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@@ -1,1448 +1,1448 @@
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-#include "BsFBXImporter.h"
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-#include "BsResource.h"
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-#include "BsCoreApplication.h"
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-#include "BsDebug.h"
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-#include "BsDataStream.h"
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-#include "BsMeshData.h"
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-#include "BsMesh.h"
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-#include "BsVector2.h"
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-#include "BsVector3.h"
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-#include "BsVector4.h"
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-#include "BsQuaternion.h"
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-#include "BsVertexDataDesc.h"
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-#include "BsFBXUtility.h"
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-#include "BsMeshUtility.h"
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-#include "BsRendererMeshData.h"
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-#include "BsMeshImportOptions.h"
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-
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-namespace BansheeEngine
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-{
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- Matrix4 FBXToNativeType(const FbxAMatrix& value)
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- {
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- Matrix4 native;
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- for (UINT32 row = 0; row < 4; row++)
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- for (UINT32 col = 0; col < 4; col++)
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- native[row][col] = (float)value[col][row];
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-
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- return native;
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- }
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-
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- Vector3 FBXToNativeType(const FbxVector4& value)
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- {
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- Vector3 native;
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- native.x = (float)value[0];
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- native.y = (float)value[1];
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- native.z = (float)value[2];
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-
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- return native;
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- }
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-
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- Vector3 FBXToNativeType(const FbxDouble3& value)
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- {
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- Vector3 native;
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- native.x = (float)value[0];
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- native.y = (float)value[1];
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- native.z = (float)value[2];
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-
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- return native;
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- }
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-
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- Vector2 FBXToNativeType(const FbxVector2& value)
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- {
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- Vector2 native;
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- native.x = (float)value[0];
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- native.y = (float)value[1];
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-
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- return native;
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- }
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-
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- RGBA FBXToNativeType(const FbxColor& value)
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- {
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- Color native;
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- native.r = (float)value[0];
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- native.g = (float)value[1];
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- native.b = (float)value[2];
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- native.a = (float)value[3];
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-
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- return native.getAsRGBA();
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- }
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-
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- FbxSurfaceMaterial* FBXToNativeType(FbxSurfaceMaterial* const& value)
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- {
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- return value;
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- }
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-
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- int FBXToNativeType(const int & value)
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- {
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- return value;
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- }
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-
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- FBXImporter::FBXImporter()
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- :SpecificImporter(), mFBXManager(nullptr)
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- {
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- mExtensions.push_back(L"fbx");
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- }
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-
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- FBXImporter::~FBXImporter()
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- {
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-
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- }
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-
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- bool FBXImporter::isExtensionSupported(const WString& ext) const
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- {
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- WString lowerCaseExt = ext;
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- StringUtil::toLowerCase(lowerCaseExt);
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-
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- return find(mExtensions.begin(), mExtensions.end(), lowerCaseExt) != mExtensions.end();
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- }
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-
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- bool FBXImporter::isMagicNumberSupported(const UINT8* magicNumPtr, UINT32 numBytes) const
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- {
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- return true; // FBX files can be plain-text so I don't even check for magic number
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- }
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-
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- ImportOptionsPtr FBXImporter::createImportOptions() const
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- {
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- return bs_shared_ptr_new<MeshImportOptions>();
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- }
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-
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- ResourcePtr FBXImporter::import(const Path& filePath, ConstImportOptionsPtr importOptions)
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- {
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- FbxScene* fbxScene = nullptr;
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-
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- if (!startUpSdk(fbxScene))
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- return nullptr;
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-
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- if (!loadFBXFile(fbxScene, filePath))
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- return nullptr;
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-
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- const MeshImportOptions* meshImportOptions = static_cast<const MeshImportOptions*>(importOptions.get());
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- FBXImportOptions fbxImportOptions;
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- fbxImportOptions.importNormals = meshImportOptions->getImportNormals();
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- fbxImportOptions.importTangents = meshImportOptions->getImportTangents();
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- fbxImportOptions.importAnimation = meshImportOptions->getImportAnimation();
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- fbxImportOptions.importBlendShapes = meshImportOptions->getImportBlendShapes();
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- fbxImportOptions.importSkin = meshImportOptions->getImportSkin();
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- fbxImportOptions.importScale = meshImportOptions->getImportScale();
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-
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- FBXImportScene importedScene;
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- parseScene(fbxScene, fbxImportOptions, importedScene);
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-
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- if (fbxImportOptions.importBlendShapes)
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- importBlendShapes(importedScene, fbxImportOptions);
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-
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- if (fbxImportOptions.importSkin)
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- importSkin(importedScene);
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-
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- if (fbxImportOptions.importAnimation)
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- importAnimations(fbxScene, fbxImportOptions, importedScene);
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-
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- splitMeshVertices(importedScene);
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- generateMissingTangentSpace(importedScene, fbxImportOptions);
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-
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- Vector<SubMesh> subMeshes;
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- RendererMeshDataPtr rendererMeshData = generateMeshData(importedScene, fbxImportOptions, subMeshes);
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-
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- // TODO - Later: Optimize mesh: Remove bad and degenerate polygons, weld nearby vertices, optimize for vertex cache
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-
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- shutDownSdk();
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-
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- INT32 usage = MU_STATIC;
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- if (meshImportOptions->getCPUReadable())
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- usage |= MU_CPUCACHED;
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-
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- MeshPtr mesh = Mesh::_createPtr(rendererMeshData->getData(), subMeshes, usage);
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-
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- WString fileName = filePath.getWFilename(false);
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- mesh->setName(fileName);
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-
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- return mesh;
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- }
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-
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- bool FBXImporter::startUpSdk(FbxScene*& scene)
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- {
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- mFBXManager = FbxManager::Create();
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- if (mFBXManager == nullptr)
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- {
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- LOGERR("FBX import failed: FBX SDK failed to initialize. FbxManager::Create() failed.");
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- return false;
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- }
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-
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- FbxIOSettings* ios = FbxIOSettings::Create(mFBXManager, IOSROOT);
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- mFBXManager->SetIOSettings(ios);
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-
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- scene = FbxScene::Create(mFBXManager, "Import Scene");
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- if (scene == nullptr)
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- {
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- LOGWRN("FBX import failed: Failed to create FBX scene.");
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- return false;
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- }
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-
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- return true;
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- }
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-
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- void FBXImporter::shutDownSdk()
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- {
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- mFBXManager->Destroy();
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- mFBXManager = nullptr;
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- }
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-
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- bool FBXImporter::loadFBXFile(FbxScene* scene, const Path& filePath)
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- {
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- int lFileMajor, lFileMinor, lFileRevision;
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- int lSDKMajor, lSDKMinor, lSDKRevision;
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- FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision);
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-
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- FbxImporter* importer = FbxImporter::Create(mFBXManager, "");
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- bool importStatus = importer->Initialize(filePath.toString().c_str(), -1, mFBXManager->GetIOSettings());
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-
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- importer->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);
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-
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- if(!importStatus)
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- {
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- LOGERR("FBX import failed: Call to FbxImporter::Initialize() failed.\n" +
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- String("Error returned: %s\n\n") + String(importer->GetStatus().GetErrorString()));
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- return false;
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- }
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-
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- mFBXManager->GetIOSettings()->SetBoolProp(IMP_FBX_TEXTURE, false);
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- mFBXManager->GetIOSettings()->SetBoolProp(IMP_FBX_GOBO, false);
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-
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- importStatus = importer->Import(scene);
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-
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- if(!importStatus)
