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471 lines
17 KiB
C++
471 lines
17 KiB
C++
//
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// FBXReader.cpp
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// interface
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//
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// Created by Andrzej Kapolka on 9/18/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#include <QBuffer>
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#include <QDataStream>
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#include <QIODevice>
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#include <QtDebug>
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#include <QtEndian>
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#include "FBXReader.h"
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using namespace std;
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FBXNode parseFBX(const QByteArray& data) {
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QBuffer buffer(const_cast<QByteArray*>(&data));
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buffer.open(QIODevice::ReadOnly);
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return parseFBX(&buffer);
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}
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template<class T> QVariant readArray(QDataStream& in) {
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quint32 arrayLength;
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quint32 encoding;
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quint32 compressedLength;
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in >> arrayLength;
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in >> encoding;
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in >> compressedLength;
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QVector<T> values;
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const int DEFLATE_ENCODING = 1;
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if (encoding == DEFLATE_ENCODING) {
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// preface encoded data with uncompressed length
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QByteArray compressed(sizeof(quint32) + compressedLength, 0);
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*((quint32*)compressed.data()) = qToBigEndian<quint32>(arrayLength * sizeof(T));
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in.readRawData(compressed.data() + sizeof(quint32), compressedLength);
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QByteArray uncompressed = qUncompress(compressed);
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QDataStream uncompressedIn(uncompressed);
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uncompressedIn.setByteOrder(QDataStream::LittleEndian);
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uncompressedIn.setVersion(QDataStream::Qt_4_5); // for single/double precision switch
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for (int i = 0; i < arrayLength; i++) {
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T value;
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uncompressedIn >> value;
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values.append(value);
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}
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} else {
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for (int i = 0; i < arrayLength; i++) {
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T value;
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in >> value;
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values.append(value);
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}
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}
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return QVariant::fromValue(values);
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}
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QVariant parseFBXProperty(QDataStream& in) {
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char ch;
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in.device()->getChar(&ch);
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switch (ch) {
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case 'Y': {
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qint16 value;
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in >> value;
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return QVariant::fromValue(value);
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}
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case 'C': {
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bool value;
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in >> value;
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return QVariant::fromValue(value);
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}
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case 'I': {
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qint32 value;
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in >> value;
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return QVariant::fromValue(value);
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}
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case 'F': {
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float value;
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in >> value;
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return QVariant::fromValue(value);
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}
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case 'D': {
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double value;
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in >> value;
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return QVariant::fromValue(value);
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}
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case 'L': {
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qint64 value;
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in >> value;
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return QVariant::fromValue(value);
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}
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case 'f': {
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return readArray<float>(in);
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}
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case 'd': {
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return readArray<double>(in);
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}
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case 'l': {
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return readArray<qint64>(in);
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}
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case 'i': {
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return readArray<qint32>(in);
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}
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case 'b': {
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return readArray<bool>(in);
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}
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case 'S':
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case 'R': {
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quint32 length;
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in >> length;
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return QVariant::fromValue(in.device()->read(length));
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}
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default:
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throw QString("Unknown property type: ") + ch;
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}
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}
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FBXNode parseFBXNode(QDataStream& in) {
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quint32 endOffset;
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quint32 propertyCount;
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quint32 propertyListLength;
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quint8 nameLength;
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in >> endOffset;
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in >> propertyCount;
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in >> propertyListLength;
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in >> nameLength;
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FBXNode node;
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const int MIN_VALID_OFFSET = 40;
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if (endOffset < MIN_VALID_OFFSET || nameLength == 0) {
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// use a null name to indicate a null node
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return node;
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}
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node.name = in.device()->read(nameLength);
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for (int i = 0; i < propertyCount; i++) {
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node.properties.append(parseFBXProperty(in));
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}
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while (endOffset > in.device()->pos()) {
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FBXNode child = parseFBXNode(in);
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if (child.name.isNull()) {
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return node;
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} else {
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node.children.append(child);
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}
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}
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return node;
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}
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FBXNode parseFBX(QIODevice* device) {
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QDataStream in(device);
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in.setByteOrder(QDataStream::LittleEndian);
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in.setVersion(QDataStream::Qt_4_5); // for single/double precision switch
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// see http://code.blender.org/index.php/2013/08/fbx-binary-file-format-specification/ for an explanation
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// of the FBX format
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// verify the prolog
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const QByteArray EXPECTED_PROLOG = "Kaydara FBX Binary ";
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if (device->read(EXPECTED_PROLOG.size()) != EXPECTED_PROLOG) {
