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- #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];
- normal = worldTransformIT.multiplyDirection(normal);
- transformedNormals[i] = Vector3::normalize(normal);
- Vector3 tangent = (Vector3)mesh->tangents[i];
- tangent = Vector3::normalize(worldTransformIT.multiplyDirection(tangent));
- Vector3 bitangent = (Vector3)mesh->bitangents[i];
- bitangent = worldTransformIT.multiplyDirection(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] = Vector3::normalize(worldTransformIT.multiplyDirection((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++;
- }
- }
- // TODO - Transform blend shapes?
- 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);
- }
- }
- }
- }
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