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- {
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- importer->Destroy();
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-
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- LOGERR("FBX import failed: Call to FbxImporter::Initialize() failed.\n" +
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- String("Error returned: %s\n\n") + String(importer->GetStatus().GetErrorString()));
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- return false;
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- }
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-
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- FbxAxisSystem fileCoordSystem = scene->GetGlobalSettings().GetAxisSystem();
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- FbxAxisSystem bsCoordSystem(FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eRightHanded);
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- if (fileCoordSystem != bsCoordSystem)
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- bsCoordSystem.ConvertScene(scene);
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-
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- importer->Destroy();
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- return true;
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- }
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-
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- void FBXImporter::parseScene(FbxScene* scene, const FBXImportOptions& options, FBXImportScene& outputScene)
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- {
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- outputScene.rootNode = createImportNode(outputScene, scene->GetRootNode(), nullptr);
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-
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- Stack<FbxNode*> todo;
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- todo.push(scene->GetRootNode());
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-
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- while(!todo.empty())
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- {
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- FbxNode* curNode = todo.top();
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- FBXImportNode* curImportNode = outputScene.nodeMap[curNode];
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- todo.pop();
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-
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- const char* name = curNode->GetName();
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-
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- FbxNodeAttribute* attrib = curNode->GetNodeAttribute();
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- if(attrib != nullptr)
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- {
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- FbxNodeAttribute::EType attribType = attrib->GetAttributeType();
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-
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- switch(attribType)
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- {
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- case FbxNodeAttribute::eNurbs:
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- case FbxNodeAttribute::eNurbsSurface:
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- case FbxNodeAttribute::ePatch:
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- {
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- FbxGeometryConverter geomConverter(mFBXManager);
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- attrib = geomConverter.Triangulate(attrib, true);
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-
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- if (attrib->GetAttributeType() == FbxNodeAttribute::eMesh)
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- {
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- FbxMesh* mesh = static_cast<FbxMesh*>(attrib);
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- mesh->RemoveBadPolygons();
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-
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- parseMesh(mesh, curImportNode, options, outputScene);
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- }
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- }
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- break;
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- case FbxNodeAttribute::eMesh:
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- {
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- FbxMesh* mesh = static_cast<FbxMesh*>(attrib);
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- mesh->RemoveBadPolygons();
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-
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- if(!mesh->IsTriangleMesh())
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- {
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- FbxGeometryConverter geomConverter(mFBXManager);
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- geomConverter.Triangulate(mesh, true);
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- attrib = curNode->GetNodeAttribute();
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- mesh = static_cast<FbxMesh*>(attrib);
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- }
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-
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- parseMesh(mesh, curImportNode, options, outputScene);
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- }
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- break;
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- }
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- }
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-
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- for (int i = 0; i < curNode->GetChildCount(); i++)
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- {
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- FbxNode* childNode = curNode->GetChild(i);
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- createImportNode(outputScene, childNode, curImportNode);
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-
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- todo.push(childNode);
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- }
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- }
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- }
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-
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- FBXImportNode* FBXImporter::createImportNode(FBXImportScene& scene, FbxNode* fbxNode, FBXImportNode* parent)
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- {
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- FBXImportNode* node = bs_new<FBXImportNode>();
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-
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- Vector3 translation = FBXToNativeType(fbxNode->LclTranslation.Get());
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- Vector3 rotationEuler = FBXToNativeType(fbxNode->LclRotation.Get());
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- Vector3 scale = FBXToNativeType(fbxNode->LclScaling.Get());
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-
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- Quaternion rotation((Radian)rotationEuler.x, (Radian)rotationEuler.y, (Radian)rotationEuler.z);
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-
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- node->localTransform.setTRS(translation, rotation, scale);
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- node->fbxNode = fbxNode;
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-
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- if (parent != nullptr)
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- {
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- node->worldTransform = node->localTransform * parent->worldTransform;
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-
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- parent->children.push_back(node);
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- }
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- else
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- node->worldTransform = node->localTransform;
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-
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- scene.nodeMap.insert(std::make_pair(fbxNode, node));
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-
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- return node;
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- }
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-
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- void FBXImporter::splitMeshVertices(FBXImportScene& scene)
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- {
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- Vector<FBXImportMesh*> splitMeshes;
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-
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- for (auto& mesh : scene.meshes)
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- {
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- FBXImportMesh* splitMesh = bs_new<FBXImportMesh>();
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- splitMesh->fbxMesh = mesh->fbxMesh;
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- splitMesh->referencedBy = mesh->referencedBy;
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- splitMesh->bones = mesh->bones;
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-
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- FBXUtility::splitVertices(*mesh, *splitMesh);
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- FBXUtility::flipWindingOrder(*splitMesh);
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- splitMeshes.push_back(splitMesh);
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-
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- bs_delete(mesh);
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- }
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-
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- scene.meshes = splitMeshes;
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- }
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-
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- RendererMeshDataPtr FBXImporter::generateMeshData(const FBXImportScene& scene, const FBXImportOptions& options, Vector<SubMesh>& outputSubMeshes)
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- {
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- Matrix4 importScale = Matrix4::scaling(options.importScale);
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-
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- Vector<MeshDataPtr> allMeshData;
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- Vector<Vector<SubMesh>> allSubMeshes;
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-
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- for (auto& mesh : scene.meshes)
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- {
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- Vector<Vector<UINT32>> indicesPerMaterial;
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- for (UINT32 i = 0; i < (UINT32)mesh->indices.size(); i++)
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- {
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- while (mesh->materials[i] >= indicesPerMaterial.size())
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- indicesPerMaterial.push_back(Vector<UINT32>());
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-
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- indicesPerMaterial[mesh->materials[i]].push_back(mesh->indices[i]);
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- }
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-
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- UINT32* orderedIndices = (UINT32*)bs_alloc((UINT32)mesh->indices.size() * sizeof(UINT32));
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- Vector<SubMesh> subMeshes;
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- UINT32 currentIndex = 0;
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-
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- for (auto& subMeshIndices : indicesPerMaterial)
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- {
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- UINT32 indexCount = (UINT32)subMeshIndices.size();
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- UINT32* dest = orderedIndices + currentIndex;
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- memcpy(dest, subMeshIndices.data(), indexCount * sizeof(UINT32));
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-
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- subMeshes.push_back(SubMesh(currentIndex, indexCount, DOT_TRIANGLE_LIST));
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-
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- currentIndex += indexCount;
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- }
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-
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- UINT32 vertexLayout = (UINT32)VertexLayout::Position;
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-
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- size_t numVertices = mesh->positions.size();
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- bool hasColors = mesh->colors.size() == numVertices;
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- bool hasNormals = mesh->normals.size() == numVertices;
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-
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- if (hasColors)
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- vertexLayout |= (UINT32)VertexLayout::Color;
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-
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- bool hasTangents = false;
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- if (hasNormals)
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- {
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- vertexLayout |= (UINT32)VertexLayout::Normal;
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-
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- if (mesh->tangents.size() == numVertices &&
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- mesh->bitangents.size() == numVertices)
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- {
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- vertexLayout |= (UINT32)VertexLayout::Tangent;
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- hasTangents = true;
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- }
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- }
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-
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- int UVIdx = 0;
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- for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++)
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- {
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- if (mesh->UV[i].size() == numVertices)
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- {
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- if (i == 0)
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- vertexLayout |= (UINT32)VertexLayout::UV0;
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- else if (i == 1)
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- vertexLayout |= (UINT32)VertexLayout::UV1;
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- }
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- }
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-
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- UINT32 numIndices = (UINT32)mesh->indices.size();
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|
|
- for (auto& node : mesh->referencedBy)
|
|
|
- {
|
|
|
- Matrix4 worldTransform = node->worldTransform * importScale;
|
|
|
- Matrix4 worldTransformIT = worldTransform.transpose();
|
|
|
- worldTransformIT = worldTransformIT.inverse();
|
|
|
-
|
|
|
- RendererMeshDataPtr meshData = RendererMeshData::create((UINT32)numVertices, numIndices, (VertexLayout)vertexLayout);
|
|
|
-
|
|
|
- // Copy indices
|
|
|
- meshData->setIndices((UINT32*)mesh->indices.data(), numIndices * sizeof(UINT32));
|
|
|
-
|
|
|
- // Copy & transform positions
|
|
|
- UINT32 positionsSize = sizeof(Vector3) * (UINT32)numVertices;
|
|
|
- Vector3* transformedPositions = (Vector3*)bs_stack_alloc(positionsSize);
|
|
|
-
|
|
|
- for (UINT32 i = 0; i < (UINT32)numVertices; i++)
|
|
|
- transformedPositions[i] = worldTransform.multiplyAffine((Vector3)mesh->positions[i]);
|
|
