The Blender FBX has models that are also meshes.

This commit is contained in:
Andrzej Kapolka 2013-10-18 19:06:56 -07:00
parent b294f5b13e
commit 871f97bd81

View file

@ -522,51 +522,7 @@ void appendModelIDs(const QString& parentID, const QMultiHash<QString, QString>&
}
}
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) {
QHash<QString, FBXMesh> meshes;
QVector<ExtractedBlendshape> blendshapes;
QMultiHash<QString, QString> parentMap;
QMultiHash<QString, QString> childMap;
QHash<QString, FBXModel> models;
QHash<QString, Cluster> clusters;
QHash<QString, QByteArray> textureFilenames;
QHash<QString, Material> materials;
QHash<QString, QString> diffuseTextures;
QHash<QString, QString> bumpTextures;
QVariantHash joints = mapping.value("joint").toHash();
QByteArray jointEyeLeftName = joints.value("jointEyeLeft", "jointEyeLeft").toByteArray();
QByteArray jointEyeRightName = joints.value("jointEyeRight", "jointEyeRight").toByteArray();
QByteArray jointNeckName = joints.value("jointNeck", "jointNeck").toByteArray();
QString jointEyeLeftID;
QString jointEyeRightID;
QString jointNeckID;
QVariantHash blendshapeMappings = mapping.value("bs").toHash();
QHash<QByteArray, QPair<int, float> > blendshapeIndices;
for (int i = 0;; i++) {
QByteArray blendshapeName = FACESHIFT_BLENDSHAPES[i];
if (blendshapeName.isEmpty()) {
break;
}
QList<QVariant> mappings = blendshapeMappings.values(blendshapeName);
if (mappings.isEmpty()) {
blendshapeIndices.insert(blendshapeName, QPair<int, float>(i, 1.0f));
} else {
foreach (const QVariant& mapping, mappings) {
QVariantList blendshapeMapping = mapping.toList();
blendshapeIndices.insert(blendshapeMapping.at(0).toByteArray(),
QPair<int, float>(i, blendshapeMapping.at(1).toFloat()));
}
}
}
QHash<QString, QPair<int, float> > blendshapeChannelIndices;
foreach (const FBXNode& child, node.children) {
if (child.name == "Objects") {
foreach (const FBXNode& object, child.children) {
if (object.name == "Geometry") {
if (object.properties.at(2) == "Mesh") {
FBXMesh extractMesh(const FBXNode& object) {
FBXMesh mesh;
QVector<int> polygonIndices;
@ -679,7 +635,56 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
beginIndex = endIndex;
}
}
meshes.insert(object.properties.at(0).toString(), mesh);
return mesh;
}
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) {
QHash<QString, FBXMesh> meshes;
QVector<ExtractedBlendshape> blendshapes;
QMultiHash<QString, QString> parentMap;
QMultiHash<QString, QString> childMap;
QHash<QString, FBXModel> models;
QHash<QString, Cluster> clusters;
QHash<QString, QByteArray> textureFilenames;
QHash<QString, Material> materials;
QHash<QString, QString> diffuseTextures;
QHash<QString, QString> bumpTextures;
QVariantHash joints = mapping.value("joint").toHash();
QByteArray jointEyeLeftName = joints.value("jointEyeLeft", "jointEyeLeft").toByteArray();
QByteArray jointEyeRightName = joints.value("jointEyeRight", "jointEyeRight").toByteArray();
QByteArray jointNeckName = joints.value("jointNeck", "jointNeck").toByteArray();
QString jointEyeLeftID;
QString jointEyeRightID;
QString jointNeckID;
QVariantHash blendshapeMappings = mapping.value("bs").toHash();
QHash<QByteArray, QPair<int, float> > blendshapeIndices;
for (int i = 0;; i++) {
QByteArray blendshapeName = FACESHIFT_BLENDSHAPES[i];
if (blendshapeName.isEmpty()) {
break;
}
QList<QVariant> mappings = blendshapeMappings.values(blendshapeName);
if (mappings.isEmpty()) {
blendshapeIndices.insert(blendshapeName, QPair<int, float>(i, 1.0f));
} else {
foreach (const QVariant& mapping, mappings) {
QVariantList blendshapeMapping = mapping.toList();
blendshapeIndices.insert(blendshapeMapping.at(0).toByteArray(),
QPair<int, float>(i, blendshapeMapping.at(1).toFloat()));
}
}
}
QHash<QString, QPair<int, float> > blendshapeChannelIndices;
foreach (const FBXNode& child, node.children) {
if (child.name == "Objects") {
foreach (const FBXNode& object, child.children) {
if (object.name == "Geometry") {
if (object.properties.at(2) == "Mesh") {
meshes.insert(object.properties.at(0).toString(), extractMesh(object));
} else { // object.properties.at(2) == "Shape"
ExtractedBlendshape extracted = { object.properties.at(0).toString() };
@ -809,6 +814,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
}
}
}
} else if (subobject.name == "Vertices") {
// it's a mesh as well as a model
meshes.insert(object.properties.at(0).toString(), extractMesh(object));
}
}
// see FBX documentation, http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/index.html
@ -986,7 +994,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
FBXMesh& mesh = it.value();
// accumulate local transforms
QString modelID = parentMap.value(it.key());
QString modelID = models.contains(it.key()) ? it.key() : parentMap.value(it.key());
mesh.springiness = springs.value(models.value(modelID).name, defaultSpring).toFloat();
glm::mat4 modelTransform = getGlobalTransform(parentMap, models, modelID);