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 | #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 | #include "FileSystem/BsFileSystem.h" |
26 | |
27 | namespace bs |
28 | { |
29 | Matrix4 FBXToNativeType(const FbxAMatrix& value) |
30 | { |
31 | Matrix4 native; |
32 | for (UINT32 row = 0; row < 4; row++) |
33 | for (UINT32 col = 0; col < 4; col++) |
34 | native[row][col] = (float)value[col][row]; |
35 | |
36 | return native; |
37 | } |
38 | |
39 | Vector3 FBXToNativeType(const FbxVector4& value) |
40 | { |
41 | return Vector3((float)value[0], (float)value[1], (float)value[2]); |
42 | } |
43 | |
44 | Vector3 FBXToNativeType(const FbxDouble3& value) |
45 | { |
46 | return Vector3((float)value[0], (float)value[1], (float)value[2]); |
47 | } |
48 | |
49 | Vector2 FBXToNativeType(const FbxVector2& value) |
50 | { |
51 | return Vector2((float)value[0], (float)value[1]); |
52 | } |
53 | |
54 | RGBA FBXToNativeType(const FbxColor& value) |
55 | { |
56 | Color native; |
57 | native.r = (float)value[0]; |
58 | native.g = (float)value[1]; |
59 | native.b = (float)value[2]; |
60 | native.a = (float)value[3]; |
61 | |
62 | return native.getAsRGBA(); |
63 | } |
64 | |
65 | FbxSurfaceMaterial* FBXToNativeType(FbxSurfaceMaterial* const& value) |
66 | { |
67 | return value; |
68 | } |
69 | |
70 | int FBXToNativeType(const int & value) |
71 | { |
72 | return value; |
73 | } |
74 | |
75 | FBXImporter::FBXImporter() |
76 | { |
77 | mExtensions.push_back(u8"fbx" ); |
78 | mExtensions.push_back(u8"obj" ); |
79 | mExtensions.push_back(u8"dae" ); |
80 | } |
81 | |
82 | bool FBXImporter::isExtensionSupported(const String& ext) const |
83 | { |
84 | String lowerCaseExt = ext; |
85 | StringUtil::toLowerCase(lowerCaseExt); |
86 | |
87 | return find(mExtensions.begin(), mExtensions.end(), lowerCaseExt) != mExtensions.end(); |
88 | } |
89 | |
90 | bool FBXImporter::isMagicNumberSupported(const UINT8* magicNumPtr, UINT32 numBytes) const |
91 | { |
92 | return true; // FBX files can be plain-text so I don't even check for magic number |
93 | } |
94 | |
95 | SPtr<ImportOptions> FBXImporter::createImportOptions() const |
96 | { |
97 | return bs_shared_ptr_new<MeshImportOptions>(); |
98 | } |
99 | |
100 | SPtr<Resource> FBXImporter::import(const Path& filePath, SPtr<const ImportOptions> importOptions) |
101 | { |
102 | MESH_DESC desc; |
103 | |
104 | Vector<FBXAnimationClipData> dummy; |
105 | SPtr<RendererMeshData> rendererMeshData = importMeshData(filePath, importOptions, desc.subMeshes, dummy, |
106 | desc.skeleton, desc.morphShapes); |
107 | |
108 | const MeshImportOptions* meshImportOptions = static_cast<const MeshImportOptions*>(importOptions.get()); |
109 | |
110 | desc.usage = MU_STATIC; |
111 | if (meshImportOptions->cpuCached) |
112 | desc.usage |= MU_CPUCACHED; |
113 | |
114 | SPtr<Mesh> mesh = Mesh::_createPtr(rendererMeshData->getData(), desc); |
115 | |
116 | const String fileName = filePath.getFilename(false); |
117 | mesh->setName(fileName); |
118 | |
119 | return mesh; |
120 | } |
121 | |
122 | Vector<SubResourceRaw> FBXImporter::importAll(const Path& filePath, SPtr<const ImportOptions> importOptions) |
123 | { |
124 | MESH_DESC desc; |
125 | |
126 | Vector<FBXAnimationClipData> animationClips; |
127 | SPtr<RendererMeshData> rendererMeshData = importMeshData(filePath, importOptions, desc.subMeshes, animationClips, |
128 | desc.skeleton, desc.morphShapes); |
129 | |
130 | const MeshImportOptions* meshImportOptions = static_cast<const MeshImportOptions*>(importOptions.get()); |
131 | |
132 | desc.usage = MU_STATIC; |
133 | if (meshImportOptions->cpuCached) |
134 | desc.usage |= MU_CPUCACHED; |
135 | |
136 | SPtr<Mesh> mesh = Mesh::_createPtr(rendererMeshData->getData(), desc); |
137 | |
138 | const String fileName = filePath.getFilename(false); |
139 | mesh->setName(fileName); |
140 | |
141 | Vector<SubResourceRaw> output; |
142 | if(mesh != nullptr) |
143 | { |
144 | output.push_back({ u8"primary" , mesh }); |
145 | |
146 | CollisionMeshType collisionMeshType = meshImportOptions->collisionMeshType; |
147 | if(collisionMeshType != CollisionMeshType::None) |
148 | { |
149 | if(Physics::isStarted()) |
150 | { |
151 | PhysicsMeshType type = collisionMeshType == CollisionMeshType::Convex ? |
152 | PhysicsMeshType::Convex : PhysicsMeshType::Triangle; |
153 | |
154 | SPtr<PhysicsMesh> physicsMesh = PhysicsMesh::_createPtr(rendererMeshData->getData(), type); |
155 | |
156 | output.push_back({ u8"collision" , physicsMesh }); |
157 | } |
158 | else |
159 | { |
160 | LOGWRN("Cannot generate a collision mesh as the physics module was not started." ); |
161 | } |
162 | } |
163 | |
164 | Vector<ImportedAnimationEvents> events = meshImportOptions->animationEvents; |
165 | for(auto& entry : animationClips) |
166 | { |
167 | SPtr<AnimationClip> clip = AnimationClip::_createPtr(entry.curves, entry.isAdditive, entry.sampleRate, |
168 | entry.rootMotion); |
169 | |
170 | for(auto& eventsEntry : events) |
171 | { |
172 | if(entry.name == eventsEntry.name) |
173 | { |
174 | clip->setEvents(eventsEntry.events); |
175 | break; |
176 | } |
177 | } |
178 | |
179 | output.push_back({ entry.name, clip }); |
180 | } |
181 | } |
182 | |
183 | return output; |
184 | } |
185 | |
186 | SPtr<RendererMeshData> FBXImporter::importMeshData(const Path& filePath, SPtr<const ImportOptions> importOptions, |
187 | Vector<SubMesh>& subMeshes, Vector<FBXAnimationClipData>& animation, SPtr<Skeleton>& skeleton, |
188 | SPtr<MorphShapes>& morphShapes) |
189 | { |
190 | FbxScene* fbxScene = nullptr; |
191 | |
192 | if (!startUpSdk(fbxScene)) |
193 | return nullptr; |
194 | |
195 | if (!loadFBXFile(fbxScene, filePath)) |
196 | return nullptr; |
197 | |
198 | const MeshImportOptions* meshImportOptions = static_cast<const MeshImportOptions*>(importOptions.get()); |
199 | FBXImportOptions fbxImportOptions; |
200 | fbxImportOptions.importNormals = meshImportOptions->importNormals; |
201 | fbxImportOptions.importTangents = meshImportOptions->importTangents; |
202 | fbxImportOptions.importAnimation = meshImportOptions->importAnimation; |
203 | fbxImportOptions.importBlendShapes = meshImportOptions->importBlendShapes; |
204 | fbxImportOptions.importSkin = meshImportOptions->importSkin; |
205 | fbxImportOptions.importScale = meshImportOptions->importScale; |
206 | fbxImportOptions.reduceKeyframes = meshImportOptions->reduceKeyFrames; |
207 | |
208 | FBXImportScene importedScene; |
209 | bakeTransforms(fbxScene); |
210 | parseScene(fbxScene, fbxImportOptions, importedScene); |
211 | |
212 | if (fbxImportOptions.importBlendShapes) |
213 | importBlendShapes(importedScene, fbxImportOptions); |
214 | |
215 | if (fbxImportOptions.importSkin) |
216 | importSkin(importedScene, fbxImportOptions); |
217 | |
218 | if (fbxImportOptions.importAnimation) |
219 | importAnimations(fbxScene, fbxImportOptions, importedScene); |
220 | |
221 | splitMeshVertices(importedScene); |
