnumHasNoneFlags(options.ImportTypes, ImportDataTypes::Materials))
|
|
loadFlags |= ofbx::LoadFlags::IGNORE_MATERIALS;
|
|
if (EnumHasNoneFlags(options.ImportTypes, ImportDataTypes::Textures))
|
|
loadFlags |= ofbx::LoadFlags::IGNORE_TEXTURES;
|
|
if (EnumHasNoneFlags(options.ImportTypes, ImportDataTypes::Animations))
|
|
loadFlags |= ofbx::LoadFlags::IGNORE_ANIMATIONS;
|
|
ofbx::IScene* scene;
|
|
{
|
|
PROFILE_CPU_NAMED("ofbx::load");
|
|
scene = ofbx::load(fileData.Get(), fileData.Count(), (ofbx::u16)loadFlags);
|
|
}
|
|
if (!scene)
|
|
{
|
|
errorMsg = ofbx::getError();
|
|
return true;
|
|
}
|
|
fileData.Resize(0);
|
|
|
|
// Tweak scene if exported by Blender
|
|
auto& globalInfo = *scene->getGlobalInfo();
|
|
if (StringAnsiView(globalInfo.AppName).StartsWith(StringAnsiView("Blender"), StringSearchCase::IgnoreCase))
|
|
{
|
|
auto ptr = const_cast<ofbx::GlobalSettings*>(scene->getGlobalSettings());
|
|
ptr->UpAxis = (ofbx::UpVector)((int32)ptr->UpAxis + 1);
|
|
}
|
|
|
|
// Process imported scene
|
|
OpenFbxImporterData context(path, options, scene);
|
|
auto& globalSettings = context.GlobalSettings;
|
|
ProcessNodes(context, scene->getRoot(), -1);
|
|
|
|
// Apply model scene global scale factor
|
|
context.Nodes[0].LocalTransform = Transform(Vector3::Zero, Quaternion::Identity, globalSettings.UnitScaleFactor) * context.Nodes[0].LocalTransform;
|
|
|
|
// Log scene info
|
|
LOG(Info, "Loaded FBX model, Frame Rate: {0}, Unit Scale Factor: {1}", context.FrameRate, globalSettings.UnitScaleFactor);
|
|
LOG(Info, "{0}, {1}, {2}", String(globalInfo.AppName), String(globalInfo.AppVersion), String(globalInfo.AppVendor));
|
|
LOG(Info, "Up: {1}{0}", globalSettings.UpAxis == ofbx::UpVector_AxisX ? TEXT("X") : globalSettings.UpAxis == ofbx::UpVector_AxisY ? TEXT("Y") : TEXT("Z"), globalSettings.UpAxisSign == 1 ? TEXT("+") : TEXT("-"));
|
|
LOG(Info, "Front: {1}{0}", globalSettings.FrontAxis == ofbx::FrontVector_ParityEven ? TEXT("ParityEven") : TEXT("ParityOdd"), globalSettings.FrontAxisSign == 1 ? TEXT("+") : TEXT("-"));
|
|
LOG(Info, "{0} Handed{1}", globalSettings.CoordAxis == ofbx::CoordSystem_RightHanded ? TEXT("Right") : TEXT("Left"), globalSettings.CoordAxisSign == 1 ? TEXT("") : TEXT(" (negative)"));
|
|
#if OPEN_FBX_CONVERT_SPACE
|
|
LOG(Info, "Imported scene: Up={0}, Front={1}, Right={2}", context.Up, context.Front, context.Right);
|
|
#endif
|
|
|
|
// Extract embedded textures
|
|
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Textures))
|
|
{
|
|
String outputPath;
|
|
for (int i = 0, c = scene->getEmbeddedDataCount(); i < c; i++)
|
|
{
|
|
const ofbx::DataView aEmbedded = scene->getEmbeddedData(i);
|
|
ofbx::DataView aFilename = scene->getEmbeddedFilename(i);
|
|
char filenameData[256];
|
|
aFilename.toString(filenameData);
|
|
if (outputPath.IsEmpty())
|
|
{
|
|
String pathStr(path);
|
|
outputPath = String(StringUtils::GetDirectoryName(pathStr)) / TEXT("textures");
|
|
FileSystem::CreateDirectory(outputPath);
|
|
}
|
|
const String filenameStr(filenameData);
|
|
String embeddedPath = outputPath / StringUtils::GetFileName(filenameStr);
|
|
if (FileSystem::FileExists(embeddedPath))
|
|
continue;
|
|
LOG(Info, "Extracing embedded resource to {0}", embeddedPath);
|
|
if (File::WriteAllBytes(embeddedPath, aEmbedded.begin + 4, (int32)(aEmbedded.end - aEmbedded.begin - 4)))
|
|
{
|
|
LOG(Error, "Failed to write data to file");
|
|
}
|
|
}
|
|
}
|
|
|
|
#if OPEN_FBX_CONVERT_SPACE
|
|
// Transform nodes to match the engine coordinates system - DirectX (UpVector = +Y, FrontVector = +Z, CoordSystem = -X (LeftHanded))
|
|
if (context.Up == Float3(1, 0, 0) && context.Front == Float3(0, 0, 1) && context.Right == Float3(0, 1, 0))
|
|
{
|
|
context.RootConvertRotation = Quaternion::Euler(0, 180, 0);
|
|
}
|
|
else if (context.Up == Float3(0, 1, 0) && context.Front == Float3(-1, 0, 0) && context.Right == Float3(0, 0, 1))
|
|
{
|
|
context.RootConvertRotation = Quaternion::Euler(90, -90, 0);
|
|
}
|
|
/*Float3 engineUp(0, 1, 0);
|
|
Float3 engineFront(0, 0, 1);
|
|
