BsFBXImporter.cpp 65 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsFBXImporter.h"
  4. #include "Resources/BsResource.h"
  5. #include "BsCoreApplication.h"
  6. #include "Debug/BsDebug.h"
  7. #include "FileSystem/BsDataStream.h"
  8. #include "Mesh/BsMeshData.h"
  9. #include "Mesh/BsMesh.h"
  10. #include "Math/BsVector2.h"
  11. #include "Math/BsVector3.h"
  12. #include "Math/BsVector4.h"
  13. #include "RenderAPI/BsVertexDataDesc.h"
  14. #include "BsFBXUtility.h"
  15. #include "Mesh/BsMeshUtility.h"
  16. #include "Renderer/BsRendererMeshData.h"
  17. #include "Importer/BsMeshImportOptions.h"
  18. #include "Physics/BsPhysicsMesh.h"
  19. #include "Animation/BsAnimationCurve.h"
  20. #include "Animation/BsAnimationClip.h"
  21. #include "Animation/BsAnimationUtility.h"
  22. #include "Animation/BsSkeleton.h"
  23. #include "Animation/BsMorphShapes.h"
  24. #include "Physics/BsPhysics.h"
  25. namespace bs
  26. {
  27. Matrix4 FBXToNativeType(const FbxAMatrix& value)
  28. {
  29. Matrix4 native;
  30. for (UINT32 row = 0; row < 4; row++)
  31. for (UINT32 col = 0; col < 4; col++)
  32. native[row][col] = (float)value[col][row];
  33. return native;
  34. }
  35. Vector3 FBXToNativeType(const FbxVector4& value)
  36. {
  37. Vector3 native;
  38. native.x = (float)value[0];
  39. native.y = (float)value[1];
  40. native.z = (float)value[2];
  41. return native;
  42. }
  43. Vector3 FBXToNativeType(const FbxDouble3& value)
  44. {
  45. Vector3 native;
  46. native.x = (float)value[0];
  47. native.y = (float)value[1];
  48. native.z = (float)value[2];
  49. return native;
  50. }
  51. Vector2 FBXToNativeType(const FbxVector2& value)
  52. {
  53. Vector2 native;
  54. native.x = (float)value[0];
  55. native.y = (float)value[1];
  56. return native;
  57. }
  58. RGBA FBXToNativeType(const FbxColor& value)
  59. {
  60. Color native;
  61. native.r = (float)value[0];
  62. native.g = (float)value[1];
  63. native.b = (float)value[2];
  64. native.a = (float)value[3];
  65. return native.getAsRGBA();
  66. }
  67. FbxSurfaceMaterial* FBXToNativeType(FbxSurfaceMaterial* const& value)
  68. {
  69. return value;
  70. }
  71. int FBXToNativeType(const int & value)
  72. {
  73. return value;
  74. }
  75. FBXImporter::FBXImporter()
  76. :SpecificImporter(), mFBXManager(nullptr)
  77. {
  78. mExtensions.push_back(L"fbx");
  79. mExtensions.push_back(L"obj");
  80. mExtensions.push_back(L"dae");
  81. }
  82. FBXImporter::~FBXImporter()
  83. {
  84. }
  85. bool FBXImporter::isExtensionSupported(const WString& ext) const
  86. {
  87. WString lowerCaseExt = ext;
  88. StringUtil::toLowerCase(lowerCaseExt);
  89. return find(mExtensions.begin(), mExtensions.end(), lowerCaseExt) != mExtensions.end();
  90. }
  91. bool FBXImporter::isMagicNumberSupported(const UINT8* magicNumPtr, UINT32 numBytes) const
  92. {
  93. return true; // FBX files can be plain-text so I don't even check for magic number
  94. }
  95. SPtr<ImportOptions> FBXImporter::createImportOptions() const
  96. {
  97. return bs_shared_ptr_new<MeshImportOptions>();
  98. }
  99. SPtr<Resource> FBXImporter::import(const Path& filePath, SPtr<const ImportOptions> importOptions)
  100. {
  101. MESH_DESC desc;
  102. Vector<FBXAnimationClipData> dummy;
  103. SPtr<RendererMeshData> rendererMeshData = importMeshData(filePath, importOptions, desc.subMeshes, dummy,
  104. desc.skeleton, desc.morphShapes);
  105. const MeshImportOptions* meshImportOptions = static_cast<const MeshImportOptions*>(importOptions.get());
  106. desc.usage = MU_STATIC;
  107. if (meshImportOptions->getCPUCached())
  108. desc.usage |= MU_CPUCACHED;
  109. SPtr<Mesh> mesh = Mesh::_createPtr(rendererMeshData->getData(), desc);
  110. WString fileName = filePath.getWFilename(false);
  111. mesh->setName(fileName);
  112. return mesh;
  113. }
  114. Vector<SubResourceRaw> FBXImporter::importAll(const Path& filePath, SPtr<const ImportOptions> importOptions)
  115. {
  116. MESH_DESC desc;
  117. Vector<FBXAnimationClipData> animationClips;
  118. SPtr<RendererMeshData> rendererMeshData = importMeshData(filePath, importOptions, desc.subMeshes, animationClips,
  119. desc.skeleton, desc.morphShapes);
  120. const MeshImportOptions* meshImportOptions = static_cast<const MeshImportOptions*>(importOptions.get());
  121. desc.usage = MU_STATIC;
  122. if (meshImportOptions->getCPUCached())
  123. desc.usage |= MU_CPUCACHED;
  124. SPtr<Mesh> mesh = Mesh::_createPtr(rendererMeshData->getData(), desc);
  125. WString fileName = filePath.getWFilename(false);
  126. mesh->setName(fileName);
  127. Vector<SubResourceRaw> output;
  128. if(mesh != nullptr)
  129. {
  130. output.push_back({ L"primary", mesh });
  131. CollisionMeshType collisionMeshType = meshImportOptions->getCollisionMeshType();
  132. if(collisionMeshType != CollisionMeshType::None)
  133. {
  134. if(Physics::isStarted())
  135. {
  136. PhysicsMeshType type = collisionMeshType == CollisionMeshType::Convex ?
  137. PhysicsMeshType::Convex : PhysicsMeshType::Triangle;
  138. SPtr<PhysicsMesh> physicsMesh = PhysicsMesh::_createPtr(rendererMeshData->getData(), type);
  139. output.push_back({ L"collision", physicsMesh });
  140. }
  141. else
  142. {
  143. LOGWRN("Cannot generate a collision mesh as the physics module was not started.");
  144. }
  145. }
  146. Vector<ImportedAnimationEvents> events = meshImportOptions->getAnimationEvents();
  147. for(auto& entry : animationClips)
  148. {
  149. SPtr<AnimationClip> clip = AnimationClip::_createPtr(entry.curves, entry.isAdditive, entry.sampleRate,
  150. entry.rootMotion);
  151. for(auto& eventsEntry : events)
  152. {
  153. if(entry.name == eventsEntry.name)
  154. {
  155. clip->setEvents(eventsEntry.events);
  156. break;
  157. }
  158. }
  159. output.push_back({ toWString(entry.name), clip });
  160. }
  161. }
  162. return output;
  163. }
  164. SPtr<RendererMeshData> FBXImporter::importMeshData(const Path& filePath, SPtr<const ImportOptions> importOptions,
  165. Vector<SubMesh>& subMeshes, Vector<FBXAnimationClipData>& animation, SPtr<Skeleton>& skeleton,
  166. SPtr<MorphShapes>& morphShapes)
  167. {
  168. FbxScene* fbxScene = nullptr;
  169. if (!startUpSdk(fbxScene))
  170. return nullptr;
  171. if (!loadFBXFile(fbxScene, filePath))
  172. return nullptr;
  173. const MeshImportOptions* meshImportOptions = static_cast<const MeshImportOptions*>(importOptions.get());
  174. FBXImportOptions fbxImportOptions;
  175. fbxImportOptions.importNormals = meshImportOptions->getImportNormals();
  176. fbxImportOptions.importTangents = meshImportOptions->getImportTangents();
  177. fbxImportOptions.importAnimation = meshImportOptions->getImportAnimation();
  178. fbxImportOptions.importBlendShapes = meshImportOptions->getImportBlendShapes();
  179. fbxImportOptions.importSkin = meshImportOptions->getImportSkin();
  180. fbxImportOptions.importScale = meshImportOptions->getImportScale();
  181. FBXImportScene importedScene;
  182. bakeTransforms(fbxScene);
  183. parseScene(fbxScene, fbxImportOptions, importedScene);
  184. if (fbxImportOptions.importBlendShapes)
  185. importBlendShapes(importedScene, fbxImportOptions);
  186. if (fbxImportOptions.importSkin)
  187. importSkin(importedScene, fbxImportOptions);
  188. if (fbxImportOptions.importAnimation)
  189. importAnimations(fbxScene, fbxImportOptions, importedScene);
  190. splitMeshVertices(importedScene);
  191. generateMissingTangentSpace(importedScene, fbxImportOptions);
  192. SPtr<RendererMeshData> rendererMeshData = generateMeshData(importedScene, fbxImportOptions, subMeshes);
  193. skeleton = createSkeleton(importedScene, subMeshes.size() > 1);
  194. morphShapes = createMorphShapes(importedScene);
  195. // Import animation clips
  196. if (!importedScene.clips.empty())
  197. {
  198. Vector<AnimationSplitInfo> splits = meshImportOptions->getAnimationClipSplits();
  199. convertAnimations(importedScene.clips, splits, skeleton, meshImportOptions->getImportRootMotion(), animation);
  200. }
  201. // TODO - Later: Optimize mesh: Remove bad and degenerate polygons, weld nearby vertices, optimize for vertex cache
  202. shutDownSdk();
  203. return rendererMeshData;
  204. }
  205. SPtr<Skeleton> FBXImporter::createSkeleton(const FBXImportScene& scene, bool sharedRoot)
  206. {
  207. Vector<BONE_DESC> allBones;
  208. UnorderedMap<FBXImportNode*, UINT32> boneMap;
  209. for (auto& mesh : scene.meshes)
  210. {
  211. // Create bones
  212. for (auto& fbxBone : mesh->bones)
  213. {
  214. UINT32 boneIdx = (UINT32)allBones.size();
  215. boneMap[fbxBone.node] = boneIdx;
  216. allBones.push_back(BONE_DESC());
  217. BONE_DESC& bone = allBones.back();
  218. bone.name = fbxBone.node->name;
  219. bone.invBindPose = fbxBone.bindPose;
  220. }
  221. }
  222. // Generate skeleton
  223. if (allBones.size() > 0)
  224. {
  225. // Find bone parents
  226. UINT32 numProcessedBones = 0;
  227. // Generate common root bone for all meshes
  228. UINT32 rootBoneIdx = (UINT32)-1;
  229. if (sharedRoot)
  230. {
  231. rootBoneIdx = (UINT32)allBones.size();
  232. allBones.push_back(BONE_DESC());
  233. BONE_DESC& bone = allBones.back();
  234. bone.name = "MultiMeshRoot";
  235. bone.invBindPose = Matrix4::IDENTITY;
  236. bone.parent = (UINT32)-1;
  237. numProcessedBones++;
  238. }
  239. Stack<std::pair<FBXImportNode*, UINT32>> todo;
  240. todo.push({ scene.rootNode, rootBoneIdx });
  241. while (!todo.empty())
  242. {
  243. auto entry = todo.top();
  244. todo.pop();
  245. FBXImportNode* node = entry.first;
  246. UINT32 parentBoneIdx = entry.second;
  247. auto boneIter = boneMap.find(node);
  248. if (boneIter != boneMap.end())
  249. {
  250. UINT32 boneIdx = boneIter->second;
  251. allBones[boneIdx].parent = parentBoneIdx;
  252. numProcessedBones++;
  253. parentBoneIdx = boneIdx;
  254. }
  255. for (auto& child : node->children)
  256. todo.push({ child, parentBoneIdx });
  257. }
  258. UINT32 numAllBones = (UINT32)allBones.size();
  259. if (numProcessedBones == numAllBones)
