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394 lines
9.5 KiB
C++
394 lines
9.5 KiB
C++
//
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// FBXReader.h
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// interface/src/renderer
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//
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// Created by Andrzej Kapolka on 9/18/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_FBXReader_h
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#define hifi_FBXReader_h
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#define USE_MODEL_MESH 1
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#include <QMetaType>
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#include <QUrl>
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#include <QVarLengthArray>
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#include <QVariant>
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#include <QVector>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <Extents.h>
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#include <Transform.h>
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#include <model/Geometry.h>
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#include <model/Material.h>
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#include <model/Asset.h>
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class QIODevice;
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class FBXNode;
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typedef QList<FBXNode> FBXNodeList;
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/// The names of the joints in the Maya HumanIK rig, terminated with an empty string.
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extern const char* HUMANIK_JOINTS[];
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/// A node within an FBX document.
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class FBXNode {
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public:
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QByteArray name;
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QVariantList properties;
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FBXNodeList children;
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};
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/// A single blendshape extracted from an FBX document.
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class FBXBlendshape {
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public:
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QVector<int> indices;
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QVector<glm::vec3> vertices;
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QVector<glm::vec3> normals;
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};
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/// A single joint (transformation node) extracted from an FBX document.
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class FBXJoint {
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public:
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bool isFree;
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QVector<int> freeLineage;
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int parentIndex;
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float distanceToParent;
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float boneRadius;
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glm::vec3 translation;
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glm::mat4 preTransform;
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glm::quat preRotation;
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glm::quat rotation;
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glm::quat postRotation;
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glm::mat4 postTransform;
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glm::mat4 transform;
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glm::vec3 rotationMin; // radians
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glm::vec3 rotationMax; // radians
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glm::quat inverseDefaultRotation;
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glm::quat inverseBindRotation;
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glm::mat4 bindTransform;
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QString name;
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bool isSkeletonJoint;
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};
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/// A single binding to a joint in an FBX document.
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class FBXCluster {
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public:
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int jointIndex;
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glm::mat4 inverseBindMatrix;
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};
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// The true texture image which can be used for different textures
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class FBXTextureImage {
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public:
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QString name;
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QByteArray filename;
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QByteArray content;
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};
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/// A texture map in an FBX document.
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class FBXTexture {
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public:
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QString name;
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QByteArray filename;
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QByteArray content;
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Transform transform;
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int texcoordSet;
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QString texcoordSetName;
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bool isNull() const { return name.isEmpty() && filename.isEmpty() && content.isEmpty(); }
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};
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/// A single part of a mesh (with the same material).
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class FBXMeshPart {
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public:
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QVector<int> quadIndices; // original indices from the FBX mesh
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QVector<int> triangleIndices; // original indices from the FBX mesh
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mutable gpu::BufferPointer quadsAsTrianglesIndicesBuffer;
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/* glm::vec3 diffuseColor;
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glm::vec3 specularColor;
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glm::vec3 emissiveColor;
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glm::vec2 emissiveParams;
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float shininess;
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float opacity;
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FBXTexture diffuseTexture;
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FBXTexture normalTexture;
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FBXTexture specularTexture;
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FBXTexture emissiveTexture;
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*/
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QString materialID;
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// model::MaterialPointer _material;
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mutable bool trianglesForQuadsAvailable = false;
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mutable int trianglesForQuadsIndicesCount = 0;
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gpu::BufferPointer getTrianglesForQuads() const;
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};
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class FBXMaterial {
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public:
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glm::vec3 diffuseColor;
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glm::vec3 specularColor;
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glm::vec3 emissiveColor;
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glm::vec2 emissiveParams;
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float shininess;
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float opacity;
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QString materialID;
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model::MaterialTable::ID _modelMaterialID;
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model::MaterialPointer _material;
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FBXTexture diffuseTexture;
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FBXTexture opacityTexture;
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FBXTexture normalTexture;
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FBXTexture specularTexture;
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FBXTexture emissiveTexture;
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bool needTangentSpace() const;
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};
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/// A single mesh (with optional blendshapes) extracted from an FBX document.
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class FBXMesh {
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public:
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QVector<FBXMeshPart> parts;
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QVector<glm::vec3> vertices;
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QVector<glm::vec3> normals;
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QVector<glm::vec3> tangents;
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QVector<glm::vec3> colors;
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QVector<glm::vec2> texCoords;
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QVector<glm::vec2> texCoords1;
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QVector<glm::vec4> clusterIndices;
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QVector<glm::vec4> clusterWeights;
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QVector<FBXCluster> clusters;
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Extents meshExtents;
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glm::mat4 modelTransform;
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bool isEye;
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QVector<FBXBlendshape> blendshapes;
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bool hasSpecularTexture() const;
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bool hasEmissiveTexture() const;
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unsigned int meshIndex; // the order the meshes appeared in the object file
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# if USE_MODEL_MESH
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model::Mesh _mesh;
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# endif
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};
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/// A single animation frame extracted from an FBX document.
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class FBXAnimationFrame {
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public:
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QVector<glm::quat> rotations;
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};
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/// A light in an FBX document.
