mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 01:03:57 +02:00
The Blender FBX has models that are also meshes.
This commit is contained in:
parent
b294f5b13e
commit
871f97bd81
1 changed files with 122 additions and 114 deletions
|
@ -522,6 +522,123 @@ void appendModelIDs(const QString& parentID, const QMultiHash<QString, QString>&
|
|||
}
|
||||
}
|
||||
|
||||
FBXMesh extractMesh(const FBXNode& object) {
|
||||
FBXMesh mesh;
|
||||
|
||||
QVector<int> polygonIndices;
|
||||
QVector<glm::vec3> normals;
|
||||
QVector<int> normalIndices;
|
||||
QVector<glm::vec2> texCoords;
|
||||
QVector<int> texCoordIndices;
|
||||
QVector<int> materials;
|
||||
foreach (const FBXNode& data, object.children) {
|
||||
if (data.name == "Vertices") {
|
||||
mesh.vertices = createVec3Vector(getDoubleVector(data.properties, 0));
|
||||
|
||||
} else if (data.name == "PolygonVertexIndex") {
|
||||
polygonIndices = getIntVector(data.properties, 0);
|
||||
|
||||
} else if (data.name == "LayerElementNormal") {
|
||||
bool byVertex = false;
|
||||
foreach (const FBXNode& subdata, data.children) {
|
||||
if (subdata.name == "Normals") {
|
||||
normals = createVec3Vector(getDoubleVector(subdata.properties, 0));
|
||||
|
||||
} else if (subdata.name == "NormalsIndex") {
|
||||
normalIndices = getIntVector(subdata.properties, 0);
|
||||
|
||||
} else if (subdata.name == "MappingInformationType" &&
|
||||
subdata.properties.at(0) == "ByVertice") {
|
||||
byVertex = true;
|
||||
}
|
||||
}
|
||||
if (byVertex) {
|
||||
mesh.normals = normals;
|
||||
}
|
||||
} else if (data.name == "LayerElementUV" && data.properties.at(0).toInt() == 0) {
|
||||
foreach (const FBXNode& subdata, data.children) {
|
||||
if (subdata.name == "UV") {
|
||||
texCoords = createVec2Vector(getDoubleVector(subdata.properties, 0));
|
||||
|
||||
} else if (subdata.name == "UVIndex") {
|
||||
texCoordIndices = getIntVector(subdata.properties, 0);
|
||||
}
|
||||
}
|
||||
} else if (data.name == "LayerElementMaterial") {
|
||||
foreach (const FBXNode& subdata, data.children) {
|
||||
if (subdata.name == "Materials") {
|
||||
materials = getIntVector(subdata.properties, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// convert normals from per-index to per-vertex if necessary
|
||||
if (mesh.normals.isEmpty()) {
|
||||
mesh.normals.resize(mesh.vertices.size());
|
||||
if (normalIndices.isEmpty()) {
|
||||
for (int i = 0, n = polygonIndices.size(); i < n; i++) {
|
||||
int index = polygonIndices.at(i);
|
||||
mesh.normals[index < 0 ? (-index - 1) : index] = normals.at(i);
|
||||
}
|
||||
} else {
|
||||
for (int i = 0, n = polygonIndices.size(); i < n; i++) {
|
||||
int index = polygonIndices.at(i);
|
||||
int normalIndex = normalIndices.at(i);
|
||||
if (normalIndex >= 0) {
|
||||
mesh.normals[index < 0 ? (-index - 1) : index] = normals.at(normalIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// same with the tex coords
|
||||
if (!texCoordIndices.isEmpty()) {
|
||||
mesh.texCoords.resize(mesh.vertices.size());
|
||||
for (int i = 0, n = polygonIndices.size(); i < n; i++) {
|
||||
int index = polygonIndices.at(i);
|
||||
int texCoordIndex = texCoordIndices.at(i);
|
||||
if (texCoordIndex >= 0) {
|
||||
mesh.texCoords[index < 0 ? (-index - 1) : index] = texCoords.at(texCoordIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// convert the polygons to quads and triangles
|
||||
int polygonIndex = 0;
|
||||
for (const int* beginIndex = polygonIndices.constData(), *end = beginIndex + polygonIndices.size();
|
||||
beginIndex != end; polygonIndex++) {
|
||||
const int* endIndex = beginIndex;
|
||||
while (*endIndex++ >= 0);
|
||||
|
||||
int materialIndex = (polygonIndex < materials.size()) ? materials.at(polygonIndex) : 0;
|
||||
mesh.parts.resize(max(mesh.parts.size(), materialIndex + 1));
|
||||
FBXMeshPart& part = mesh.parts[materialIndex];
|
||||
|
||||
if (endIndex - beginIndex == 4) {
|
||||
part.quadIndices.append(*beginIndex++);
|
||||
part.quadIndices.append(*beginIndex++);
|
||||
part.quadIndices.append(*beginIndex++);
|
||||
part.quadIndices.append(-*beginIndex++ - 1);
|
||||
|
||||
} else {
|
||||
for (const int* nextIndex = beginIndex + 1;; ) {
|
||||
part.triangleIndices.append(*beginIndex);
|
||||
part.triangleIndices.append(*nextIndex++);
|
||||
if (*nextIndex >= 0) {
|
||||
part.triangleIndices.append(*nextIndex);
|
||||
} else {
|
||||
part.triangleIndices.append(-*nextIndex - 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
beginIndex = endIndex;
|
||||
}
|
||||
}
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) {