  260. return Skeleton::create(allBones.data(), numAllBones);
  261. LOGERR("Not all bones were found in the node hierarchy. Skeleton invalid.");
  262. }
  263. return nullptr;
  264. }
  265. SPtr<MorphShapes> FBXImporter::createMorphShapes(const FBXImportScene& scene)
  266. {
  267. // Combine morph shapes from all sub-meshes, and transform them
  268. struct RawMorphShape
  269. {
  270. String name;
  271. float weight;
  272. Vector<MorphVertex> vertices;
  273. };
  274. UnorderedMap<String, UnorderedMap<String, RawMorphShape>> allRawMorphShapes;
  275. UINT32 totalNumVertices = 0;
  276. // Note: Order in which we combine meshes must match the order in MeshData::combine
  277. for (auto& mesh : scene.meshes)
  278. {
  279. UINT32 numVertices = (UINT32)mesh->positions.size();
  280. UINT32 numNormals = (UINT32)mesh->normals.size();
  281. bool hasNormals = numVertices == numNormals;
  282. for (auto& node : mesh->referencedBy)
  283. {
  284. Matrix4 worldTransform = scene.globalScale * node->worldTransform * node->geomTransform;
  285. Matrix4 worldTransformIT = worldTransform.inverse();
  286. worldTransformIT = worldTransformIT.transpose();
  287. // Copy & transform positions
  288. for(auto& blendShape : mesh->blendShapes)
  289. {
  290. UnorderedMap<String, RawMorphShape>& channelShapes = allRawMorphShapes[blendShape.name];
  291. for(auto& blendFrame : blendShape.frames)
  292. {
  293. RawMorphShape& shape = channelShapes[blendFrame.name];
  294. shape.name = blendFrame.name;
  295. shape.weight = blendFrame.weight;
  296. UINT32 frameNumVertices = (UINT32)blendFrame.positions.size();
  297. if (frameNumVertices == numVertices)
  298. {
  299. for (UINT32 i = 0; i < numVertices; i++)
  300. {
  301. Vector3 meshPosition = worldTransform.multiplyAffine(mesh->positions[i]);
  302. Vector3 blendPosition = worldTransform.multiplyAffine(blendFrame.positions[i]);
  303. Vector3 positionDelta = blendPosition - meshPosition;
  304. Vector3 normalDelta;
  305. if (hasNormals)
  306. {
  307. Vector3 blendNormal = worldTransformIT.multiplyDirection(blendFrame.normals[i]);
  308. blendNormal = Vector3::normalize(blendNormal);
  309. Vector3 meshNormal = worldTransformIT.multiplyDirection(mesh->normals[i]);
  310. meshNormal = Vector3::normalize(meshNormal);
  311. normalDelta = blendNormal - meshNormal;
  312. }
  313. else
  314. normalDelta = Vector3::ZERO;
  315. if (positionDelta.squaredLength() > 0.000001f || normalDelta.squaredLength() > 0.0001f)
  316. shape.vertices.push_back(MorphVertex(positionDelta, normalDelta, totalNumVertices + i));
  317. }
  318. }
  319. else
  320. {
  321. LOGERR("Corrupt blend shape frame. Number of vertices doesn't match the number of mesh vertices.");
  322. }
  323. }
  324. }
  325. totalNumVertices += numVertices;
  326. }
  327. }
  328. // Create morph shape object from combined shape data
  329. SPtr<MorphShapes> morphShapes;
  330. Vector<SPtr<MorphChannel>> allChannels;
  331. for (auto& channel : allRawMorphShapes)
  332. {
  333. Vector<SPtr<MorphShape>> channelShapes;
  334. for (auto& entry : channel.second)
  335. {
  336. RawMorphShape& shape = entry.second;
  337. shape.vertices.shrink_to_fit();
  338. SPtr<MorphShape> morphShape = MorphShape::create(shape.name, shape.weight, shape.vertices);
  339. channelShapes.push_back(morphShape);
  340. }
  341. if(channelShapes.size() > 0)
  342. {
  343. SPtr<MorphChannel> morphChannel = MorphChannel::create(channel.first, channelShapes);
  344. allChannels.push_back(morphChannel);
  345. }
  346. }
  347. if (!allChannels.empty())
  348. return MorphShapes::create(allChannels, totalNumVertices);
  349. return morphShapes;
  350. }
  351. bool FBXImporter::startUpSdk(FbxScene*& scene)
  352. {
  353. mFBXManager = FbxManager::Create();
  354. if (mFBXManager == nullptr)
  355. {
  356. LOGERR("FBX import failed: FBX SDK failed to initialize. FbxManager::Create() failed.");
  357. return false;
  358. }
  359. FbxIOSettings* ios = FbxIOSettings::Create(mFBXManager, IOSROOT);
  360. mFBXManager->SetIOSettings(ios);
  361. scene = FbxScene::Create(mFBXManager, "Import Scene");
  362. if (scene == nullptr)
  363. {
  364. LOGWRN("FBX import failed: Failed to create FBX scene.");
  365. return false;
  366. }
  367. return true;
  368. }
  369. void FBXImporter::shutDownSdk()
  370. {
  371. mFBXManager->Destroy();
  372. mFBXManager = nullptr;
  373. }
  374. bool FBXImporter::loadFBXFile(FbxScene* scene, const Path& filePath)
  375. {
  376. int lFileMajor, lFileMinor, lFileRevision;
  377. int lSDKMajor, lSDKMinor, lSDKRevision;
  378. FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision);
  379. FbxImporter* importer = FbxImporter::Create(mFBXManager, "");
  380. bool importStatus = importer->Initialize(filePath.toString().c_str(), -1, mFBXManager->GetIOSettings());
  381. importer->GetFileVersion(lFileMajor, lFileMinor, lFileRevision);
  382. if(!importStatus)
  383. {
  384. LOGERR("FBX import failed: Call to FbxImporter::Initialize() failed.\n" +
  385. String("Error returned: %s\n\n") + String(importer->GetStatus().GetErrorString()));
  386. return false;
  387. }
  388. mFBXManager->GetIOSettings()->SetBoolProp(IMP_FBX_TEXTURE, false);
  389. mFBXManager->GetIOSettings()->SetBoolProp(IMP_FBX_GOBO, false);
  390. importStatus = importer->Import(scene);
  391. if(!importStatus)
  392. {
  393. importer->Destroy();
  394. LOGERR("FBX import failed: Call to FbxImporter::Import() failed.\n" +
  395. String("Error returned: %s\n\n") + String(importer->GetStatus().GetErrorString()));
  396. return false;
  397. }
  398. FbxAxisSystem fileCoordSystem = scene->GetGlobalSettings().GetAxisSystem();
  399. FbxAxisSystem bsCoordSystem(FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eRightHanded);
  400. if (fileCoordSystem != bsCoordSystem)
  401. bsCoordSystem.ConvertScene(scene);
  402. importer->Destroy();
  403. return true;
  404. }
  405. void FBXImporter::parseScene(FbxScene* scene, const FBXImportOptions& options, FBXImportScene& outputScene)
  406. {
  407. // Scale from file units to engine units, and apply optional user scale
  408. float importScale = 1.0f;
  409. if (options.importScale > 0.0001f)
  410. importScale = options.importScale;
  411. FbxSystemUnit units = scene->GetGlobalSettings().GetSystemUnit();
  412. FbxSystemUnit bsScaledUnits(100.0f);
  413. outputScene.scaleFactor = (float)units.GetConversionFactorTo(bsScaledUnits) * importScale;
  414. outputScene.globalScale = Matrix4::scaling(outputScene.scaleFactor);
  415. outputScene.rootNode = createImportNode(outputScene, scene->GetRootNode(), nullptr);
  416. Stack<FbxNode*> todo;
  417. todo.push(scene->GetRootNode());
  418. while(!todo.empty())
  419. {
  420. FbxNode* curNode = todo.top();
  421. FBXImportNode* curImportNode = outputScene.nodeMap[curNode];
  422. todo.pop();
  423. FbxNodeAttribute* attrib = curNode->GetNodeAttribute();
  424. if(attrib != nullptr)
  425. {
  426. FbxNodeAttribute::EType attribType = attrib->GetAttributeType();
  427. switch(attribType)
  428. {
  429. case FbxNodeAttribute::eNurbs:
  430. case FbxNodeAttribute::eNurbsSurface:
  431. case FbxNodeAttribute::ePatch:
  432. {
  433. FbxGeometryConverter geomConverter(mFBXManager);
  434. attrib = geomConverter.Triangulate(attrib, true);
  435. if (attrib->GetAttributeType() == FbxNodeAttribute::eMesh)
  436. {
  437. FbxMesh* mesh = static_cast<FbxMesh*>(attrib);
  438. mesh->RemoveBadPolygons();
  439. parseMesh(mesh, curImportNode, options, outputScene);
  440. }
  441. }
  442. break;
  443. case FbxNodeAttribute::eMesh:
  444. {
  445. FbxMesh* mesh = static_cast<FbxMesh*>(attrib);
  446. mesh->RemoveBadPolygons();
  447. if(!mesh->IsTriangleMesh())
  448. {
  449. FbxGeometryConverter geomConverter(mFBXManager);
  450. geomConverter.Triangulate(mesh, true);
  451. attrib = curNode->GetNodeAttribute();
  452. mesh = static_cast<FbxMesh*>(attrib);
  453. }
  454. parseMesh(mesh, curImportNode, options, outputScene);
  455. }
  456. break;
  457. default:
  458. break;
  459. }
  460. }
  461. for (int i = 0; i < curNode->GetChildCount(); i++)
  462. {
  463. FbxNode* childNode = curNode->GetChild(i);
  464. createImportNode(outputScene, childNode, curImportNode);
  465. todo.push(childNode);
  466. }
  467. }
  468. }
  469. FBXImportNode* FBXImporter::createImportNode(FBXImportScene& scene, FbxNode* fbxNode, FBXImportNode* parent)
  470. {
  471. FBXImportNode* node = bs_new<FBXImportNode>();
  472. Vector3 translation = FBXToNativeType(fbxNode->EvaluateLocalTranslation(FbxTime(0)));
  473. Vector3 rotationEuler = FBXToNativeType(fbxNode->EvaluateLocalRotation(FbxTime(0)));
  474. Vector3 scale = FBXToNativeType(fbxNode->EvaluateLocalScaling(FbxTime(0)));
  475. Quaternion rotation((Degree)rotationEuler.x, (Degree)rotationEuler.y, (Degree)rotationEuler.z);
  476. Matrix4 localTransform = Matrix4::TRS(translation, rotation, scale);
  477. node->name = fbxNode->GetNameWithoutNameSpacePrefix().Buffer();
  478. node->fbxNode = fbxNode;
  479. if (parent != nullptr)
  480. {
  481. node->worldTransform = parent->worldTransform * localTransform;
  482. parent->children.push_back(node);
  483. }
  484. else
  485. node->worldTransform = localTransform;
  486. // Geometry transform is applied to geometry (mesh data) only, it is not inherited by children, so we store it
  487. // separately
  488. Vector3 geomTrans = FBXToNativeType(fbxNode->GeometricTranslation.Get());
  489. Vector3 geomRotEuler = FBXToNativeType(fbxNode->GeometricRotation.Get());
  490. Vector3 geomScale = FBXToNativeType(fbxNode->GeometricScaling.Get());
  491. Quaternion geomRotation((Degree)geomRotEuler.x, (Degree)geomRotEuler.y, (Degree)geomRotEuler.z);
  492. node->geomTransform = Matrix4::TRS(geomTrans, geomRotation, geomScale);
  493. scene.nodeMap.insert(std::make_pair(fbxNode, node));
  494. // Determine if geometry winding needs to be flipped to match the engine convention. This is true by default, but
  495. // each negative scaling factor changes the winding.