|
-
|
|
|
- meshData->setPositions(transformedPositions, positionsSize);
|
|
|
- bs_stack_free(transformedPositions);
|
|
|
-
|
|
|
- // Copy & transform normals
|
|
|
- if (hasNormals)
|
|
|
- {
|
|
|
- UINT32 normalsSize = sizeof(Vector3) * (UINT32)numVertices;
|
|
|
- Vector3* transformedNormals = (Vector3*)bs_stack_alloc(normalsSize);
|
|
|
-
|
|
|
- // Copy, convert & transform tangents & bitangents
|
|
|
- if (hasTangents)
|
|
|
- {
|
|
|
- UINT32 tangentsSize = sizeof(Vector4) * (UINT32)numVertices;
|
|
|
- Vector4* transformedTangents = (Vector4*)bs_stack_alloc(tangentsSize);
|
|
|
-
|
|
|
- for (UINT32 i = 0; i < (UINT32)numVertices; i++)
|
|
|
- {
|
|
|
- Vector3 normal = (Vector3)mesh->normals[i];
|
|
|
- transformedNormals[i] = worldTransformIT.multiplyAffine(normal);
|
|
|
-
|
|
|
- Vector3 tangent = (Vector3)mesh->tangents[i];
|
|
|
- tangent = worldTransformIT.multiplyAffine(tangent);
|
|
|
-
|
|
|
- Vector3 bitangent = (Vector3)mesh->bitangents[i];
|
|
|
- bitangent = worldTransformIT.multiplyAffine(bitangent);
|
|
|
-
|
|
|
- Vector3 engineBitangent = Vector3::cross(normal, tangent);
|
|
|
- float sign = Vector3::dot(engineBitangent, bitangent);
|
|
|
-
|
|
|
- transformedTangents[i] = Vector4(tangent.x, tangent.y, tangent.z, sign > 0 ? 1.0f : -1.0f);
|
|
|
- }
|
|
|
-
|
|
|
- meshData->setTangents(transformedTangents, tangentsSize);
|
|
|
- bs_stack_free(transformedTangents);
|
|
|
- }
|
|
|
- else // Just normals
|
|
|
- {
|
|
|
- for (UINT32 i = 0; i < (UINT32)numVertices; i++)
|
|
|
- transformedNormals[i] = worldTransformIT.multiplyAffine((Vector3)mesh->normals[i]);
|
|
|
- }
|
|
|
-
|
|
|
- meshData->setNormals(transformedNormals, normalsSize);
|
|
|
- bs_stack_free(transformedNormals);
|
|
|
- }
|
|
|
-
|
|
|
- // Copy colors
|
|
|
- if (hasColors)
|
|
|
- {
|
|
|
- meshData->setColors(mesh->colors.data(), sizeof(UINT32) * (UINT32)numVertices);
|
|
|
- }
|
|
|
-
|
|
|
- // Copy UV
|
|
|
- int writeUVIDx = 0;
|
|
|
- for (auto& uvLayer : mesh->UV)
|
|
|
- {
|
|
|
- if (uvLayer.size() == numVertices)
|
|
|
- {
|
|
|
- UINT32 size = sizeof(Vector2) * (UINT32)numVertices;
|
|
|
- Vector2* transformedUV = (Vector2*)bs_stack_alloc(size);
|
|
|
-
|
|
|
- UINT32 i = 0;
|
|
|
- for (auto& uv : uvLayer)
|
|
|
- {
|
|
|
- transformedUV[i] = uv;
|
|
|
- transformedUV[i].y = 1.0f - uv.y;
|
|
|
-
|
|
|
- i++;
|
|
|
- }
|
|
|
-
|
|
|
- if (writeUVIDx == 0)
|
|
|
- meshData->setUV0(transformedUV, size);
|
|
|
- else if (writeUVIDx == 1)
|
|
|
- meshData->setUV1(transformedUV, size);
|
|
|
-
|
|
|
- bs_stack_free(transformedUV);
|
|
|
-
|
|
|
- writeUVIDx++;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- allMeshData.push_back(meshData->getData());
|
|
|
- allSubMeshes.push_back(subMeshes);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (allMeshData.size() > 1)
|
|
|
- {
|
|
|
- return RendererMeshData::create(MeshData::combine(allMeshData, allSubMeshes, outputSubMeshes));
|
|
|
- }
|
|
|
- else if (allMeshData.size() == 1)
|
|
|
- {
|
|
|
- outputSubMeshes = allSubMeshes[0];
|
|
|
- return RendererMeshData::create(allMeshData[0]);
|
|
|
- }
|
|
|
-
|
|
|
- return nullptr;
|
|
|
- }
|
|
|
-
|
|
|
- template<class TFBX, class TNative>
|
|
|
- class FBXDirectIndexer
|
|
|
- {
|
|
|
- public:
|
|
|
- FBXDirectIndexer(const FbxLayerElementTemplate<TFBX>& layer)
|
|
|
- :mElementArray(layer.GetDirectArray()),
|
|
|
- mElementCount(mElementArray.GetCount())
|
|
|
- {}
|
|
|
-
|
|
|
- bool get(int index, TNative& output) const
|
|
|
- {
|
|
|
- if (index < 0 || index >= mElementCount)
|
|
|
- return false;
|
|
|
-
|
|
|
- output = FBXToNativeType(mElementArray.GetAt(index));
|
|
|
- return true;
|
|
|
- }
|
|
|
-
|
|
|
- bool isEmpty() const
|
|
|
- {
|
|
|
- return mElementCount == 0;
|
|
|
- }
|
|
|
-
|
|
|
- private:
|
|
|
- const FbxLayerElementArrayTemplate<TFBX>& mElementArray;
|
|
|
- int mElementCount;
|
|
|
- };
|
|
|
-
|
|
|
- template<class TFBX, class TNative>
|
|
|
- class FBXIndexIndexer
|
|
|
- {
|
|
|
- public:
|
|
|
- FBXIndexIndexer(const FbxLayerElementTemplate<TFBX>& layer)
|
|
|
- :mElementArray(layer.GetDirectArray()),
|
|
|
- mIndexArray(layer.GetIndexArray()),
|
|
|
- mElementCount(mElementArray.GetCount()),
|
|
|
- mIndexCount(mIndexArray.GetCount())
|
|
|
- {}
|
|
|
-
|
|
|
- bool get(int index, TNative& output) const
|
|
|
- {
|
|
|
- if (index < 0 || index >= mIndexCount)
|
|
|
- return false;
|
|
|
-
|
|
|
- int actualIndex = mIndexArray.GetAt(index);
|
|
|
-
|
|
|
- if (actualIndex < 0 || actualIndex >= mElementCount)
|
|
|
- return false;
|
|
|
-
|
|
|
- output = FBXToNativeType(mElementArray.GetAt(actualIndex));
|
|
|
- return true;
|
|
|
- }
|
|
|
-
|
|
|
- bool isEmpty() const
|
|
|
- {
|
|
|
- return mElementCount == 0 || mIndexCount == 0;
|
|
|
- }
|
|
|
-
|
|
|
- private:
|
|
|
- const FbxLayerElementArrayTemplate<TFBX>& mElementArray;
|
|
|
- const FbxLayerElementArrayTemplate<int>& mIndexArray;
|
|
|
- int mElementCount;
|
|
|
- int mIndexCount;
|
|
|
- };
|
|
|
-
|
|
|
- template<class TFBX, class TNative, class TIndexer>
|
|
|
- void readLayerData(FbxLayerElementTemplate<TFBX>& layer, Vector<TNative>& output, const Vector<int>& indices)
|
|
|
- {
|
|
|
- TIndexer indexer(layer);
|
|
|
- if (indexer.isEmpty())
|
|
|
- return;
|
|
|
-
|
|
|
- output.resize(indices.size());
|
|
|
-
|
|
|
- FbxLayerElement::EMappingMode mappingMode = layer.GetMappingMode();
|
|
|
-
|
|
|
- UINT32 indexCount = (UINT32)indices.size();
|
|
|
- switch (mappingMode)
|
|
|
- {
|
|
|
- case FbxLayerElement::eByControlPoint:
|
|
|
- for (UINT32 i = 0; i < indexCount; i++)
|
|
|
- {
|
|
|
- int index = indices[i];
|
|
|
- indexer.get(index, output[i]);
|
|
|
- }
|
|
|
- break;
|
|
|
- case FbxLayerElement::eByPolygonVertex:
|
|
|
- for (UINT32 i = 0; i < indexCount; i++)
|
|
|
- indexer.get(i, output[i]);
|
|
|
- break;
|
|
|
- case FbxLayerElement::eByPolygon:
|
|
|
- // We expect mesh to be triangulated here
|
|
|
- {
|
|
|
- UINT32 polygonCount = indexCount / 3;
|
|
|
- UINT32 index = 0;
|
|
|
-
|
|
|
- for (UINT32 i = 0; i < polygonCount; i++)
|
|
|
- {
|
|
|
- TNative value;
|
|
|
- indexer.get(i, value);
|
|
|
-
|
|
|
- output[index++] = value;
|
|
|
- output[index++] = value;
|
|
|
- output[index++] = value;
|
|
|
- }
|
|
|
- }
|
|
|
- break;
|
|
|
- case FbxLayerElement::eAllSame:
|
|
|
- {
|
|
|
- TNative value;
|
|
|
- indexer.get(0, value);
|
|
|
-
|
|
|
- for (UINT32 i = 0; i < indexCount; i++)
|
|
|
- output[i] = value;
|
|
|
- }
|
|
|
- break;
|
|
|
- default:
|
|
|
- LOGWRN("FBX Import: Unsupported layer mapping mode.");
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- template<class TFBX, class TNative>
|
|
|
- void readLayerData(FbxLayerElementTemplate<TFBX>& layer, Vector<TNative>& output, const Vector<int>& indices)
|
|
|
- {
|
|
|
- FbxLayerElement::EReferenceMode refMode = layer.GetReferenceMode();
|
|
|
-
|
|
|
- if (refMode == FbxLayerElement::eDirect)
|
|
|
- readLayerData<TFBX, TNative, FBXDirectIndexer<TFBX, TNative> >(layer, output, indices);
|
|
|
- else if (refMode == FbxLayerElement::eIndexToDirect)
|
|
|
- readLayerData<TFBX, TNative, FBXIndexIndexer<TFBX, TNative> >(layer, output, indices);
|
|
|
- else
|
|
|
- LOGWRN("FBX Import: Unsupported layer reference mode.");
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::parseMesh(FbxMesh* mesh, FBXImportNode* parentNode, const FBXImportOptions& options, FBXImportScene& outputScene)
|
|
|
- {
|
|
|
- // Check if valid
|
|
|
- if (!mesh->IsTriangleMesh())
|
|
|
- return;
|
|
|
-
|
|
|
- UINT32 vertexCount = mesh->GetControlPointsCount();
|
|
|
- UINT32 triangleCount = mesh->GetPolygonCount();
|
|
|
-
|
|
|
- if (vertexCount == 0 || triangleCount == 0)
|
|
|
- return;
|
|
|
-
|
|
|
- // Register in global mesh array
|
|
|
- FBXImportMesh* importMesh = nullptr;
|
|
|
-
|
|
|
- auto iterFindMesh = outputScene.meshMap.find(mesh);
|
|
|
- if (iterFindMesh != outputScene.meshMap.end())
|
|
|
- {
|
|
|
- UINT32 meshIdx = iterFindMesh->second;
|
|
|
- outputScene.meshes[meshIdx]->referencedBy.push_back(parentNode);
|
|
|
-
|
|
|
- return;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- importMesh = bs_new<FBXImportMesh>();
|
|
|
- outputScene.meshes.push_back(importMesh);
|
|
|
-
|
|
|
- importMesh->referencedBy.push_back(parentNode);
|
|
|
- importMesh->fbxMesh = mesh;
|
|
|
- outputScene.meshMap[mesh] = (UINT32)outputScene.meshes.size() - 1;
|
|
|
- }
|
|
|
-
|
|
|
- // Import vertices
|
|
|
- importMesh->positions.resize(vertexCount);
|
|
|
- FbxVector4* controlPoints = mesh->GetControlPoints();
|
|
|
-
|
|
|
- for (UINT32 i = 0; i < vertexCount; i++)
|
|
|
- importMesh->positions[i] = FBXToNativeType(controlPoints[i]);
|
|
|
-
|
|
|
- // Import triangles
|
|
|
- UINT32 indexCount = triangleCount * 3;
|
|
|
- importMesh->indices.resize(indexCount);
|
|
|
-
|
|
|
- int* fbxIndices = mesh->GetPolygonVertices();
|
|
|
- importMesh->indices.assign(fbxIndices, fbxIndices + indexCount);
|
|
|
-
|
|
|
- // Import UVs
|
|
|
- Vector<FbxLayerElementUV*> fbxUVLayers;
|
|
|
-
|
|
|
- //// Search the diffuse layers first
|
|
|
- for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++)
|
|
|
- {
|
|
|
- FbxLayer* layer = mesh->GetLayer(i, FbxLayerElement::eUV);
|
|
|
- if (layer == nullptr)
|
|
|
- continue;
|
|
|
-
|
|
|
- for (int j = FbxLayerElement::eTextureDiffuse; j < FbxLayerElement::eTypeCount; j++)
|
|
|
- {
|
|
|
- FbxLayerElementUV* uvLayer = layer->GetUVs((FbxLayerElement::EType)j);
|
|
|
- if (uvLayer == nullptr)
|
|
|
- continue;
|
|
|
-
|
|
|
- fbxUVLayers.push_back(uvLayer);
|
|
|
-
|
|
|
- if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- //// If there's room, search all others too
|
|
|
- if (fbxUVLayers.size() < FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
- {
|
|
|
- UINT32 numLayers = mesh->GetLayerCount();
|
|
|
- for (UINT32 i = 0; i < numLayers; i++)
|
|
|
- {
|
|
|
- FbxLayer* layer = mesh->GetLayer(i);
|
|
|
- if (layer == nullptr)
|
|
|
- continue;
|
|
|
-
|
|
|
- for (int j = FbxLayerElement::eTextureDiffuse; j < FbxLayerElement::eTypeCount; j++)
|
|
|
- {
|
|
|
- FbxLayerElementUV* uvLayer = layer->GetUVs((FbxLayerElement::EType)j);
|
|
|
- if (uvLayer == nullptr)
|
|
|
- continue;
|
|
|
-
|
|
|
- auto iterFind = std::find(fbxUVLayers.begin(), fbxUVLayers.end(), uvLayer);
|
|
|
- if (iterFind != fbxUVLayers.end())
|
|
|
- continue;
|
|
|
-
|
|
|
- fbxUVLayers.push_back(uvLayer);
|
|
|
-
|
|
|
- if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for (size_t i = 0; i < fbxUVLayers.size(); i++)
|
|
|
- readLayerData(*fbxUVLayers[i], importMesh->UV[i], importMesh->indices);
|
|
|
-
|
|
|
- FbxLayer* mainLayer = mesh->GetLayer(0);
|
|
|
- if (mainLayer != nullptr)
|
|
|
- {
|
|
|
- // Import colors
|
|
|
- if (mainLayer->GetVertexColors() != nullptr)
|
|
|
- readLayerData(*mainLayer->GetVertexColors(), importMesh->colors, importMesh->indices);
|
|
|
-
|
|
|
- // Import normals
|
|
|
- if (options.importNormals)
|
|
|
- {
|
|
|
- bool hasNormals = mainLayer->GetNormals() != nullptr;
|
|
|
-
|
|
|
- if (!hasNormals)
|
|
|
- {
|
|
|
- if (mainLayer->GetSmoothing() != nullptr)
|
|
|
- {
|
|
|
- FbxLayerElementSmoothing* smoothing = mainLayer->GetSmoothing();
|
|
|
-
|
|
|
- if (smoothing->GetMappingMode() == FbxLayerElement::eByEdge)
|
|
|
- {
|
|
|
- FbxGeometryConverter converter(mFBXManager);
|
|
|
- converter.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0);
|
|
|
- }
|
|
|
-
|
|
|
- readLayerData(*smoothing, importMesh->smoothingGroups, importMesh->indices);
|
|
|
-
|
|
|
- if (!importMesh->smoothingGroups.empty())
|
|
|
- {
|
|
|
- FBXUtility::normalsFromSmoothing(importMesh->positions, importMesh->indices,
|
|
|
- importMesh->smoothingGroups, importMesh->normals);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- readLayerData(*mainLayer->GetNormals(), importMesh->normals, importMesh->indices);
|
|
|
- }
|
|
|
-
|
|
|
- // Import tangents
|
|
|
- if (options.importTangents)
|
|
|
- {
|
|
|
- bool hasTangents = mainLayer->GetTangents() != nullptr && mainLayer->GetBinormals() != nullptr;
|
|
|
-
|
|
|
- if (!hasTangents)
|
|
|
- {
|
|
|
- if (fbxUVLayers.size() > 0)
|
|
|
- hasTangents = mesh->GenerateTangentsData(0, false);
|
|
|
- }
|
|
|
-
|
|
|
- if (hasTangents)
|
|
|
- {
|
|
|
- readLayerData(*mainLayer->GetTangents(), importMesh->tangents, importMesh->indices);
|
|
|
- readLayerData(*mainLayer->GetBinormals(), importMesh->bitangents, importMesh->indices);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Import material indexes
|
|
|
- if (mainLayer->GetMaterials() != nullptr)
|
|
|
- {
|
|
|
- Vector<FbxSurfaceMaterial*> fbxMaterials;
|
|
|
-
|
|
|
- readLayerData(*mainLayer->GetMaterials(), fbxMaterials, importMesh->indices);
|
|
|
-
|
|
|
- UnorderedMap<FbxSurfaceMaterial*, int> materialLookup;
|
|
|
- int nextMaterialIdx = 0;
|
|
|
- for (UINT32 i = 0; i < (UINT32)fbxMaterials.size(); i++)
|
|
|
- {
|
|
|
- auto iterFind = materialLookup.find(fbxMaterials[i]);
|
|
|
-
|
|
|
- int materialIdx = 0;
|
|
|
- if (iterFind != materialLookup.end())
|
|
|
- materialIdx = iterFind->second;
|
|
|
- else
|
|
|
- {
|
|
|
- materialIdx = nextMaterialIdx++;
|
|
|
- materialLookup[fbxMaterials[i]] = materialIdx;
|
|
|
- }
|
|
|
-
|
|
|
- importMesh->materials.push_back(materialIdx);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::importBlendShapes(FBXImportScene& scene, const FBXImportOptions& options)
|
|
|
- {
|
|
|
- for (auto& mesh : scene.meshes)
|
|
|
- {
|
|
|
- FbxMesh* fbxMesh = mesh->fbxMesh;
|
|
|
-
|
|
|
- UINT32 deformerCount = (UINT32)fbxMesh->GetDeformerCount(FbxDeformer::eBlendShape);
|
|
|
- for (UINT32 i = 0; i < deformerCount; i++)
|
|
|
- {
|
|
|
- FbxBlendShape* deformer = static_cast<FbxBlendShape*>(fbxMesh->GetDeformer(i, FbxDeformer::eBlendShape));
|
|
|
-
|
|
|
- UINT32 blendShapeChannelCount = (UINT32)deformer->GetBlendShapeChannelCount();
|
|
|
- for (UINT32 j = 0; j < blendShapeChannelCount; ++j)
|
|
|
- {
|
|
|
- FbxBlendShapeChannel* channel = deformer->GetBlendShapeChannel(j);
|
|
|
- double* weights = channel->GetTargetShapeFullWeights();
|
|
|
-
|
|
|
- UINT32 frameCount = channel->GetTargetShapeCount();
|
|
|
- if (frameCount == 0)
|
|
|
- continue;
|
|
|
-
|
|
|
- mesh->blendShapes.push_back(FBXBlendShape());
|
|
|
- FBXBlendShape& blendShape = mesh->blendShapes.back();
|
|
|
- blendShape.name = channel->GetName();
|
|
|
- blendShape.frames.resize(frameCount);
|
|
|
-
|
|
|
- for (UINT32 k = 0; k < frameCount; k++)
|
|
|
- {
|
|
|
- FbxShape* fbxShape = channel->GetTargetShape(k);
|
|
|
-
|
|
|
- FBXBlendShapeFrame& frame = blendShape.frames[k];
|
|
|
- frame.weight = (float)weights[k];
|
|
|
-
|
|
|
- importBlendShapeFrame(fbxShape, *mesh, options, frame);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::importBlendShapeFrame(FbxShape* shape, const FBXImportMesh& mesh, const FBXImportOptions& options, FBXBlendShapeFrame& outFrame)
|
|
|
- {
|
|
|
- UINT32 vertexCount = (UINT32)shape->GetControlPointsCount();
|
|
|
- outFrame.positions.resize(vertexCount);
|
|
|
- FbxVector4* controlPoints = shape->GetControlPoints();
|
|
|
-
|
|
|
- for (UINT32 i = 0; i < vertexCount; i++)
|
|
|
- outFrame.positions[i] = FBXToNativeType(controlPoints[i]);
|
|
|
-
|
|
|
- FbxLayer* mainLayer = shape->GetLayer(0);
|
|
|
- if (options.importNormals)
|
|
|
- {
|
|
|
- bool hasNormals = mainLayer->GetNormals() != nullptr;
|
|
|
-
|
|
|
- if (!hasNormals)
|
|
|
- {
|
|
|
- if (!mesh.smoothingGroups.empty())
|
|
|
- {
|
|
|
- FBXUtility::normalsFromSmoothing(outFrame.positions, mesh.indices,
|
|
|
- mesh.smoothingGroups, outFrame.normals);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- readLayerData(*mainLayer->GetNormals(), outFrame.normals, mesh.indices);
|
|
|
- }
|
|
|
-
|
|
|
- if (options.importTangents)
|
|
|
- {
|
|
|
- bool hasTangents = mainLayer->GetTangents() != nullptr && mainLayer->GetBinormals() != nullptr;
|
|
|
-
|
|
|
- if (hasTangents)
|
|
|
- {
|
|
|
- readLayerData(*mainLayer->GetTangents(), outFrame.tangents, mesh.indices);
|
|
|
- readLayerData(*mainLayer->GetBinormals(), outFrame.bitangents, mesh.indices);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::importSkin(FBXImportScene& scene)
|
|
|
- {
|
|
|
- for (auto& mesh : scene.meshes)
|
|
|
- {
|
|
|
- FbxMesh* fbxMesh = mesh->fbxMesh;
|
|
|
-
|
|
|
- UINT32 deformerCount = (UINT32)fbxMesh->GetDeformerCount(FbxDeformer::eSkin);
|
|
|
- if (deformerCount > 0)
|
|
|
- {
|
|
|
- // We ignore other deformers if there's more than one
|
|
|
- FbxSkin* deformer = static_cast<FbxSkin*>(fbxMesh->GetDeformer(0, FbxDeformer::eSkin));
|
|
|
- UINT32 boneCount = (UINT32)deformer->GetClusterCount();
|
|
|
-
|
|
|
- if (boneCount == 0)
|
|
|
- continue;
|
|
|
-
|
|
|
- // If only one bone and it links to itself, ignore the bone
|
|
|
- if (boneCount == 1)
|
|
|
- {
|
|
|
- FbxCluster* cluster = deformer->GetCluster(0);
|
|
|
- if (mesh->referencedBy.size() == 1 && mesh->referencedBy[0]->fbxNode == cluster->GetLink())