222 | generateMissingTangentSpace(importedScene, fbxImportOptions); |
223 | |
224 | SPtr<RendererMeshData> rendererMeshData = generateMeshData(importedScene, fbxImportOptions, subMeshes); |
225 | |
226 | skeleton = createSkeleton(importedScene, subMeshes.size() > 1); |
227 | morphShapes = createMorphShapes(importedScene); |
228 | |
229 | // Import animation clips |
230 | if (!importedScene.clips.empty()) |
231 | { |
232 | const Vector<AnimationSplitInfo>& splits = meshImportOptions->animationSplits; |
233 | convertAnimations(importedScene.clips, splits, skeleton, meshImportOptions->importRootMotion, animation); |
234 | } |
235 | |
236 | // TODO - Later: Optimize mesh: Remove bad and degenerate polygons, weld nearby vertices, optimize for vertex cache |
237 | |
238 | shutDownSdk(); |
239 | |
240 | return rendererMeshData; |
241 | } |
242 | |
243 | SPtr<Skeleton> FBXImporter::createSkeleton(const FBXImportScene& scene, bool sharedRoot) |
244 | { |
245 | Vector<BONE_DESC> allBones; |
246 | UnorderedMap<FBXImportNode*, UINT32> boneMap; |
247 | |
248 | for (auto& mesh : scene.meshes) |
249 | { |
250 | // Create bones |
251 | for (auto& fbxBone : mesh->bones) |
252 | { |
253 | UINT32 boneIdx = (UINT32)allBones.size(); |
254 | |
255 | auto iterFind = boneMap.find(fbxBone.node); |
256 | if(iterFind != boneMap.end()) |
257 | continue; // Duplicate |
258 | |
259 | boneMap[fbxBone.node] = boneIdx; |
260 | |
261 | allBones.push_back(BONE_DESC()); |
262 | BONE_DESC& bone = allBones.back(); |
263 | |
264 | bone.name = fbxBone.node->name; |
265 | bone.localTfrm = fbxBone.localTfrm; |
266 | bone.invBindPose = fbxBone.bindPose; |
267 | } |
268 | } |
269 | |
270 | // Generate skeleton |
271 | if (allBones.size() > 0) |
272 | { |
273 | // Find bone parents |
274 | UINT32 numProcessedBones = 0; |
275 | |
276 | // Generate common root bone for all meshes |
277 | UINT32 rootBoneIdx = (UINT32)-1; |
278 | if (sharedRoot) |
279 | { |
280 | rootBoneIdx = (UINT32)allBones.size(); |
281 | |
282 | allBones.push_back(BONE_DESC()); |
283 | BONE_DESC& bone = allBones.back(); |
284 | |
285 | bone.name = "MultiMeshRoot" ; |
286 | bone.localTfrm = Transform(); |
287 | bone.invBindPose = Matrix4::IDENTITY; |
288 | bone.parent = (UINT32)-1; |
289 | |
290 | numProcessedBones++; |
291 | } |
292 | |
293 | Stack<std::pair<FBXImportNode*, UINT32>> todo; |
294 | todo.push({ scene.rootNode, rootBoneIdx }); |
295 | |
296 | while (!todo.empty()) |
297 | { |
298 | auto entry = todo.top(); |
299 | todo.pop(); |
300 | |
301 | FBXImportNode* node = entry.first; |
302 | UINT32 parentBoneIdx = entry.second; |
303 | |
304 | auto boneIter = boneMap.find(node); |
305 | if (boneIter != boneMap.end()) |
306 | { |
307 | UINT32 boneIdx = boneIter->second; |
308 | allBones[boneIdx].parent = parentBoneIdx; |
309 | |
310 | parentBoneIdx = boneIdx; |
311 | numProcessedBones++; |
312 | } |
313 | else |
314 | { |
315 | // Node is not a bone, but it still needs to be part of the hierarchy. It wont be animated, nor will |
316 | // it directly influence any vertices, but its transform must be applied to any child bones. |
317 | UINT32 boneIdx = (UINT32)allBones.size(); |
318 | |
319 | allBones.push_back(BONE_DESC()); |
320 | BONE_DESC& bone = allBones.back(); |
321 | |
322 | bone.name = node->name; |
323 | bone.localTfrm = node->localTransform; |
324 | bone.invBindPose = Matrix4::IDENTITY; |
325 | bone.parent = parentBoneIdx; |
326 | |
327 | parentBoneIdx = boneIdx; |
328 | numProcessedBones++; |
329 | } |
330 | |
331 | for (auto& child : node->children) |
332 | todo.push({ child, parentBoneIdx }); |
333 | } |
334 | |
335 | UINT32 numAllBones = (UINT32)allBones.size(); |
336 | if (numProcessedBones == numAllBones) |
337 | return Skeleton::create(allBones.data(), numAllBones); |
338 | |
339 | LOGERR("Not all bones were found in the node hierarchy. Skeleton invalid." ); |
340 | } |
341 | |
342 | return nullptr; |
343 | } |
344 | |
345 | SPtr<MorphShapes> FBXImporter::createMorphShapes(const FBXImportScene& scene) |
346 | { |
347 | // Combine morph shapes from all sub-meshes, and transform them |
348 | struct RawMorphShape |
349 | { |
350 | String name; |
351 | float weight; |
352 | Vector<MorphVertex> vertices; |
353 | }; |
354 | |
355 | UnorderedMap<String, UnorderedMap<String, RawMorphShape>> allRawMorphShapes; |
356 | UINT32 totalNumVertices = 0; |
357 | |
358 | // Note: Order in which we combine meshes must match the order in MeshData::combine |
359 | for (auto& mesh : scene.meshes) |
360 | { |
361 | UINT32 numVertices = (UINT32)mesh->positions.size(); |
362 | UINT32 numNormals = (UINT32)mesh->normals.size(); |
363 | bool hasNormals = numVertices == numNormals; |
364 | |
365 | for (auto& node : mesh->referencedBy) |
366 | { |
367 | Matrix4 worldTransform = node->worldTransform * node->geomTransform; |
368 | Matrix4 worldTransformIT = worldTransform.inverse(); |
369 | worldTransformIT = worldTransformIT.transpose(); |
370 | |
371 | // Copy & transform positions |
372 | for(auto& blendShape : mesh->blendShapes) |
373 | { |
374 | UnorderedMap<String, RawMorphShape>& channelShapes = allRawMorphShapes[blendShape.name]; |
375 | |
376 | for(auto& blendFrame : blendShape.frames) |
377 | { |
378 | RawMorphShape& shape = channelShapes[blendFrame.name]; |
379 | shape.name = blendFrame.name; |
380 | shape.weight = blendFrame.weight; |
381 | |
382 | UINT32 = (UINT32)blendFrame.positions.size(); |
383 | if (frameNumVertices == numVertices) |
384 | { |
385 | for (UINT32 i = 0; i < numVertices; i++) |
386 | { |
387 | Vector3 meshPosition = worldTransform.multiplyAffine(mesh->positions[i]); |
388 | Vector3 blendPosition = worldTransform.multiplyAffine(blendFrame.positions[i]); |
389 | |
390 | Vector3 positionDelta = blendPosition - meshPosition; |
391 | Vector3 normalDelta; |
392 | if (hasNormals) |
393 | { |
394 | Vector3 blendNormal = worldTransformIT.multiplyDirection(blendFrame.normals[i]); |
395 | blendNormal = Vector3::normalize(blendNormal); |
396 | |
397 | Vector3 meshNormal = worldTransformIT.multiplyDirection(mesh->normals[i]); |
398 | meshNormal = Vector3::normalize(meshNormal); |
399 | |
400 | normalDelta = blendNormal - meshNormal; |
401 | } |
402 | else |
403 | normalDelta = Vector3::ZERO; |
404 | |
405 | if (positionDelta.squaredLength() > 0.000001f || normalDelta.squaredLength() > 0.0001f) |
406 | shape.vertices.push_back(MorphVertex(positionDelta, normalDelta, totalNumVertices + i)); |
407 | } |
408 | } |
409 | else |
410 | { |
411 | LOGERR("Corrupt blend shape frame. Number of vertices doesn't match the number of mesh vertices." ); |
412 | } |
413 | } |
414 | } |
415 | |
416 | totalNumVertices += numVertices; |
417 | } |
418 | } |
419 | |
420 | // Create morph shape object from combined shape data |
421 | SPtr<MorphShapes> morphShapes; |
422 | Vector<SPtr<MorphChannel>> allChannels; |
423 | for (auto& channel : allRawMorphShapes) |
424 | { |
425 | Vector<SPtr<MorphShape>> channelShapes; |
426 | for (auto& entry : channel.second) |