  496. if (parent != nullptr)
  497. node->flipWinding = parent->flipWinding;
  498. else
  499. node->flipWinding = true;
  500. for (UINT32 i = 0; i < 3; i++)
  501. {
  502. if (scale[i] < 0.0f) node->flipWinding = !node->flipWinding;
  503. if (geomScale[i] < 0.0f) node->flipWinding = !node->flipWinding;
  504. }
  505. return node;
  506. }
  507. void FBXImporter::splitMeshVertices(FBXImportScene& scene)
  508. {
  509. Vector<FBXImportMesh*> splitMeshes;
  510. for (auto& mesh : scene.meshes)
  511. {
  512. FBXImportMesh* splitMesh = bs_new<FBXImportMesh>();
  513. splitMesh->fbxMesh = mesh->fbxMesh;
  514. splitMesh->referencedBy = mesh->referencedBy;
  515. splitMesh->bones = mesh->bones;
  516. FBXUtility::splitVertices(*mesh, *splitMesh);
  517. splitMeshes.push_back(splitMesh);
  518. bs_delete(mesh);
  519. }
  520. scene.meshes = splitMeshes;
  521. }
  522. void FBXImporter::convertAnimations(const Vector<FBXAnimationClip>& clips, const Vector<AnimationSplitInfo>& splits,
  523. const SPtr<Skeleton>& skeleton, bool importRootMotion, Vector<FBXAnimationClipData>& output)
  524. {
  525. UnorderedSet<String> names;
  526. String rootBoneName;
  527. if (skeleton == nullptr)
  528. importRootMotion = false;
  529. else
  530. {
  531. UINT32 rootBoneIdx = skeleton->getRootBoneIndex();
  532. if (rootBoneIdx == (UINT32)-1)
  533. importRootMotion = false;
  534. else
  535. rootBoneName = skeleton->getBoneInfo(rootBoneIdx).name;
  536. }
  537. bool isFirstClip = true;
  538. for (auto& clip : clips)
  539. {
  540. SPtr<AnimationCurves> curves = bs_shared_ptr_new<AnimationCurves>();
  541. SPtr<RootMotion> rootMotion;
  542. // Find offset so animations start at time 0
  543. float animStart = std::numeric_limits<float>::infinity();
  544. for (auto& bone : clip.boneAnimations)
  545. {
  546. if(bone.translation.getNumKeyFrames() > 0)
  547. animStart = std::min(bone.translation.getKeyFrame(0).time, animStart);
  548. if (bone.rotation.getNumKeyFrames() > 0)
  549. animStart = std::min(bone.rotation.getKeyFrame(0).time, animStart);
  550. if (bone.scale.getNumKeyFrames() > 0)
  551. animStart = std::min(bone.scale.getKeyFrame(0).time, animStart);
  552. }
  553. for (auto& anim : clip.blendShapeAnimations)
  554. {
  555. if (anim.curve.getNumKeyFrames() > 0)
  556. animStart = std::min(anim.curve.getKeyFrame(0).time, animStart);
  557. }
  558. AnimationCurveFlags blendShapeFlags = AnimationCurveFlag::ImportedCurve | AnimationCurveFlag::MorphFrame;
  559. if (animStart != 0.0f && animStart != std::numeric_limits<float>::infinity())
  560. {
  561. for (auto& bone : clip.boneAnimations)
  562. {
  563. TAnimationCurve<Vector3> translation = AnimationUtility::offsetCurve(bone.translation, -animStart);
  564. TAnimationCurve<Quaternion> rotation = AnimationUtility::offsetCurve(bone.rotation, -animStart);
  565. TAnimationCurve<Vector3> scale = AnimationUtility::offsetCurve(bone.scale, -animStart);
  566. if(importRootMotion && bone.node->name == rootBoneName)
  567. rootMotion = bs_shared_ptr_new<RootMotion>(translation, rotation);
  568. else
  569. {
  570. curves->position.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, translation });
  571. curves->rotation.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, rotation });
  572. curves->scale.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, scale });
  573. }
  574. }
  575. for (auto& anim : clip.blendShapeAnimations)
  576. {
  577. TAnimationCurve<float> curve = AnimationUtility::offsetCurve(anim.curve, -animStart);
  578. curves->generic.push_back({ anim.blendShape, blendShapeFlags, curve });
  579. }
  580. }
  581. else
  582. {
  583. for (auto& bone : clip.boneAnimations)
  584. {
  585. if (importRootMotion && bone.node->name == rootBoneName)
  586. rootMotion = bs_shared_ptr_new<RootMotion>(bone.translation, bone.rotation);
  587. else
  588. {
  589. curves->position.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, bone.translation });
  590. curves->rotation.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, bone.rotation });
  591. curves->scale.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, bone.scale });
  592. }
  593. }
  594. for (auto& anim : clip.blendShapeAnimations)
  595. curves->generic.push_back({ anim.blendShape, blendShapeFlags, anim.curve });
  596. }
  597. // See if any splits are required. We only split the first clip as it is assumed if FBX has multiple clips the
  598. // user has the ability to split them externally.
  599. if(isFirstClip && !splits.empty())
  600. {
  601. float secondsPerFrame = 1.0f / clip.sampleRate;
  602. for(auto& split : splits)
  603. {
  604. SPtr<AnimationCurves> splitClipCurve = bs_shared_ptr_new<AnimationCurves>();
  605. SPtr<RootMotion> splitRootMotion;
  606. auto splitCurves = [&](auto& inCurves, auto& outCurves)
  607. {
  608. UINT32 numCurves = (UINT32)inCurves.size();
  609. outCurves.resize(numCurves);
  610. for (UINT32 i = 0; i < numCurves; i++)
  611. {
  612. auto& animCurve = inCurves[i].curve;
  613. outCurves[i].name = inCurves[i].name;
  614. UINT32 numFrames = animCurve.getNumKeyFrames();
  615. if (numFrames == 0)
  616. continue;
  617. float startTime = split.startFrame * secondsPerFrame;
  618. float endTime = split.endFrame * secondsPerFrame;
  619. outCurves[i].curve = inCurves[i].curve.split(startTime, endTime);
  620. if (split.isAdditive)
  621. outCurves[i].curve.makeAdditive();
  622. }
  623. };
  624. splitCurves(curves->position, splitClipCurve->position);
  625. splitCurves(curves->rotation, splitClipCurve->rotation);
  626. splitCurves(curves->scale, splitClipCurve->scale);
  627. splitCurves(curves->generic, splitClipCurve->generic);
  628. if(rootMotion != nullptr)
  629. {
  630. auto splitCurve = [&](auto& inCurve, auto& outCurve)
  631. {
  632. UINT32 numFrames = inCurve.getNumKeyFrames();
  633. if (numFrames > 0)
  634. {
  635. float startTime = split.startFrame * secondsPerFrame;
  636. float endTime = split.endFrame * secondsPerFrame;
  637. outCurve = inCurve.split(startTime, endTime);
  638. if (split.isAdditive)
  639. outCurve.makeAdditive();
  640. }
  641. };
  642. splitRootMotion = bs_shared_ptr_new<RootMotion>();
  643. splitCurve(rootMotion->position, splitRootMotion->position);
  644. splitCurve(rootMotion->rotation, splitRootMotion->rotation);
  645. }
  646. // Search for a unique name
  647. String name = split.name;
  648. UINT32 attemptIdx = 0;
  649. while (names.find(name) != names.end())
  650. {
  651. name = clip.name + "_" + toString(attemptIdx);
  652. attemptIdx++;
  653. }
  654. names.insert(name);
  655. output.push_back(FBXAnimationClipData(name, split.isAdditive, clip.sampleRate, splitClipCurve,
  656. splitRootMotion));
  657. }
  658. }
  659. else
  660. {
  661. // Search for a unique name
  662. String name = clip.name;
  663. UINT32 attemptIdx = 0;
  664. while(names.find(name) != names.end())
  665. {
  666. name = clip.name + "_" + toString(attemptIdx);
  667. attemptIdx++;
  668. }
  669. names.insert(name);
  670. output.push_back(FBXAnimationClipData(name, false, clip.sampleRate, curves, rootMotion));
  671. }
  672. isFirstClip = false;
  673. }
  674. }
  675. SPtr<RendererMeshData> FBXImporter::generateMeshData(const FBXImportScene& scene, const FBXImportOptions& options,
  676. Vector<SubMesh>& outputSubMeshes)
  677. {
  678. Vector<SPtr<MeshData>> allMeshData;
  679. Vector<Vector<SubMesh>> allSubMeshes;
  680. Vector<BONE_DESC> allBones;
  681. UnorderedMap<FBXImportNode*, UINT32> boneMap;
  682. UINT32 boneIndexOffset = 0;
  683. for (auto& mesh : scene.meshes)
  684. {
  685. Vector<Vector<UINT32>> indicesPerMaterial;
  686. for (UINT32 i = 0; i < (UINT32)mesh->indices.size(); i++)
  687. {
  688. while ((UINT32)mesh->materials[i] >= (UINT32)indicesPerMaterial.size())
  689. indicesPerMaterial.push_back(Vector<UINT32>());
  690. indicesPerMaterial[mesh->materials[i]].push_back(mesh->indices[i]);