|
||||
QHash<QString, FBXMesh> meshes;
|
||||
QVector<ExtractedBlendshape> blendshapes;
|
||||
|
@ -567,119 +684,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
foreach (const FBXNode& object, child.children) {
|
||||
if (object.name == "Geometry") {
|
||||
if (object.properties.at(2) == "Mesh") {
|
||||
FBXMesh mesh;
|
||||
|
||||
QVector<int> polygonIndices;
|
||||
QVector<glm::vec3> normals;
|
||||
QVector<int> normalIndices;
|
||||
QVector<glm::vec2> texCoords;
|
||||
QVector<int> texCoordIndices;
|
||||
QVector<int> materials;
|
||||
foreach (const FBXNode& data, object.children) {
|
||||
if (data.name == "Vertices") {
|
||||
mesh.vertices = createVec3Vector(getDoubleVector(data.properties, 0));
|
||||
|
||||
} else if (data.name == "PolygonVertexIndex") {
|
||||
polygonIndices = getIntVector(data.properties, 0);
|
||||
|
||||
} else if (data.name == "LayerElementNormal") {
|
||||
bool byVertex = false;
|
||||
foreach (const FBXNode& subdata, data.children) {
|
||||
if (subdata.name == "Normals") {
|
||||
normals = createVec3Vector(getDoubleVector(subdata.properties, 0));
|
||||
|
||||
} else if (subdata.name == "NormalsIndex") {
|
||||
normalIndices = getIntVector(subdata.properties, 0);
|
||||
|
||||
} else if (subdata.name == "MappingInformationType" &&
|
||||
subdata.properties.at(0) == "ByVertice") {
|
||||
byVertex = true;
|
||||
}
|
||||
}
|
||||
if (byVertex) {
|
||||
mesh.normals = normals;
|
||||
}
|
||||
} else if (data.name == "LayerElementUV" && data.properties.at(0).toInt() == 0) {
|
||||
foreach (const FBXNode& subdata, data.children) {
|
||||
if (subdata.name == "UV") {
|
||||
texCoords = createVec2Vector(getDoubleVector(subdata.properties, 0));
|
||||
|
||||
} else if (subdata.name == "UVIndex") {
|
||||
texCoordIndices = getIntVector(subdata.properties, 0);
|
||||
}
|
||||
}
|
||||
} else if (data.name == "LayerElementMaterial") {
|
||||
foreach (const FBXNode& subdata, data.children) {
|
||||
if (subdata.name == "Materials") {
|
||||
materials = getIntVector(subdata.properties, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// convert normals from per-index to per-vertex if necessary
|
||||
if (mesh.normals.isEmpty()) {
|
||||
mesh.normals.resize(mesh.vertices.size());
|
||||
if (normalIndices.isEmpty()) {
|
||||
for (int i = 0, n = polygonIndices.size(); i < n; i++) {
|
||||
int index = polygonIndices.at(i);
|
||||
mesh.normals[index < 0 ? (-index - 1) : index] = normals.at(i);
|
||||
}
|
||||
} else {
|
||||
for (int i = 0, n = polygonIndices.size(); i < n; i++) {
|
||||
int index = polygonIndices.at(i);
|
||||
int normalIndex = normalIndices.at(i);
|
||||
if (normalIndex >= 0) {
|
||||
mesh.normals[index < 0 ? (-index - 1) : index] = normals.at(normalIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// same with the tex coords
|
||||
if (!texCoordIndices.isEmpty()) {
|
||||
mesh.texCoords.resize(mesh.vertices.size());
|
||||
for (int i = 0, n = polygonIndices.size(); i < n; i++) {
|
||||
int index = polygonIndices.at(i);
|
||||
int texCoordIndex = texCoordIndices.at(i);
|
||||
if (texCoordIndex >= 0) {
|
||||
mesh.texCoords[index < 0 ? (-index - 1) : index] = texCoords.at(texCoordIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// convert the polygons to quads and triangles
|
||||
int polygonIndex = 0;
|
||||
for (const int* beginIndex = polygonIndices.constData(), *end = beginIndex + polygonIndices.size();
|
||||
beginIndex != end; polygonIndex++) {
|
||||
const int* endIndex = beginIndex;
|
||||
while (*endIndex++ >= 0);
|
||||
|
||||
int materialIndex = (polygonIndex < materials.size()) ? materials.at(polygonIndex) : 0;
|
||||
mesh.parts.resize(max(mesh.parts.size(), materialIndex + 1));
|
||||
FBXMeshPart& part = mesh.parts[materialIndex];
|
||||
|
||||
if (endIndex - beginIndex == 4) {
|
||||
part.quadIndices.append(*beginIndex++);
|
||||
part.quadIndices.append(*beginIndex++);
|
||||
part.quadIndices.append(*beginIndex++);
|
||||
part.quadIndices.append(-*beginIndex++ - 1);
|
||||
|
||||
} else {
|
||||
for (const int* nextIndex = beginIndex + 1;; ) {
|
||||
part.triangleIndices.append(*beginIndex);
|
||||
part.triangleIndices.append(*nextIndex++);
|
||||
if (*nextIndex >= 0) {
|
||||
part.triangleIndices.append(*nextIndex);
|
||||
} else {
|
||||
part.triangleIndices.append(-*nextIndex - 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
beginIndex = endIndex;
|
||||
}
|
||||
}
|
||||
meshes.insert(object.properties.at(0).toString(), 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);
|
||||
|
||||
|
|
Loading…
Reference in a new issue