427 | { |
428 | RawMorphShape& shape = entry.second; |
429 | shape.vertices.shrink_to_fit(); |
430 | |
431 | SPtr<MorphShape> morphShape = MorphShape::create(shape.name, shape.weight, shape.vertices); |
432 | channelShapes.push_back(morphShape); |
433 | } |
434 | |
435 | if(channelShapes.size() > 0) |
436 | { |
437 | SPtr<MorphChannel> morphChannel = MorphChannel::create(channel.first, channelShapes); |
438 | allChannels.push_back(morphChannel); |
439 | } |
440 | } |
441 | |
442 | if (!allChannels.empty()) |
443 | return MorphShapes::create(allChannels, totalNumVertices); |
444 | |
445 | return morphShapes; |
446 | } |
447 | |
448 | bool FBXImporter::startUpSdk(FbxScene*& scene) |
449 | { |
450 | mFBXManager = FbxManager::Create(); |
451 | if (mFBXManager == nullptr) |
452 | { |
453 | LOGERR("FBX import failed: FBX SDK failed to initialize. FbxManager::Create() failed." ); |
454 | return false; |
455 | } |
456 | |
457 | FbxIOSettings* ios = FbxIOSettings::Create(mFBXManager, IOSROOT); |
458 | mFBXManager->SetIOSettings(ios); |
459 | |
460 | scene = FbxScene::Create(mFBXManager, "Import Scene" ); |
461 | if (scene == nullptr) |
462 | { |
463 | LOGWRN("FBX import failed: Failed to create FBX scene." ); |
464 | return false; |
465 | } |
466 | |
467 | return true; |
468 | } |
469 | |
470 | void FBXImporter::shutDownSdk() |
471 | { |
472 | mFBXManager->Destroy(); |
473 | mFBXManager = nullptr; |
474 | } |
475 | |
476 | bool FBXImporter::loadFBXFile(FbxScene* scene, const Path& filePath) |
477 | { |
478 | int lFileMajor, lFileMinor, lFileRevision; |
479 | int lSDKMajor, lSDKMinor, lSDKRevision; |
480 | FbxManager::GetFileFormatVersion(lSDKMajor, lSDKMinor, lSDKRevision); |
481 | |
482 | Lock fileLock = FileScheduler::getLock(filePath); |
483 | FbxImporter* importer = FbxImporter::Create(mFBXManager, "" ); |
484 | bool importStatus = importer->Initialize(filePath.toString().c_str(), -1, mFBXManager->GetIOSettings()); |
485 | |
486 | importer->GetFileVersion(lFileMajor, lFileMinor, lFileRevision); |
487 | |
488 | if(!importStatus) |
489 | { |
490 | LOGERR("FBX import failed: Call to FbxImporter::Initialize() failed.\n" + |
491 | String("Error returned: %s\n\n" ) + String(importer->GetStatus().GetErrorString())); |
492 | return false; |
493 | } |
494 | |
495 | mFBXManager->GetIOSettings()->SetBoolProp(IMP_FBX_TEXTURE, false); |
496 | mFBXManager->GetIOSettings()->SetBoolProp(IMP_FBX_GOBO, false); |
497 | |
498 | importStatus = importer->Import(scene); |
499 | |
500 | if(!importStatus) |
501 | { |
502 | importer->Destroy(); |
503 | |
504 | LOGERR("FBX import failed: Call to FbxImporter::Import() failed.\n" + |
505 | String("Error returned: %s\n\n" ) + String(importer->GetStatus().GetErrorString())); |
506 | return false; |
507 | } |
508 | |
509 | FbxAxisSystem fileCoordSystem = scene->GetGlobalSettings().GetAxisSystem(); |
510 | FbxAxisSystem bsCoordSystem(FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd, FbxAxisSystem::eRightHanded); |
511 | if (fileCoordSystem != bsCoordSystem) |
512 | bsCoordSystem.ConvertScene(scene); |
513 | |
514 | importer->Destroy(); |
515 | return true; |
516 | } |
517 | |
518 | void FBXImporter::parseScene(FbxScene* scene, const FBXImportOptions& options, FBXImportScene& outputScene) |
519 | { |
520 | // Scale from file units to engine units, and apply optional user scale |
521 | float importScale = 1.0f; |
522 | if (options.importScale > 0.0001f) |
523 | importScale = options.importScale; |
524 | |
525 | FbxSystemUnit units = scene->GetGlobalSettings().GetSystemUnit(); |
526 | FbxSystemUnit bsScaledUnits(100.0f / importScale); |
527 | |
528 | const FbxSystemUnit::ConversionOptions convOptions = { |
529 | false, |
530 | true, |
531 | true, |
532 | true, |
533 | true, |
534 | true |
535 | }; |
536 | |
537 | bsScaledUnits.ConvertScene(scene, convOptions); |
538 | |
539 | outputScene.rootNode = createImportNode(outputScene, scene->GetRootNode(), nullptr); |
540 | |
541 | Stack<FbxNode*> todo; |
542 | todo.push(scene->GetRootNode()); |
543 | |
544 | while(!todo.empty()) |
545 | { |
546 | FbxNode* curNode = todo.top(); |
547 | FBXImportNode* curImportNode = outputScene.nodeMap[curNode]; |
548 | todo.pop(); |
549 | |
550 | FbxNodeAttribute* attrib = curNode->GetNodeAttribute(); |
551 | if(attrib != nullptr) |
552 | { |
553 | FbxNodeAttribute::EType attribType = attrib->GetAttributeType(); |
554 | |
555 | switch(attribType) |
556 | { |
557 | case FbxNodeAttribute::eNurbs: |
558 | case FbxNodeAttribute::eNurbsSurface: |
559 | case FbxNodeAttribute::ePatch: |
560 | { |
561 | FbxGeometryConverter geomConverter(mFBXManager); |
562 | attrib = geomConverter.Triangulate(attrib, true); |
563 | |
564 | if (attrib->GetAttributeType() == FbxNodeAttribute::eMesh) |
565 | { |
566 | FbxMesh* mesh = static_cast<FbxMesh*>(attrib); |
567 | mesh->RemoveBadPolygons(); |
568 | |
569 | parseMesh(mesh, curImportNode, options, outputScene); |
570 | } |
571 | } |
572 | break; |
573 | case FbxNodeAttribute::eMesh: |
574 | { |
575 | FbxMesh* mesh = static_cast<FbxMesh*>(attrib); |
576 | mesh->RemoveBadPolygons(); |
577 | |
578 | if(!mesh->IsTriangleMesh()) |
579 | { |
580 | FbxGeometryConverter geomConverter(mFBXManager); |
581 | geomConverter.Triangulate(mesh, true); |
582 | attrib = curNode->GetNodeAttribute(); |
583 | mesh = static_cast<FbxMesh*>(attrib); |
584 | } |
585 | |
586 | parseMesh(mesh, curImportNode, options, outputScene); |
587 | } |
588 | break; |
589 | default: |
590 | break; |
591 | } |
592 | } |
593 | |
594 | for (int i = 0; i < curNode->GetChildCount(); i++) |
595 | { |
596 | FbxNode* childNode = curNode->GetChild(i); |
597 | createImportNode(outputScene, childNode, curImportNode); |
598 | |
599 | todo.push(childNode); |
600 | } |
601 | } |
602 | } |
603 | |
604 | FBXImportNode* FBXImporter::createImportNode(FBXImportScene& scene, FbxNode* fbxNode, FBXImportNode* parent) |
605 | { |
606 | FBXImportNode* node = bs_new<FBXImportNode>(); |
607 | |
608 | Vector3 translation = FBXToNativeType(fbxNode->EvaluateLocalTranslation(FbxTime(0))); |
609 | Vector3 rotationEuler = FBXToNativeType(fbxNode->EvaluateLocalRotation(FbxTime(0))); |
610 | Vector3 scale = FBXToNativeType(fbxNode->EvaluateLocalScaling(FbxTime(0))); |
611 | |
612 | Quaternion rotation((Degree)rotationEuler.x, (Degree)rotationEuler.y, (Degree)rotationEuler.z, |
613 | EulerAngleOrder::XYZ); |
614 | |
615 | node->name = fbxNode->GetNameWithoutNameSpacePrefix().Buffer(); |
616 | node->fbxNode = fbxNode; |
617 | node->localTransform = Transform(translation, rotation, scale); |
618 | |
619 | if (parent != nullptr) |
620 | { |
621 | node->worldTransform = parent->worldTransform * node->localTransform.getMatrix(); |
622 | |
623 | parent->children.push_back(node); |
624 | } |
625 | else |
626 | node->worldTransform = node->localTransform.getMatrix(); |
627 | |
628 | // Geometry transform is applied to geometry (mesh data) only, it is not inherited by children, so we store it |
