overte-HifiExperiments/libraries/fbx/src/FBXReader.h
2015-12-11 15:42:15 -08:00

429 lines
11 KiB
C++

//
// FBXReader.h
// interface/src/renderer
//
// Created by Andrzej Kapolka on 9/18/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_FBXReader_h
#define hifi_FBXReader_h
#include <QMetaType>
#include <QUrl>
#include <QVarLengthArray>
#include <QVariant>
#include <QVector>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <Extents.h>
#include <Transform.h>
#include <model/Geometry.h>
#include <model/Material.h>
class QIODevice;
class FBXNode;
typedef QList<FBXNode> FBXNodeList;
/// The names of the joints in the Maya HumanIK rig, terminated with an empty string.
extern const char* HUMANIK_JOINTS[];
/// A node within an FBX document.
class FBXNode {
public:
QByteArray name;
QVariantList properties;
FBXNodeList children;
};
/// A single blendshape extracted from an FBX document.
class FBXBlendshape {
public:
QVector<int> indices;
QVector<glm::vec3> vertices;
QVector<glm::vec3> normals;
};
struct FBXJointShapeInfo {
// same units and frame as FBXJoint.translation
QVector<glm::vec3> points;
};
/// A single joint (transformation node) extracted from an FBX document.
class FBXJoint {
public:
FBXJointShapeInfo shapeInfo;
QVector<int> freeLineage;
bool isFree;
int parentIndex;
float distanceToParent;
// http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/SDKRef/a00209.html
glm::vec3 translation; // T
glm::mat4 preTransform; // Roff * Rp
glm::quat preRotation; // Rpre
glm::quat rotation; // R
glm::quat postRotation; // Rpost
glm::mat4 postTransform; // Rp-1 * Soff * Sp * S * Sp-1
// World = ParentWorld * T * (Roff * Rp) * Rpre * R * Rpost * (Rp-1 * Soff * Sp * S * Sp-1)
glm::mat4 transform;
glm::vec3 rotationMin; // radians
glm::vec3 rotationMax; // radians
glm::quat inverseDefaultRotation;
glm::quat inverseBindRotation;
glm::mat4 bindTransform;
QString name;
bool isSkeletonJoint;
bool bindTransformFoundInCluster;
};
/// A single binding to a joint in an FBX document.
class FBXCluster {
public:
int jointIndex;
glm::mat4 inverseBindMatrix;
};
/// A texture map in an FBX document.
class FBXTexture {
public:
QString name;
QByteArray filename;
QByteArray content;
Transform transform;
int texcoordSet;
QString texcoordSetName;
bool isBumpmap{ false };
bool isNull() const { return name.isEmpty() && filename.isEmpty() && content.isEmpty(); }
};
/// A single part of a mesh (with the same material).
class FBXMeshPart {
public:
QVector<int> quadIndices; // original indices from the FBX mesh
QVector<int> quadTrianglesIndices; // original indices from the FBX mesh of the quad converted as triangles
QVector<int> triangleIndices; // original indices from the FBX mesh
QString materialID;
};
class FBXMaterial {
public:
FBXMaterial() {};
FBXMaterial(const glm::vec3& diffuseColor, const glm::vec3& specularColor, const glm::vec3& emissiveColor,
const glm::vec2& emissiveParams, float shininess, float opacity) :
diffuseColor(diffuseColor),
specularColor(specularColor),
emissiveColor(emissiveColor),
emissiveParams(emissiveParams),
shininess(shininess),
opacity(opacity) {}
glm::vec3 diffuseColor{ 1.0f };
float diffuseFactor = 1.0f;
glm::vec3 specularColor{ 0.02f };
float specularFactor = 1.0f;
glm::vec3 emissiveColor{ 0.0f };
glm::vec2 emissiveParams{ 0.0f, 1.0f };
float shininess = 23.0f;
float opacity = 1.0f;
QString materialID;
model::MaterialPointer _material;
FBXTexture diffuseTexture;
FBXTexture opacityTexture;
FBXTexture normalTexture;
FBXTexture specularTexture;
FBXTexture emissiveTexture;
bool needTangentSpace() const;
};
/// A single mesh (with optional blendshapes) extracted from an FBX document.