Float3 engineRight(-1, 0, 0);*/
|
|
/*Float3 engineUp(1, 0, 0);
|
|
Float3 engineFront(0, 0, 1);
|
|
Float3 engineRight(0, 1, 0);
|
|
if (context.Up != engineUp || context.Front != engineFront || context.Right != engineRight)
|
|
{
|
|
LOG(Info, "Converting imported scene nodes to match engine coordinates system");
|
|
context.RootConvertRotation = Quaternion::GetRotationFromTo(context.Up, engineUp, engineUp);
|
|
//context.RootConvertRotation *= Quaternion::GetRotationFromTo(rotation * context.Right, engineRight, engineRight);
|
|
//context.RootConvertRotation *= Quaternion::GetRotationFromTo(rotation * context.Front, engineFront, engineFront);
|
|
}*/
|
|
/*Float3 hackUp = FbxVectorFromAxisAndSign(globalSettings.UpAxis, globalSettings.UpAxisSign);
|
|
if (hackUp == Float3::UnitX)
|
|
context.RootConvertRotation = Quaternion::Euler(-90, 0, 0);
|
|
else if (hackUp == Float3::UnitZ)
|
|
context.RootConvertRotation = Quaternion::Euler(90, 0, 0);*/
|
|
if (!context.RootConvertRotation.IsIdentity())
|
|
{
|
|
for (auto& node : context.Nodes)
|
|
{
|
|
if (node.ParentIndex == -1)
|
|
{
|
|
node.LocalTransform.Orientation = context.RootConvertRotation * node.LocalTransform.Orientation;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Build final skeleton bones hierarchy before importing meshes
|
|
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton))
|
|
{
|
|
if (ImportBones(context, errorMsg))
|
|
{
|
|
LOG(Warning, "Failed to import skeleton bones.");
|
|
return true;
|
|
}
|
|
Sorting::QuickSort(context.Bones);
|
|
}
|
|
|
|
// Import geometry (meshes and materials)
|
|
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry) && context.Scene->getMeshCount() > 0)
|
|
{
|
|
const int meshCount = context.Scene->getMeshCount();
|
|
for (int32 meshIndex = 0; meshIndex < meshCount; meshIndex++)
|
|
{
|
|
if (ImportMesh(meshIndex, data, context, errorMsg))
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Import skeleton
|
|
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Skeleton))
|
|
{
|
|
data.Skeleton.Nodes.Resize(context.Nodes.Count(), false);
|
|
for (int32 i = 0; i < context.Nodes.Count(); i++)
|
|
{
|
|
auto& node = data.Skeleton.Nodes[i];
|
|
auto& aNode = context.Nodes[i];
|
|
|
|
node.Name = aNode.Name;
|
|
node.ParentIndex = aNode.ParentIndex;
|
|
node.LocalTransform = aNode.LocalTransform;
|
|
}
|
|
|
|
data.Skeleton.Bones.Resize(context.Bones.Count(), false);
|
|
for (int32 i = 0; i < context.Bones.Count(); i++)
|
|
{
|
|
auto& bone = data.Skeleton.Bones[i];
|
|
auto& aBone = context.Bones[i];
|
|
const auto boneNodeIndex = aBone.NodeIndex;
|
|
|
|
// Find the parent bone
|
|
int32 parentBoneIndex = -1;
|
|
for (int32 j = context.Nodes[boneNodeIndex].ParentIndex; j != -1; j = context.Nodes[j].ParentIndex)
|
|
{
|
|
parentBoneIndex = context.FindBone(j);
|
|
if (parentBoneIndex != -1)
|
|
break;
|
|
}
|
|
aBone.ParentBoneIndex = parentBoneIndex;
|
|
|
|
const auto parentBoneNodeIndex = aBone.ParentBoneIndex == -1 ? -1 : context.Bones[aBone.ParentBoneIndex].NodeIndex;
|
|
|
|
bone.ParentIndex = aBone.ParentBoneIndex;
|
|
bone.NodeIndex = aBone.NodeIndex;
|
|
bone.LocalTransform = CombineTransformsFromNodeIndices(context.Nodes, parentBoneNodeIndex, boneNodeIndex);
|
|
bone.OffsetMatrix = aBone.OffsetMatrix;
|
|
}
|
|
}
|
|
|
|
// Import animations
|
|
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Animations))
|
|
{
|
|
const int animCount = context.Scene->getAnimationStackCount();
|
|
for (int32 animIndex = 0; animIndex < animCount; animIndex++)
|
|
{
|
|
ImportAnimation(animIndex, data, context);
|
|
}
|
|
}
|
|
|
|
// Import nodes
|
|
if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Nodes))
|
|
{
|
|
data.Nodes.Resize(context.Nodes.Count());
|
|
for (int32 i = 0; i < context.Nodes.Count(); i++)
|
|
{
|
|
auto& node = data.Nodes[i];
|
|
auto& aNode = context.Nodes[i];
|
|
|
|
node.Name = aNode.Name;
|
|
node.ParentIndex = aNode.ParentIndex;
|
|
node.LocalTransform = aNode.LocalTransform;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#endif
|