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- importSkin(scene, deformer, *mesh);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::importSkin(FBXImportScene& scene, FbxSkin* skin, FBXImportMesh& mesh)
|
|
|
- {
|
|
|
- Vector<FBXBoneInfluence>& influences = mesh.boneInfluences;
|
|
|
- influences.resize(mesh.positions.size());
|
|
|
-
|
|
|
- UnorderedSet<FbxNode*> existingBones;
|
|
|
- UINT32 boneCount = (UINT32)skin->GetClusterCount();
|
|
|
- for (UINT32 i = 0; i < boneCount; i++)
|
|
|
- {
|
|
|
- FbxCluster* cluster = skin->GetCluster(i);
|
|
|
- FbxNode* link = cluster->GetLink();
|
|
|
-
|
|
|
- // The bone node doesn't exist, skip it
|
|
|
- auto iterFind = scene.nodeMap.find(link);
|
|
|
- if (iterFind == scene.nodeMap.end())
|
|
|
- continue;
|
|
|
-
|
|
|
- mesh.bones.push_back(FBXBone());
|
|
|
-
|
|
|
- FBXBone& bone = mesh.bones.back();
|
|
|
- bone.node = iterFind->second;
|
|
|
-
|
|
|
- FbxAMatrix clusterTransform;
|
|
|
- cluster->GetTransformMatrix(clusterTransform);
|
|
|
-
|
|
|
- FbxAMatrix linkTransform;
|
|
|
- cluster->GetTransformLinkMatrix(linkTransform);
|
|
|
-
|
|
|
- FbxAMatrix bindPose = linkTransform.Inverse() * clusterTransform;
|
|
|
- bone.bindPose = FBXToNativeType(bindPose);
|
|
|
-
|
|
|
- bool isDuplicate = existingBones.insert(link).second;
|
|
|
- bool isAdditive = cluster->GetLinkMode() == FbxCluster::eAdditive;
|
|
|
-
|
|
|
- // We avoid importing weights twice for duplicate bones and we don't
|
|
|
- // support additive link mode.
|
|
|
- bool importWeights = !isDuplicate && !isAdditive;
|
|
|
- if (!importWeights)
|
|
|
- continue;
|
|
|
-
|
|
|
- double* weights = cluster->GetControlPointWeights();
|
|
|
- INT32* indices = cluster->GetControlPointIndices();
|
|
|
- UINT32 numIndices = (UINT32)cluster->GetControlPointIndicesCount();
|
|
|
- INT32 numVertices = (INT32)influences.size();
|
|
|
-
|
|
|
- // Add new weights while keeping them in order and removing the smallest ones
|
|
|
- // if number of influences exceeds the set maximum value
|
|
|
- for (UINT32 j = 0; j < numIndices; j++)
|
|
|
- {
|
|
|
- INT32 vertexIndex = indices[j];
|
|
|
- float weight = (float)weights[j];
|
|
|
-
|
|
|
- for (UINT32 k = 0; k < FBX_IMPORT_MAX_BONE_INFLUENCES; k++)
|
|
|
- {
|
|
|
- if (vertexIndex < 0 || vertexIndex >= numVertices)
|
|
|
- continue;
|
|
|
-
|
|
|
- if (weight >= influences[vertexIndex].weights[k])
|
|
|
- {
|
|
|
- for (UINT32 l = FBX_IMPORT_MAX_BONE_INFLUENCES - 2; l >= k; l--)
|
|
|
- {
|
|
|
- influences[vertexIndex].weights[l + 1] = influences[vertexIndex].weights[l];
|
|
|
- influences[vertexIndex].indices[l + 1] = influences[vertexIndex].indices[l];
|
|
|
- }
|
|
|
-
|
|
|
- influences[vertexIndex].weights[k] = weight;
|
|
|
- influences[vertexIndex].indices[k] = i;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (mesh.bones.empty())
|
|
|
- mesh.boneInfluences.clear();
|
|
|
-
|
|
|
- // Normalize weights
|
|
|
- UINT32 numInfluences = (UINT32)mesh.boneInfluences.size();
|
|
|
- for (UINT32 i = 0; i < numInfluences; i++)
|
|
|
- {
|
|
|
- float sum = 0.0f;
|
|
|
- for (UINT32 j = 0; j < FBX_IMPORT_MAX_BONE_INFLUENCES; j++)
|
|
|
- sum += influences[i].weights[j];
|
|
|
-
|
|
|
- float invSum = 1.0f / sum;
|
|
|
- for (UINT32 j = 0; j < FBX_IMPORT_MAX_BONE_INFLUENCES; j++)
|
|
|
- influences[i].weights[j] *= invSum;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::generateMissingTangentSpace(FBXImportScene& scene, const FBXImportOptions& options)
|
|
|
- {
|
|
|
- for (auto& mesh : scene.meshes)
|
|
|
- {
|
|
|
- UINT32 numVertices = (UINT32)mesh->positions.size();
|
|
|
- UINT32 numIndices = (UINT32)mesh->indices.size();
|
|
|
-
|
|
|
- if ((options.importNormals || options.importTangents) && mesh->normals.empty())
|
|
|
- {
|
|
|
- mesh->normals.resize(numVertices);
|
|
|
-
|
|
|
- MeshUtility::calculateNormals(mesh->positions.data(), (UINT8*)mesh->indices.data(), numVertices, numIndices, mesh->normals.data());
|
|
|
- }
|
|
|
-
|
|
|
- if (options.importTangents && !mesh->UV[0].empty() && (mesh->tangents.empty() || mesh->bitangents.empty()))
|
|
|
- {
|
|
|
- mesh->tangents.resize(numVertices);
|
|
|
- mesh->bitangents.resize(numVertices);
|
|
|
-
|
|
|
- MeshUtility::calculateTangents(mesh->positions.data(), mesh->normals.data(), mesh->UV[0].data(), (UINT8*)mesh->indices.data(),
|
|
|
- numVertices, numIndices, mesh->tangents.data(), mesh->bitangents.data());
|
|
|
- }
|
|
|
-
|
|
|
- for (auto& shape : mesh->blendShapes)
|
|
|
- {
|
|
|
- for (auto& frame : shape.frames)
|
|
|
- {
|
|
|
- if ((options.importNormals || options.importTangents) && frame.normals.empty())
|
|
|
- {
|
|
|
- frame.normals.resize(numVertices);
|
|
|
-
|
|
|
- MeshUtility::calculateNormals(mesh->positions.data(), (UINT8*)mesh->indices.data(), numVertices, numIndices, frame.normals.data());
|
|
|
- }
|
|
|
-
|
|
|
- if (options.importTangents && !mesh->UV[0].empty() && (frame.tangents.empty() || frame.bitangents.empty()))
|
|
|
- {
|
|
|
- mesh->tangents.resize(numVertices);
|
|
|
- mesh->bitangents.resize(numVertices);
|
|
|
-
|
|
|
- MeshUtility::calculateTangents(mesh->positions.data(), frame.normals.data(), mesh->UV[0].data(), (UINT8*)mesh->indices.data(),
|
|
|
- numVertices, numIndices, frame.tangents.data(), frame.bitangents.data());
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::importAnimations(FbxScene* scene, FBXImportOptions& importOptions, FBXImportScene& importScene)
|
|
|
- {
|
|
|
- FbxNode* root = scene->GetRootNode();
|
|
|
-
|
|
|
- UINT32 numAnimStacks = (UINT32)scene->GetSrcObjectCount<FbxAnimStack>();
|
|
|
- for (UINT32 i = 0; i < numAnimStacks; i++)
|
|
|
- {
|
|
|
- FbxAnimStack* animStack = scene->GetSrcObject<FbxAnimStack>(i);
|
|
|
-
|
|
|
- importScene.clips.push_back(FBXAnimationClip());
|
|
|
- FBXAnimationClip& clip = importScene.clips.back();
|
|
|
- clip.name = animStack->GetName();
|
|
|
-
|
|
|
- FbxTimeSpan timeSpan = animStack->GetLocalTimeSpan();
|
|
|
- clip.start = (float)timeSpan.GetStart().GetSecondDouble();
|
|
|
- clip.end = (float)timeSpan.GetStop().GetSecondDouble();
|
|
|
-
|
|
|
- UINT32 layerCount = animStack->GetMemberCount<FbxAnimLayer>();
|
|
|
- if (layerCount > 1)
|
|
|
- {
|
|
|
- FbxAnimEvaluator* evaluator = scene->GetAnimationEvaluator();
|
|
|
-
|
|
|
- FbxTime startTime;
|
|
|
- startTime.SetSecondDouble(clip.start);
|
|
|
-
|
|
|
- FbxTime endTime;
|
|
|
- endTime.SetSecondDouble(clip.end);
|
|
|
-
|
|
|
- FbxTime sampleRate;
|
|
|
-
|
|
|
- if (importOptions.animResample)
|
|
|
- sampleRate.SetSecondDouble(importOptions.animSampleRate);
|
|
|
- else
|
|
|
- {
|
|
|
- FbxTime::EMode timeMode = scene->GetGlobalSettings().GetTimeMode();
|
|
|
- sampleRate.SetSecondDouble(1.0f / FbxTime::GetFrameRate(timeMode));
|
|
|
- }
|
|
|
-
|
|
|
- if (!animStack->BakeLayers(evaluator, startTime, endTime, sampleRate))
|
|
|
- continue;
|
|
|
-
|
|
|
- layerCount = animStack->GetMemberCount<FbxAnimLayer>();
|
|
|
- }
|
|
|
-
|
|
|
- if (layerCount == 1)
|
|
|
- {
|
|
|
- FbxAnimLayer* animLayer = animStack->GetMember<FbxAnimLayer>(0);
|
|
|
-
|
|
|
- importAnimations(animLayer, root, importOptions, clip, importScene);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::importAnimations(FbxAnimLayer* layer, FbxNode* node, FBXImportOptions& importOptions,
|
|
|
- FBXAnimationClip& clip, FBXImportScene& importScene)
|
|
|
- {
|
|
|
- FbxAnimCurve* translation[3];
|
|
|
- translation[0] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X);
|
|
|
- translation[1] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y);
|
|
|
- translation[2] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z);
|
|
|
-
|
|
|
- FbxAnimCurve* rotation[3];
|
|
|
- rotation[0] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X);
|
|
|
- rotation[1] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y);
|
|
|
- rotation[2] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z);
|
|
|
-
|
|
|
- FbxAnimCurve* scale[3];
|
|
|
- scale[0] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X);
|
|
|
- scale[1] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y);
|
|
|
- scale[2] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z);
|
|
|
-
|
|
|
- auto hasCurveValues = [](FbxAnimCurve* curves[3])
|
|
|
- {
|
|
|
- for (UINT32 i = 0; i < 3; i++)
|
|
|
- {
|
|
|
- if (curves[i] != nullptr && curves[i]->KeyGetCount() > 0)
|
|
|
- return true;
|
|
|
- }
|
|
|
-
|
|
|
- return false;
|
|
|
- };
|
|
|
-
|
|
|
- bool hasBoneAnimation = hasCurveValues(translation) || hasCurveValues(rotation) || hasCurveValues(scale);
|
|
|
- if (hasBoneAnimation)
|
|
|
- {
|
|
|
- clip.boneAnimations.push_back(FBXBoneAnimation());
|
|
|
- FBXBoneAnimation& boneAnim = clip.boneAnimations.back();
|
|
|
- boneAnim.node = importScene.nodeMap[node];
|
|
|
-
|
|
|
- importCurve(translation[0], importOptions, boneAnim.translation[0], clip.start, clip.end);
|
|
|
- importCurve(translation[1], importOptions, boneAnim.translation[1], clip.start, clip.end);
|
|
|
- importCurve(translation[2], importOptions, boneAnim.translation[2], clip.start, clip.end);
|
|
|
-
|
|
|
- importCurve(scale[0], importOptions, boneAnim.scale[0], clip.start, clip.end);
|
|
|
- importCurve(scale[1], importOptions, boneAnim.scale[1], clip.start, clip.end);
|
|
|
- importCurve(scale[2], importOptions, boneAnim.scale[2], clip.start, clip.end);
|
|
|
-
|
|
|
- FBXAnimationCurve tempCurveRotation[3];
|
|
|
- importCurve(rotation[0], importOptions, tempCurveRotation[0], clip.start, clip.end);
|
|
|
- importCurve(rotation[1], importOptions, tempCurveRotation[1], clip.start, clip.end);
|
|
|
- importCurve(rotation[2], importOptions, tempCurveRotation[2], clip.start, clip.end);
|
|
|
-
|
|
|
- eulerToQuaternionCurves(tempCurveRotation, boneAnim.rotation);
|
|
|
- }
|
|
|
-
|
|
|
- if (importOptions.importBlendShapes)
|
|
|
- {
|
|
|
- FbxMesh* fbxMesh = node->GetMesh();
|
|
|
- if (fbxMesh != nullptr)
|
|
|
- {
|
|
|
- INT32 deformerCount = fbxMesh->GetDeformerCount(FbxDeformer::eBlendShape);
|
|
|
- for (INT32 i = 0; i < deformerCount; i++)
|
|
|
- {
|
|
|
- FbxBlendShape* deformer = static_cast<FbxBlendShape*>(fbxMesh->GetDeformer(i, FbxDeformer::eBlendShape));
|
|
|
-
|
|
|
- INT32 channelCount = deformer->GetBlendShapeChannelCount();
|
|
|
- for (INT32 j = 0; j < channelCount; j++)
|
|
|
- {
|
|
|
- FbxBlendShapeChannel* channel = deformer->GetBlendShapeChannel(j);
|
|
|
-
|
|
|
- FbxAnimCurve* curve = fbxMesh->GetShapeChannel(i, j, layer);
|
|
|
- if (curve != nullptr && curve->KeyGetCount() > 0)
|
|
|
- {
|
|
|
- clip.blendShapeAnimations.push_back(FBXBlendShapeAnimation());
|
|
|
- FBXBlendShapeAnimation& blendShapeAnim = clip.blendShapeAnimations.back();
|
|
|
- blendShapeAnim.blendShape = channel->GetName();
|
|
|
-
|
|
|
- importCurve(curve, importOptions, blendShapeAnim.curve, clip.start, clip.end);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- UINT32 childCount = (UINT32)node->GetChildCount();
|
|
|
- for (UINT32 i = 0; i < childCount; i++)
|
|
|
- {
|
|
|
- FbxNode* child = node->GetChild(i);
|
|
|
- importAnimations(layer, child, importOptions, clip, importScene);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::eulerToQuaternionCurves(FBXAnimationCurve(&eulerCurves)[3], FBXAnimationCurve(&quatCurves)[4])
|
|
|
- {
|
|
|
- const float FIT_TIME = 0.33f;
|
|
|
-
|
|
|
- INT32 numKeys = (INT32)eulerCurves[0].keyframes.size();
|
|
|
-
|
|
|
- if (numKeys != (INT32)eulerCurves[1].keyframes.size() || numKeys != (INT32)eulerCurves[2].keyframes.size())
|
|
|
- return;
|
|
|
-
|
|
|
- auto eulerToQuaternion = [&](INT32 keyIdx, float time, const Quaternion& lastQuat)
|
|
|
- {
|
|
|
- Degree x = (Degree)eulerCurves[0].evaluate(time);
|
|
|
- Degree y = (Degree)eulerCurves[1].evaluate(time);
|
|
|
- Degree z = (Degree)eulerCurves[2].evaluate(time);
|
|
|
-
|
|
|
- Quaternion quat(x, y, z);
|
|
|
-
|
|
|
- // Flip quaternion in case rotation is over 180 degrees
|
|
|
- if (keyIdx > 0)
|
|
|
- {
|
|
|
- float dot = quat.dot(lastQuat);
|
|
|
- if (dot < 0.0f)
|
|
|
- quat = Quaternion(-quat.x, -quat.y, -quat.z, -quat.w);
|
|
|
- }
|
|
|
-
|
|
|
- return quat;
|
|
|
- };
|
|
|
-
|
|
|
- struct FitKeyframe
|
|
|
- {
|
|
|
- float time;
|
|
|
- Quaternion value;
|
|
|
- };
|
|
|
-
|
|
|
- Vector<FitKeyframe> fitQuaternions(numKeys * 2);
|
|
|
-
|
|
|
- Quaternion lastQuat;
|
|
|
- for (INT32 i = 0; i < numKeys; i++)
|
|
|
- {
|
|
|
- float time = eulerCurves[0].keyframes[i].time;
|
|
|
- Quaternion quat = eulerToQuaternion(i, time, lastQuat);
|
|
|
-
|
|
|
- // Calculate extra values between keys so we can better approximate tangents
|
|
|
- if ((i + 1) < numKeys)
|
|
|
- {
|
|
|
- float nextTime = eulerCurves[0].keyframes[i + 1].time;
|
|
|
- float dt = nextTime - time;
|
|
|
-
|
|
|
- FitKeyframe& fitStart = fitQuaternions[i * 2 + 0];
|
|
|
- FitKeyframe& fitEnd = fitQuaternions[i * 2 + 1];
|
|
|
-
|
|
|
- fitStart.time = time + dt * FIT_TIME;
|
|
|
- fitEnd.time = time + dt * (1.0f - FIT_TIME);
|
|
|
-
|
|
|
- fitStart.value = eulerToQuaternion(i, fitStart.time, quat);
|
|
|
- fitEnd.value = eulerToQuaternion(i, fitEnd.time, fitStart.value);
|
|
|
-
|
|
|
- lastQuat = fitStart.value;
|
|
|
- }
|
|
|
-
|
|
|
- // TODO - If animation is looping I should also compare last and first for continuity
|
|
|
-
|
|
|
- for (INT32 j = 0; j < 4; j++)
|
|
|
- {
|
|
|
- quatCurves[j].keyframes.push_back(FBXKeyFrame());
|
|
|
- FBXKeyFrame& keyFrame = quatCurves[j].keyframes.back();
|
|
|
- keyFrame.time = time;
|
|
|
- keyFrame.value = quat[j];
|
|
|
-
|
|
|
- keyFrame.inTangent = 0;
|
|
|
- keyFrame.outTangent = 0;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Recalculate tangents for quaternion curves
|
|
|
-
|
|
|
- // TODO - There must be an analytical way to convert euler angle tangents
|
|
|
- // to quaternion tangents, but I don't want to bother figuring it out
|
|
|
- // until I have a test-bed for animation.
|
|
|
- if (numKeys > 1)
|
|
|
- {
|
|
|
- // TODO - I could check per-key curve interpolation originally assigned in FBX
|
|
|
- // and use that to generate linear/constant slopes. Currently I assume
|
|
|
- // its all cubic.
|
|
|
-
|
|
|
- // First key
|
|
|
- {
|
|
|
- const FitKeyframe& fitKeyFrame = fitQuaternions[0];
|
|
|
-
|
|
|
- for (INT32 j = 0; j < 4; j++)
|
|
|
- {
|
|
|
- FBXKeyFrame& keyFrame = quatCurves[j].keyframes[0];
|
|
|
-
|
|
|
- float dt = fitKeyFrame.time - keyFrame.time;
|
|
|
-
|
|
|
- keyFrame.inTangent = (fitKeyFrame.value[j] - keyFrame.value) / dt;
|
|
|
- keyFrame.outTangent = keyFrame.inTangent;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // In-between keys
|
|
|
- {
|
|
|
- for (INT32 i = 1; i < (numKeys - 1); i++)
|
|
|
- {
|
|
|
- const FitKeyframe& fitPointStart = fitQuaternions[i * 2 - 1];
|
|
|
- const FitKeyframe& fitPointEnd = fitQuaternions[i * 2 + 0];
|
|
|
-
|
|
|
- for (INT32 j = 0; j < 4; j++)
|
|
|
- {
|
|
|
- FBXKeyFrame& keyFrame = quatCurves[j].keyframes[i];
|
|
|
-
|
|
|
- float dt0 = fitPointEnd.time - keyFrame.time;
|
|
|
- float dt1 = keyFrame.time - fitPointStart.time;
|
|
|
-
|
|
|
- float t0 = fitPointEnd.value[j] - keyFrame.value;
|
|
|
- float t1 = keyFrame.value - fitPointStart.value[j];
|
|
|
-
|
|
|
- keyFrame.inTangent = t0 / (0.5f * dt0) + t1 / (0.5f * dt1);
|
|
|
- keyFrame.outTangent = keyFrame.inTangent;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Last key
|
|
|
- {
|
|
|
- const FitKeyframe& fitKeyFrame = fitQuaternions[(numKeys - 2) * 2];
|
|
|
-
|
|
|
- for (INT32 j = 0; j < 4; j++)
|
|
|
- {
|
|
|
- FBXKeyFrame& keyFrame = quatCurves[j].keyframes[numKeys - 2];
|
|
|
-
|
|
|
- float dt = keyFrame.time - fitKeyFrame.time;
|
|
|
-
|
|
|
- keyFrame.inTangent = (keyFrame.value - fitKeyFrame.value[j]) / dt;
|
|
|
- keyFrame.outTangent = keyFrame.inTangent;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- void FBXImporter::importCurve(FbxAnimCurve* fbxCurve, FBXImportOptions& importOptions, FBXAnimationCurve& curve, float start, float end)
|
|
|
- {
|
|
|
- if (fbxCurve == nullptr)
|
|
|
- return;
|
|
|
-
|
|
|
- INT32 keyCount = fbxCurve->KeyGetCount();
|
|
|
- if (importOptions.animResample)
|
|
|
- {
|
|
|
- float curveStart = std::numeric_limits<float>::infinity();
|
|
|
- float curveEnd = -std::numeric_limits<float>::infinity();
|
|
|
-
|
|
|
- for (INT32 i = 0; i < keyCount; i++)
|
|
|
- {
|
|
|
- FbxTime fbxTime = fbxCurve->KeyGetTime(i);
|
|
|
- float time = (float)fbxTime.GetSecondDouble();
|
|
|
-
|
|
|
- curveStart = std::min(time, curveStart);
|
|
|
- curveEnd = std::max(time, curveEnd);
|
|
|
- }
|
|
|
-
|
|
|
- curveStart = Math::clamp(curveStart, start, end);
|
|
|
- curveEnd = Math::clamp(curveEnd, start, end);
|
|
|
-
|
|
|
- float curveLength = curveEnd - curveStart;
|
|
|
- INT32 numSamples = Math::ceilToInt(curveLength / importOptions.animSampleRate);
|
|
|
-
|
|
|
- // We don't use the exact provided sample rate but instead modify it slightly so it
|
|
|
- // completely covers the curve range including start/end points while maintaining
|
|
|
- // constant time step between keyframes.