  691. }
  692. UINT32* orderedIndices = (UINT32*)bs_alloc((UINT32)mesh->indices.size() * sizeof(UINT32));
  693. Vector<SubMesh> subMeshes;
  694. UINT32 currentIndex = 0;
  695. for (auto& subMeshIndices : indicesPerMaterial)
  696. {
  697. UINT32 indexCount = (UINT32)subMeshIndices.size();
  698. UINT32* dest = orderedIndices + currentIndex;
  699. memcpy(dest, subMeshIndices.data(), indexCount * sizeof(UINT32));
  700. subMeshes.push_back(SubMesh(currentIndex, indexCount, DOT_TRIANGLE_LIST));
  701. currentIndex += indexCount;
  702. }
  703. UINT32 vertexLayout = (UINT32)VertexLayout::Position;
  704. size_t numVertices = mesh->positions.size();
  705. bool hasColors = mesh->colors.size() == numVertices;
  706. bool hasNormals = mesh->normals.size() == numVertices;
  707. bool hasBoneInfluences = mesh->boneInfluences.size() == numVertices;
  708. if (hasColors)
  709. vertexLayout |= (UINT32)VertexLayout::Color;
  710. bool hasTangents = false;
  711. if (hasNormals)
  712. {
  713. vertexLayout |= (UINT32)VertexLayout::Normal;
  714. if (mesh->tangents.size() == numVertices &&
  715. mesh->bitangents.size() == numVertices)
  716. {
  717. vertexLayout |= (UINT32)VertexLayout::Tangent;
  718. hasTangents = true;
  719. }
  720. }
  721. if (hasBoneInfluences)
  722. vertexLayout |= (UINT32)VertexLayout::BoneWeights;
  723. for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++)
  724. {
  725. if (mesh->UV[i].size() == numVertices)
  726. {
  727. if (i == 0)
  728. vertexLayout |= (UINT32)VertexLayout::UV0;
  729. else if (i == 1)
  730. vertexLayout |= (UINT32)VertexLayout::UV1;
  731. }
  732. }
  733. UINT32 numIndices = (UINT32)mesh->indices.size();
  734. for (auto& node : mesh->referencedBy)
  735. {
  736. Matrix4 worldTransform = scene.globalScale * node->worldTransform * node->geomTransform;
  737. Matrix4 worldTransformIT = worldTransform.inverse();
  738. worldTransformIT = worldTransformIT.transpose();
  739. SPtr<RendererMeshData> meshData = RendererMeshData::create((UINT32)numVertices, numIndices, (VertexLayout)vertexLayout);
  740. // Copy indices
  741. if(!node->flipWinding)
  742. meshData->setIndices(orderedIndices, numIndices * sizeof(UINT32));
  743. else
  744. {
  745. UINT32* flippedIndices = bs_stack_alloc<UINT32>(numIndices);
  746. for (UINT32 i = 0; i < numIndices; i += 3)
  747. {
  748. flippedIndices[i + 0] = orderedIndices[i + 0];
  749. flippedIndices[i + 1] = orderedIndices[i + 2];
  750. flippedIndices[i + 2] = orderedIndices[i + 1];
  751. }
  752. meshData->setIndices(flippedIndices, numIndices * sizeof(UINT32));
  753. bs_stack_free(flippedIndices);
  754. }
  755. // Copy & transform positions
  756. UINT32 positionsSize = sizeof(Vector3) * (UINT32)numVertices;
  757. Vector3* transformedPositions = (Vector3*)bs_stack_alloc(positionsSize);
  758. for (UINT32 i = 0; i < (UINT32)numVertices; i++)
  759. transformedPositions[i] = worldTransform.multiplyAffine((Vector3)mesh->positions[i]);
  760. meshData->setPositions(transformedPositions, positionsSize);
  761. bs_stack_free(transformedPositions);
  762. // Copy & transform normals
  763. if (hasNormals)
  764. {
  765. UINT32 normalsSize = sizeof(Vector3) * (UINT32)numVertices;
  766. Vector3* transformedNormals = (Vector3*)bs_stack_alloc(normalsSize);
  767. // Copy, convert & transform tangents & bitangents
  768. if (hasTangents)
  769. {
  770. UINT32 tangentsSize = sizeof(Vector4) * (UINT32)numVertices;
  771. Vector4* transformedTangents = (Vector4*)bs_stack_alloc(tangentsSize);
  772. for (UINT32 i = 0; i < (UINT32)numVertices; i++)
  773. {
  774. Vector3 normal = (Vector3)mesh->normals[i];
  775. normal = worldTransformIT.multiplyDirection(normal);
  776. transformedNormals[i] = Vector3::normalize(normal);
  777. Vector3 tangent = (Vector3)mesh->tangents[i];
  778. tangent = Vector3::normalize(worldTransformIT.multiplyDirection(tangent));
  779. Vector3 bitangent = (Vector3)mesh->bitangents[i];
  780. bitangent = worldTransformIT.multiplyDirection(bitangent);
  781. Vector3 engineBitangent = Vector3::cross(normal, tangent);
  782. float sign = Vector3::dot(engineBitangent, bitangent);
  783. transformedTangents[i] = Vector4(tangent.x, tangent.y, tangent.z, sign > 0 ? 1.0f : -1.0f);
  784. }
  785. meshData->setTangents(transformedTangents, tangentsSize);
  786. bs_stack_free(transformedTangents);
  787. }
  788. else // Just normals
  789. {
  790. for (UINT32 i = 0; i < (UINT32)numVertices; i++)
  791. transformedNormals[i] = Vector3::normalize(worldTransformIT.multiplyDirection((Vector3)mesh->normals[i]));
  792. }
  793. meshData->setNormals(transformedNormals, normalsSize);
  794. bs_stack_free(transformedNormals);
  795. }
  796. // Copy colors
  797. if (hasColors)
  798. {
  799. meshData->setColors(mesh->colors.data(), sizeof(UINT32) * (UINT32)numVertices);
  800. }
  801. // Copy UV
  802. int writeUVIDx = 0;
  803. for (auto& uvLayer : mesh->UV)
  804. {
  805. if (uvLayer.size() == numVertices)
  806. {
  807. UINT32 size = sizeof(Vector2) * (UINT32)numVertices;
  808. Vector2* transformedUV = (Vector2*)bs_stack_alloc(size);
  809. UINT32 i = 0;
  810. for (auto& uv : uvLayer)
  811. {
  812. transformedUV[i] = uv;
  813. transformedUV[i].y = 1.0f - uv.y;
  814. i++;
  815. }
  816. if (writeUVIDx == 0)
  817. meshData->setUV0(transformedUV, size);
  818. else if (writeUVIDx == 1)
  819. meshData->setUV1(transformedUV, size);
  820. bs_stack_free(transformedUV);
  821. writeUVIDx++;
  822. }
  823. }
  824. // Copy bone influences
  825. if(hasBoneInfluences)
  826. {
  827. UINT32 bufferSize = sizeof(BoneWeight) * (UINT32)numVertices;
  828. BoneWeight* weights = (BoneWeight*)bs_stack_alloc(bufferSize);
  829. for(UINT32 i = 0; i < (UINT32)numVertices; i++)
  830. {
  831. weights[i].index0 = mesh->boneInfluences[i].indices[0] + boneIndexOffset;
  832. weights[i].index1 = mesh->boneInfluences[i].indices[1] + boneIndexOffset;
  833. weights[i].index2 = mesh->boneInfluences[i].indices[2] + boneIndexOffset;
  834. weights[i].index3 = mesh->boneInfluences[i].indices[3] + boneIndexOffset;
  835. weights[i].weight0 = mesh->boneInfluences[i].weights[0];
  836. weights[i].weight1 = mesh->boneInfluences[i].weights[1];
  837. weights[i].weight2 = mesh->boneInfluences[i].weights[2];
  838. weights[i].weight3 = mesh->boneInfluences[i].weights[3];
  839. }
  840. meshData->setBoneWeights(weights, bufferSize);
  841. bs_stack_free(weights);
  842. }
  843. allMeshData.push_back(meshData->getData());
  844. allSubMeshes.push_back(subMeshes);
  845. }
  846. bs_free(orderedIndices);
  847. UINT32 numBones = (UINT32)mesh->bones.size();
  848. boneIndexOffset += numBones;
  849. }
  850. if (allMeshData.size() > 1)
  851. {
  852. return RendererMeshData::create(MeshData::combine(allMeshData, allSubMeshes, outputSubMeshes));
  853. }
  854. else if (allMeshData.size() == 1)
  855. {
  856. outputSubMeshes = allSubMeshes[0];
  857. return RendererMeshData::create(allMeshData[0]);
  858. }
  859. return nullptr;
  860. }
  861. template<class TFBX, class TNative>
  862. class FBXDirectIndexer
  863. {
  864. public:
  865. FBXDirectIndexer(const FbxLayerElementTemplate<TFBX>& layer)
  866. :mElementArray(layer.GetDirectArray()),
  867. mElementCount(mElementArray.GetCount())
  868. {}
  869. bool get(int index, TNative& output) const
  870. {
  871. if (index < 0 || index >= mElementCount)
  872. return false;
  873. output = FBXToNativeType(mElementArray.GetAt(index));
  874. return true;
  875. }
  876. bool isEmpty() const
  877. {
  878. return mElementCount == 0;
  879. }
  880. private:
  881. const FbxLayerElementArrayTemplate<TFBX>& mElementArray;
  882. int mElementCount;
  883. };
  884. template<class TFBX, class TNative>
  885. class FBXIndexIndexer
  886. {
  887. public:
  888. FBXIndexIndexer(const FbxLayerElementTemplate<TFBX>& layer)
  889. :mElementArray(layer.GetDirectArray()),
