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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- /** @file FBXImporter.h
- * @brief Declaration of the FBX main importer class
- */
- #ifndef INCLUDED_AI_FBX_MESHGEOMETRY_H
- #define INCLUDED_AI_FBX_MESHGEOMETRY_H
- #include "FBXParser.h"
- #include "FBXDocument.h"
- namespace Assimp {
- namespace FBX {
- /**
- * @brief DOM base class for all kinds of FBX geometry
- */
- class Geometry : public Object {
- public:
- /// @brief The class constructor with all parameters.
- /// @param id The id.
- /// @param element The element instance
- /// @param name The name instance
- /// @param doc The document instance
- Geometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
- /// @brief The class destructor, default.
- virtual ~Geometry() = default;
- /// @brief Get the Skin attached to this geometry or nullptr.
- /// @return The deformer skip instance as a pointer, nullptr if none.
- const Skin* DeformerSkin() const;
- /// @brief Get the BlendShape attached to this geometry or nullptr
- /// @return The blendshape arrays.
- const std::unordered_set<const BlendShape*>& GetBlendShapes() const;
- private:
- const Skin* skin;
- std::unordered_set<const BlendShape*> blendShapes;
- };
- typedef std::vector<int> MatIndexArray;
- /**
- * @brief DOM class for FBX geometry of type "Mesh"
- */
- class MeshGeometry : public Geometry {
- public:
- /// @brief The class constructor
- /// @param id The id.
- /// @param element The element instance
- /// @param name The name instance
- /// @param doc The document instance
- MeshGeometry( uint64_t id, const Element& element, const std::string& name, const Document& doc );
- /// @brief The class destructor, default.
- virtual ~MeshGeometry() = default;
- /// brief Get a vector of all vertex points, non-unique.
- /// @return The vertices vector.
- const std::vector<aiVector3D>& GetVertices() const;
- /// @brief Get a vector of all vertex normals or an empty array if no normals are specified.
- /// @return The normal vector.
- const std::vector<aiVector3D>& GetNormals() const;
- /// @brief Get a vector of all vertex tangents or an empty array if no tangents are specified.
- /// @return The vertex tangents vector.
- const std::vector<aiVector3D>& GetTangents() const;
- /// @brief Get a vector of all vertex bi-normals or an empty array if no bi-normals are specified.
- /// @return The binomal vector.
- const std::vector<aiVector3D>& GetBinormals() const;
- /// @brief Return list of faces - each entry denotes a face and specifies how many vertices it has.
- /// Vertices are taken from the vertex data arrays in sequential order.
- /// @return The face indices vector.
- const std::vector<unsigned int>& GetFaceIndexCounts() const;
- /// @brief Get a UV coordinate slot, returns an empty array if the requested slot does not exist.
- /// @param index The requested texture coordinate slot.
- /// @return The texture coordinates.
- const std::vector<aiVector2D>& GetTextureCoords( unsigned int index ) const;
- /// @brief Get a UV coordinate slot, returns an empty array if the requested slot does not exist.
- /// @param index The requested texture coordinate slot.
- /// @return The texture coordinate channel name.
- std::string GetTextureCoordChannelName( unsigned int index ) const;
- /// @brief Get a vertex color coordinate slot, returns an empty array if the requested slot does not exist.
- /// @param index The requested texture coordinate slot.
- /// @return The vertex color vector.
- const std::vector<aiColor4D>& GetVertexColors( unsigned int index ) const;
- /// @brief Get per-face-vertex material assignments.
- /// @return The Material indices Array.
- const MatIndexArray& GetMaterialIndices() const;
- /// @brief Convert from a fbx file vertex index (for example from a #Cluster weight) or nullptr if the vertex index is not valid.
- /// @param in_index The requested input index.
- /// @param count The number of indices.
- /// @return The indices.
- const unsigned int* ToOutputVertexIndex( unsigned int in_index, unsigned int& count ) const;
- /// @brief Determine the face to which a particular output vertex index belongs.
- /// This mapping is always unique.
- /// @param in_index The requested input index.
- /// @return The face-to-vertex index.
- unsigned int FaceForVertexIndex( unsigned int in_index ) const;
- private:
- void ReadLayer( const Scope& layer );
- void ReadLayerElement( const Scope& layerElement );
- void ReadVertexData( const std::string& type, int index, const Scope& source );
- void ReadVertexDataUV( std::vector<aiVector2D>& uv_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType );
- void ReadVertexDataNormals( std::vector<aiVector3D>& normals_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType );
- void ReadVertexDataColors( std::vector<aiColor4D>& colors_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType );
- void ReadVertexDataTangents( std::vector<aiVector3D>& tangents_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType );
- void ReadVertexDataBinormals( std::vector<aiVector3D>& binormals_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType );
- void ReadVertexDataMaterials( MatIndexArray& materials_out, const Scope& source,
- const std::string& MappingInformationType,
- const std::string& ReferenceInformationType );
- private:
- // cached data arrays
- MatIndexArray m_materials;
- std::vector<aiVector3D> m_vertices;
- std::vector<unsigned int> m_faces;
- mutable std::vector<unsigned int> m_facesVertexStartIndices;
- std::vector<aiVector3D> m_tangents;
- std::vector<aiVector3D> m_binormals;
- std::vector<aiVector3D> m_normals;
- std::string m_uvNames[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
- std::vector<aiVector2D> m_uvs[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
- std::vector<aiColor4D> m_colors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
- std::vector<unsigned int> m_mapping_counts;
- std::vector<unsigned int> m_mapping_offsets;
- std::vector<unsigned int> m_mappings;
- };
- /**
- * DOM class for FBX geometry of type "Shape"
- */
- class ShapeGeometry : public Geometry
- {
- public:
- /** The class constructor */
- ShapeGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
- /** The class destructor */
- virtual ~ShapeGeometry();
- /** Get a list of all vertex points, non-unique*/
- const std::vector<aiVector3D>& GetVertices() const;
- /** Get a list of all vertex normals or an empty array if
- * no normals are specified. */
- const std::vector<aiVector3D>& GetNormals() const;
- /** Return list of vertex indices. */
- const std::vector<unsigned int>& GetIndices() const;
- private:
- std::vector<aiVector3D> m_vertices;
- std::vector<aiVector3D> m_normals;
- std::vector<unsigned int> m_indices;
- };
- /**
- * DOM class for FBX geometry of type "Line"
- */
- class LineGeometry : public Geometry
- {
- public:
- /** The class constructor */
- LineGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
- /** The class destructor */
- virtual ~LineGeometry();
- /** Get a list of all vertex points, non-unique*/
- const std::vector<aiVector3D>& GetVertices() const;
- /** Return list of vertex indices. */
- const std::vector<int>& GetIndices() const;
- private:
- std::vector<aiVector3D> m_vertices;
- std::vector<int> m_indices;
- };
- }
- }
- #endif // INCLUDED_AI_FBX_MESHGEOMETRY_H
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