class FBXMesh {
public:
QVector<FBXMeshPart> parts;
QVector<glm::vec3> vertices;
QVector<glm::vec3> normals;
QVector<glm::vec3> tangents;
QVector<glm::vec3> colors;
QVector<glm::vec2> texCoords;
QVector<glm::vec2> texCoords1;
QVector<glm::vec4> clusterIndices;
QVector<glm::vec4> clusterWeights;
QVector<FBXCluster> clusters;
Extents meshExtents;
glm::mat4 modelTransform;
bool isEye;
QVector<FBXBlendshape> blendshapes;
unsigned int meshIndex; // the order the meshes appeared in the object file
model::MeshPointer _mesh;
};
class ExtractedMesh {
public:
FBXMesh mesh;
QMultiHash<int, int> newIndices;
QVector<QHash<int, int> > blendshapeIndexMaps;
QVector<QPair<int, int> > partMaterialTextures;
QHash<QString, size_t> texcoordSetMap;
};
/// A single animation frame extracted from an FBX document.
class FBXAnimationFrame {
public:
QVector<glm::quat> rotations;
QVector<glm::vec3> translations;
};
/// A light in an FBX document.
class FBXLight {
public:
QString name;
Transform transform;
float intensity;
float fogValue;
glm::vec3 color;
FBXLight() :
name(),
transform(),
intensity(1.0f),
fogValue(0.0f),
color(1.0f)
{}
};
Q_DECLARE_METATYPE(FBXAnimationFrame)
Q_DECLARE_METATYPE(QVector<FBXAnimationFrame>)
/// A point where an avatar can sit
class SittingPoint {
public:
QString name;
glm::vec3 position; // relative postion
glm::quat rotation; // relative orientation
};
inline bool operator==(const SittingPoint& lhs, const SittingPoint& rhs)
{
return (lhs.name == rhs.name) && (lhs.position == rhs.position) && (lhs.rotation == rhs.rotation);
}
inline bool operator!=(const SittingPoint& lhs, const SittingPoint& rhs)
{
return (lhs.name != rhs.name) || (lhs.position != rhs.position) || (lhs.rotation != rhs.rotation);
}
/// A set of meshes extracted from an FBX document.
class FBXGeometry {
public:
QString author;
QString applicationName; ///< the name of the application that generated the model
QVector<FBXJoint> joints;
QHash<QString, int> jointIndices; ///< 1-based, so as to more easily detect missing indices
bool hasSkeletonJoints;
QVector<FBXMesh> meshes;
QHash<QString, FBXMaterial> materials;
glm::mat4 offset;
int leftEyeJointIndex = -1;
int rightEyeJointIndex = -1;
int neckJointIndex = -1;
int rootJointIndex = -1;
int leanJointIndex = -1;
int headJointIndex = -1;
int leftHandJointIndex = -1;
int rightHandJointIndex = -1;
int leftToeJointIndex = -1;
int rightToeJointIndex = -1;
float leftEyeSize = 0.0f; // Maximum mesh extents dimension
float rightEyeSize = 0.0f;
QVector<int> humanIKJointIndices;
glm::vec3 palmDirection;
QVector<SittingPoint> sittingPoints;
glm::vec3 neckPivot;
Extents bindExtents;
Extents meshExtents;
QVector<FBXAnimationFrame> animationFrames;
int getJointIndex(const QString& name) const { return jointIndices.value(name) - 1; }
QStringList getJointNames() const;
bool hasBlendedMeshes() const;
/// Returns the unscaled extents of the model's mesh
Extents getUnscaledMeshExtents() const;
bool convexHullContains(const glm::vec3& point) const;
QHash<int, QString> meshIndicesToModelNames;
/// given a meshIndex this will return the name of the model that mesh belongs to if known
QString getModelNameOfMesh(int meshIndex) const;
QList<QString> blendshapeChannelNames;
};
Q_DECLARE_METATYPE(FBXGeometry)
/// Reads FBX geometry from the supplied model and mapping data.