  890. mIndexArray(layer.GetIndexArray()),
  891. mElementCount(mElementArray.GetCount()),
  892. mIndexCount(mIndexArray.GetCount())
  893. {}
  894. bool get(int index, TNative& output) const
  895. {
  896. if (index < 0 || index >= mIndexCount)
  897. return false;
  898. int actualIndex = mIndexArray.GetAt(index);
  899. if (actualIndex < 0 || actualIndex >= mElementCount)
  900. return false;
  901. output = FBXToNativeType(mElementArray.GetAt(actualIndex));
  902. return true;
  903. }
  904. bool isEmpty() const
  905. {
  906. return mElementCount == 0 || mIndexCount == 0;
  907. }
  908. private:
  909. const FbxLayerElementArrayTemplate<TFBX>& mElementArray;
  910. const FbxLayerElementArrayTemplate<int>& mIndexArray;
  911. int mElementCount;
  912. int mIndexCount;
  913. };
  914. template<class TFBX, class TNative, class TIndexer>
  915. void readLayerData(FbxLayerElementTemplate<TFBX>& layer, Vector<TNative>& output, const Vector<int>& indices)
  916. {
  917. TIndexer indexer(layer);
  918. if (indexer.isEmpty())
  919. return;
  920. output.resize(indices.size());
  921. FbxLayerElement::EMappingMode mappingMode = layer.GetMappingMode();
  922. UINT32 indexCount = (UINT32)indices.size();
  923. switch (mappingMode)
  924. {
  925. case FbxLayerElement::eByControlPoint:
  926. for (UINT32 i = 0; i < indexCount; i++)
  927. {
  928. int index = indices[i];
  929. indexer.get(index, output[i]);
  930. }
  931. break;
  932. case FbxLayerElement::eByPolygonVertex:
  933. for (UINT32 i = 0; i < indexCount; i++)
  934. indexer.get(i, output[i]);
  935. break;
  936. case FbxLayerElement::eByPolygon:
  937. // We expect mesh to be triangulated here
  938. {
  939. UINT32 polygonCount = indexCount / 3;
  940. UINT32 index = 0;
  941. for (UINT32 i = 0; i < polygonCount; i++)
  942. {
  943. TNative value;
  944. indexer.get(i, value);
  945. output[index++] = value;
  946. output[index++] = value;
  947. output[index++] = value;
  948. }
  949. }
  950. break;
  951. case FbxLayerElement::eAllSame:
  952. {
  953. TNative value;
  954. indexer.get(0, value);
  955. for (UINT32 i = 0; i < indexCount; i++)
  956. output[i] = value;
  957. }
  958. break;
  959. default:
  960. LOGWRN("FBX Import: Unsupported layer mapping mode.");
  961. break;
  962. }
  963. }
  964. template<class TFBX, class TNative>
  965. void readLayerData(FbxLayerElementTemplate<TFBX>& layer, Vector<TNative>& output, const Vector<int>& indices)
  966. {
  967. FbxLayerElement::EReferenceMode refMode = layer.GetReferenceMode();
  968. if (refMode == FbxLayerElement::eDirect)
  969. readLayerData<TFBX, TNative, FBXDirectIndexer<TFBX, TNative> >(layer, output, indices);
  970. else if (refMode == FbxLayerElement::eIndexToDirect)
  971. readLayerData<TFBX, TNative, FBXIndexIndexer<TFBX, TNative> >(layer, output, indices);
  972. else
  973. LOGWRN("FBX Import: Unsupported layer reference mode.");
  974. }
  975. void FBXImporter::parseMesh(FbxMesh* mesh, FBXImportNode* parentNode, const FBXImportOptions& options, FBXImportScene& outputScene)
  976. {
  977. // Check if valid
  978. if (!mesh->IsTriangleMesh())
  979. return;
  980. UINT32 vertexCount = mesh->GetControlPointsCount();
  981. UINT32 triangleCount = mesh->GetPolygonCount();
  982. if (vertexCount == 0 || triangleCount == 0)
  983. return;
  984. // Register in global mesh array
  985. FBXImportMesh* importMesh = nullptr;
  986. auto iterFindMesh = outputScene.meshMap.find(mesh);
  987. if (iterFindMesh != outputScene.meshMap.end())
  988. {
  989. UINT32 meshIdx = iterFindMesh->second;
  990. outputScene.meshes[meshIdx]->referencedBy.push_back(parentNode);
  991. return;
  992. }
  993. else
  994. {
  995. importMesh = bs_new<FBXImportMesh>();
  996. outputScene.meshes.push_back(importMesh);
  997. importMesh->referencedBy.push_back(parentNode);
  998. importMesh->fbxMesh = mesh;
  999. outputScene.meshMap[mesh] = (UINT32)outputScene.meshes.size() - 1;
  1000. }
  1001. // Import vertices
  1002. importMesh->positions.resize(vertexCount);
  1003. FbxVector4* controlPoints = mesh->GetControlPoints();
  1004. for (UINT32 i = 0; i < vertexCount; i++)
  1005. importMesh->positions[i] = FBXToNativeType(controlPoints[i]);
  1006. // Import triangles
  1007. UINT32 indexCount = triangleCount * 3;
  1008. importMesh->indices.resize(indexCount);
  1009. int* fbxIndices = mesh->GetPolygonVertices();
  1010. importMesh->indices.assign(fbxIndices, fbxIndices + indexCount);
  1011. // Import UVs
  1012. Vector<FbxLayerElementUV*> fbxUVLayers;
  1013. //// Search the diffuse layers first
  1014. for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++)
  1015. {
  1016. FbxLayer* layer = mesh->GetLayer(i, FbxLayerElement::eUV);
  1017. if (layer == nullptr)
  1018. continue;
  1019. for (int j = FbxLayerElement::eTextureDiffuse; j < FbxLayerElement::eTypeCount; j++)
  1020. {
  1021. FbxLayerElementUV* uvLayer = layer->GetUVs((FbxLayerElement::EType)j);
  1022. if (uvLayer == nullptr)
  1023. continue;
  1024. fbxUVLayers.push_back(uvLayer);
  1025. if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
  1026. break;
  1027. }
  1028. if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
  1029. break;
  1030. }
  1031. //// If there's room, search all others too
  1032. if (fbxUVLayers.size() < FBX_IMPORT_MAX_UV_LAYERS)
  1033. {
  1034. UINT32 numLayers = mesh->GetLayerCount();
  1035. for (UINT32 i = 0; i < numLayers; i++)
  1036. {
  1037. FbxLayer* layer = mesh->GetLayer(i);
  1038. if (layer == nullptr)
  1039. continue;
  1040. for (int j = FbxLayerElement::eTextureDiffuse; j < FbxLayerElement::eTypeCount; j++)
  1041. {
  1042. FbxLayerElementUV* uvLayer = layer->GetUVs((FbxLayerElement::EType)j);
  1043. if (uvLayer == nullptr)
  1044. continue;
  1045. auto iterFind = std::find(fbxUVLayers.begin(), fbxUVLayers.end(), uvLayer);
  1046. if (iterFind != fbxUVLayers.end())
  1047. continue;
  1048. fbxUVLayers.push_back(uvLayer);
  1049. if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
  1050. break;
  1051. }
  1052. if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS)
  1053. break;
  1054. }
  1055. }
  1056. for (size_t i = 0; i < fbxUVLayers.size(); i++)
  1057. readLayerData(*fbxUVLayers[i], importMesh->UV[i], importMesh->indices);
  1058. FbxLayer* mainLayer = mesh->GetLayer(0);
  1059. if (mainLayer != nullptr)
  1060. {
  1061. // Import colors
  1062. if (mainLayer->GetVertexColors() != nullptr)
  1063. readLayerData(*mainLayer->GetVertexColors(), importMesh->colors, importMesh->indices);
  1064. // Import normals
  1065. if (options.importNormals)
  1066. {
  1067. bool hasNormals = mainLayer->GetNormals() != nullptr;
  1068. if (!hasNormals)
  1069. {
  1070. if (mainLayer->GetSmoothing() != nullptr)
  1071. {
  1072. FbxLayerElementSmoothing* smoothing = mainLayer->GetSmoothing();
  1073. if (smoothing->GetMappingMode() == FbxLayerElement::eByEdge)
  1074. {
  1075. FbxGeometryConverter converter(mFBXManager);
  1076. converter.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0);
  1077. }
  1078. readLayerData(*smoothing, importMesh->smoothingGroups, importMesh->indices);
  1079. if (!importMesh->smoothingGroups.empty())
  1080. {
  1081. FBXUtility::normalsFromSmoothing(importMesh->positions, importMesh->indices,
  1082. importMesh->smoothingGroups, importMesh->normals);
  1083. }
  1084. }
  1085. }
  1086. else
  1087. readLayerData(*mainLayer->GetNormals(), importMesh->normals, importMesh->indices);
  1088. }
  1089. // Import tangents
  1090. if (options.importTangents)
  1091. {
  1092. bool hasTangents = mainLayer->GetTangents() != nullptr && mainLayer->GetBinormals() != nullptr;
  1093. if (!hasTangents)
  1094. {
  1095. if (fbxUVLayers.size() > 0)
  1096. hasTangents = mesh->GenerateTangentsData(0, false);
  1097. }
  1098. if (hasTangents)
  1099. {
  1100. readLayerData(*mainLayer->GetTangents(), importMesh->tangents, importMesh->indices);