629 | // separately |
630 | Vector3 geomTrans = FBXToNativeType(fbxNode->GeometricTranslation.Get()); |
631 | Vector3 geomRotEuler = FBXToNativeType(fbxNode->GeometricRotation.Get()); |
632 | Vector3 geomScale = FBXToNativeType(fbxNode->GeometricScaling.Get()); |
633 | |
634 | Quaternion geomRotation((Degree)geomRotEuler.x, (Degree)geomRotEuler.y, (Degree)geomRotEuler.z, EulerAngleOrder::XYZ); |
635 | node->geomTransform = Matrix4::TRS(geomTrans, geomRotation, geomScale); |
636 | |
637 | scene.nodeMap.insert(std::make_pair(fbxNode, node)); |
638 | |
639 | // Determine if geometry winding needs to be flipped to match the engine convention. This is true by default, but |
640 | // each negative scaling factor changes the winding. |
641 | if (parent != nullptr) |
642 | node->flipWinding = parent->flipWinding; |
643 | else |
644 | node->flipWinding = true; |
645 | |
646 | for (UINT32 i = 0; i < 3; i++) |
647 | { |
648 | if (scale[i] < 0.0f) node->flipWinding = !node->flipWinding; |
649 | if (geomScale[i] < 0.0f) node->flipWinding = !node->flipWinding; |
650 | } |
651 | |
652 | return node; |
653 | } |
654 | |
655 | void FBXImporter::splitMeshVertices(FBXImportScene& scene) |
656 | { |
657 | Vector<FBXImportMesh*> splitMeshes; |
658 | |
659 | for (auto& mesh : scene.meshes) |
660 | { |
661 | FBXImportMesh* splitMesh = bs_new<FBXImportMesh>(); |
662 | splitMesh->fbxMesh = mesh->fbxMesh; |
663 | splitMesh->referencedBy = mesh->referencedBy; |
664 | splitMesh->bones = mesh->bones; |
665 | |
666 | FBXUtility::splitVertices(*mesh, *splitMesh); |
667 | splitMeshes.push_back(splitMesh); |
668 | |
669 | bs_delete(mesh); |
670 | } |
671 | |
672 | scene.meshes = splitMeshes; |
673 | } |
674 | |
675 | void FBXImporter::convertAnimations(const Vector<FBXAnimationClip>& clips, const Vector<AnimationSplitInfo>& splits, |
676 | const SPtr<Skeleton>& skeleton, bool importRootMotion, Vector<FBXAnimationClipData>& output) |
677 | { |
678 | UnorderedSet<String> names; |
679 | |
680 | String rootBoneName; |
681 | if (skeleton == nullptr) |
682 | importRootMotion = false; |
683 | else |
684 | { |
685 | UINT32 rootBoneIdx = skeleton->getRootBoneIndex(); |
686 | if (rootBoneIdx == (UINT32)-1) |
687 | importRootMotion = false; |
688 | else |
689 | rootBoneName = skeleton->getBoneInfo(rootBoneIdx).name; |
690 | } |
691 | |
692 | bool isFirstClip = true; |
693 | for (auto& clip : clips) |
694 | { |
695 | SPtr<AnimationCurves> curves = bs_shared_ptr_new<AnimationCurves>(); |
696 | SPtr<RootMotion> rootMotion; |
697 | |
698 | // Find offset so animations start at time 0 |
699 | float animStart = std::numeric_limits<float>::infinity(); |
700 | |
701 | for (auto& bone : clip.boneAnimations) |
702 | { |
703 | if(bone.translation.getNumKeyFrames() > 0) |
704 | animStart = std::min(bone.translation.getKeyFrame(0).time, animStart); |
705 | |
706 | if (bone.rotation.getNumKeyFrames() > 0) |
707 | animStart = std::min(bone.rotation.getKeyFrame(0).time, animStart); |
708 | |
709 | if (bone.scale.getNumKeyFrames() > 0) |
710 | animStart = std::min(bone.scale.getKeyFrame(0).time, animStart); |
711 | } |
712 | |
713 | for (auto& anim : clip.blendShapeAnimations) |
714 | { |
715 | if (anim.curve.getNumKeyFrames() > 0) |
716 | animStart = std::min(anim.curve.getKeyFrame(0).time, animStart); |
717 | } |
718 | |
719 | AnimationCurveFlags blendShapeFlags = AnimationCurveFlag::ImportedCurve | AnimationCurveFlag::MorphFrame; |
720 | if (animStart != 0.0f && animStart != std::numeric_limits<float>::infinity()) |
721 | { |
722 | for (auto& bone : clip.boneAnimations) |
723 | { |
724 | TAnimationCurve<Vector3> translation = AnimationUtility::offsetCurve(bone.translation, -animStart); |
725 | TAnimationCurve<Quaternion> rotation = AnimationUtility::offsetCurve(bone.rotation, -animStart); |
726 | TAnimationCurve<Vector3> scale = AnimationUtility::offsetCurve(bone.scale, -animStart); |
727 | |
728 | if(importRootMotion && bone.node->name == rootBoneName) |
729 | rootMotion = bs_shared_ptr_new<RootMotion>(translation, rotation); |
730 | else |
731 | { |
732 | curves->position.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, translation }); |
733 | curves->rotation.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, rotation }); |
734 | curves->scale.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, scale }); |
735 | } |
736 | } |
737 | |
738 | for (auto& anim : clip.blendShapeAnimations) |
739 | { |
740 | TAnimationCurve<float> curve = AnimationUtility::offsetCurve(anim.curve, -animStart); |
741 | curves->generic.push_back({ anim.blendShape, blendShapeFlags, curve }); |
742 | } |
743 | } |
744 | else |
745 | { |
746 | for (auto& bone : clip.boneAnimations) |
747 | { |
748 | if (importRootMotion && bone.node->name == rootBoneName) |
749 | rootMotion = bs_shared_ptr_new<RootMotion>(bone.translation, bone.rotation); |
750 | else |
751 | { |
752 | curves->position.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, bone.translation }); |
753 | curves->rotation.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, bone.rotation }); |
754 | curves->scale.push_back({ bone.node->name, AnimationCurveFlag::ImportedCurve, bone.scale }); |
755 | } |
756 | } |
757 | |
758 | for (auto& anim : clip.blendShapeAnimations) |
759 | curves->generic.push_back({ anim.blendShape, blendShapeFlags, anim.curve }); |
760 | } |
761 | |
762 | // See if any splits are required. We only split the first clip as it is assumed if FBX has multiple clips the |
763 | // user has the ability to split them externally. |
764 | if(isFirstClip && !splits.empty()) |
765 | { |
766 | float secondsPerFrame = 1.0f / clip.sampleRate; |
767 | |
768 | for(auto& split : splits) |
769 | { |
770 | SPtr<AnimationCurves> splitClipCurve = bs_shared_ptr_new<AnimationCurves>(); |
771 | SPtr<RootMotion> splitRootMotion; |
772 | |
773 | auto splitCurves = [&](auto& inCurves, auto& outCurves) |
774 | { |
775 | UINT32 numCurves = (UINT32)inCurves.size(); |
776 | outCurves.resize(numCurves); |
777 | |
778 | for (UINT32 i = 0; i < numCurves; i++) |
779 | { |
780 | auto& animCurve = inCurves[i].curve; |
781 | outCurves[i].name = inCurves[i].name; |
782 | |
783 | UINT32 numFrames = animCurve.getNumKeyFrames(); |
784 | if (numFrames == 0) |
785 | continue; |
786 | |
787 | float startTime = split.startFrame * secondsPerFrame; |
788 | float endTime = split.endFrame * secondsPerFrame; |
789 | |
790 | outCurves[i].curve = inCurves[i].curve.split(startTime, endTime); |
791 | |
792 | if (split.isAdditive) |
793 | outCurves[i].curve.makeAdditive(); |
794 | } |
795 | }; |
796 | |
797 | splitCurves(curves->position, splitClipCurve->position); |
798 | splitCurves(curves->rotation, splitClipCurve->rotation); |
799 | splitCurves(curves->scale, splitClipCurve->scale); |
800 | splitCurves(curves->generic, splitClipCurve->generic); |
801 | |
802 | if(rootMotion != nullptr) |
803 | { |
804 | auto splitCurve = [&](auto& inCurve, auto& outCurve) |