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class FBXLight {
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public:
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QString name;
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Transform transform;
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float intensity;
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float fogValue;
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glm::vec3 color;
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FBXLight() :
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name(),
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transform(),
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intensity(1.0f),
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fogValue(0.0f),
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color(1.0f)
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{}
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};
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Q_DECLARE_METATYPE(FBXAnimationFrame)
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Q_DECLARE_METATYPE(QVector<FBXAnimationFrame>)
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/// A point where an avatar can sit
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class SittingPoint {
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public:
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QString name;
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glm::vec3 position; // relative postion
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glm::quat rotation; // relative orientation
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};
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inline bool operator==(const SittingPoint& lhs, const SittingPoint& rhs)
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{
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return (lhs.name == rhs.name) && (lhs.position == rhs.position) && (lhs.rotation == rhs.rotation);
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}
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inline bool operator!=(const SittingPoint& lhs, const SittingPoint& rhs)
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{
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return (lhs.name != rhs.name) || (lhs.position != rhs.position) || (lhs.rotation != rhs.rotation);
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}
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/// A set of meshes extracted from an FBX document.
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class FBXGeometry {
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public:
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QString author;
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QString applicationName; ///< the name of the application that generated the model
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QVector<FBXJoint> joints;
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QHash<QString, int> jointIndices; ///< 1-based, so as to more easily detect missing indices
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bool hasSkeletonJoints;
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QVector<FBXMesh> meshes;
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glm::mat4 offset;
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int leftEyeJointIndex = -1;
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int rightEyeJointIndex = -1;
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int neckJointIndex = -1;
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int rootJointIndex = -1;
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int leanJointIndex = -1;
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int headJointIndex = -1;
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int leftHandJointIndex = -1;
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int rightHandJointIndex = -1;
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int leftToeJointIndex = -1;
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int rightToeJointIndex = -1;
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float leftEyeSize = 0.0f; // Maximum mesh extents dimension
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float rightEyeSize = 0.0f;
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QVector<int> humanIKJointIndices;
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glm::vec3 palmDirection;
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QVector<SittingPoint> sittingPoints;
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glm::vec3 neckPivot;
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Extents bindExtents;
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Extents meshExtents;
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QVector<FBXAnimationFrame> animationFrames;
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int getJointIndex(const QString& name) const { return jointIndices.value(name) - 1; }
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QStringList getJointNames() const;
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bool hasBlendedMeshes() const;
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/// Returns the unscaled extents of the model's mesh
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Extents getUnscaledMeshExtents() const;
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bool convexHullContains(const glm::vec3& point) const;
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QHash<int, QString> meshIndicesToModelNames;
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/// given a meshIndex this will return the name of the model that mesh belongs to if known
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QString getModelNameOfMesh(int meshIndex) const;
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QList<QString> blendshapeChannelNames;
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model::AssetPointer _asset;
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};
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Q_DECLARE_METATYPE(FBXGeometry)
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/// Reads FBX geometry from the supplied model and mapping data.
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/// \exception QString if an error occurs in parsing
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FBXGeometry* readFBX(const QByteArray& model, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f);
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/// Reads FBX geometry from the supplied model and mapping data.
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/// \exception QString if an error occurs in parsing
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FBXGeometry* readFBX(QIODevice* device, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f);
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struct TextureParam {
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glm::vec2 UVTranslation;
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glm::vec2 UVScaling;
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glm::vec4 cropping;
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QString UVSet;
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glm::vec3 translation;
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glm::vec3 rotation;
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glm::vec3 scaling;
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uint8_t alphaSource;
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uint8_t currentTextureBlendMode;
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bool useMaterial;
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template <typename T>
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bool assign(T& ref, const T& v) {
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if (ref == v) {
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return false;
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} else {
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ref = v;
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isDefault = false;
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return true;
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}
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}
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bool isDefault;
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TextureParam() :
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UVTranslation(0.0f),
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UVScaling(1.0f),
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cropping(0.0f),
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UVSet("map1"),
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translation(0.0f),
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rotation(0.0f),
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scaling(1.0f),
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alphaSource(0),
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currentTextureBlendMode(0),
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useMaterial(true),
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isDefault(true)
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{}
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};
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class FBXReader {
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public:
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FBXGeometry* _fbxGeometry;
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FBXNode _fbxNode;
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static FBXNode parseFBX(QIODevice* device);
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FBXGeometry* extractFBXGeometry(const QVariantHash& mapping, const QString& url);
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QHash<QString, FBXTextureImage> _textureImages;
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QHash<QString, QString> textureNames;
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QHash<QString, QByteArray> textureFilenames;
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QHash<QByteArray, QByteArray> textureContent;
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QHash<QString, TextureParam> textureParams;
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QHash<QString, QString> diffuseTextures;
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QHash<QString, QString> bumpTextures;
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QHash<QString, QString> specularTextures;
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QHash<QString, QString> emissiveTextures;
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QHash<QString, QString> ambientTextures;
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QHash<QString, FBXMaterial> _fbxMaterials;
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void consolidateFBXMaterials();
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bool _loadLightmaps = true;
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float _lightmapOffset = 0.0f;
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float _lightmapLevel;
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QMultiHash<QString, QString> _connectionParentMap;
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QMultiHash<QString, QString> _connectionChildMap;
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};
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#endif // hifi_FBXReader_h
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