  1101. readLayerData(*mainLayer->GetBinormals(), importMesh->bitangents, importMesh->indices);
  1102. }
  1103. }
  1104. // Import material indexes
  1105. if (mainLayer->GetMaterials() != nullptr)
  1106. {
  1107. Vector<FbxSurfaceMaterial*> fbxMaterials;
  1108. readLayerData(*mainLayer->GetMaterials(), fbxMaterials, importMesh->indices);
  1109. UnorderedMap<FbxSurfaceMaterial*, int> materialLookup;
  1110. int nextMaterialIdx = 0;
  1111. for (UINT32 i = 0; i < (UINT32)fbxMaterials.size(); i++)
  1112. {
  1113. auto iterFind = materialLookup.find(fbxMaterials[i]);
  1114. int materialIdx = 0;
  1115. if (iterFind != materialLookup.end())
  1116. materialIdx = iterFind->second;
  1117. else
  1118. {
  1119. materialIdx = nextMaterialIdx++;
  1120. materialLookup[fbxMaterials[i]] = materialIdx;
  1121. }
  1122. importMesh->materials.push_back(materialIdx);
  1123. }
  1124. }
  1125. else
  1126. {
  1127. importMesh->materials.resize(importMesh->indices.size(), 0);
  1128. }
  1129. }
  1130. }
  1131. void FBXImporter::importBlendShapes(FBXImportScene& scene, const FBXImportOptions& options)
  1132. {
  1133. for (auto& mesh : scene.meshes)
  1134. {
  1135. FbxMesh* fbxMesh = mesh->fbxMesh;
  1136. UINT32 deformerCount = (UINT32)fbxMesh->GetDeformerCount(FbxDeformer::eBlendShape);
  1137. for (UINT32 i = 0; i < deformerCount; i++)
  1138. {
  1139. FbxBlendShape* deformer = static_cast<FbxBlendShape*>(fbxMesh->GetDeformer(i, FbxDeformer::eBlendShape));
  1140. UINT32 blendShapeChannelCount = (UINT32)deformer->GetBlendShapeChannelCount();
  1141. for (UINT32 j = 0; j < blendShapeChannelCount; ++j)
  1142. {
  1143. FbxBlendShapeChannel* channel = deformer->GetBlendShapeChannel(j);
  1144. double* weights = channel->GetTargetShapeFullWeights();
  1145. UINT32 frameCount = channel->GetTargetShapeCount();
  1146. if (frameCount == 0)
  1147. continue;
  1148. mesh->blendShapes.push_back(FBXBlendShape());
  1149. FBXBlendShape& blendShape = mesh->blendShapes.back();
  1150. blendShape.name = channel->GetName();
  1151. blendShape.frames.resize(frameCount);
  1152. // Get name without invalid characters
  1153. blendShape.name = StringUtil::replaceAll(blendShape.name, ".", "_");
  1154. blendShape.name = StringUtil::replaceAll(blendShape.name, "/", "_");
  1155. for (UINT32 k = 0; k < frameCount; k++)
  1156. {
  1157. FbxShape* fbxShape = channel->GetTargetShape(k);
  1158. FBXBlendShapeFrame& frame = blendShape.frames[k];
  1159. frame.name = fbxShape->GetName();
  1160. frame.weight = (float)(weights[k] / 100.0);
  1161. // Get name without invalid characters
  1162. frame.name = StringUtil::replaceAll(frame.name, ".", "_");
  1163. frame.name = StringUtil::replaceAll(frame.name, "/", "_");
  1164. importBlendShapeFrame(fbxShape, *mesh, options, frame);
  1165. }
  1166. }
  1167. }
  1168. }
  1169. }
  1170. void FBXImporter::importBlendShapeFrame(FbxShape* shape, const FBXImportMesh& mesh, const FBXImportOptions& options, FBXBlendShapeFrame& outFrame)
  1171. {
  1172. UINT32 vertexCount = (UINT32)shape->GetControlPointsCount();
  1173. outFrame.positions.resize(vertexCount);
  1174. FbxVector4* controlPoints = shape->GetControlPoints();
  1175. for (UINT32 i = 0; i < vertexCount; i++)
  1176. outFrame.positions[i] = FBXToNativeType(controlPoints[i]);
  1177. FbxLayer* mainLayer = shape->GetLayer(0);
  1178. if (options.importNormals)
  1179. {
  1180. bool hasNormals = mainLayer->GetNormals() != nullptr;
  1181. if (!hasNormals)
  1182. {
  1183. if (!mesh.smoothingGroups.empty())
  1184. {
  1185. FBXUtility::normalsFromSmoothing(outFrame.positions, mesh.indices,
  1186. mesh.smoothingGroups, outFrame.normals);
  1187. }
  1188. }
  1189. else
  1190. readLayerData(*mainLayer->GetNormals(), outFrame.normals, mesh.indices);
  1191. }
  1192. if (options.importTangents)
  1193. {
  1194. bool hasTangents = mainLayer->GetTangents() != nullptr && mainLayer->GetBinormals() != nullptr;
  1195. if (hasTangents)
  1196. {
  1197. readLayerData(*mainLayer->GetTangents(), outFrame.tangents, mesh.indices);
  1198. readLayerData(*mainLayer->GetBinormals(), outFrame.bitangents, mesh.indices);
  1199. }
  1200. }
  1201. }
  1202. void FBXImporter::importSkin(FBXImportScene& scene, const FBXImportOptions& options)
  1203. {
  1204. for (auto& mesh : scene.meshes)
  1205. {
  1206. FbxMesh* fbxMesh = mesh->fbxMesh;
  1207. UINT32 deformerCount = (UINT32)fbxMesh->GetDeformerCount(FbxDeformer::eSkin);
  1208. if (deformerCount > 0)
  1209. {
  1210. // We ignore other deformers if there's more than one
  1211. FbxSkin* deformer = static_cast<FbxSkin*>(fbxMesh->GetDeformer(0, FbxDeformer::eSkin));
  1212. UINT32 boneCount = (UINT32)deformer->GetClusterCount();
  1213. if (boneCount == 0)
  1214. continue;
  1215. // If only one bone and it links to itself, ignore the bone
  1216. if (boneCount == 1)
  1217. {
  1218. FbxCluster* cluster = deformer->GetCluster(0);
  1219. if (mesh->referencedBy.size() == 1 && mesh->referencedBy[0]->fbxNode == cluster->GetLink())
  1220. continue;
  1221. }
  1222. importSkin(scene, deformer, *mesh, options);
  1223. }
  1224. }
  1225. }
  1226. void FBXImporter::importSkin(FBXImportScene& scene, FbxSkin* skin, FBXImportMesh& mesh, const FBXImportOptions& options)
  1227. {
  1228. Vector<FBXBoneInfluence>& influences = mesh.boneInfluences;
  1229. influences.resize(mesh.positions.size());
  1230. Matrix4 invGlobalScale = scene.globalScale.inverseAffine();
  1231. UnorderedSet<FbxNode*> existingBones;
  1232. UINT32 boneCount = (UINT32)skin->GetClusterCount();
  1233. for (UINT32 i = 0; i < boneCount; i++)
  1234. {
  1235. FbxCluster* cluster = skin->GetCluster(i);
  1236. FbxNode* link = cluster->GetLink();
  1237. // The bone node doesn't exist, skip it
  1238. auto iterFind = scene.nodeMap.find(link);
  1239. if (iterFind == scene.nodeMap.end())
  1240. continue;
  1241. mesh.bones.push_back(FBXBone());
  1242. FBXBone& bone = mesh.bones.back();
  1243. bone.node = iterFind->second;
  1244. if(mesh.referencedBy.size() > 1)
  1245. {
  1246. // Note: If this becomes a relevant issue (unlikely), then I will have to duplicate skeleton bones for
  1247. // each such mesh, since they will all require their own bind poses. Animation curves will also need to be
  1248. // handled specially (likely by allowing them to be applied to multiple bones at once). The other option is
  1249. // not to bake the node transform into mesh vertices and handle it on a Scene Object level.
  1250. LOGWRN("Skinned mesh has multiple different instances. This is not supported.");
  1251. }
  1252. // Calculate bind pose
  1253. FbxAMatrix clusterTransform;
  1254. cluster->GetTransformMatrix(clusterTransform);
  1255. FbxAMatrix linkTransform;
  1256. cluster->GetTransformLinkMatrix(linkTransform);
  1257. FbxAMatrix invLinkTransform = linkTransform.Inverse() * clusterTransform;
  1258. bone.bindPose = FBXToNativeType(invLinkTransform);
  1259. // Apply global scale to bind pose (we only apply the scale to translation portion because we scale the
  1260. // translation animation curves)
  1261. const Matrix4& nodeTfrm = iterFind->second->worldTransform;
  1262. Matrix4 nodeTfrmScaledTranslation = nodeTfrm;
  1263. nodeTfrmScaledTranslation[0][3] = nodeTfrmScaledTranslation[0][3] / scene.scaleFactor;
  1264. nodeTfrmScaledTranslation[1][3] = nodeTfrmScaledTranslation[1][3] / scene.scaleFactor;
  1265. nodeTfrmScaledTranslation[2][3] = nodeTfrmScaledTranslation[2][3] / scene.scaleFactor;
  1266. Matrix4 nodeTfrmInv = nodeTfrm.inverseAffine();
  1267. Matrix4 scaledTranslation = nodeTfrmInv * scene.globalScale * nodeTfrmScaledTranslation;
  1268. bone.bindPose = scaledTranslation * bone.bindPose * invGlobalScale;
  1269. bool isDuplicate = !existingBones.insert(link).second;
  1270. bool isAdditive = cluster->GetLinkMode() == FbxCluster::eAdditive;
  1271. // We avoid importing weights twice for duplicate bones and we don't
  1272. // support additive link mode.