805 | { |
806 | UINT32 numFrames = inCurve.getNumKeyFrames(); |
807 | if (numFrames > 0) |
808 | { |
809 | float startTime = split.startFrame * secondsPerFrame; |
810 | float endTime = split.endFrame * secondsPerFrame; |
811 | |
812 | outCurve = inCurve.split(startTime, endTime); |
813 | |
814 | if (split.isAdditive) |
815 | outCurve.makeAdditive(); |
816 | } |
817 | }; |
818 | |
819 | splitRootMotion = bs_shared_ptr_new<RootMotion>(); |
820 | splitCurve(rootMotion->position, splitRootMotion->position); |
821 | splitCurve(rootMotion->rotation, splitRootMotion->rotation); |
822 | } |
823 | |
824 | // Search for a unique name |
825 | String name = split.name; |
826 | UINT32 attemptIdx = 0; |
827 | while (names.find(name) != names.end()) |
828 | { |
829 | name = clip.name + "_" + toString(attemptIdx); |
830 | attemptIdx++; |
831 | } |
832 | |
833 | names.insert(name); |
834 | output.push_back(FBXAnimationClipData(name, split.isAdditive, clip.sampleRate, splitClipCurve, |
835 | splitRootMotion)); |
836 | } |
837 | } |
838 | else |
839 | { |
840 | // Search for a unique name |
841 | String name = clip.name; |
842 | UINT32 attemptIdx = 0; |
843 | while(names.find(name) != names.end()) |
844 | { |
845 | name = clip.name + "_" + toString(attemptIdx); |
846 | attemptIdx++; |
847 | } |
848 | |
849 | names.insert(name); |
850 | output.push_back(FBXAnimationClipData(name, false, clip.sampleRate, curves, rootMotion)); |
851 | } |
852 | |
853 | isFirstClip = false; |
854 | } |
855 | } |
856 | |
857 | SPtr<RendererMeshData> FBXImporter::generateMeshData(const FBXImportScene& scene, const FBXImportOptions& options, |
858 | Vector<SubMesh>& outputSubMeshes) |
859 | { |
860 | Vector<SPtr<MeshData>> allMeshData; |
861 | Vector<Vector<SubMesh>> allSubMeshes; |
862 | UINT32 boneIndexOffset = 0; |
863 | |
864 | // Generate unique indices for all the bones. This is mirrored in createSkeleton(). |
865 | UnorderedMap<FBXImportNode*, UINT32> boneMap; |
866 | for (auto& mesh : scene.meshes) |
867 | { |
868 | // Create bones |
869 | for (auto& fbxBone : mesh->bones) |
870 | { |
871 | UINT32 boneIdx = (UINT32)boneMap.size(); |
872 | |
873 | auto iterFind = boneMap.find(fbxBone.node); |
874 | if(iterFind != boneMap.end()) |
875 | continue; // Duplicate |
876 | |
877 | boneMap[fbxBone.node] = boneIdx; |
878 | } |
879 | } |
880 | |
881 | for (auto& mesh : scene.meshes) |
882 | { |
883 | Vector<Vector<UINT32>> indicesPerMaterial; |
884 | for (UINT32 i = 0; i < (UINT32)mesh->indices.size(); i++) |
885 | { |
886 | while ((UINT32)mesh->materials[i] >= (UINT32)indicesPerMaterial.size()) |
887 | indicesPerMaterial.push_back(Vector<UINT32>()); |
888 | |
889 | indicesPerMaterial[mesh->materials[i]].push_back(mesh->indices[i]); |
890 | } |
891 | |
892 | UINT32* orderedIndices = (UINT32*)bs_alloc((UINT32)mesh->indices.size() * sizeof(UINT32)); |
893 | Vector<SubMesh> subMeshes; |
894 | UINT32 currentIndex = 0; |
895 | |
896 | for (auto& subMeshIndices : indicesPerMaterial) |
897 | { |
898 | UINT32 indexCount = (UINT32)subMeshIndices.size(); |
899 | UINT32* dest = orderedIndices + currentIndex; |
900 | memcpy(dest, subMeshIndices.data(), indexCount * sizeof(UINT32)); |
901 | |
902 | subMeshes.push_back(SubMesh(currentIndex, indexCount, DOT_TRIANGLE_LIST)); |
903 | |
904 | currentIndex += indexCount; |
905 | } |
906 | |
907 | UINT32 vertexLayout = (UINT32)VertexLayout::Position; |
908 | |
909 | size_t numVertices = mesh->positions.size(); |
910 | bool hasColors = mesh->colors.size() == numVertices; |
911 | bool hasNormals = mesh->normals.size() == numVertices; |
912 | bool hasBoneInfluences = mesh->boneInfluences.size() == numVertices; |
913 | |
914 | if (hasColors) |
915 | vertexLayout |= (UINT32)VertexLayout::Color; |
916 | |
917 | bool hasTangents = false; |
918 | if (hasNormals) |
919 | { |
920 | vertexLayout |= (UINT32)VertexLayout::Normal; |
921 | |
922 | if (mesh->tangents.size() == numVertices && |
923 | mesh->bitangents.size() == numVertices) |
924 | { |
925 | vertexLayout |= (UINT32)VertexLayout::Tangent; |
926 | hasTangents = true; |
927 | } |
928 | } |
929 | |
930 | if (hasBoneInfluences) |
931 | vertexLayout |= (UINT32)VertexLayout::BoneWeights; |
932 | |
933 | for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++) |
934 | { |
935 | if (mesh->UV[i].size() == numVertices) |
936 | { |
937 | if (i == 0) |
938 | vertexLayout |= (UINT32)VertexLayout::UV0; |
939 | else if (i == 1) |
940 | vertexLayout |= (UINT32)VertexLayout::UV1; |
941 | } |
942 | } |
943 | |
944 | UINT32 numIndices = (UINT32)mesh->indices.size(); |
945 | for (auto& node : mesh->referencedBy) |
946 | { |
947 | Matrix4 worldTransform = node->worldTransform * node->geomTransform; |
948 | Matrix4 worldTransformIT = worldTransform.inverse(); |
949 | worldTransformIT = worldTransformIT.transpose(); |
950 | |
951 | SPtr<RendererMeshData> meshData = RendererMeshData::create((UINT32)numVertices, numIndices, (VertexLayout)vertexLayout); |
952 | |
953 | // Copy indices |
954 | if(!node->flipWinding) |
955 | meshData->setIndices(orderedIndices, numIndices * sizeof(UINT32)); |
956 | else |
957 | { |
958 | UINT32* flippedIndices = bs_stack_alloc<UINT32>(numIndices); |
959 | |
960 | for (UINT32 i = 0; i < numIndices; i += 3) |
961 | { |
962 | flippedIndices[i + 0] = orderedIndices[i + 0]; |
963 | flippedIndices[i + 1] = orderedIndices[i + 2]; |
964 | flippedIndices[i + 2] = orderedIndices[i + 1]; |
965 | } |
966 | |
967 | meshData->setIndices(flippedIndices, numIndices * sizeof(UINT32)); |
968 | bs_stack_free(flippedIndices); |
969 | } |
970 | |
971 | // Copy & transform positions |
972 | UINT32 positionsSize = sizeof(Vector3) * (UINT32)numVertices; |
973 | Vector3* transformedPositions = (Vector3*)bs_stack_alloc(positionsSize); |
974 | |
975 | for (UINT32 i = 0; i < (UINT32)numVertices; i++) |
976 | transformedPositions[i] = worldTransform.multiplyAffine((Vector3)mesh->positions[i]); |
977 | |
978 | meshData->setPositions(transformedPositions, positionsSize); |
979 | bs_stack_free(transformedPositions); |
980 | |
981 | // Copy & transform normals |
982 | if (hasNormals) |
983 | { |
984 | UINT32 normalsSize = sizeof(Vector3) * (UINT32)numVertices; |
985 | Vector3* transformedNormals = (Vector3*)bs_stack_alloc(normalsSize); |
986 | |
987 | // Copy, convert & transform tangents & bitangents |
988 | if (hasTangents) |
989 | { |
990 | UINT32 tangentsSize = sizeof(Vector4) * (UINT32)numVertices; |
991 | Vector4* transformedTangents = (Vector4*)bs_stack_alloc(tangentsSize); |
992 | |
993 | for (UINT32 i = 0; i < (UINT32)numVertices; i++) |
994 | { |
995 | Vector3 normal = (Vector3)mesh->normals[i]; |
996 | normal = worldTransformIT.multiplyDirection(normal); |
997 | transformedNormals[i] = Vector3::normalize(normal); |
998 | |
999 | Vector3 tangent = (Vector3)mesh->tangents[i]; |
1000 | tangent = Vector3::normalize(worldTransformIT.multiplyDirection(tangent)); |
1001 | |