|
|
|
- float dt = curveLength / (float)numSamples;
|
|
|
-
|
|
|
- INT32 lastKeyframe = 0;
|
|
|
- INT32 lastLeftTangent = 0;
|
|
|
- INT32 lastRightTangent = 0;
|
|
|
- for (INT32 i = 0; i < numSamples; i++)
|
|
|
- {
|
|
|
- float sampleTime = std::min(curveStart + i * dt, curveEnd);
|
|
|
- FbxTime fbxSampleTime;
|
|
|
- fbxSampleTime.SetSecondDouble(sampleTime);
|
|
|
-
|
|
|
- curve.keyframes.push_back(FBXKeyFrame());
|
|
|
- FBXKeyFrame& keyFrame = curve.keyframes.back();
|
|
|
- keyFrame.time = sampleTime;
|
|
|
- keyFrame.value = fbxCurve->Evaluate(fbxSampleTime, &lastKeyframe);
|
|
|
- keyFrame.inTangent = fbxCurve->EvaluateLeftDerivative(fbxSampleTime, &lastLeftTangent);
|
|
|
- keyFrame.outTangent = fbxCurve->EvaluateRightDerivative(fbxSampleTime, &lastRightTangent);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- for (int i = 0; i < keyCount; i++)
|
|
|
- {
|
|
|
- FbxTime fbxTime = fbxCurve->KeyGetTime(i);
|
|
|
- float time = (float)fbxTime.GetSecondDouble();
|
|
|
-
|
|
|
- if (time < start || time > end)
|
|
|
- continue;
|
|
|
-
|
|
|
- curve.keyframes.push_back(FBXKeyFrame());
|
|
|
- FBXKeyFrame& keyFrame = curve.keyframes.back();
|
|
|
- keyFrame.time = time;
|
|
|
- keyFrame.value = fbxCurve->KeyGetValue(i);
|
|
|
- keyFrame.inTangent = fbxCurve->KeyGetLeftDerivative(i);
|
|
|
- keyFrame.outTangent = fbxCurve->KeyGetRightDerivative(i);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
+#include "BsFBXImporter.h"
|
|
|
+#include "BsResource.h"
|
|
|
+#include "BsCoreApplication.h"
|
|
|
+#include "BsDebug.h"
|
|
|
+#include "BsDataStream.h"
|
|
|
+#include "BsMeshData.h"
|
|
|
+#include "BsMesh.h"
|
|
|
+#include "BsVector2.h"
|
|
|
+#include "BsVector3.h"
|
|
|
+#include "BsVector4.h"
|
|
|
+#include "BsQuaternion.h"
|
|
|
+#include "BsVertexDataDesc.h"
|
|
|
+#include "BsFBXUtility.h"
|
|
|
+#include "BsMeshUtility.h"
|
|
|
+#include "BsRendererMeshData.h"
|
|
|
+#include "BsMeshImportOptions.h"
|
|
|
+
|
|
|
+namespace BansheeEngine
|
|
|
+{
|
|
|
+ Matrix4 FBXToNativeType(const FbxAMatrix& value)
|
|
|
+ {
|
|
|
+ Matrix4 native;
|
|
|
+ for (UINT32 row = 0; row < 4; row++)
|
|
|
+ for (UINT32 col = 0; col < 4; col++)
|
|
|
+ native[row][col] = (float)value[col][row];
|
|
|
+
|
|
|
+ return native;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector3 FBXToNativeType(const FbxVector4& value)
|
|
|
+ {
|
|
|
+ Vector3 native;
|
|
|
+ native.x = (float)value[0];
|
|
|
+ native.y = (float)value[1];
|
|
|
+ native.z = (float)value[2];
|
|
|
+
|
|
|
+ return native;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector3 FBXToNativeType(const FbxDouble3& value)
|
|
|
+ {
|
|
|
+ Vector3 native;
|
|
|
+ native.x = (float)value[0];
|
|
|
+ native.y = (float)value[1];
|
|
|
+ native.z = (float)value[2];
|
|
|
+
|
|
|
+ return native;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector2 FBXToNativeType(const FbxVector2& value)
|
|
|
+ {
|
|
|
+ Vector2 native;
|
|
|
+ native.x = (float)value[0];
|
|
|
+ native.y = (float)value[1];
|
|
|
+
|
|
|
+ return native;
|
|
|
+ }
|
|
|
+
|
|
|
+ RGBA FBXToNativeType(const FbxColor& value)
|
|
|
+ {
|
|
|
+ Color native;
|
|
|
+ native.r = (float)value[0];
|
|
|
+ native.g = (float)value[1];
|
|
|
+ native.b = (float)value[2];
|
|
|
+ native.a = (float)value[3];
|
|
|
+
|
|
|
+ return native.getAsRGBA();
|
|
|
+ }
|
|
|
+
|
|
|
+ FbxSurfaceMaterial* FBXToNativeType(FbxSurfaceMaterial* const& value)
|
|
|
+ {
|
|
|
+ return value;
|
|
|
+ }
|
|
|
+
|
|
|
+ int FBXToNativeType(const int & value)
|
|
|
+ {
|
|
|
+ return value;
|
|
|
+ }
|
|
|
+
|
|
|
+ FBXImporter::FBXImporter()
|
|
|
+ :SpecificImporter(), mFBXManager(nullptr)
|
|
|
+ {
|
|
|
+ mExtensions.push_back(L"fbx");
|
|
|
+ }
|
|
|
+
|
|
|
+ FBXImporter::~FBXImporter()
|
|
|
+ {
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ bool FBXImporter::isExtensionSupported(const WString& ext) const
|
|
|
+ {
|
|
|
+ WString lowerCaseExt = ext;
|
|
|
+ StringUtil::toLowerCase(lowerCaseExt);
|
|
|
+
|
|
|
+ return find(mExtensions.begin(), mExtensions.end(), lowerCaseExt) != mExtensions.end();
|
|
|
+ }
|
|
|
+
|
|
|
+ bool FBXImporter::isMagicNumberSupported(const UINT8* magicNumPtr, UINT32 numBytes) const
|
|
|
+ {
|
|
|
+ return true; // FBX files can be plain-text so I don't even check for magic number
|
|
|
+ }
|
|
|
+
|
|
|
+ ImportOptionsPtr FBXImporter::createImportOptions() const
|
|
|
+ {
|
|
|
+ return bs_shared_ptr_new<MeshImportOptions>();
|
|
|
+ }
|
|
|
+
|
|
|
+ ResourcePtr FBXImporter::import(const Path& filePath, ConstImportOptionsPtr importOptions)
|
|
|
+ {
|
|
|
+ FbxScene* fbxScene = nullptr;
|
|
|
+
|
|
|
+ if (!startUpSdk(fbxScene))
|
|
|
+ return nullptr;
|
|
|
+
|
|
|
+ if (!loadFBXFile(fbxScene, filePath))
|
|
|
+ return nullptr;
|
|
|
+
|
|
|
+ const MeshImportOptions* meshImportOptions = static_cast<const MeshImportOptions*>(importOptions.get());
|
|
|
+ FBXImportOptions fbxImportOptions;
|
|
|
+ fbxImportOptions.importNormals = meshImportOptions->getImportNormals();
|
|
|
+ fbxImportOptions.importTangents = meshImportOptions->getImportTangents();
|
|
|
+ fbxImportOptions.importAnimation = meshImportOptions->getImportAnimation();
|
|
|
+ fbxImportOptions.importBlendShapes = meshImportOptions->getImportBlendShapes();
|
|
|
+ fbxImportOptions.importSkin = meshImportOptions->getImportSkin();
|
|
|
+ fbxImportOptions.importScale = meshImportOptions->getImportScale();
|
|
|
+
|
|
|
+ FBXImportScene importedScene;
|
|
|
+ parseScene(fbxScene, fbxImportOptions, importedScene);
|
|
|
+
|
|
|
+ if (fbxImportOptions.importBlendShapes)
|
|
|
+ importBlendShapes(importedScene, fbxImportOptions);
|
|
|
+
|
|
|
+ if (fbxImportOptions.importSkin)
|
|
|
+ importSkin(importedScene);
|
|
|
+
|
|
|
+ if (fbxImportOptions.importAnimation)
|
|
|
+ importAnimations(fbxScene, fbxImportOptions, importedScene);
|
|
|
+
|
|
|
+ splitMeshVertices(importedScene);
|
|
|
+ generateMissingTangentSpace(importedScene, fbxImportOptions);
|
|
|
+
|
|
|
+ Vector<SubMesh> subMeshes;
|
|
|
+ RendererMeshDataPtr rendererMeshData = generateMeshData(importedScene, fbxImportOptions, subMeshes);
|
|
|
+
|
|
|
+ // TODO - Later: Optimize mesh: Remove bad and degenerate polygons, weld nearby vertices, optimize for vertex cache
|
|
|
+
|
|
|
+ shutDownSdk();
|
|
|
+
|
|
|
+ INT32 usage = MU_STATIC;
|
|
|
+ if (meshImportOptions->getCPUReadable())
|
|
|
+ usage |= MU_CPUCACHED;
|
|
|
+
|
|
|
+ MeshPtr mesh = Mesh::_createPtr(rendererMeshData->getData(), subMeshes, usage);
|
|
|
+
|
|
|
+ WString fileName = filePath.getWFilename(false);
|
|
|
+ mesh->setName(fileName);
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool FBXImporter::startUpSdk(FbxScene*& scene)
|
|
|
+ {
|
|
|
+ mFBXManager = FbxManager::Create();
|
|
|
+ if (mFBXManager == nullptr)
|
|
|
+ {
|
|
|
+ LOGERR("FBX import failed: FBX SDK failed to initialize. FbxManager::Create() failed.");
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ FbxIOSettings* ios = FbxIOSettings::Create(mFBXManager, IOSROOT);
|
|
|
+ mFBXManager->SetIOSettings(ios);
|
|
|
+
|
|
|
+ scene = FbxScene::Create(mFBXManager, "Import Scene");
|
|
|
+ if (scene == nullptr)
|
|
|
+ {
|
|
|
+ LOGWRN("FBX import failed: Failed to create FBX scene.");
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::shutDownSdk()
|
|
|
+ {
|
|
|
+ mFBXManager->Destroy();
|
|
|
+ mFBXManager = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool FBXImporter::loadFBXFile(FbxScene* scene, const Path& filePath)
|
|
|
+ {
|
|
|
+ int lFileMajor, lFileMinor, lFileRevision;
|
|
|
+ int lSDKMajor, lSDKMinor, lSDKRevision;
|
|
|
+ FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision);
|
|
|
+
|
|
|
+ FbxImporter* importer = FbxImporter::Create(mFBXManager, "");
|
|
|
+ bool importStatus = importer->Initialize(filePath.toString().c_str(), -1, mFBXManager->GetIOSettings());
|
|
|
+
|
|
|
+ importer->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);
|
|
|
+
|
|
|
+ if(!importStatus)
|
|
|
+ {
|
|
|
+ LOGERR("FBX import failed: Call to FbxImporter::Initialize() failed.\n" +
|
|
|
+ String("Error returned: %s\n\n") + String(importer->GetStatus().GetErrorString()));
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ mFBXManager->GetIOSettings()->SetBoolProp(IMP_FBX_TEXTURE, false);
|
|
|
+ mFBXManager->GetIOSettings()->SetBoolProp(IMP_FBX_GOBO, false);
|
|
|
+
|
|
|
+ importStatus = importer->Import(scene);
|
|
|
+
|
|
|
+ if(!importStatus)
|
|
|
+ {
|
|
|
+ importer->Destroy();
|
|
|
+
|
|
|
+ LOGERR("FBX import failed: Call to FbxImporter::Import() failed.\n" +
|
|
|
+ String("Error returned: %s\n\n") + String(importer->GetStatus().GetErrorString()));
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ FbxAxisSystem fileCoordSystem = scene->GetGlobalSettings().GetAxisSystem();
|
|
|
+ FbxAxisSystem bsCoordSystem(FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eRightHanded);
|
|
|
+ if (fileCoordSystem != bsCoordSystem)
|
|
|
+ bsCoordSystem.ConvertScene(scene);
|
|
|
+
|
|
|
+ importer->Destroy();
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::parseScene(FbxScene* scene, const FBXImportOptions& options, FBXImportScene& outputScene)
|
|
|
+ {
|
|
|
+ outputScene.rootNode = createImportNode(outputScene, scene->GetRootNode(), nullptr);
|
|
|
+
|
|
|
+ Stack<FbxNode*> todo;
|
|
|
+ todo.push(scene->GetRootNode());
|
|
|
+
|
|
|
+ while(!todo.empty())
|
|
|
+ {
|
|
|
+ FbxNode* curNode = todo.top();
|
|
|
+ FBXImportNode* curImportNode = outputScene.nodeMap[curNode];
|
|
|
+ todo.pop();
|
|
|
+
|
|
|
+ const char* name = curNode->GetName();
|
|
|
+
|
|
|
+ FbxNodeAttribute* attrib = curNode->GetNodeAttribute();
|
|
|
+ if(attrib != nullptr)
|
|
|
+ {
|
|
|
+ FbxNodeAttribute::EType attribType = attrib->GetAttributeType();
|
|
|
+
|
|
|
+ switch(attribType)
|
|
|
+ {
|
|
|
+ case FbxNodeAttribute::eNurbs:
|
|
|
+ case FbxNodeAttribute::eNurbsSurface:
|
|
|
+ case FbxNodeAttribute::ePatch:
|
|
|
+ {
|
|
|
+ FbxGeometryConverter geomConverter(mFBXManager);
|
|
|
+ attrib = geomConverter.Triangulate(attrib, true);
|
|
|
+
|
|
|
+ if (attrib->GetAttributeType() == FbxNodeAttribute::eMesh)
|
|
|
+ {
|
|
|
+ FbxMesh* mesh = static_cast<FbxMesh*>(attrib);
|
|
|
+ mesh->RemoveBadPolygons();
|
|
|
+
|
|
|
+ parseMesh(mesh, curImportNode, options, outputScene);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case FbxNodeAttribute::eMesh:
|
|
|
+ {
|
|
|
+ FbxMesh* mesh = static_cast<FbxMesh*>(attrib);
|
|
|
+ mesh->RemoveBadPolygons();
|
|
|
+
|
|
|
+ if(!mesh->IsTriangleMesh())
|
|
|
+ {
|
|
|
+ FbxGeometryConverter geomConverter(mFBXManager);
|
|
|
+ geomConverter.Triangulate(mesh, true);
|
|
|
+ attrib = curNode->GetNodeAttribute();
|
|
|
+ mesh = static_cast<FbxMesh*>(attrib);
|
|
|
+ }
|
|
|
+
|
|
|
+ parseMesh(mesh, curImportNode, options, outputScene);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (int i = 0; i < curNode->GetChildCount(); i++)
|
|
|
+ {
|
|
|
+ FbxNode* childNode = curNode->GetChild(i);
|
|
|
+ createImportNode(outputScene, childNode, curImportNode);
|
|
|
+
|
|
|
+ todo.push(childNode);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ FBXImportNode* FBXImporter::createImportNode(FBXImportScene& scene, FbxNode* fbxNode, FBXImportNode* parent)
|
|
|
+ {
|
|
|
+ FBXImportNode* node = bs_new<FBXImportNode>();
|
|
|
+
|
|
|
+ Vector3 translation = FBXToNativeType(fbxNode->LclTranslation.Get());
|
|
|
+ Vector3 rotationEuler = FBXToNativeType(fbxNode->LclRotation.Get());
|
|
|
+ Vector3 scale = FBXToNativeType(fbxNode->LclScaling.Get());
|
|
|
+
|
|
|
+ Quaternion rotation((Radian)rotationEuler.x, (Radian)rotationEuler.y, (Radian)rotationEuler.z);
|
|
|
+
|
|
|
+ node->localTransform.setTRS(translation, rotation, scale);
|
|
|
+ node->fbxNode = fbxNode;
|
|
|
+
|
|
|
+ if (parent != nullptr)
|
|
|
+ {
|
|
|
+ node->worldTransform = node->localTransform * parent->worldTransform;
|
|
|
+
|
|
|
+ parent->children.push_back(node);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ node->worldTransform = node->localTransform;
|
|
|
+
|
|
|
+ scene.nodeMap.insert(std::make_pair(fbxNode, node));
|
|
|
+
|
|
|
+ return node;
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::splitMeshVertices(FBXImportScene& scene)
|
|
|
+ {
|
|
|
+ Vector<FBXImportMesh*> splitMeshes;
|
|
|
+
|
|
|
+ for (auto& mesh : scene.meshes)
|
|
|
+ {
|
|
|
+ FBXImportMesh* splitMesh = bs_new<FBXImportMesh>();
|
|
|
+ splitMesh->fbxMesh = mesh->fbxMesh;
|
|
|
+ splitMesh->referencedBy = mesh->referencedBy;
|
|
|
+ splitMesh->bones = mesh->bones;
|
|
|
+
|
|
|
+ FBXUtility::splitVertices(*mesh, *splitMesh);
|
|
|
+ FBXUtility::flipWindingOrder(*splitMesh);
|
|
|
+ splitMeshes.push_back(splitMesh);
|
|
|
+
|
|
|
+ bs_delete(mesh);
|
|
|
+ }
|
|
|
+
|
|
|
+ scene.meshes = splitMeshes;
|
|
|
+ }
|
|
|
+
|
|
|
+ RendererMeshDataPtr FBXImporter::generateMeshData(const FBXImportScene& scene, const FBXImportOptions& options, Vector<SubMesh>& outputSubMeshes)
|
|
|
+ {
|
|
|
+ Matrix4 importScale = Matrix4::scaling(options.importScale);