  1273. bool importWeights = !isDuplicate && !isAdditive;
  1274. if (!importWeights)
  1275. continue;
  1276. double* weights = cluster->GetControlPointWeights();
  1277. INT32* indices = cluster->GetControlPointIndices();
  1278. UINT32 numIndices = (UINT32)cluster->GetControlPointIndicesCount();
  1279. INT32 numVertices = (INT32)influences.size();
  1280. // Add new weights while keeping them in order and removing the smallest ones
  1281. // if number of influences exceeds the set maximum value
  1282. for (UINT32 j = 0; j < numIndices; j++)
  1283. {
  1284. INT32 vertexIndex = indices[j];
  1285. float weight = (float)weights[j];
  1286. for (INT32 k = 0; k < FBX_IMPORT_MAX_BONE_INFLUENCES; k++)
  1287. {
  1288. if (vertexIndex < 0 || vertexIndex >= numVertices)
  1289. continue;
  1290. if (weight >= influences[vertexIndex].weights[k])
  1291. {
  1292. for (INT32 l = FBX_IMPORT_MAX_BONE_INFLUENCES - 2; l >= k; l--)
  1293. {
  1294. influences[vertexIndex].weights[l + 1] = influences[vertexIndex].weights[l];
  1295. influences[vertexIndex].indices[l + 1] = influences[vertexIndex].indices[l];
  1296. }
  1297. influences[vertexIndex].weights[k] = weight;
  1298. influences[vertexIndex].indices[k] = i;
  1299. break;
  1300. }
  1301. }
  1302. }
  1303. }
  1304. if (mesh.bones.empty())
  1305. mesh.boneInfluences.clear();
  1306. UINT32 numBones = (UINT32)mesh.bones.size();
  1307. if (numBones > 256)
  1308. LOGWRN("A maximum of 256 bones per skeleton are supported. Imported skeleton has " + toString(numBones) + " bones");
  1309. // Normalize weights
  1310. UINT32 numInfluences = (UINT32)mesh.boneInfluences.size();
  1311. for (UINT32 i = 0; i < numInfluences; i++)
  1312. {
  1313. float sum = 0.0f;
  1314. for (UINT32 j = 0; j < FBX_IMPORT_MAX_BONE_INFLUENCES; j++)
  1315. sum += influences[i].weights[j];
  1316. float invSum = 1.0f / sum;
  1317. for (UINT32 j = 0; j < FBX_IMPORT_MAX_BONE_INFLUENCES; j++)
  1318. influences[i].weights[j] *= invSum;
  1319. }
  1320. }
  1321. void FBXImporter::generateMissingTangentSpace(FBXImportScene& scene, const FBXImportOptions& options)
  1322. {
  1323. for (auto& mesh : scene.meshes)
  1324. {
  1325. UINT32 numVertices = (UINT32)mesh->positions.size();
  1326. UINT32 numIndices = (UINT32)mesh->indices.size();
  1327. if ((options.importNormals || options.importTangents) && mesh->normals.empty())
  1328. {
  1329. mesh->normals.resize(numVertices);
  1330. MeshUtility::calculateNormals(mesh->positions.data(), (UINT8*)mesh->indices.data(), numVertices, numIndices, mesh->normals.data());
  1331. }
  1332. if (options.importTangents && !mesh->UV[0].empty() && (mesh->tangents.empty() || mesh->bitangents.empty()))
  1333. {
  1334. mesh->tangents.resize(numVertices);
  1335. mesh->bitangents.resize(numVertices);
  1336. MeshUtility::calculateTangents(mesh->positions.data(), mesh->normals.data(), mesh->UV[0].data(), (UINT8*)mesh->indices.data(),
  1337. numVertices, numIndices, mesh->tangents.data(), mesh->bitangents.data());
  1338. }
  1339. for (auto& shape : mesh->blendShapes)
  1340. {
  1341. for (auto& frame : shape.frames)
  1342. {
  1343. if ((options.importNormals || options.importTangents) && frame.normals.empty())
  1344. {
  1345. frame.normals.resize(numVertices);
  1346. MeshUtility::calculateNormals(mesh->positions.data(), (UINT8*)mesh->indices.data(), numVertices, numIndices, frame.normals.data());
  1347. }
  1348. if (options.importTangents && !mesh->UV[0].empty() && (frame.tangents.empty() || frame.bitangents.empty()))
  1349. {
  1350. frame.tangents.resize(numVertices);
  1351. frame.bitangents.resize(numVertices);
  1352. MeshUtility::calculateTangents(mesh->positions.data(), frame.normals.data(), mesh->UV[0].data(), (UINT8*)mesh->indices.data(),
  1353. numVertices, numIndices, frame.tangents.data(), frame.bitangents.data());
  1354. }
  1355. }
  1356. }
  1357. }
  1358. }
  1359. void FBXImporter::importAnimations(FbxScene* scene, FBXImportOptions& importOptions, FBXImportScene& importScene)
  1360. {
  1361. FbxNode* root = scene->GetRootNode();
  1362. UINT32 numAnimStacks = (UINT32)scene->GetSrcObjectCount<FbxAnimStack>();
  1363. for (UINT32 i = 0; i < numAnimStacks; i++)
  1364. {
  1365. FbxAnimStack* animStack = scene->GetSrcObject<FbxAnimStack>(i);
  1366. importScene.clips.push_back(FBXAnimationClip());
  1367. FBXAnimationClip& clip = importScene.clips.back();
  1368. clip.name = animStack->GetName();
  1369. FbxTimeSpan timeSpan = animStack->GetLocalTimeSpan();
  1370. clip.start = (float)timeSpan.GetStart().GetSecondDouble();
  1371. clip.end = (float)timeSpan.GetStop().GetSecondDouble();
  1372. clip.sampleRate = (UINT32)FbxTime::GetFrameRate(scene->GetGlobalSettings().GetTimeMode());
  1373. UINT32 layerCount = animStack->GetMemberCount<FbxAnimLayer>();
  1374. if (layerCount > 1)
  1375. {
  1376. FbxAnimEvaluator* evaluator = scene->GetAnimationEvaluator();
  1377. FbxTime startTime;
  1378. startTime.SetSecondDouble(clip.start);
  1379. FbxTime endTime;
  1380. endTime.SetSecondDouble(clip.end);
  1381. FbxTime sampleRate;
  1382. if (importOptions.animResample)
  1383. sampleRate.SetSecondDouble(importOptions.animSampleRate);
  1384. else
  1385. {
  1386. FbxTime::EMode timeMode = scene->GetGlobalSettings().GetTimeMode();
  1387. sampleRate.SetSecondDouble(1.0f / FbxTime::GetFrameRate(timeMode));
  1388. }
  1389. if (!animStack->BakeLayers(evaluator, startTime, endTime, sampleRate))
  1390. continue;
  1391. layerCount = animStack->GetMemberCount<FbxAnimLayer>();
  1392. }
  1393. if (layerCount == 1)
  1394. {
  1395. FbxAnimLayer* animLayer = animStack->GetMember<FbxAnimLayer>(0);
  1396. importAnimations(animLayer, root, importOptions, clip, importScene);
  1397. }
  1398. }
  1399. }
  1400. void FBXImporter::importAnimations(FbxAnimLayer* layer, FbxNode* node, FBXImportOptions& importOptions,
  1401. FBXAnimationClip& clip, FBXImportScene& importScene)
  1402. {
  1403. FbxAnimCurve* translation[3];
  1404. translation[0] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X);
  1405. translation[1] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y);
  1406. translation[2] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z);
  1407. FbxAnimCurve* rotation[3];
  1408. rotation[0] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X);
  1409. rotation[1] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y);
  1410. rotation[2] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z);
  1411. FbxAnimCurve* scale[3];
  1412. scale[0] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X);
  1413. scale[1] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y);
  1414. scale[2] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z);
  1415. Vector3 defaultTranslation = FBXToNativeType(node->LclTranslation.Get());
  1416. Vector3 defaultRotation = FBXToNativeType(node->LclRotation.Get());
  1417. Vector3 defaultScale = FBXToNativeType(node->LclScaling.Get());
  1418. auto hasCurveValues = [](FbxAnimCurve* curves[3])
  1419. {
  1420. for (UINT32 i = 0; i < 3; i++)
  1421. {
  1422. if (curves[i] != nullptr && curves[i]->KeyGetCount() > 0)
  1423. return true;
  1424. }
  1425. return false;
  1426. };
  1427. bool hasBoneAnimation = hasCurveValues(translation) || hasCurveValues(rotation) || hasCurveValues(scale);
  1428. if (hasBoneAnimation)
  1429. {
  1430. clip.boneAnimations.push_back(FBXBoneAnimation());
  1431. FBXBoneAnimation& boneAnim = clip.boneAnimations.back();
  1432. boneAnim.node = importScene.nodeMap[node];
  1433. if (hasCurveValues(translation))
  1434. {
  1435. float defaultValues[3];
  1436. memcpy(defaultValues, &defaultTranslation, sizeof(defaultValues));
  1437. boneAnim.translation = importCurve<Vector3, 3>(translation, defaultValues, importOptions,
  1438. clip.start, clip.end);
  1439. }
  1440. else
  1441. {
  1442. Vector<TKeyframe<Vector3>> keyframes(1);
  1443. keyframes[0].value = defaultTranslation;
  1444. keyframes[0].inTangent = Vector3::ZERO;
  1445. keyframes[0].outTangent = Vector3::ZERO;
  1446. boneAnim.translation = TAnimationCurve<Vector3>(keyframes);
  1447. }
  1448. if (hasCurveValues(scale))
  1449. {
  1450. float defaultValues[3];
  1451. memcpy(defaultValues, &defaultScale, sizeof(defaultValues));
  1452. boneAnim.scale = importCurve<Vector3, 3>(scale, defaultValues, importOptions, clip.start, clip.end);
  1453. }
  1454. else
  1455. {
  1456. Vector<TKeyframe<Vector3>> keyframes(1);
  1457. keyframes[0].value = defaultScale;
  1458. keyframes[0].inTangent = Vector3::ZERO;
  1459. keyframes[0].outTangent = Vector3::ZERO;
  1460. boneAnim.scale = TAnimationCurve<Vector3>(keyframes);
  1461. }
  1462. SPtr<TAnimationCurve<Vector3>> eulerAnimation = bs_shared_ptr_new<TAnimationCurve<Vector3>>();
  1463. if (hasCurveValues(rotation))
  1464. {
  1465. float defaultValues[3];
  1466. memcpy(defaultValues, &defaultRotation, sizeof(defaultValues));
  1467. *eulerAnimation = importCurve<Vector3, 3>(rotation, defaultValues, importOptions, clip.start, clip.end);
  1468. }
  1469. else
  1470. {
  1471. Vector<TKeyframe<Vector3>> keyframes(1);
  1472. keyframes[0].value = defaultRotation;
  1473. keyframes[0].inTangent = Vector3::ZERO;
  1474. keyframes[0].outTangent = Vector3::ZERO;
  1475. *eulerAnimation = TAnimationCurve<Vector3>(keyframes);
  1476. }
  1477. if(importOptions.reduceKeyframes)
  1478. {
  1479. boneAnim.translation = reduceKeyframes(boneAnim.translation);
  1480. boneAnim.scale = reduceKeyframes(boneAnim.scale);
  1481. *eulerAnimation = reduceKeyframes(*eulerAnimation);
  1482. }
  1483. boneAnim.translation = AnimationUtility::scaleCurve(boneAnim.translation, importScene.scaleFactor);
  1484. boneAnim.rotation = *AnimationUtility::eulerToQuaternionCurve(eulerAnimation);
  1485. }
  1486. if (importOptions.importBlendShapes)
  1487. {
  1488. FbxMesh* fbxMesh = node->GetMesh();
  1489. if (fbxMesh != nullptr)
  1490. {
  1491. INT32 deformerCount = fbxMesh->GetDeformerCount(FbxDeformer::eBlendShape);
  1492. for (INT32 i = 0; i < deformerCount; i++)
  1493. {
  1494. FbxBlendShape* deformer = static_cast<FbxBlendShape*>(fbxMesh->GetDeformer(i, FbxDeformer::eBlendShape));
  1495. INT32 channelCount = deformer->GetBlendShapeChannelCount();
  1496. for (INT32 j = 0; j < channelCount; j++)
  1497. {
  1498. FbxBlendShapeChannel* channel = deformer->GetBlendShapeChannel(j);
  1499. FbxAnimCurve* curve = fbxMesh->GetShapeChannel(i, j, layer);
  1500. if (curve != nullptr && curve->KeyGetCount() > 0)
  1501. {
  1502. clip.blendShapeAnimations.push_back(FBXBlendShapeAnimation());
  1503. FBXBlendShapeAnimation& blendShapeAnim = clip.blendShapeAnimations.back();
  1504. blendShapeAnim.blendShape = channel->GetName();
  1505. // Get name without invalid characters
  1506. blendShapeAnim.blendShape = StringUtil::replaceAll(blendShapeAnim.blendShape, ".", "_");
  1507. blendShapeAnim.blendShape = StringUtil::replaceAll(blendShapeAnim.blendShape, "/", "_");
  1508. FbxAnimCurve* curves[1] = { curve };
  1509. float defaultValues[1] = { 0.0f };
  1510. blendShapeAnim.curve = importCurve<float, 1>(curves, defaultValues, importOptions, clip.start,
  1511. clip.end);
  1512. // FBX contains data in [0, 100] range, but we need it in [0, 1] range
  1513. blendShapeAnim.curve = AnimationUtility::scaleCurve(blendShapeAnim.curve, 0.01f);
  1514. }
  1515. }
  1516. }
  1517. }
  1518. }
  1519. UINT32 childCount = (UINT32)node->GetChildCount();
  1520. for (UINT32 i = 0; i < childCount; i++)
  1521. {
  1522. FbxNode* child = node->GetChild(i);
  1523. importAnimations(layer, child, importOptions, clip, importScene);
  1524. }
  1525. }
  1526. void FBXImporter::bakeTransforms(FbxScene* scene)
  1527. {
  1528. // FBX stores transforms in a more complex way than just translation-rotation-scale as used by Banshee.