1002 | Vector3 bitangent = (Vector3)mesh->bitangents[i]; |
1003 | bitangent = worldTransformIT.multiplyDirection(bitangent); |
1004 | |
1005 | Vector3 engineBitangent = Vector3::cross(normal, tangent); |
1006 | float sign = Vector3::dot(engineBitangent, bitangent); |
1007 | |
1008 | transformedTangents[i] = Vector4(tangent.x, tangent.y, tangent.z, sign > 0 ? 1.0f : -1.0f); |
1009 | } |
1010 | |
1011 | meshData->setTangents(transformedTangents, tangentsSize); |
1012 | bs_stack_free(transformedTangents); |
1013 | } |
1014 | else // Just normals |
1015 | { |
1016 | for (UINT32 i = 0; i < (UINT32)numVertices; i++) |
1017 | transformedNormals[i] = Vector3::normalize(worldTransformIT.multiplyDirection((Vector3)mesh->normals[i])); |
1018 | } |
1019 | |
1020 | meshData->setNormals(transformedNormals, normalsSize); |
1021 | bs_stack_free(transformedNormals); |
1022 | } |
1023 | |
1024 | // Copy colors |
1025 | if (hasColors) |
1026 | { |
1027 | meshData->setColors(mesh->colors.data(), sizeof(UINT32) * (UINT32)numVertices); |
1028 | } |
1029 | |
1030 | // Copy UV |
1031 | int writeUVIDx = 0; |
1032 | for (auto& uvLayer : mesh->UV) |
1033 | { |
1034 | if (uvLayer.size() == numVertices) |
1035 | { |
1036 | UINT32 size = sizeof(Vector2) * (UINT32)numVertices; |
1037 | Vector2* transformedUV = (Vector2*)bs_stack_alloc(size); |
1038 | |
1039 | UINT32 i = 0; |
1040 | for (auto& uv : uvLayer) |
1041 | { |
1042 | transformedUV[i] = uv; |
1043 | transformedUV[i].y = 1.0f - uv.y; |
1044 | |
1045 | i++; |
1046 | } |
1047 | |
1048 | if (writeUVIDx == 0) |
1049 | meshData->setUV0(transformedUV, size); |
1050 | else if (writeUVIDx == 1) |
1051 | meshData->setUV1(transformedUV, size); |
1052 | |
1053 | bs_stack_free(transformedUV); |
1054 | |
1055 | writeUVIDx++; |
1056 | } |
1057 | } |
1058 | |
1059 | // Copy bone influences & remap bone indices |
1060 | if(hasBoneInfluences) |
1061 | { |
1062 | UINT32 bufferSize = sizeof(BoneWeight) * (UINT32)numVertices; |
1063 | BoneWeight* weights = (BoneWeight*)bs_stack_alloc(bufferSize); |
1064 | for(UINT32 i = 0; i < (UINT32)numVertices; i++) |
1065 | { |
1066 | int* indices[] = { &weights[i].index0, &weights[i].index1, &weights[i].index2, &weights[i].index3}; |
1067 | float* amounts[] = { &weights[i].weight0, &weights[i].weight1, &weights[i].weight2, &weights[i].weight3}; |
1068 | |
1069 | for(UINT32 j = 0; j < 4; j++) |
1070 | { |
1071 | int boneIdx = mesh->boneInfluences[i].indices[j]; |
1072 | if(boneIdx != -1) |
1073 | { |
1074 | FBXImportNode* boneNode = mesh->bones[boneIdx].node; |
1075 | |
1076 | auto iterFind = boneMap.find(boneNode); |
1077 | if(iterFind != boneMap.end()) |
1078 | *indices[j] = iterFind->second; |
1079 | else |
1080 | *indices[j] = -1; |
1081 | } |
1082 | else |
1083 | *indices[j] = boneIdx; |
1084 | |
1085 | *amounts[j] = mesh->boneInfluences[i].weights[j]; |
1086 | } |
1087 | } |
1088 | |
1089 | meshData->setBoneWeights(weights, bufferSize); |
1090 | bs_stack_free(weights); |
1091 | } |
1092 | |
1093 | allMeshData.push_back(meshData->getData()); |
1094 | allSubMeshes.push_back(subMeshes); |
1095 | } |
1096 | |
1097 | bs_free(orderedIndices); |
1098 | |
1099 | UINT32 numBones = (UINT32)mesh->bones.size(); |
1100 | boneIndexOffset += numBones; |
1101 | } |
1102 | |
1103 | if (allMeshData.size() > 1) |
1104 | { |
1105 | return RendererMeshData::create(MeshData::combine(allMeshData, allSubMeshes, outputSubMeshes)); |
1106 | } |
1107 | else if (allMeshData.size() == 1) |
1108 | { |
1109 | outputSubMeshes = allSubMeshes[0]; |
1110 | return RendererMeshData::create(allMeshData[0]); |
1111 | } |
1112 | |
1113 | return nullptr; |
1114 | } |
1115 | |
1116 | template<class TFBX, class TNative> |
1117 | class FBXDirectIndexer |
1118 | { |
1119 | public: |
1120 | FBXDirectIndexer(const FbxLayerElementTemplate<TFBX>& layer) |
1121 | :mElementArray(layer.GetDirectArray()), |
1122 | mElementCount(mElementArray.GetCount()) |
1123 | {} |
1124 | |
1125 | bool get(int index, TNative& output) const |
1126 | { |
1127 | if (index < 0 || index >= mElementCount) |
1128 | return false; |
1129 | |
1130 | output = FBXToNativeType(mElementArray.GetAt(index)); |
1131 | return true; |
1132 | } |
1133 | |
1134 | bool isEmpty() const |
1135 | { |
1136 | return mElementCount == 0; |
1137 | } |
1138 | |
1139 | private: |
1140 | const FbxLayerElementArrayTemplate<TFBX>& mElementArray; |
1141 | int mElementCount; |
1142 | }; |
1143 | |
1144 | template<class TFBX, class TNative> |
1145 | class FBXIndexIndexer |
1146 | { |
1147 | public: |
1148 | FBXIndexIndexer(const FbxLayerElementTemplate<TFBX>& layer) |
1149 | :mElementArray(layer.GetDirectArray()), |
1150 | mIndexArray(layer.GetIndexArray()), |
1151 | mElementCount(mElementArray.GetCount()), |
1152 | mIndexCount(mIndexArray.GetCount()) |
1153 | {} |
1154 | |
1155 | bool get(int index, TNative& output) const |
1156 | { |
1157 | if (index < 0 || index >= mIndexCount) |
1158 | return false; |
1159 | |
1160 | int actualIndex = mIndexArray.GetAt(index); |
1161 | |
1162 | if (actualIndex < 0 || actualIndex >= mElementCount) |
1163 | return false; |
1164 | |
1165 | output = FBXToNativeType(mElementArray.GetAt(actualIndex)); |
1166 | return true; |
1167 | } |
1168 | |
1169 | bool isEmpty() const |
1170 | { |
1171 | return mElementCount == 0 || mIndexCount == 0; |
1172 | } |
1173 | |
1174 | private: |
1175 | const FbxLayerElementArrayTemplate<TFBX>& mElementArray; |
1176 | const FbxLayerElementArrayTemplate<int>& mIndexArray; |
1177 | int mElementCount; |
1178 | int mIndexCount; |
1179 | }; |
1180 | |
1181 | template<class TFBX, class TNative, class TIndexer> |
1182 | void readLayerData(FbxLayerElementTemplate<TFBX>& layer, Vector<TNative>& output, const Vector<int>& indices) |
1183 | { |
1184 | TIndexer indexer(layer); |
1185 | if (indexer.isEmpty()) |
1186 | return; |
1187 | |
1188 | output.resize(indices.size()); |
1189 | |
1190 | FbxLayerElement::EMappingMode mappingMode = layer.GetMappingMode(); |
1191 | |
1192 | UINT32 indexCount = (UINT32)indices.size(); |
1193 | switch (mappingMode) |
1194 | { |
1195 | case FbxLayerElement::eByControlPoint: |
1196 | for (UINT32 i = 0; i < indexCount; i++) |
1197 | { |
1198 | int index = indices[i]; |
1199 | indexer.get(index, output[i]); |
1200 | } |
1201 | break; |
1202 | case FbxLayerElement::eByPolygonVertex: |
1203 | for (UINT32 i = 0; i < indexCount; i++) |
1204 | indexer.get(i, output[i]); |
1205 | break; |
1206 | case FbxLayerElement::eByPolygon: |
1207 | // We expect mesh to be triangulated here |
1208 | { |
1209 | UINT32 polygonCount = indexCount / 3; |
1210 | UINT32 index = 0; |
1211 | |
1212 | for (UINT32 i = 0; i < polygonCount; i++) |
1213 | { |
1214 | TNative value{}; |
1215 | indexer.get(i, value); |
1216 | |
1217 | output[index++] = value; |
1218 | output[index++] = value; |
1219 | output[index++] = value; |
1220 | } |
1221 | } |
1222 | break; |
1223 | case FbxLayerElement::eAllSame: |
1224 | { |
1225 | TNative value{}; |
1226 | indexer.get(0, value); |