|
|
|
+
|
|
|
+ Vector<MeshDataPtr> allMeshData;
|
|
|
+ Vector<Vector<SubMesh>> allSubMeshes;
|
|
|
+
|
|
|
+ for (auto& mesh : scene.meshes)
|
|
|
+ {
|
|
|
+ Vector<Vector<UINT32>> indicesPerMaterial;
|
|
|
+ for (UINT32 i = 0; i < (UINT32)mesh->indices.size(); i++)
|
|
|
+ {
|
|
|
+ while (mesh->materials[i] >= indicesPerMaterial.size())
|
|
|
+ indicesPerMaterial.push_back(Vector<UINT32>());
|
|
|
+
|
|
|
+ indicesPerMaterial[mesh->materials[i]].push_back(mesh->indices[i]);
|
|
|
+ }
|
|
|
+
|
|
|
+ UINT32* orderedIndices = (UINT32*)bs_alloc((UINT32)mesh->indices.size() * sizeof(UINT32));
|
|
|
+ Vector<SubMesh> subMeshes;
|
|
|
+ UINT32 currentIndex = 0;
|
|
|
+
|
|
|
+ for (auto& subMeshIndices : indicesPerMaterial)
|
|
|
+ {
|
|
|
+ UINT32 indexCount = (UINT32)subMeshIndices.size();
|
|
|
+ UINT32* dest = orderedIndices + currentIndex;
|
|
|
+ memcpy(dest, subMeshIndices.data(), indexCount * sizeof(UINT32));
|
|
|
+
|
|
|
+ subMeshes.push_back(SubMesh(currentIndex, indexCount, DOT_TRIANGLE_LIST));
|
|
|
+
|
|
|
+ currentIndex += indexCount;
|
|
|
+ }
|
|
|
+
|
|
|
+ UINT32 vertexLayout = (UINT32)VertexLayout::Position;
|
|
|
+
|
|
|
+ size_t numVertices = mesh->positions.size();
|
|
|
+ bool hasColors = mesh->colors.size() == numVertices;
|
|
|
+ bool hasNormals = mesh->normals.size() == numVertices;
|
|
|
+
|
|
|
+ if (hasColors)
|
|
|
+ vertexLayout |= (UINT32)VertexLayout::Color;
|
|
|
+
|
|
|
+ bool hasTangents = false;
|
|
|
+ if (hasNormals)
|
|
|
+ {
|
|
|
+ vertexLayout |= (UINT32)VertexLayout::Normal;
|
|
|
+
|
|
|
+ if (mesh->tangents.size() == numVertices &&
|
|
|
+ mesh->bitangents.size() == numVertices)
|
|
|
+ {
|
|
|
+ vertexLayout |= (UINT32)VertexLayout::Tangent;
|
|
|
+ hasTangents = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ int UVIdx = 0;
|
|
|
+ for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++)
|
|
|
+ {
|
|
|
+ if (mesh->UV[i].size() == numVertices)
|
|
|
+ {
|
|
|
+ if (i == 0)
|
|
|
+ vertexLayout |= (UINT32)VertexLayout::UV0;
|
|
|
+ else if (i == 1)
|
|
|
+ vertexLayout |= (UINT32)VertexLayout::UV1;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ UINT32 numIndices = (UINT32)mesh->indices.size();
|
|
|
+ for (auto& node : mesh->referencedBy)
|
|
|
+ {
|
|
|
+ Matrix4 worldTransform = node->worldTransform * importScale;
|
|
|
+ Matrix4 worldTransformIT = worldTransform.transpose();
|
|
|
+ worldTransformIT = worldTransformIT.inverse();
|
|
|
+
|
|
|
+ RendererMeshDataPtr meshData = RendererMeshData::create((UINT32)numVertices, numIndices, (VertexLayout)vertexLayout);
|
|
|
+
|
|
|
+ // Copy indices
|
|
|
+ meshData->setIndices((UINT32*)mesh->indices.data(), numIndices * sizeof(UINT32));
|
|
|
+
|
|
|
+ // Copy & transform positions
|
|
|
+ UINT32 positionsSize = sizeof(Vector3) * (UINT32)numVertices;
|
|
|
+ Vector3* transformedPositions = (Vector3*)bs_stack_alloc(positionsSize);
|
|
|
+
|
|
|
+ for (UINT32 i = 0; i < (UINT32)numVertices; i++)
|
|
|
+ transformedPositions[i] = worldTransform.multiplyAffine((Vector3)mesh->positions[i]);
|
|
|
+
|
|
|
+ meshData->setPositions(transformedPositions, positionsSize);
|
|
|
+ bs_stack_free(transformedPositions);
|
|
|
+
|
|
|
+ // Copy & transform normals
|
|
|
+ if (hasNormals)
|
|
|
+ {
|
|
|
+ UINT32 normalsSize = sizeof(Vector3) * (UINT32)numVertices;
|
|
|
+ Vector3* transformedNormals = (Vector3*)bs_stack_alloc(normalsSize);
|
|
|
+
|
|
|
+ // Copy, convert & transform tangents & bitangents
|
|
|
+ if (hasTangents)
|
|
|
+ {
|
|
|
+ UINT32 tangentsSize = sizeof(Vector4) * (UINT32)numVertices;
|
|
|
+ Vector4* transformedTangents = (Vector4*)bs_stack_alloc(tangentsSize);
|
|
|
+
|
|
|
+ for (UINT32 i = 0; i < (UINT32)numVertices; i++)
|
|
|
+ {
|
|
|
+ Vector3 normal = (Vector3)mesh->normals[i];
|
|
|
+ transformedNormals[i] = worldTransformIT.multiplyAffine(normal);
|
|
|
+
|
|
|
+ Vector3 tangent = (Vector3)mesh->tangents[i];
|
|
|
+ tangent = worldTransformIT.multiplyAffine(tangent);
|
|
|
+
|
|
|
+ Vector3 bitangent = (Vector3)mesh->bitangents[i];
|
|
|
+ bitangent = worldTransformIT.multiplyAffine(bitangent);
|
|
|
+
|
|
|
+ Vector3 engineBitangent = Vector3::cross(normal, tangent);
|
|
|
+ float sign = Vector3::dot(engineBitangent, bitangent);
|
|
|
+
|
|
|
+ transformedTangents[i] = Vector4(tangent.x, tangent.y, tangent.z, sign > 0 ? 1.0f : -1.0f);
|
|
|
+ }
|
|
|
+
|
|
|
+ meshData->setTangents(transformedTangents, tangentsSize);
|
|
|
+ bs_stack_free(transformedTangents);
|
|
|
+ }
|
|
|
+ else // Just normals
|
|
|
+ {
|
|
|
+ for (UINT32 i = 0; i < (UINT32)numVertices; i++)
|
|
|
+ transformedNormals[i] = worldTransformIT.multiplyAffine((Vector3)mesh->normals[i]);
|
|
|
+ }
|
|
|
+
|
|
|
+ meshData->setNormals(transformedNormals, normalsSize);
|
|
|
+ bs_stack_free(transformedNormals);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy colors
|
|
|
+ if (hasColors)
|
|
|
+ {
|
|
|
+ meshData->setColors(mesh->colors.data(), sizeof(UINT32) * (UINT32)numVertices);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Copy UV
|
|
|
+ int writeUVIDx = 0;
|
|
|
+ for (auto& uvLayer : mesh->UV)
|
|
|
+ {
|
|
|
+ if (uvLayer.size() == numVertices)
|
|
|
+ {
|
|
|
+ UINT32 size = sizeof(Vector2) * (UINT32)numVertices;
|
|
|
+ Vector2* transformedUV = (Vector2*)bs_stack_alloc(size);
|
|
|
+
|
|
|
+ UINT32 i = 0;
|
|
|
+ for (auto& uv : uvLayer)
|
|
|
+ {
|
|
|
+ transformedUV[i] = uv;
|
|
|
+ transformedUV[i].y = 1.0f - uv.y;
|
|
|
+
|
|
|
+ i++;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (writeUVIDx == 0)
|
|
|
+ meshData->setUV0(transformedUV, size);
|
|
|
+ else if (writeUVIDx == 1)
|
|
|
+ meshData->setUV1(transformedUV, size);
|
|
|
+
|
|
|
+ bs_stack_free(transformedUV);
|
|
|
+
|
|
|
+ writeUVIDx++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ allMeshData.push_back(meshData->getData());
|
|
|
+ allSubMeshes.push_back(subMeshes);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (allMeshData.size() > 1)
|
|
|
+ {
|
|
|
+ return RendererMeshData::create(MeshData::combine(allMeshData, allSubMeshes, outputSubMeshes));
|
|
|
+ }
|
|
|
+ else if (allMeshData.size() == 1)
|
|
|
+ {
|
|
|
+ outputSubMeshes = allSubMeshes[0];
|
|
|
+ return RendererMeshData::create(allMeshData[0]);
|
|
|
+ }
|
|
|
+
|
|
|
+ return nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ template<class TFBX, class TNative>
|
|
|
+ class FBXDirectIndexer
|
|
|
+ {
|
|
|
+ public:
|
|
|
+ FBXDirectIndexer(const FbxLayerElementTemplate<TFBX>& layer)
|
|
|
+ :mElementArray(layer.GetDirectArray()),
|
|
|
+ mElementCount(mElementArray.GetCount())
|
|
|
+ {}
|
|
|
+
|
|
|
+ bool get(int index, TNative& output) const
|
|
|
+ {
|
|
|
+ if (index < 0 || index >= mElementCount)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ output = FBXToNativeType(mElementArray.GetAt(index));
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool isEmpty() const
|
|
|
+ {
|
|
|
+ return mElementCount == 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ private:
|
|
|
+ const FbxLayerElementArrayTemplate<TFBX>& mElementArray;
|
|
|
+ int mElementCount;
|
|
|
+ };
|
|
|
+
|
|
|
+ template<class TFBX, class TNative>
|
|
|
+ class FBXIndexIndexer
|
|
|
+ {
|
|
|
+ public:
|
|
|
+ FBXIndexIndexer(const FbxLayerElementTemplate<TFBX>& layer)
|
|
|
+ :mElementArray(layer.GetDirectArray()),
|
|
|
+ mIndexArray(layer.GetIndexArray()),
|
|
|
+ mElementCount(mElementArray.GetCount()),
|
|
|
+ mIndexCount(mIndexArray.GetCount())
|
|
|
+ {}
|
|
|
+
|
|
|
+ bool get(int index, TNative& output) const
|
|
|
+ {
|
|
|
+ if (index < 0 || index >= mIndexCount)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ int actualIndex = mIndexArray.GetAt(index);
|
|
|
+
|
|
|
+ if (actualIndex < 0 || actualIndex >= mElementCount)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ output = FBXToNativeType(mElementArray.GetAt(actualIndex));
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ bool isEmpty() const
|
|
|
+ {
|
|
|
+ return mElementCount == 0 || mIndexCount == 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ private:
|
|
|
+ const FbxLayerElementArrayTemplate<TFBX>& mElementArray;
|
|
|
+ const FbxLayerElementArrayTemplate<int>& mIndexArray;
|
|
|
+ int mElementCount;
|
|
|
+ int mIndexCount;
|
|
|
+ };
|
|
|
+
|
|
|
+ template<class TFBX, class TNative, class TIndexer>
|
|
|
+ void readLayerData(FbxLayerElementTemplate<TFBX>& layer, Vector<TNative>& output, const Vector<int>& indices)
|
|
|
+ {
|
|
|
+ TIndexer indexer(layer);
|
|
|
+ if (indexer.isEmpty())
|
|
|
+ return;
|
|
|
+
|
|
|
+ output.resize(indices.size());
|
|
|
+
|
|
|
+ FbxLayerElement::EMappingMode mappingMode = layer.GetMappingMode();
|
|
|
+
|
|
|
+ UINT32 indexCount = (UINT32)indices.size();
|
|
|
+ switch (mappingMode)
|
|
|
+ {
|
|
|
+ case FbxLayerElement::eByControlPoint:
|
|
|
+ for (UINT32 i = 0; i < indexCount; i++)
|
|
|
+ {
|
|
|
+ int index = indices[i];
|
|
|
+ indexer.get(index, output[i]);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case FbxLayerElement::eByPolygonVertex:
|
|
|
+ for (UINT32 i = 0; i < indexCount; i++)
|
|
|
+ indexer.get(i, output[i]);
|
|
|
+ break;
|
|
|
+ case FbxLayerElement::eByPolygon:
|
|
|
+ // We expect mesh to be triangulated here
|
|
|
+ {
|
|
|
+ UINT32 polygonCount = indexCount / 3;
|
|
|
+ UINT32 index = 0;
|
|
|
+
|
|
|
+ for (UINT32 i = 0; i < polygonCount; i++)
|
|
|
+ {
|
|
|
+ TNative value;
|
|
|
+ indexer.get(i, value);
|
|
|
+
|
|
|
+ output[index++] = value;
|
|
|
+ output[index++] = value;
|
|
|
+ output[index++] = value;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case FbxLayerElement::eAllSame:
|
|
|
+ {
|
|
|
+ TNative value;
|
|
|
+ indexer.get(0, value);
|
|
|
+
|
|
|
+ for (UINT32 i = 0; i < indexCount; i++)
|
|
|
+ output[i] = value;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ LOGWRN("FBX Import: Unsupported layer mapping mode.");
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ template<class TFBX, class TNative>
|
|
|
+ void readLayerData(FbxLayerElementTemplate<TFBX>& layer, Vector<TNative>& output, const Vector<int>& indices)
|
|
|
+ {
|
|
|
+ FbxLayerElement::EReferenceMode refMode = layer.GetReferenceMode();
|
|
|
+
|
|
|
+ if (refMode == FbxLayerElement::eDirect)
|
|
|
+ readLayerData<TFBX, TNative, FBXDirectIndexer<TFBX, TNative> >(layer, output, indices);
|
|
|
+ else if (refMode == FbxLayerElement::eIndexToDirect)
|
|
|
+ readLayerData<TFBX, TNative, FBXIndexIndexer<TFBX, TNative> >(layer, output, indices);
|
|
|
+ else
|
|
|
+ LOGWRN("FBX Import: Unsupported layer reference mode.");
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::parseMesh(FbxMesh* mesh, FBXImportNode* parentNode, const FBXImportOptions& options, FBXImportScene& outputScene)
|
|
|
+ {
|
|
|
+ // Check if valid
|
|
|
+ if (!mesh->IsTriangleMesh())
|
|
|
+ return;
|
|
|
+
|
|
|
+ UINT32 vertexCount = mesh->GetControlPointsCount();
|
|
|
+ UINT32 triangleCount = mesh->GetPolygonCount();
|
|
|
+
|
|
|
+ if (vertexCount == 0 || triangleCount == 0)
|
|
|
+ return;
|
|
|
+
|
|
|
+ // Register in global mesh array
|
|
|
+ FBXImportMesh* importMesh = nullptr;
|
|
|
+
|
|
|
+ auto iterFindMesh = outputScene.meshMap.find(mesh);
|
|
|
+ if (iterFindMesh != outputScene.meshMap.end())
|
|
|
+ {
|
|
|
+ UINT32 meshIdx = iterFindMesh->second;
|
|
|
+ outputScene.meshes[meshIdx]->referencedBy.push_back(parentNode);
|
|
|
+
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ importMesh = bs_new<FBXImportMesh>();
|
|
|
+ outputScene.meshes.push_back(importMesh);
|
|
|
+
|
|
|
+ importMesh->referencedBy.push_back(parentNode);
|
|
|
+ importMesh->fbxMesh = mesh;
|
|
|
+ outputScene.meshMap[mesh] = (UINT32)outputScene.meshes.size() - 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Import vertices
|
|
|
+ importMesh->positions.resize(vertexCount);
|
|
|
+ FbxVector4* controlPoints = mesh->GetControlPoints();
|
|
|
+
|
|
|
+ for (UINT32 i = 0; i < vertexCount; i++)
|
|
|
+ importMesh->positions[i] = FBXToNativeType(controlPoints[i]);
|
|
|
+
|
|
|
+ // Import triangles
|
|
|
+ UINT32 indexCount = triangleCount * 3;
|
|
|
+ importMesh->indices.resize(indexCount);
|
|
|
+
|
|
|
+ int* fbxIndices = mesh->GetPolygonVertices();
|
|
|
+ importMesh->indices.assign(fbxIndices, fbxIndices + indexCount);
|
|
|
+
|
|
|
+ // Import UVs
|
|
|
+ Vector<FbxLayerElementUV*> fbxUVLayers;
|
|
|
+
|
|
|
+ //// Search the diffuse layers first
|
|
|
+ for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++)
|
|
|
+ {
|
|
|
+ FbxLayer* layer = mesh->GetLayer(i, FbxLayerElement::eUV);
|
|
|
+ if (layer == nullptr)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ for (int j = FbxLayerElement::eTextureDiffuse; j < FbxLayerElement::eTypeCount; j++)
|
|
|
+ {
|
|
|
+ FbxLayerElementUV* uvLayer = layer->GetUVs((FbxLayerElement::EType)j);
|
|
|
+ if (uvLayer == nullptr)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ fbxUVLayers.push_back(uvLayer);
|
|
|
+
|
|
|
+ if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ //// If there's room, search all others too
|
|