  1529. // Instead they also support rotations offsets and pivots, scaling pivots and more. We wish to bake all this data
  1530. // into a standard transform so we can access it using node's local TRS properties (e.g. FbxNode::LclTranslation).
  1531. double frameRate = FbxTime::GetFrameRate(scene->GetGlobalSettings().GetTimeMode());
  1532. bs_frame_mark();
  1533. {
  1534. FrameStack<FbxNode*> todo;
  1535. todo.push(scene->GetRootNode());
  1536. while(todo.size() > 0)
  1537. {
  1538. FbxNode* node = todo.top();
  1539. todo.pop();
  1540. FbxVector4 zero(0, 0, 0);
  1541. FbxVector4 one(1, 1, 1);
  1542. // Activate pivot converting
  1543. node->SetPivotState(FbxNode::eSourcePivot, FbxNode::ePivotActive);
  1544. node->SetPivotState(FbxNode::eDestinationPivot, FbxNode::ePivotActive);
  1545. // We want to set all these to 0 (1 for scale) and bake them into the transforms
  1546. node->SetPostRotation(FbxNode::eDestinationPivot, zero);
  1547. node->SetPreRotation(FbxNode::eDestinationPivot, zero);
  1548. node->SetRotationOffset(FbxNode::eDestinationPivot, zero);
  1549. node->SetScalingOffset(FbxNode::eDestinationPivot, zero);
  1550. node->SetRotationPivot(FbxNode::eDestinationPivot, zero);
  1551. node->SetScalingPivot(FbxNode::eDestinationPivot, zero);
  1552. // We account for geometric properties separately during node traversal
  1553. node->SetGeometricTranslation(FbxNode::eDestinationPivot, node->GetGeometricTranslation(FbxNode::eSourcePivot));
  1554. node->SetGeometricRotation(FbxNode::eDestinationPivot, node->GetGeometricRotation(FbxNode::eSourcePivot));
  1555. node->SetGeometricScaling(FbxNode::eDestinationPivot, node->GetGeometricScaling(FbxNode::eSourcePivot));
  1556. // Banshee assumes euler angles are in YXZ order
  1557. node->SetRotationOrder(FbxNode::eDestinationPivot, FbxEuler::eOrderYXZ);
  1558. // Keep interpolation as is
  1559. node->SetQuaternionInterpolation(FbxNode::eDestinationPivot, node->GetQuaternionInterpolation(FbxNode::eSourcePivot));
  1560. for (int i = 0; i < node->GetChildCount(); i++)
  1561. {
  1562. FbxNode* childNode = node->GetChild(i);
  1563. todo.push(childNode);
  1564. }
  1565. }
  1566. scene->GetRootNode()->ConvertPivotAnimationRecursive(nullptr, FbxNode::eDestinationPivot, frameRate, false);
  1567. }
  1568. bs_frame_clear();
  1569. }
  1570. TAnimationCurve<Vector3> FBXImporter::reduceKeyframes(TAnimationCurve<Vector3>& curve)
  1571. {
  1572. UINT32 keyCount = curve.getNumKeyFrames();
  1573. Vector<TKeyframe<Vector3>> newKeyframes;
  1574. bool lastWasEqual = false;
  1575. for (UINT32 i = 0; i < keyCount; i++)
  1576. {
  1577. bool isEqual = true;
  1578. const TKeyframe<Vector3>& curKey = curve.getKeyFrame(i);
  1579. if (i > 0)
  1580. {
  1581. TKeyframe<Vector3>& prevKey = newKeyframes.back();
  1582. isEqual = Math::approxEquals(prevKey.value, curKey.value) &&
  1583. Math::approxEquals(prevKey.outTangent, curKey.inTangent) && isEqual;
  1584. }
  1585. else
  1586. isEqual = false;
  1587. // More than two keys in a row are equal, remove previous key by replacing it with this one
  1588. if (lastWasEqual && isEqual)
  1589. {
  1590. TKeyframe<Vector3>& prevKey = newKeyframes.back();
  1591. // Other properties are guaranteed unchanged
  1592. prevKey.time = curKey.time;
  1593. prevKey.outTangent = curKey.outTangent;
  1594. continue;
  1595. }
  1596. newKeyframes.push_back(curKey);
  1597. lastWasEqual = isEqual;
  1598. }
  1599. return TAnimationCurve<Vector3>(newKeyframes);
  1600. }
  1601. template<class T>
  1602. void setKeyframeValues(TKeyframe<T>& keyFrame, int idx, float value, float inTangent, float outTangent)
  1603. {
  1604. keyFrame.value = value;
  1605. keyFrame.inTangent = inTangent;
  1606. keyFrame.outTangent = outTangent;
  1607. }
  1608. template<>
  1609. void setKeyframeValues<Vector3>(TKeyframe<Vector3>& keyFrame, int idx, float value, float inTangent, float outTangent)
  1610. {
  1611. keyFrame.value[idx] = value;
  1612. keyFrame.inTangent[idx] = inTangent;
  1613. keyFrame.outTangent[idx] = outTangent;
  1614. }
  1615. template<class T, int C>
  1616. TAnimationCurve<T> FBXImporter::importCurve(FbxAnimCurve*(&fbxCurve)[C], float (&defaultValues)[C],
  1617. FBXImportOptions& importOptions, float start, float end)
  1618. {
  1619. int keyCounts[C];
  1620. for (int i = 0; i < C; i++)
  1621. {
  1622. if (fbxCurve[i] != nullptr)
  1623. keyCounts[i] = fbxCurve[i]->KeyGetCount();
  1624. else
  1625. keyCounts[i] = 0;
  1626. }
  1627. // If curve key-counts don't match, we need to force resampling
  1628. bool forceResample = false;
  1629. if (!forceResample)
  1630. {
  1631. for (int i = 1; i < C; i++)
  1632. {
  1633. forceResample |= keyCounts[i - 1] != keyCounts[i];
  1634. if (forceResample)
  1635. break;
  1636. }
  1637. }
  1638. // Read keys directly
  1639. if(!importOptions.animResample && !forceResample)
  1640. {
  1641. bool foundMismatch = false;
  1642. int keyCount = keyCounts[0];
  1643. Vector<TKeyframe<T>> keyframes;
  1644. for (int i = 0; i < keyCount; i++)
  1645. {
  1646. FbxTime fbxTime = fbxCurve[0]->KeyGetTime(i);
  1647. float time = (float)fbxTime.GetSecondDouble();
  1648. // Ensure times from other curves match
  1649. for (int j = 1; j < C; j++)
  1650. {
  1651. fbxTime = fbxCurve[j]->KeyGetTime(i);
  1652. float otherTime = (float)fbxTime.GetSecondDouble();
  1653. if (!Math::approxEquals(time, otherTime))
  1654. {
  1655. foundMismatch = true;
  1656. break;
  1657. }
  1658. }
  1659. if(foundMismatch)
  1660. break;
  1661. if (time < start || time > end)
  1662. continue;
  1663. keyframes.push_back(TKeyframe<T>());
  1664. TKeyframe<T>& keyFrame = keyframes.back();
  1665. keyFrame.time = time;
  1666. for (int j = 0; j < C; j++)
  1667. {
  1668. setKeyframeValues(keyFrame, j,
  1669. fbxCurve[j]->KeyGetValue(i),
  1670. fbxCurve[j]->KeyGetLeftDerivative(i),
  1671. fbxCurve[j]->KeyGetRightDerivative(i));
  1672. }
  1673. }
  1674. if (!foundMismatch)
  1675. return TAnimationCurve<T>(keyframes);
  1676. else
  1677. forceResample = true;
  1678. }
  1679. if (!importOptions.animResample && forceResample)
  1680. LOGWRN("Animation has different keyframes for different curve components, forcing resampling.");
  1681. // Resample keys
  1682. float curveStart = std::numeric_limits<float>::infinity();
  1683. float curveEnd = -std::numeric_limits<float>::infinity();
  1684. for (INT32 i = 0; i < C; i++)
  1685. {
  1686. if(fbxCurve[i] == nullptr)
  1687. {
  1688. curveStart = std::min(0.0f, curveStart);
  1689. curveEnd = std::max(0.0f, curveEnd);
  1690. continue;
  1691. }
  1692. int keyCount = keyCounts[i];
  1693. for (INT32 j = 0; j < keyCount; j++)
  1694. {
  1695. FbxTime fbxTime = fbxCurve[i]->KeyGetTime(j);
  1696. float time = (float)fbxTime.GetSecondDouble();
  1697. curveStart = std::min(time, curveStart);
  1698. curveEnd = std::max(time, curveEnd);
  1699. }
  1700. }
  1701. curveStart = Math::clamp(curveStart, start, end);
  1702. curveEnd = Math::clamp(curveEnd, start, end);
  1703. float curveLength = curveEnd - curveStart;
  1704. INT32 numSamples = Math::ceilToInt(curveLength / importOptions.animSampleRate);
  1705. // We don't use the exact provided sample rate but instead modify it slightly so it
  1706. // completely covers the curve range including start/end points while maintaining
  1707. // constant time step between keyframes.
  1708. float dt = curveLength / (float)numSamples;
  1709. INT32 lastKeyframe[] = { 0, 0, 0 };
  1710. INT32 lastLeftTangent[] = { 0, 0, 0 };
  1711. INT32 lastRightTangent[] = { 0, 0, 0 };
  1712. Vector<TKeyframe<T>> keyframes(numSamples);
  1713. for (INT32 i = 0; i < numSamples; i++)
  1714. {
  1715. float sampleTime = std::min(curveStart + i * dt, curveEnd);
  1716. FbxTime fbxSampleTime;
  1717. fbxSampleTime.SetSecondDouble(sampleTime);
  1718. TKeyframe<T>& keyFrame = keyframes[i];
  1719. keyFrame.time = sampleTime;
  1720. for (int j = 0; j < C; j++)
  1721. {
  1722. if (fbxCurve[j] != nullptr)
  1723. {
  1724. setKeyframeValues(keyFrame, j,
  1725. fbxCurve[j]->Evaluate(fbxSampleTime, &lastKeyframe[j]),
  1726. fbxCurve[j]->EvaluateLeftDerivative(fbxSampleTime, &lastLeftTangent[j]),
  1727. fbxCurve[j]->EvaluateRightDerivative(fbxSampleTime, &lastRightTangent[j]));
  1728. }
  1729. else
  1730. {
  1731. setKeyframeValues(keyFrame, j, defaultValues[C], 0.0f, 0.0f);
  1732. }
  1733. }
  1734. }
  1735. return TAnimationCurve<T>(keyframes);
  1736. }
  1737. }