1227 | |
1228 | for (UINT32 i = 0; i < indexCount; i++) |
1229 | output[i] = value; |
1230 | } |
1231 | break; |
1232 | default: |
1233 | LOGWRN("FBX Import: Unsupported layer mapping mode." ); |
1234 | break; |
1235 | } |
1236 | } |
1237 | |
1238 | template<class TFBX, class TNative> |
1239 | void readLayerData(FbxLayerElementTemplate<TFBX>& layer, Vector<TNative>& output, const Vector<int>& indices) |
1240 | { |
1241 | FbxLayerElement::EReferenceMode refMode = layer.GetReferenceMode(); |
1242 | |
1243 | if (refMode == FbxLayerElement::eDirect) |
1244 | readLayerData<TFBX, TNative, FBXDirectIndexer<TFBX, TNative> >(layer, output, indices); |
1245 | else if (refMode == FbxLayerElement::eIndexToDirect) |
1246 | readLayerData<TFBX, TNative, FBXIndexIndexer<TFBX, TNative> >(layer, output, indices); |
1247 | else |
1248 | LOGWRN("FBX Import: Unsupported layer reference mode." ); |
1249 | } |
1250 | |
1251 | void FBXImporter::parseMesh(FbxMesh* mesh, FBXImportNode* parentNode, const FBXImportOptions& options, FBXImportScene& outputScene) |
1252 | { |
1253 | // Check if valid |
1254 | if (!mesh->IsTriangleMesh()) |
1255 | return; |
1256 | |
1257 | UINT32 vertexCount = mesh->GetControlPointsCount(); |
1258 | UINT32 triangleCount = mesh->GetPolygonCount(); |
1259 | |
1260 | if (vertexCount == 0 || triangleCount == 0) |
1261 | return; |
1262 | |
1263 | // Register in global mesh array |
1264 | FBXImportMesh* importMesh = nullptr; |
1265 | |
1266 | auto iterFindMesh = outputScene.meshMap.find(mesh); |
1267 | if (iterFindMesh != outputScene.meshMap.end()) |
1268 | { |
1269 | UINT32 meshIdx = iterFindMesh->second; |
1270 | outputScene.meshes[meshIdx]->referencedBy.push_back(parentNode); |
1271 | |
1272 | return; |
1273 | } |
1274 | else |
1275 | { |
1276 | importMesh = bs_new<FBXImportMesh>(); |
1277 | outputScene.meshes.push_back(importMesh); |
1278 | |
1279 | importMesh->referencedBy.push_back(parentNode); |
1280 | importMesh->fbxMesh = mesh; |
1281 | |
1282 | outputScene.meshMap[mesh] = (UINT32)outputScene.meshes.size() - 1; |
1283 | } |
1284 | |
1285 | // Import vertices |
1286 | importMesh->positions.resize(vertexCount); |
1287 | FbxVector4* controlPoints = mesh->GetControlPoints(); |
1288 | |
1289 | for (UINT32 i = 0; i < vertexCount; i++) |
1290 | importMesh->positions[i] = FBXToNativeType(controlPoints[i]); |
1291 | |
1292 | // Import triangles |
1293 | UINT32 indexCount = triangleCount * 3; |
1294 | importMesh->indices.resize(indexCount); |
1295 | |
1296 | int* fbxIndices = mesh->GetPolygonVertices(); |
1297 | importMesh->indices.assign(fbxIndices, fbxIndices + indexCount); |
1298 | |
1299 | // Import UVs |
1300 | Vector<FbxLayerElementUV*> fbxUVLayers; |
1301 | |
1302 | //// Search the diffuse layers first |
1303 | for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++) |
1304 | { |
1305 | FbxLayer* layer = mesh->GetLayer(i, FbxLayerElement::eUV); |
1306 | if (layer == nullptr) |
1307 | continue; |
1308 | |
1309 | for (int j = FbxLayerElement::eTextureDiffuse; j < FbxLayerElement::eTypeCount; j++) |
1310 | { |
1311 | FbxLayerElementUV* uvLayer = layer->GetUVs((FbxLayerElement::EType)j); |
1312 | if (uvLayer == nullptr) |
1313 | continue; |
1314 | |
1315 | fbxUVLayers.push_back(uvLayer); |
1316 | |
1317 | if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS) |
1318 | break; |
1319 | } |
1320 | |
1321 | if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS) |
1322 | break; |
1323 | } |
1324 | |
1325 | //// If there's room, search all others too |
1326 | if (fbxUVLayers.size() < FBX_IMPORT_MAX_UV_LAYERS) |
1327 | { |
1328 | UINT32 numLayers = mesh->GetLayerCount(); |
1329 | for (UINT32 i = 0; i < numLayers; i++) |
1330 | { |
1331 | FbxLayer* layer = mesh->GetLayer(i); |
1332 | if (layer == nullptr) |
1333 | continue; |
1334 | |
1335 | for (int j = FbxLayerElement::eTextureDiffuse; j < FbxLayerElement::eTypeCount; j++) |
1336 | { |
1337 | FbxLayerElementUV* uvLayer = layer->GetUVs((FbxLayerElement::EType)j); |
1338 | if (uvLayer == nullptr) |
1339 | continue; |
1340 | |
1341 | auto iterFind = std::find(fbxUVLayers.begin(), fbxUVLayers.end(), uvLayer); |
1342 | if (iterFind != fbxUVLayers.end()) |
1343 | continue; |
1344 | |
1345 | fbxUVLayers.push_back(uvLayer); |
1346 | |
1347 | if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS) |
1348 | break; |
1349 | } |
1350 | |
1351 | if (fbxUVLayers.size() == FBX_IMPORT_MAX_UV_LAYERS) |
1352 | break; |
1353 | } |
1354 | } |
1355 | |
1356 | for (size_t i = 0; i < fbxUVLayers.size(); i++) |
1357 | readLayerData(*fbxUVLayers[i], importMesh->UV[i], importMesh->indices); |
1358 | |
1359 | FbxLayer* mainLayer = mesh->GetLayer(0); |
1360 | if (mainLayer != nullptr) |
1361 | { |
1362 | // Import colors |
1363 | if (mainLayer->GetVertexColors() != nullptr) |
1364 | readLayerData(*mainLayer->GetVertexColors(), importMesh->colors, importMesh->indices); |
1365 | |
1366 | // Import normals |
1367 | if (options.importNormals) |
1368 | { |
1369 | bool hasNormals = mainLayer->GetNormals() != nullptr; |
1370 | |
1371 | if (!hasNormals) |
1372 | { |
1373 | if (mainLayer->GetSmoothing() != nullptr) |
1374 | { |
1375 | FbxLayerElementSmoothing* smoothing = mainLayer->GetSmoothing(); |
1376 | |
1377 | if (smoothing->GetMappingMode() == FbxLayerElement::eByEdge) |
1378 | { |
1379 | FbxGeometryConverter converter(mFBXManager); |
1380 | converter.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0); |
1381 | } |
1382 | |
1383 | readLayerData(*smoothing, importMesh->smoothingGroups, importMesh->indices); |
1384 | |
1385 | if (!importMesh->smoothingGroups.empty()) |
1386 | { |
1387 | FBXUtility::normalsFromSmoothing(importMesh->positions, importMesh->indices, |
1388 | importMesh->smoothingGroups, importMesh->normals); |
1389 | } |
1390 | } |
1391 | } |
1392 | else |
1393 | readLayerData(*mainLayer->GetNormals(), importMesh->normals, importMesh->indices); |
1394 | } |
1395 | |
1396 | // Import tangents |
1397 | if (options.importTangents) |
1398 | { |
1399 | bool hasTangents = mainLayer->GetTangents() != nullptr && mainLayer->GetBinormals() != nullptr; |
1400 | |
1401 | if (!hasTangents) |
1402 | { |
1403 | if (fbxUVLayers.size() > 0) |
1404 | hasTangents = mesh->GenerateTangentsData(0, false); |
1405 | } |
1406 | |
1407 | if (hasTangents) |
1408 | { |
1409 | readLayerData(*mainLayer->GetTangents(), importMesh->tangents, importMesh->indices); |
1410 | readLayerData(*mainLayer->GetBinormals(), importMesh->bitangents, importMesh->indices); |
1411 | } |
1412 | } |
1413 | |
1414 | // Import material indexes |
1415 | if (mainLayer->GetMaterials() != nullptr) |
1416 | { |
1417 | Vector<FbxSurfaceMaterial*> fbxMaterials; |
1418 | |
1419 | readLayerData(*mainLayer->GetMaterials(), fbxMaterials, importMesh->indices); |
1420 | |
1421 | UnorderedMap<FbxSurfaceMaterial*, int> materialLookup; |
1422 | int nextMaterialIdx = 0; |
1423 | for (UINT32 i = 0; i < (UINT32)fbxMaterials.size(); i++) |
1424 | { |