|
+ if (fbxUVLayers.size() < FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
+ {
|
|
|
+ UINT32 numLayers = mesh->GetLayerCount();
|
|
|
+ for (UINT32 i = 0; i < numLayers; i++)
|
|
|
+ {
|
|
|
+ FbxLayer* layer = mesh->GetLayer(i);
|
|
|
+ if (layer == nullptr)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ for (int j = FbxLayerElement::eTextureDiffuse; j < FbxLayerElement::eTypeCount; j++)
|
|
|
+ {
|
|
|
+ FbxLayerElementUV* uvLayer = layer->GetUVs((FbxLayerElement::EType)j);
|
|
|
+ if (uvLayer == nullptr)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ auto iterFind = std::find(fbxUVLayers.begin(), fbxUVLayers.end(), uvLayer);
|
|
|
+ if (iterFind != fbxUVLayers.end())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ fbxUVLayers.push_back(uvLayer);
|
|
|
+
|
|
|
+ if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for (size_t i = 0; i < fbxUVLayers.size(); i++)
|
|
|
+ readLayerData(*fbxUVLayers[i], importMesh->UV[i], importMesh->indices);
|
|
|
+
|
|
|
+ FbxLayer* mainLayer = mesh->GetLayer(0);
|
|
|
+ if (mainLayer != nullptr)
|
|
|
+ {
|
|
|
+ // Import colors
|
|
|
+ if (mainLayer->GetVertexColors() != nullptr)
|
|
|
+ readLayerData(*mainLayer->GetVertexColors(), importMesh->colors, importMesh->indices);
|
|
|
+
|
|
|
+ // Import normals
|
|
|
+ if (options.importNormals)
|
|
|
+ {
|
|
|
+ bool hasNormals = mainLayer->GetNormals() != nullptr;
|
|
|
+
|
|
|
+ if (!hasNormals)
|
|
|
+ {
|
|
|
+ if (mainLayer->GetSmoothing() != nullptr)
|
|
|
+ {
|
|
|
+ FbxLayerElementSmoothing* smoothing = mainLayer->GetSmoothing();
|
|
|
+
|
|
|
+ if (smoothing->GetMappingMode() == FbxLayerElement::eByEdge)
|
|
|
+ {
|
|
|
+ FbxGeometryConverter converter(mFBXManager);
|
|
|
+ converter.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ readLayerData(*smoothing, importMesh->smoothingGroups, importMesh->indices);
|
|
|
+
|
|
|
+ if (!importMesh->smoothingGroups.empty())
|
|
|
+ {
|
|
|
+ FBXUtility::normalsFromSmoothing(importMesh->positions, importMesh->indices,
|
|
|
+ importMesh->smoothingGroups, importMesh->normals);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ readLayerData(*mainLayer->GetNormals(), importMesh->normals, importMesh->indices);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Import tangents
|
|
|
+ if (options.importTangents)
|
|
|
+ {
|
|
|
+ bool hasTangents = mainLayer->GetTangents() != nullptr && mainLayer->GetBinormals() != nullptr;
|
|
|
+
|
|
|
+ if (!hasTangents)
|
|
|
+ {
|
|
|
+ if (fbxUVLayers.size() > 0)
|
|
|
+ hasTangents = mesh->GenerateTangentsData(0, false);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (hasTangents)
|
|
|
+ {
|
|
|
+ readLayerData(*mainLayer->GetTangents(), importMesh->tangents, importMesh->indices);
|
|
|
+ readLayerData(*mainLayer->GetBinormals(), importMesh->bitangents, importMesh->indices);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Import material indexes
|
|
|
+ if (mainLayer->GetMaterials() != nullptr)
|
|
|
+ {
|
|
|
+ Vector<FbxSurfaceMaterial*> fbxMaterials;
|
|
|
+
|
|
|
+ readLayerData(*mainLayer->GetMaterials(), fbxMaterials, importMesh->indices);
|
|
|
+
|
|
|
+ UnorderedMap<FbxSurfaceMaterial*, int> materialLookup;
|
|
|
+ int nextMaterialIdx = 0;
|
|
|
+ for (UINT32 i = 0; i < (UINT32)fbxMaterials.size(); i++)
|
|
|
+ {
|
|
|
+ auto iterFind = materialLookup.find(fbxMaterials[i]);
|
|
|
+
|
|
|
+ int materialIdx = 0;
|
|
|
+ if (iterFind != materialLookup.end())
|
|
|
+ materialIdx = iterFind->second;
|
|
|
+ else
|
|
|
+ {
|
|
|
+ materialIdx = nextMaterialIdx++;
|
|
|
+ materialLookup[fbxMaterials[i]] = materialIdx;
|
|
|
+ }
|
|
|
+
|
|
|
+ importMesh->materials.push_back(materialIdx);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::importBlendShapes(FBXImportScene& scene, const FBXImportOptions& options)
|
|
|
+ {
|
|
|
+ for (auto& mesh : scene.meshes)
|
|
|
+ {
|
|
|
+ FbxMesh* fbxMesh = mesh->fbxMesh;
|
|
|
+
|
|
|
+ UINT32 deformerCount = (UINT32)fbxMesh->GetDeformerCount(FbxDeformer::eBlendShape);
|
|
|
+ for (UINT32 i = 0; i < deformerCount; i++)
|
|
|
+ {
|
|
|
+ FbxBlendShape* deformer = static_cast<FbxBlendShape*>(fbxMesh->GetDeformer(i, FbxDeformer::eBlendShape));
|
|
|
+
|
|
|
+ UINT32 blendShapeChannelCount = (UINT32)deformer->GetBlendShapeChannelCount();
|
|
|
+ for (UINT32 j = 0; j < blendShapeChannelCount; ++j)
|
|
|
+ {
|
|
|
+ FbxBlendShapeChannel* channel = deformer->GetBlendShapeChannel(j);
|
|
|
+ double* weights = channel->GetTargetShapeFullWeights();
|
|
|
+
|
|
|
+ UINT32 frameCount = channel->GetTargetShapeCount();
|
|
|
+ if (frameCount == 0)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ mesh->blendShapes.push_back(FBXBlendShape());
|
|
|
+ FBXBlendShape& blendShape = mesh->blendShapes.back();
|
|
|
+ blendShape.name = channel->GetName();
|
|
|
+ blendShape.frames.resize(frameCount);
|
|
|
+
|
|
|
+ for (UINT32 k = 0; k < frameCount; k++)
|
|
|
+ {
|
|
|
+ FbxShape* fbxShape = channel->GetTargetShape(k);
|
|
|
+
|
|
|
+ FBXBlendShapeFrame& frame = blendShape.frames[k];
|
|
|
+ frame.weight = (float)weights[k];
|
|
|
+
|
|
|
+ importBlendShapeFrame(fbxShape, *mesh, options, frame);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::importBlendShapeFrame(FbxShape* shape, const FBXImportMesh& mesh, const FBXImportOptions& options, FBXBlendShapeFrame& outFrame)
|
|
|
+ {
|
|
|
+ UINT32 vertexCount = (UINT32)shape->GetControlPointsCount();
|
|
|
+ outFrame.positions.resize(vertexCount);
|
|
|
+ FbxVector4* controlPoints = shape->GetControlPoints();
|
|
|
+
|
|
|
+ for (UINT32 i = 0; i < vertexCount; i++)
|
|
|
+ outFrame.positions[i] = FBXToNativeType(controlPoints[i]);
|
|
|
+
|
|
|
+ FbxLayer* mainLayer = shape->GetLayer(0);
|
|
|
+ if (options.importNormals)
|
|
|
+ {
|
|
|
+ bool hasNormals = mainLayer->GetNormals() != nullptr;
|
|
|
+
|
|
|
+ if (!hasNormals)
|
|
|
+ {
|
|
|
+ if (!mesh.smoothingGroups.empty())
|
|
|
+ {
|
|
|
+ FBXUtility::normalsFromSmoothing(outFrame.positions, mesh.indices,
|
|
|
+ mesh.smoothingGroups, outFrame.normals);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ readLayerData(*mainLayer->GetNormals(), outFrame.normals, mesh.indices);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (options.importTangents)
|
|
|
+ {
|
|
|
+ bool hasTangents = mainLayer->GetTangents() != nullptr && mainLayer->GetBinormals() != nullptr;
|
|
|
+
|
|
|
+ if (hasTangents)
|
|
|
+ {
|
|
|
+ readLayerData(*mainLayer->GetTangents(), outFrame.tangents, mesh.indices);
|
|
|
+ readLayerData(*mainLayer->GetBinormals(), outFrame.bitangents, mesh.indices);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::importSkin(FBXImportScene& scene)
|
|
|
+ {
|
|
|
+ for (auto& mesh : scene.meshes)
|
|
|
+ {
|
|
|
+ FbxMesh* fbxMesh = mesh->fbxMesh;
|
|
|
+
|
|
|
+ UINT32 deformerCount = (UINT32)fbxMesh->GetDeformerCount(FbxDeformer::eSkin);
|
|
|
+ if (deformerCount > 0)
|
|
|
+ {
|
|
|
+ // We ignore other deformers if there's more than one
|
|
|
+ FbxSkin* deformer = static_cast<FbxSkin*>(fbxMesh->GetDeformer(0, FbxDeformer::eSkin));
|
|
|
+ UINT32 boneCount = (UINT32)deformer->GetClusterCount();
|
|
|
+
|
|
|
+ if (boneCount == 0)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ // If only one bone and it links to itself, ignore the bone
|
|
|
+ if (boneCount == 1)
|
|
|
+ {
|
|
|
+ FbxCluster* cluster = deformer->GetCluster(0);
|
|
|
+ if (mesh->referencedBy.size() == 1 && mesh->referencedBy[0]->fbxNode == cluster->GetLink())
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ importSkin(scene, deformer, *mesh);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::importSkin(FBXImportScene& scene, FbxSkin* skin, FBXImportMesh& mesh)
|
|
|
+ {
|
|
|
+ Vector<FBXBoneInfluence>& influences = mesh.boneInfluences;
|
|
|
+ influences.resize(mesh.positions.size());
|
|
|
+
|
|
|
+ UnorderedSet<FbxNode*> existingBones;
|
|
|
+ UINT32 boneCount = (UINT32)skin->GetClusterCount();
|
|
|
+ for (UINT32 i = 0; i < boneCount; i++)
|
|
|
+ {
|
|
|
+ FbxCluster* cluster = skin->GetCluster(i);
|
|
|
+ FbxNode* link = cluster->GetLink();
|
|
|
+
|
|
|
+ // The bone node doesn't exist, skip it
|
|
|
+ auto iterFind = scene.nodeMap.find(link);
|
|
|
+ if (iterFind == scene.nodeMap.end())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ mesh.bones.push_back(FBXBone());
|
|
|
+
|
|
|
+ FBXBone& bone = mesh.bones.back();
|
|
|
+ bone.node = iterFind->second;
|
|
|
+
|
|
|
+ FbxAMatrix clusterTransform;
|
|
|
+ cluster->GetTransformMatrix(clusterTransform);
|
|
|
+
|
|
|
+ FbxAMatrix linkTransform;
|
|
|
+ cluster->GetTransformLinkMatrix(linkTransform);
|
|
|
+
|
|
|
+ FbxAMatrix bindPose = linkTransform.Inverse() * clusterTransform;
|
|
|
+ bone.bindPose = FBXToNativeType(bindPose);
|
|
|
+
|
|
|
+ bool isDuplicate = existingBones.insert(link).second;
|
|
|
+ bool isAdditive = cluster->GetLinkMode() == FbxCluster::eAdditive;
|
|
|
+
|
|
|
+ // We avoid importing weights twice for duplicate bones and we don't
|
|
|
+ // support additive link mode.
|
|
|
+ bool importWeights = !isDuplicate && !isAdditive;
|
|
|
+ if (!importWeights)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ double* weights = cluster->GetControlPointWeights();
|
|
|
+ INT32* indices = cluster->GetControlPointIndices();
|
|
|
+ UINT32 numIndices = (UINT32)cluster->GetControlPointIndicesCount();
|
|
|
+ INT32 numVertices = (INT32)influences.size();
|
|
|
+
|
|
|
+ // Add new weights while keeping them in order and removing the smallest ones
|
|
|
+ // if number of influences exceeds the set maximum value
|
|
|
+ for (UINT32 j = 0; j < numIndices; j++)
|
|
|
+ {
|
|
|
+ INT32 vertexIndex = indices[j];
|
|
|
+ float weight = (float)weights[j];
|
|
|
+
|
|
|
+ for (UINT32 k = 0; k < FBX_IMPORT_MAX_BONE_INFLUENCES; k++)
|
|
|
+ {
|
|
|
+ if (vertexIndex < 0 || vertexIndex >= numVertices)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ if (weight >= influences[vertexIndex].weights[k])
|
|
|
+ {
|
|
|
+ for (UINT32 l = FBX_IMPORT_MAX_BONE_INFLUENCES - 2; l >= k; l--)
|
|
|
+ {
|
|
|
+ influences[vertexIndex].weights[l + 1] = influences[vertexIndex].weights[l];
|
|
|
+ influences[vertexIndex].indices[l + 1] = influences[vertexIndex].indices[l];
|
|
|
+ }
|
|
|
+
|
|
|
+ influences[vertexIndex].weights[k] = weight;
|
|
|
+ influences[vertexIndex].indices[k] = i;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (mesh.bones.empty())
|
|
|
+ mesh.boneInfluences.clear();
|
|
|
+
|
|
|
+ // Normalize weights
|
|
|
+ UINT32 numInfluences = (UINT32)mesh.boneInfluences.size();
|
|
|
+ for (UINT32 i = 0; i < numInfluences; i++)
|
|
|
+ {
|
|
|
+ float sum = 0.0f;
|
|
|
+ for (UINT32 j = 0; j < FBX_IMPORT_MAX_BONE_INFLUENCES; j++)
|
|
|
+ sum += influences[i].weights[j];
|
|
|
+
|
|
|
+ float invSum = 1.0f / sum;
|
|
|
+ for (UINT32 j = 0; j < FBX_IMPORT_MAX_BONE_INFLUENCES; j++)
|
|
|
+ influences[i].weights[j] *= invSum;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::generateMissingTangentSpace(FBXImportScene& scene, const FBXImportOptions& options)
|
|
|
+ {
|
|
|
+ for (auto& mesh : scene.meshes)
|
|
|
+ {
|
|
|
+ UINT32 numVertices = (UINT32)mesh->positions.size();
|
|
|
+ UINT32 numIndices = (UINT32)mesh->indices.size();
|
|
|
+
|
|
|
+ if ((options.importNormals || options.importTangents) && mesh->normals.empty())
|
|
|
+ {
|
|
|
+ mesh->normals.resize(numVertices);
|
|
|
+
|
|
|
+ MeshUtility::calculateNormals(mesh->positions.data(), (UINT8*)mesh->indices.data(), numVertices, numIndices, mesh->normals.data());
|
|
|
+ }
|
|
|
+
|
|
|
+ if (options.importTangents && !mesh->UV[0].empty() && (mesh->tangents.empty() || mesh->bitangents.empty()))
|
|
|
+ {
|
|
|
+ mesh->tangents.resize(numVertices);
|
|
|
+ mesh->bitangents.resize(numVertices);
|
|
|
+
|
|
|
+ MeshUtility::calculateTangents(mesh->positions.data(), mesh->normals.data(), mesh->UV[0].data(), (UINT8*)mesh->indices.data(),
|
|
|
+ numVertices, numIndices, mesh->tangents.data(), mesh->bitangents.data());
|
|
|
+ }
|
|
|
+
|
|
|
+ for (auto& shape : mesh->blendShapes)
|
|
|
+ {
|
|
|
+ for (auto& frame : shape.frames)
|
|
|
+ {
|
|
|
+ if ((options.importNormals || options.importTangents) && frame.normals.empty())
|
|
|
+ {
|
|
|
+ frame.normals.resize(numVertices);
|
|
|
+
|
|
|
+ MeshUtility::calculateNormals(mesh->positions.data(), (UINT8*)mesh->indices.data(), numVertices, numIndices, frame.normals.data());
|
|
|
+ }
|
|
|
+
|
|
|
+ if (options.importTangents && !mesh->UV[0].empty() && (frame.tangents.empty() || frame.bitangents.empty()))
|
|
|
+ {
|
|
|
+ mesh->tangents.resize(numVertices);
|
|
|
+ mesh->bitangents.resize(numVertices);
|
|
|
+
|
|
|
+ MeshUtility::calculateTangents(mesh->positions.data(), frame.normals.data(), mesh->UV[0].data(), (UINT8*)mesh->indices.data(),
|
|
|
+ numVertices, numIndices, frame.tangents.data(), frame.bitangents.data());
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::importAnimations(FbxScene* scene, FBXImportOptions& importOptions, FBXImportScene& importScene)
|
|
|
+ {
|
|
|
+ FbxNode* root = scene->GetRootNode();
|
|
|
+
|
|
|