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throw QString("Invalid header.");
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}
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// skip the rest of the header
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const int HEADER_SIZE = 27;
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in.skipRawData(HEADER_SIZE - EXPECTED_PROLOG.size());
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// parse the top-level node
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FBXNode top;
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while (device->bytesAvailable()) {
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FBXNode next = parseFBXNode(in);
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if (next.name.isNull()) {
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return top;
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} else {
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top.children.append(next);
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}
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}
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return top;
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}
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QVector<glm::vec3> createVec3Vector(const QVector<double>& doubleVector) {
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QVector<glm::vec3> values;
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for (const double* it = doubleVector.constData(), *end = it + doubleVector.size(); it != end; ) {
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float x = *it++;
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float y = *it++;
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float z = *it++;
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values.append(glm::vec3(x, y, z));
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}
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return values;
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}
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QVector<glm::vec2> createVec2Vector(const QVector<double>& doubleVector) {
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QVector<glm::vec2> values;
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for (const double* it = doubleVector.constData(), *end = it + doubleVector.size(); it != end; ) {
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float s = *it++;
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float t = *it++;
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values.append(glm::vec2(s, t));
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}
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return values;
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}
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const char* FACESHIFT_BLENDSHAPES[] = {
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"EyeBlink_L",
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"EyeBlink_R",
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"EyeSquint_L",
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"EyeSquint_R",
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"EyeDown_L",
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"EyeDown_R",
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"EyeIn_L",
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"EyeIn_R",
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"EyeOpen_L",
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"EyeOpen_R",
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"EyeOut_L",
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"EyeOut_R",
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"EyeUp_L",
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"EyeUp_R",
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"BrowsD_L",
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"BrowsD_R",
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"BrowsU_C",
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"BrowsU_L",
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"BrowsU_R",
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"JawFwd",
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"JawLeft",
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"JawOpen",
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"JawChew",
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"JawRight",
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"MouthLeft",
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"MouthRight",
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"MouthFrown_L",
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"MouthFrown_R",
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"MouthSmile_L",
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"MouthSmile_R",
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"MouthDimple_L",
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"MouthDimple_R",
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"LipsStretch_L",
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"LipsStretch_R",
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"LipsUpperClose",
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"LipsLowerClose",
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"LipsUpperUp",
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"LipsLowerDown",
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"LipsUpperOpen",
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"LipsLowerOpen",
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"LipsFunnel",
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"LipsPucker",
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"ChinLowerRaise",
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"ChinUpperRaise",
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"Sneer",
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"Puff",
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"CheekSquint_L",
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"CheekSquint_R",
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""
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};
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QHash<QByteArray, int> createBlendshapeMap() {
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QHash<QByteArray, int> map;
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for (int i = 0;; i++) {
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QByteArray name = FACESHIFT_BLENDSHAPES[i];
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if (name != "") {
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map.insert(name, i);
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} else {
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return map;
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}
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}
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}
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class ExtractedBlendshape {
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public:
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qint64 id;
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int index;
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FBXBlendshape blendshape;
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};
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FBXGeometry extractFBXGeometry(const FBXNode& node) {
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QHash<qint64, FBXMesh> meshes;
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QVector<ExtractedBlendshape> blendshapes;
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QHash<qint64, qint64> parentMap;
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QMultiHash<qint64, qint64> childMap;
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QHash<qint64, glm::vec3> pivots;
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qint64 jointEyeLeftID = 0;
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qint64 jointEyeRightID = 0;
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foreach (const FBXNode& child, node.children) {
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if (child.name == "Objects") {
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foreach (const FBXNode& object, child.children) {
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if (object.name == "Geometry") {
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if (object.properties.at(2) == "Mesh") {
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FBXMesh mesh;
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QVector<int> polygonIndices;
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QVector<glm::vec3> normals;
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QVector<glm::vec2> texCoords;
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QVector<int> texCoordIndices;
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foreach (const FBXNode& data, object.children) {
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if (data.name == "Vertices") {
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mesh.vertices = createVec3Vector(data.properties.at(0).value<QVector<double> >());
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} else if (data.name == "PolygonVertexIndex") {
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polygonIndices = data.properties.at(0).value<QVector<int> >();
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} else if (data.name == "LayerElementNormal") {
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foreach (const FBXNode& subdata, data.children) {
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if (subdata.name == "Normals") {
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normals = createVec3Vector(subdata.properties.at(0).value<QVector<double> >());
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}
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}
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} else if (data.name == "LayerElementUV" && data.properties.at(0).toInt() == 0) {
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foreach (const FBXNode& subdata, data.children) {
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if (subdata.name == "UV") {
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texCoords = createVec2Vector(subdata.properties.at(0).value<QVector<double> >());
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} else if (subdata.name == "UVIndex") {
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texCoordIndices = subdata.properties.at(0).value<QVector<int> >();
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}
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}
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}
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}
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// the (base) normals and tex coords correspond to the polygon indices, for some reason
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mesh.normals.resize(mesh.vertices.size());
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mesh.texCoords.resize(mesh.vertices.size());