/// \exception QString if an error occurs in parsing
FBXGeometry* readFBX(const QByteArray& model, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f);
/// Reads FBX geometry from the supplied model and mapping data.
/// \exception QString if an error occurs in parsing
FBXGeometry* readFBX(QIODevice* device, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f);
class TextureParam {
public:
glm::vec2 UVTranslation;
glm::vec2 UVScaling;
glm::vec4 cropping;
QString UVSet;
glm::vec3 translation;
glm::vec3 rotation;
glm::vec3 scaling;
uint8_t alphaSource;
uint8_t currentTextureBlendMode;
bool useMaterial;
template <typename T>
bool assign(T& ref, const T& v) {
if (ref == v) {
return false;
} else {
ref = v;
isDefault = false;
return true;
}
}
bool isDefault;
TextureParam() :
UVTranslation(0.0f),
UVScaling(1.0f),
cropping(0.0f),
UVSet("map1"),
translation(0.0f),
rotation(0.0f),
scaling(1.0f),
alphaSource(0),
currentTextureBlendMode(0),
useMaterial(true),
isDefault(true)
{}
TextureParam(const TextureParam& src) :
UVTranslation(src.UVTranslation),
UVScaling(src.UVScaling),
cropping(src.cropping),
UVSet(src.UVSet),
translation(src.translation),
rotation(src.rotation),
scaling(src.scaling),
alphaSource(src.alphaSource),
currentTextureBlendMode(src.currentTextureBlendMode),
useMaterial(src.useMaterial),
isDefault(src.isDefault)
{}
};
class ExtractedMesh;
class FBXReader {
public:
FBXGeometry* _fbxGeometry;
FBXNode _fbxNode;
static FBXNode parseFBX(QIODevice* device);
FBXGeometry* extractFBXGeometry(const QVariantHash& mapping, const QString& url);
ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex);
QHash<QString, ExtractedMesh> meshes;
static void buildModelMesh(FBXMesh& extractedMesh, const QString& url);
FBXTexture getTexture(const QString& textureID);
QHash<QString, QString> _textureNames;
QHash<QString, QByteArray> _textureFilenames;
QHash<QByteArray, QByteArray> _textureContent;
QHash<QString, TextureParam> _textureParams;
QHash<QString, QString> diffuseTextures;
QHash<QString, QString> bumpTextures;
QHash<QString, QString> normalTextures;
QHash<QString, QString> specularTextures;
QHash<QString, QString> emissiveTextures;
QHash<QString, QString> ambientTextures;
QHash<QString, FBXMaterial> _fbxMaterials;
void consolidateFBXMaterials();
bool _loadLightmaps = true;
float _lightmapOffset = 0.0f;
float _lightmapLevel;
QMultiMap<QString, QString> _connectionParentMap;
QMultiMap<QString, QString> _connectionChildMap;
static glm::vec3 getVec3(const QVariantList& properties, int index);
static QVector<glm::vec4> createVec4Vector(const QVector<double>& doubleVector);
static QVector<glm::vec4> createVec4VectorRGBA(const QVector<double>& doubleVector, glm::vec4& average);
static QVector<glm::vec3> createVec3Vector(const QVector<double>& doubleVector);
static QVector<glm::vec2> createVec2Vector(const QVector<double>& doubleVector);
static glm::mat4 createMat4(const QVector<double>& doubleVector);
static QVector<int> getIntVector(const FBXNode& node);
static QVector<float> getFloatVector(const FBXNode& node);
static QVector<double> getDoubleVector(const FBXNode& node);
};
#endif // hifi_FBXReader_h