+ UINT32 numAnimStacks = (UINT32)scene->GetSrcObjectCount<FbxAnimStack>();
|
|
|
+ for (UINT32 i = 0; i < numAnimStacks; i++)
|
|
|
+ {
|
|
|
+ FbxAnimStack* animStack = scene->GetSrcObject<FbxAnimStack>(i);
|
|
|
+
|
|
|
+ importScene.clips.push_back(FBXAnimationClip());
|
|
|
+ FBXAnimationClip& clip = importScene.clips.back();
|
|
|
+ clip.name = animStack->GetName();
|
|
|
+
|
|
|
+ FbxTimeSpan timeSpan = animStack->GetLocalTimeSpan();
|
|
|
+ clip.start = (float)timeSpan.GetStart().GetSecondDouble();
|
|
|
+ clip.end = (float)timeSpan.GetStop().GetSecondDouble();
|
|
|
+
|
|
|
+ UINT32 layerCount = animStack->GetMemberCount<FbxAnimLayer>();
|
|
|
+ if (layerCount > 1)
|
|
|
+ {
|
|
|
+ FbxAnimEvaluator* evaluator = scene->GetAnimationEvaluator();
|
|
|
+
|
|
|
+ FbxTime startTime;
|
|
|
+ startTime.SetSecondDouble(clip.start);
|
|
|
+
|
|
|
+ FbxTime endTime;
|
|
|
+ endTime.SetSecondDouble(clip.end);
|
|
|
+
|
|
|
+ FbxTime sampleRate;
|
|
|
+
|
|
|
+ if (importOptions.animResample)
|
|
|
+ sampleRate.SetSecondDouble(importOptions.animSampleRate);
|
|
|
+ else
|
|
|
+ {
|
|
|
+ FbxTime::EMode timeMode = scene->GetGlobalSettings().GetTimeMode();
|
|
|
+ sampleRate.SetSecondDouble(1.0f / FbxTime::GetFrameRate(timeMode));
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!animStack->BakeLayers(evaluator, startTime, endTime, sampleRate))
|
|
|
+ continue;
|
|
|
+
|
|
|
+ layerCount = animStack->GetMemberCount<FbxAnimLayer>();
|
|
|
+ }
|
|
|
+
|
|
|
+ if (layerCount == 1)
|
|
|
+ {
|
|
|
+ FbxAnimLayer* animLayer = animStack->GetMember<FbxAnimLayer>(0);
|
|
|
+
|
|
|
+ importAnimations(animLayer, root, importOptions, clip, importScene);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::importAnimations(FbxAnimLayer* layer, FbxNode* node, FBXImportOptions& importOptions,
|
|
|
+ FBXAnimationClip& clip, FBXImportScene& importScene)
|
|
|
+ {
|
|
|
+ FbxAnimCurve* translation[3];
|
|
|
+ translation[0] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X);
|
|
|
+ translation[1] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y);
|
|
|
+ translation[2] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z);
|
|
|
+
|
|
|
+ FbxAnimCurve* rotation[3];
|
|
|
+ rotation[0] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X);
|
|
|
+ rotation[1] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y);
|
|
|
+ rotation[2] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z);
|
|
|
+
|
|
|
+ FbxAnimCurve* scale[3];
|
|
|
+ scale[0] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X);
|
|
|
+ scale[1] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y);
|
|
|
+ scale[2] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z);
|
|
|
+
|
|
|
+ auto hasCurveValues = [](FbxAnimCurve* curves[3])
|
|
|
+ {
|
|
|
+ for (UINT32 i = 0; i < 3; i++)
|
|
|
+ {
|
|
|
+ if (curves[i] != nullptr && curves[i]->KeyGetCount() > 0)
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ };
|
|
|
+
|
|
|
+ bool hasBoneAnimation = hasCurveValues(translation) || hasCurveValues(rotation) || hasCurveValues(scale);
|
|
|
+ if (hasBoneAnimation)
|
|
|
+ {
|
|
|
+ clip.boneAnimations.push_back(FBXBoneAnimation());
|
|
|
+ FBXBoneAnimation& boneAnim = clip.boneAnimations.back();
|
|
|
+ boneAnim.node = importScene.nodeMap[node];
|
|
|
+
|
|
|
+ importCurve(translation[0], importOptions, boneAnim.translation[0], clip.start, clip.end);
|
|
|
+ importCurve(translation[1], importOptions, boneAnim.translation[1], clip.start, clip.end);
|
|
|
+ importCurve(translation[2], importOptions, boneAnim.translation[2], clip.start, clip.end);
|
|
|
+
|
|
|
+ importCurve(scale[0], importOptions, boneAnim.scale[0], clip.start, clip.end);
|
|
|
+ importCurve(scale[1], importOptions, boneAnim.scale[1], clip.start, clip.end);
|
|
|
+ importCurve(scale[2], importOptions, boneAnim.scale[2], clip.start, clip.end);
|
|
|
+
|
|
|
+ FBXAnimationCurve tempCurveRotation[3];
|
|
|
+ importCurve(rotation[0], importOptions, tempCurveRotation[0], clip.start, clip.end);
|
|
|
+ importCurve(rotation[1], importOptions, tempCurveRotation[1], clip.start, clip.end);
|
|
|
+ importCurve(rotation[2], importOptions, tempCurveRotation[2], clip.start, clip.end);
|
|
|
+
|
|
|
+ eulerToQuaternionCurves(tempCurveRotation, boneAnim.rotation);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (importOptions.importBlendShapes)
|
|
|
+ {
|
|
|
+ FbxMesh* fbxMesh = node->GetMesh();
|
|
|
+ if (fbxMesh != nullptr)
|
|
|
+ {
|
|
|
+ INT32 deformerCount = fbxMesh->GetDeformerCount(FbxDeformer::eBlendShape);
|
|
|
+ for (INT32 i = 0; i < deformerCount; i++)
|
|
|
+ {
|
|
|
+ FbxBlendShape* deformer = static_cast<FbxBlendShape*>(fbxMesh->GetDeformer(i, FbxDeformer::eBlendShape));
|
|
|
+
|
|
|
+ INT32 channelCount = deformer->GetBlendShapeChannelCount();
|
|
|
+ for (INT32 j = 0; j < channelCount; j++)
|
|
|
+ {
|
|
|
+ FbxBlendShapeChannel* channel = deformer->GetBlendShapeChannel(j);
|
|
|
+
|
|
|
+ FbxAnimCurve* curve = fbxMesh->GetShapeChannel(i, j, layer);
|
|
|
+ if (curve != nullptr && curve->KeyGetCount() > 0)
|
|
|
+ {
|
|
|
+ clip.blendShapeAnimations.push_back(FBXBlendShapeAnimation());
|
|
|
+ FBXBlendShapeAnimation& blendShapeAnim = clip.blendShapeAnimations.back();
|
|
|
+ blendShapeAnim.blendShape = channel->GetName();
|
|
|
+
|
|
|
+ importCurve(curve, importOptions, blendShapeAnim.curve, clip.start, clip.end);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ UINT32 childCount = (UINT32)node->GetChildCount();
|
|
|
+ for (UINT32 i = 0; i < childCount; i++)
|
|
|
+ {
|
|
|
+ FbxNode* child = node->GetChild(i);
|
|
|
+ importAnimations(layer, child, importOptions, clip, importScene);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::eulerToQuaternionCurves(FBXAnimationCurve(&eulerCurves)[3], FBXAnimationCurve(&quatCurves)[4])
|
|
|
+ {
|
|
|
+ const float FIT_TIME = 0.33f;
|
|
|
+
|
|
|
+ INT32 numKeys = (INT32)eulerCurves[0].keyframes.size();
|
|
|
+
|
|
|
+ if (numKeys != (INT32)eulerCurves[1].keyframes.size() || numKeys != (INT32)eulerCurves[2].keyframes.size())
|
|
|
+ return;
|
|
|
+
|
|
|
+ auto eulerToQuaternion = [&](INT32 keyIdx, float time, const Quaternion& lastQuat)
|
|
|
+ {
|
|
|
+ Degree x = (Degree)eulerCurves[0].evaluate(time);
|
|
|
+ Degree y = (Degree)eulerCurves[1].evaluate(time);
|
|
|
+ Degree z = (Degree)eulerCurves[2].evaluate(time);
|
|
|
+
|
|
|
+ Quaternion quat(x, y, z);
|
|
|
+
|
|
|
+ // Flip quaternion in case rotation is over 180 degrees
|
|
|
+ if (keyIdx > 0)
|
|
|
+ {
|
|
|
+ float dot = quat.dot(lastQuat);
|
|
|
+ if (dot < 0.0f)
|
|
|
+ quat = Quaternion(-quat.x, -quat.y, -quat.z, -quat.w);
|
|
|
+ }
|
|
|
+
|
|
|
+ return quat;
|
|
|
+ };
|
|
|
+
|
|
|
+ struct FitKeyframe
|
|
|
+ {
|
|
|
+ float time;
|
|
|
+ Quaternion value;
|
|
|
+ };
|
|
|
+
|
|
|
+ Vector<FitKeyframe> fitQuaternions(numKeys * 2);
|
|
|
+
|
|
|
+ Quaternion lastQuat;
|
|
|
+ for (INT32 i = 0; i < numKeys; i++)
|
|
|
+ {
|
|
|
+ float time = eulerCurves[0].keyframes[i].time;
|
|
|
+ Quaternion quat = eulerToQuaternion(i, time, lastQuat);
|
|
|
+
|
|
|
+ // Calculate extra values between keys so we can better approximate tangents
|
|
|
+ if ((i + 1) < numKeys)
|
|
|
+ {
|
|
|
+ float nextTime = eulerCurves[0].keyframes[i + 1].time;
|
|
|
+ float dt = nextTime - time;
|
|
|
+
|
|
|
+ FitKeyframe& fitStart = fitQuaternions[i * 2 + 0];
|
|
|
+ FitKeyframe& fitEnd = fitQuaternions[i * 2 + 1];
|
|
|
+
|
|
|
+ fitStart.time = time + dt * FIT_TIME;
|
|
|
+ fitEnd.time = time + dt * (1.0f - FIT_TIME);
|
|
|
+
|
|
|
+ fitStart.value = eulerToQuaternion(i, fitStart.time, quat);
|
|
|
+ fitEnd.value = eulerToQuaternion(i, fitEnd.time, fitStart.value);
|
|
|
+
|
|
|
+ lastQuat = fitStart.value;
|
|
|
+ }
|
|
|
+
|
|
|
+ // TODO - If animation is looping I should also compare last and first for continuity
|
|
|
+
|
|
|
+ for (INT32 j = 0; j < 4; j++)
|
|
|
+ {
|
|
|
+ quatCurves[j].keyframes.push_back(FBXKeyFrame());
|
|
|
+ FBXKeyFrame& keyFrame = quatCurves[j].keyframes.back();
|
|
|
+ keyFrame.time = time;
|
|
|
+ keyFrame.value = quat[j];
|
|
|
+
|
|
|
+ keyFrame.inTangent = 0;
|
|
|
+ keyFrame.outTangent = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Recalculate tangents for quaternion curves
|
|
|
+
|
|
|
+ // TODO - There must be an analytical way to convert euler angle tangents
|
|
|
+ // to quaternion tangents, but I don't want to bother figuring it out
|
|
|
+ // until I have a test-bed for animation.
|
|
|
+ if (numKeys > 1)
|
|
|
+ {
|
|
|
+ // TODO - I could check per-key curve interpolation originally assigned in FBX
|
|
|
+ // and use that to generate linear/constant slopes. Currently I assume
|
|
|
+ // its all cubic.
|
|
|
+
|
|
|
+ // First key
|
|
|
+ {
|
|
|
+ const FitKeyframe& fitKeyFrame = fitQuaternions[0];
|
|
|
+
|
|
|
+ for (INT32 j = 0; j < 4; j++)
|
|
|
+ {
|
|
|
+ FBXKeyFrame& keyFrame = quatCurves[j].keyframes[0];
|
|
|
+
|
|
|
+ float dt = fitKeyFrame.time - keyFrame.time;
|
|
|
+
|
|
|
+ keyFrame.inTangent = (fitKeyFrame.value[j] - keyFrame.value) / dt;
|
|
|
+ keyFrame.outTangent = keyFrame.inTangent;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // In-between keys
|
|
|
+ {
|
|
|
+ for (INT32 i = 1; i < (numKeys - 1); i++)
|
|
|
+ {
|
|
|
+ const FitKeyframe& fitPointStart = fitQuaternions[i * 2 - 1];
|
|
|
+ const FitKeyframe& fitPointEnd = fitQuaternions[i * 2 + 0];
|
|
|
+
|
|
|
+ for (INT32 j = 0; j < 4; j++)
|
|
|
+ {
|
|
|
+ FBXKeyFrame& keyFrame = quatCurves[j].keyframes[i];
|
|
|
+
|
|
|
+ float dt0 = fitPointEnd.time - keyFrame.time;
|
|
|
+ float dt1 = keyFrame.time - fitPointStart.time;
|
|
|
+
|
|
|
+ float t0 = fitPointEnd.value[j] - keyFrame.value;
|
|
|
+ float t1 = keyFrame.value - fitPointStart.value[j];
|
|
|
+
|
|
|
+ keyFrame.inTangent = t0 / (0.5f * dt0) + t1 / (0.5f * dt1);
|
|
|
+ keyFrame.outTangent = keyFrame.inTangent;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Last key
|
|
|
+ {
|
|
|
+ const FitKeyframe& fitKeyFrame = fitQuaternions[(numKeys - 2) * 2];
|
|
|
+
|
|
|
+ for (INT32 j = 0; j < 4; j++)
|
|
|
+ {
|
|
|
+ FBXKeyFrame& keyFrame = quatCurves[j].keyframes[numKeys - 2];
|
|
|
+
|
|
|
+ float dt = keyFrame.time - fitKeyFrame.time;
|
|
|
+
|
|
|
+ keyFrame.inTangent = (keyFrame.value - fitKeyFrame.value[j]) / dt;
|
|
|
+ keyFrame.outTangent = keyFrame.inTangent;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void FBXImporter::importCurve(FbxAnimCurve* fbxCurve, FBXImportOptions& importOptions, FBXAnimationCurve& curve, float start, float end)
|
|
|
+ {
|
|
|
+ if (fbxCurve == nullptr)
|
|
|
+ return;
|
|
|
+
|
|
|
+ INT32 keyCount = fbxCurve->KeyGetCount();
|
|
|
+ if (importOptions.animResample)
|
|
|
+ {
|
|
|
+ float curveStart = std::numeric_limits<float>::infinity();
|
|
|
+ float curveEnd = -std::numeric_limits<float>::infinity();
|
|
|
+
|
|
|
+ for (INT32 i = 0; i < keyCount; i++)
|
|
|
+ {
|
|
|
+ FbxTime fbxTime = fbxCurve->KeyGetTime(i);
|
|
|
+ float time = (float)fbxTime.GetSecondDouble();
|
|
|
+
|
|
|
+ curveStart = std::min(time, curveStart);
|
|
|
+ curveEnd = std::max(time, curveEnd);
|
|
|
+ }
|
|
|
+
|
|
|
+ curveStart = Math::clamp(curveStart, start, end);
|
|
|
+ curveEnd = Math::clamp(curveEnd, start, end);
|
|
|
+
|
|
|
+ float curveLength = curveEnd - curveStart;
|
|
|
+ INT32 numSamples = Math::ceilToInt(curveLength / importOptions.animSampleRate);
|
|
|
+
|
|
|
+ // We don't use the exact provided sample rate but instead modify it slightly so it
|
|
|
+ // completely covers the curve range including start/end points while maintaining
|
|
|
+ // constant time step between keyframes.
|
|
|
+ float dt = curveLength / (float)numSamples;
|
|
|
+
|
|
|
+ INT32 lastKeyframe = 0;
|
|
|
+ INT32 lastLeftTangent = 0;
|
|
|
+ INT32 lastRightTangent = 0;
|
|
|
+ for (INT32 i = 0; i < numSamples; i++)
|
|
|
+ {
|
|
|
+ float sampleTime = std::min(curveStart + i * dt, curveEnd);
|
|
|
+ FbxTime fbxSampleTime;
|
|
|
+ fbxSampleTime.SetSecondDouble(sampleTime);
|
|
|
+
|
|
|
+ curve.keyframes.push_back(FBXKeyFrame());
|
|
|
+ FBXKeyFrame& keyFrame = curve.keyframes.back();
|
|
|
+ keyFrame.time = sampleTime;
|
|
|
+ keyFrame.value = fbxCurve->Evaluate(fbxSampleTime, &lastKeyframe);
|
|
|
+ keyFrame.inTangent = fbxCurve->EvaluateLeftDerivative(fbxSampleTime, &lastLeftTangent);
|
|
|
+ keyFrame.outTangent = fbxCurve->EvaluateRightDerivative(fbxSampleTime, &lastRightTangent);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ for (int i = 0; i < keyCount; i++)
|
|
|
+ {
|
|
|
+ FbxTime fbxTime = fbxCurve->KeyGetTime(i);
|
|
|
+ float time = (float)fbxTime.GetSecondDouble();
|
|
|
+
|
|
|
+ if (time < start || time > end)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ curve.keyframes.push_back(FBXKeyFrame());
|
|
|
+ FBXKeyFrame& keyFrame = curve.keyframes.back();
|
|
|
+ keyFrame.time = time;
|
|
|
+ keyFrame.value = fbxCurve->KeyGetValue(i);
|
|
|
+ keyFrame.inTangent = fbxCurve->KeyGetLeftDerivative(i);
|
|
|
+ keyFrame.outTangent = fbxCurve->KeyGetRightDerivative(i);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|