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for (int i = 0, n = polygonIndices.size(); i < n; i++) {
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int index = polygonIndices.at(i);
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index = (index < 0) ? (-index - 1) : index;
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mesh.normals[index] = normals.at(i);
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int texCoordIndex = texCoordIndices.at(i);
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if (texCoordIndex >= 0) {
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mesh.texCoords[index] = texCoords.at(texCoordIndex);
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}
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}
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// convert the polygons to quads and triangles
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for (const int* beginIndex = polygonIndices.constData(), *end = beginIndex + polygonIndices.size();
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beginIndex != end; ) {
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const int* endIndex = beginIndex;
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while (*endIndex++ >= 0);
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if (endIndex - beginIndex == 4) {
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mesh.quadIndices.append(*beginIndex++);
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mesh.quadIndices.append(*beginIndex++);
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mesh.quadIndices.append(*beginIndex++);
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mesh.quadIndices.append(-*beginIndex++ - 1);
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} else {
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for (const int* nextIndex = beginIndex + 1;; ) {
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mesh.triangleIndices.append(*beginIndex);
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mesh.triangleIndices.append(*nextIndex++);
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if (*nextIndex >= 0) {
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mesh.triangleIndices.append(*nextIndex);
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} else {
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mesh.triangleIndices.append(-*nextIndex - 1);
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break;
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}
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}
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beginIndex = endIndex;
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}
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}
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meshes.insert(object.properties.at(0).value<qint64>(), mesh);
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} else { // object.properties.at(2) == "Shape"
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ExtractedBlendshape extracted = { object.properties.at(0).value<qint64>() };
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foreach (const FBXNode& data, object.children) {
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if (data.name == "Indexes") {
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extracted.blendshape.indices = data.properties.at(0).value<QVector<int> >();
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} else if (data.name == "Vertices") {
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extracted.blendshape.vertices = createVec3Vector(
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data.properties.at(0).value<QVector<double> >());
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} else if (data.name == "Normals") {
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extracted.blendshape.normals = createVec3Vector(
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data.properties.at(0).value<QVector<double> >());
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}
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}
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// the name is followed by a null and some type info
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QByteArray name = object.properties.at(1).toByteArray();
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static QHash<QByteArray, int> blendshapeMap = createBlendshapeMap();
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extracted.index = blendshapeMap.value(name.left(name.indexOf('\0')));
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blendshapes.append(extracted);
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}
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} else if (object.name == "Model" && object.properties.at(2) == "LimbNode") {
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if (object.properties.at(1).toByteArray().startsWith("jointEyeLeft")) {
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jointEyeLeftID = object.properties.at(0).value<qint64>();
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} else if (object.properties.at(1).toByteArray().startsWith("jointEyeRight")) {
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jointEyeRightID = object.properties.at(0).value<qint64>();
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}
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} else if (object.name == "Deformer" && object.properties.at(2) == "Cluster") {
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foreach (const FBXNode& subobject, object.children) {
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if (subobject.name == "TransformLink") {
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QVector<double> values = subobject.properties.at(0).value<QVector<double> >();
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pivots.insert(object.properties.at(0).value<qint64>(),
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glm::vec3(values.at(12), values.at(13), values.at(14))); // matrix translation component
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}
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}
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}
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}
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} else if (child.name == "Connections") {
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foreach (const FBXNode& connection, child.children) {
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if (connection.name == "C") {
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parentMap.insert(connection.properties.at(1).value<qint64>(), connection.properties.at(2).value<qint64>());
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childMap.insert(connection.properties.at(2).value<qint64>(), connection.properties.at(1).value<qint64>());
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}
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}
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}
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}
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// assign the blendshapes to their corresponding meshes
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foreach (const ExtractedBlendshape& extracted, blendshapes) {
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qint64 blendshapeChannelID = parentMap.value(extracted.id);
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qint64 blendshapeID = parentMap.value(blendshapeChannelID);
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qint64 meshID = parentMap.value(blendshapeID);
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FBXMesh& mesh = meshes[meshID];
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mesh.blendshapes.resize(max(mesh.blendshapes.size(), extracted.index + 1));
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mesh.blendshapes[extracted.index] = extracted.blendshape;
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}
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// as a temporary hack, put the mesh with the most blendshapes on top; assume it to be the face
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FBXGeometry geometry;
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int mostBlendshapes = 0;
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for (QHash<qint64, FBXMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
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FBXMesh& mesh = it.value();
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// look for a limb pivot
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mesh.isEye = false;
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foreach (qint64 childID, childMap.values(it.key())) {
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qint64 clusterID = childMap.value(childID);
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if (pivots.contains(clusterID)) {
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mesh.pivot = pivots.value(clusterID);
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qint64 jointID = childMap.value(clusterID);
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if (jointID == jointEyeLeftID || jointID == jointEyeRightID) {
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mesh.isEye = true;
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}
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}
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}
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if (mesh.blendshapes.size() > mostBlendshapes) {
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geometry.meshes.prepend(mesh);
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mostBlendshapes = mesh.blendshapes.size();
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} else {
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geometry.meshes.append(mesh);
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}
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}
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return geometry;
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}
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void printNode(const FBXNode& node, int indent) {
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QByteArray spaces(indent, ' ');
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qDebug("%s%s: ", spaces.data(), node.name.data());
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foreach (const QVariant& property, node.properties) {
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qDebug() << property;
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}
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qDebug() << "\n";
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foreach (const FBXNode& child, node.children) {
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printNode(child, indent + 1);
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}
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}
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