1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsFBXPrerequisites.h" |
6 | #include "Math/BsMatrix4.h" |
7 | #include "Image/BsColor.h" |
8 | #include "Math/BsVector2.h" |
9 | #include "Math/BsVector4.h" |
10 | #include "Math/BsQuaternion.h" |
11 | #include "Animation/BsAnimationCurve.h" |
12 | #include "RenderAPI/BsSubMesh.h" |
13 | #include "Scene/BsTransform.h" |
14 | |
15 | namespace bs |
16 | { |
17 | struct RootMotion; |
18 | |
19 | /** @addtogroup FBX |
20 | * @{ |
21 | */ |
22 | |
23 | /** Options that control FBX import */ |
24 | struct FBXImportOptions |
25 | { |
26 | bool importAnimation = true; |
27 | bool importSkin = true; |
28 | bool importBlendShapes = true; |
29 | bool importNormals = true; |
30 | bool importTangents = true; |
31 | float importScale = 0.01f; |
32 | float animSampleRate = 1.0f / 60.0f; |
33 | bool animResample = false; |
34 | bool reduceKeyframes = true; |
35 | }; |
36 | |
37 | /** Represents a single node in the FBX transform hierarchy. */ |
38 | struct FBXImportNode |
39 | { |
40 | ~FBXImportNode(); |
41 | |
42 | Matrix4 geomTransform; |
43 | Transform localTransform; |
44 | Matrix4 worldTransform; |
45 | String name; |
46 | FbxNode* fbxNode; |
47 | bool flipWinding; |
48 | |
49 | Vector<FBXImportNode*> children; |
50 | }; |
51 | |
52 | /** Contains geometry from one blend shape frame. */ |
53 | struct FBXBlendShapeFrame |
54 | { |
55 | Vector<Vector3> positions; |
56 | Vector<Vector3> normals; |
57 | Vector<Vector3> tangents; |
58 | Vector<Vector3> bitangents; |
59 | |
60 | float weight; |
61 | String name; |
62 | }; |
63 | |
64 | /** Contains all geometry for a single blend shape. */ |
65 | struct FBXBlendShape |
66 | { |
67 | String name; |
68 | Vector<FBXBlendShapeFrame> frames; |
69 | }; |
70 | |
71 | /** Contains data about a single bone in a skinned mesh. */ |
72 | struct FBXBone |
73 | { |
74 | FBXImportNode* node; |
75 | Transform localTfrm; |
76 | Matrix4 bindPose; |
77 | }; |
78 | |
79 | /** Contains a set of bone weights and indices for a single vertex, used in a skinned mesh. */ |
80 | struct FBXBoneInfluence |
81 | { |
82 | FBXBoneInfluence() |
83 | { |
84 | for (UINT32 i = 0; i < FBX_IMPORT_MAX_BONE_INFLUENCES; i++) |
85 | { |
86 | weights[i] = 0.0f; |
87 | indices[i] = -1; |
88 | } |
89 | } |
90 | |
91 | float weights[FBX_IMPORT_MAX_BONE_INFLUENCES]; |
92 | INT32 indices[FBX_IMPORT_MAX_BONE_INFLUENCES]; |
93 | }; |
94 | |
95 | /** Animation curves required to animate a single bone. */ |
96 | struct FBXBoneAnimation |
97 | { |
98 | FBXImportNode* node; |
99 | |
100 | TAnimationCurve<Vector3> translation; |
101 | TAnimationCurve<Quaternion> rotation; |
102 | TAnimationCurve<Vector3> scale; |
103 | }; |
104 | |
105 | /** Animation curve required to animate a blend shape. */ |
106 | struct FBXBlendShapeAnimation |
107 | { |
108 | String blendShape; |
109 | TAnimationCurve<float> curve; |
110 | }; |
111 | |
112 | /** Animation clip containing a set of bone or blend shape animations. */ |
113 | struct FBXAnimationClip |
114 | { |
115 | String name; |
116 | float start; |
117 | float end; |
118 | UINT32 sampleRate; |
119 | |
120 | Vector<FBXBoneAnimation> boneAnimations; |
121 | Vector<FBXBlendShapeAnimation> blendShapeAnimations; |
122 | }; |
123 | |
124 | /** All information required for creating an animation clip. */ |
125 | struct FBXAnimationClipData |
126 | { |
127 | FBXAnimationClipData(const String& name, bool isAdditive, UINT32 sampleRate, const SPtr<AnimationCurves>& curves, |
128 | const SPtr<RootMotion>& rootMotion) |
129 | :name(name), isAdditive(isAdditive), sampleRate(sampleRate), curves(curves), rootMotion(rootMotion) |
130 | { } |
131 | |
132 | String name; |
133 | bool isAdditive; |
134 | UINT32 sampleRate; |
135 | SPtr<AnimationCurves> curves; |
136 | SPtr<RootMotion> rootMotion; |
137 | }; |
138 | |
139 | /** Imported mesh data. */ |
140 | struct FBXImportMesh |
141 | { |
142 | FbxMesh* fbxMesh; |
143 | |
144 | Vector<int> indices; |
145 | Vector<Vector3> positions; |
146 | Vector<Vector3> normals; |
147 | Vector<Vector3> tangents; |
148 | Vector<Vector3> bitangents; |
149 | Vector<RGBA> colors; |
150 | Vector<Vector2> UV[FBX_IMPORT_MAX_UV_LAYERS]; |
151 | Vector<int> materials; |
152 | |
153 | Vector<int> smoothingGroups; |
154 | Vector<FBXBlendShape> blendShapes; |
155 | |
156 | Vector<FBXBoneInfluence> boneInfluences; |
157 | Vector<FBXBone> bones; |
158 | |
159 | SPtr<MeshData> meshData; |
160 | Vector<SubMesh> subMeshes; |
161 | |
162 | Vector<FBXImportNode*> referencedBy; |
163 | }; |
164 | |
165 | /** Scene information used and modified during FBX import. */ |
166 | struct FBXImportScene |
167 | { |
168 | FBXImportScene() = default; |
169 | ~FBXImportScene(); |
170 | |
171 | Vector<FBXImportMesh*> meshes; |
172 | FBXImportNode* rootNode = nullptr; |
173 | |
174 | UnorderedMap<FbxNode*, FBXImportNode*> nodeMap; |
175 | UnorderedMap<FbxMesh*, UINT32> meshMap; |
176 | |
177 | Vector<FBXAnimationClip> clips; |
178 | }; |
179 | |
180 | /** @} */ |
181 | } |