overte/libraries/fbx/src/FBXReader.h
2014-09-11 12:32:47 -07:00

236 lines
5.4 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 <Extents.h>
#include <Shape.h>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
class FBXNode;
typedef QList<FBXNode> FBXNodeList;
/// The names of the blendshapes expected by Faceshift, terminated with an empty string.
extern const char* FACESHIFT_BLENDSHAPES[];
/// The size of FACESHIFT_BLENDSHAPES
extern const int NUM_FACESHIFT_BLENDSHAPES;
/// 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;
};
/// A single joint (transformation node) extracted from an FBX document.
class FBXJoint {
public:
bool isFree;
QVector<int> freeLineage;
int parentIndex;
float distanceToParent;
float boneRadius;
glm::vec3 translation;
glm::mat4 preTransform;
glm::quat preRotation;
glm::quat rotation;
glm::quat postRotation;
glm::mat4 postTransform;
glm::mat4 transform;
glm::vec3 rotationMin; // radians
glm::vec3 rotationMax; // radians
glm::quat inverseDefaultRotation;
glm::quat inverseBindRotation;
glm::mat4 bindTransform;
QString name;
glm::vec3 shapePosition; // in joint frame
glm::quat shapeRotation; // in joint frame
Shape::Type shapeType;
};
/// 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:
QByteArray filename;
QByteArray content;
};
/// A single part of a mesh (with the same material).
class FBXMeshPart {
public:
QVector<int> quadIndices;
QVector<int> triangleIndices;
glm::vec3 diffuseColor;
glm::vec3 specularColor;
float shininess;
FBXTexture diffuseTexture;
FBXTexture normalTexture;
FBXTexture specularTexture;
};
/// 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::vec4> clusterIndices;
QVector<glm::vec4> clusterWeights;
QVector<FBXCluster> clusters;
Extents meshExtents;
bool isEye;
QVector<FBXBlendshape> blendshapes;
bool hasSpecularTexture() const;
};
/// A single animation frame extracted from an FBX document.
class FBXAnimationFrame {
public:
QVector<glm::quat> rotations;
};
Q_DECLARE_METATYPE(FBXAnimationFrame)
Q_DECLARE_METATYPE(QVector<FBXAnimationFrame>)
/// An attachment to an FBX document.
class FBXAttachment {
public:
int jointIndex;
QUrl url;
glm::vec3 translation;
glm::quat rotation;
glm::vec3 scale;
};
/// A point where an avatar can sit
class SittingPoint {
public:
QString name;
glm::vec3 position; // relative postion
glm::quat rotation; // relative orientation
};
/// 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
QVector<FBXMesh> meshes;
glm::mat4 offset;
int leftEyeJointIndex;
int rightEyeJointIndex;
int neckJointIndex;
int rootJointIndex;
int leanJointIndex;
int headJointIndex;
int leftHandJointIndex;
int rightHandJointIndex;
QVector<int> humanIKJointIndices;
glm::vec3 palmDirection;
QVector<SittingPoint> sittingPoints;
glm::vec3 neckPivot;
Extents bindExtents;
Extents meshExtents;
QVector<FBXAnimationFrame> animationFrames;
QVector<FBXAttachment> attachments;
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;
};
Q_DECLARE_METATYPE(FBXGeometry)
/// Reads an FST mapping from the supplied data.
QVariantHash readMapping(const QByteArray& data);
/// Writes an FST mapping to a byte array.
QByteArray writeMapping(const QVariantHash& mapping);
/// 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);
/// Reads SVO geometry from the supplied model data.
FBXGeometry readSVO(const QByteArray& model);
void calculateRotatedExtents(Extents& extents, const glm::quat& rotation);
#endif // hifi_FBXReader_h