1425 | auto iterFind = materialLookup.find(fbxMaterials[i]); |
1426 | |
1427 | int materialIdx = 0; |
1428 | if (iterFind != materialLookup.end()) |
1429 | materialIdx = iterFind->second; |
1430 | else |
1431 | { |
1432 | materialIdx = nextMaterialIdx++; |
1433 | materialLookup[fbxMaterials[i]] = materialIdx; |
1434 | } |
1435 | |
1436 | importMesh->materials.push_back(materialIdx); |
1437 | } |
1438 | } |
1439 | else |
1440 | { |
1441 | importMesh->materials.resize(importMesh->indices.size(), 0); |
1442 | } |
1443 | } |
1444 | } |
1445 | |
1446 | void FBXImporter::importBlendShapes(FBXImportScene& scene, const FBXImportOptions& options) |
1447 | { |
1448 | for (auto& mesh : scene.meshes) |
1449 | { |
1450 | FbxMesh* fbxMesh = mesh->fbxMesh; |
1451 | |
1452 | UINT32 deformerCount = (UINT32)fbxMesh->GetDeformerCount(FbxDeformer::eBlendShape); |
1453 | for (UINT32 i = 0; i < deformerCount; i++) |
1454 | { |
1455 | FbxBlendShape* deformer = static_cast<FbxBlendShape*>(fbxMesh->GetDeformer(i, FbxDeformer::eBlendShape)); |
1456 | |
1457 | UINT32 blendShapeChannelCount = (UINT32)deformer->GetBlendShapeChannelCount(); |
1458 | for (UINT32 j = 0; j < blendShapeChannelCount; ++j) |
1459 | { |
1460 | FbxBlendShapeChannel* channel = deformer->GetBlendShapeChannel(j); |
1461 | double* weights = channel->GetTargetShapeFullWeights(); |
1462 | |
1463 | UINT32 frameCount = channel->GetTargetShapeCount(); |
1464 | if (frameCount == 0) |
1465 | continue; |
1466 | |
1467 | mesh->blendShapes.push_back(FBXBlendShape()); |
1468 | FBXBlendShape& blendShape = mesh->blendShapes.back(); |
1469 | blendShape.name = channel->GetName(); |
1470 | blendShape.frames.resize(frameCount); |
1471 | |
1472 | // Get name without invalid characters |
1473 | blendShape.name = StringUtil::replaceAll(blendShape.name, "." , "_" ); |
1474 | blendShape.name = StringUtil::replaceAll(blendShape.name, "/" , "_" ); |
1475 | |
1476 | for (UINT32 k = 0; k < frameCount; k++) |
1477 | { |
1478 | FbxShape* fbxShape = channel->GetTargetShape(k); |
1479 | |
1480 | FBXBlendShapeFrame& frame = blendShape.frames[k]; |
1481 | frame.name = fbxShape->GetName(); |
1482 | frame.weight = (float)(weights[k] / 100.0); |
1483 | |
1484 | // Get name without invalid characters |
1485 | frame.name = StringUtil::replaceAll(frame.name, "." , "_" ); |
1486 | frame.name = StringUtil::replaceAll(frame.name, "/" , "_" ); |
1487 | |
1488 | importBlendShapeFrame(fbxShape, *mesh, options, frame); |
1489 | } |
1490 | } |
1491 | } |
1492 | } |
1493 | } |
1494 | |
1495 | void FBXImporter::importBlendShapeFrame(FbxShape* shape, const FBXImportMesh& mesh, const FBXImportOptions& options, FBXBlendShapeFrame& outFrame) |
1496 | { |
1497 | UINT32 vertexCount = (UINT32)shape->GetControlPointsCount(); |
1498 | outFrame.positions.resize(vertexCount); |
1499 | FbxVector4* controlPoints = shape->GetControlPoints(); |
1500 | |
1501 | for (UINT32 i = 0; i < vertexCount; i++) |
1502 | outFrame.positions[i] = FBXToNativeType(controlPoints[i]); |
1503 | |
1504 | FbxLayer* mainLayer = shape->GetLayer(0); |
1505 | if (options.importNormals) |
1506 | { |
1507 | bool hasNormals = mainLayer->GetNormals() != nullptr; |
1508 | |
1509 | if (!hasNormals) |
1510 | { |
1511 | if (!mesh.smoothingGroups.empty()) |
1512 | { |
1513 | FBXUtility::normalsFromSmoothing(outFrame.positions, mesh.indices, |
1514 | mesh.smoothingGroups, outFrame.normals); |
1515 | } |
1516 | } |
1517 | else |
1518 | readLayerData(*mainLayer->GetNormals(), outFrame.normals, mesh.indices); |
1519 | } |
1520 | |
1521 | if (options.importTangents) |
1522 | { |
1523 | bool hasTangents = mainLayer->GetTangents() != nullptr && mainLayer->GetBinormals() != nullptr; |
1524 | |
1525 | if (hasTangents) |
1526 | { |
1527 | readLayerData(*mainLayer->GetTangents(), outFrame.tangents, mesh.indices); |
1528 | readLayerData(*mainLayer->GetBinormals(), outFrame.bitangents, mesh.indices); |
1529 | } |
1530 | } |
1531 | } |
1532 | |
1533 | void FBXImporter::importSkin(FBXImportScene& scene, const FBXImportOptions& options) |
1534 | { |
1535 | for (auto& mesh : scene.meshes) |
1536 | { |
1537 | FbxMesh* fbxMesh = mesh->fbxMesh; |
1538 | |
1539 | UINT32 deformerCount = (UINT32)fbxMesh->GetDeformerCount(FbxDeformer::eSkin); |
1540 | if (deformerCount > 0) |
1541 | { |
1542 | // We ignore other deformers if there's more than one |
1543 | FbxSkin* deformer = static_cast<FbxSkin*>(fbxMesh->GetDeformer(0, FbxDeformer::eSkin)); |
1544 | UINT32 boneCount = (UINT32)deformer->GetClusterCount(); |
1545 | |
1546 | if (boneCount == 0) |
1547 | continue; |
1548 | |
1549 | // If only one bone and it links to itself, ignore the bone |
1550 | if (boneCount == 1) |
1551 | { |
1552 | FbxCluster* cluster = deformer->GetCluster(0); |
1553 | if (mesh->referencedBy.size() == 1 && mesh->referencedBy[0]->fbxNode == cluster->GetLink()) |
1554 | continue; |
1555 | } |
1556 | |
1557 | importSkin(scene, deformer, *mesh, options); |
1558 | } |
1559 | } |
1560 | } |
1561 | |
1562 | void FBXImporter::importSkin(FBXImportScene& scene, FbxSkin* skin, FBXImportMesh& mesh, const FBXImportOptions& options) |
1563 | { |
1564 | Vector<FBXBoneInfluence>& influences = mesh.boneInfluences; |
1565 | influences.resize(mesh.positions.size()); |
1566 | |
1567 | UnorderedSet<FbxNode*> existingBones; |
1568 | UINT32 boneCount = (UINT32)skin->GetClusterCount(); |
1569 | for (UINT32 i = 0; i < boneCount; i++) |
1570 | { |
1571 | FbxCluster* cluster = skin->GetCluster(i); |
1572 | FbxNode* link = cluster->GetLink(); |
1573 | |
1574 | // The bone node doesn't exist, skip it |
1575 | auto iterFind = scene.nodeMap.find(link); |
1576 | if (iterFind == scene.nodeMap.end()) |
1577 | continue; |
1578 | |
1579 | mesh.bones.push_back(FBXBone()); |
1580 | |
1581 | FBXBone& bone = mesh.bones.back(); |
1582 | bone.node = iterFind->second; |
1583 | |
1584 | if(mesh.referencedBy.size() > 1) |
1585 | { |
1586 | // Note: If this becomes a relevant issue (unlikely), then I will have to duplicate skeleton bones for |
1587 | // each such mesh, since they will all require their own bind poses. Animation curves will also need to be |
1588 | // handled specially (likely by allowing them to be applied to multiple bones at once). The other option is |
1589 | // not to bake the node transform into mesh vertices and handle it on a Scene Object level. |
1590 | LOGWRN("Skinned mesh has multiple different instances. This is not supported." ); |
1591 | } |
1592 | |
1593 | FBXImportNode* parentNode = mesh.referencedBy[0]; |
1594 | |
1595 | // Calculate bind pose |
1596 | //// Grab the transform of the node linked to this cluster (should be equivalent to bone.node->worldTransform) |
1597 | FbxAMatrix linkTransform; |
1598 | cluster->GetTransformLinkMatrix(linkTransform); |
1599 | |
1600 | FbxAMatrix clusterTransform; |
1601 | cluster->GetTransformMatrix(clusterTransform); |
1602 | |
1603 | bone.localTfrm = bone.node->localTransform; |
1604 | |
1605 | FbxAMatrix invLinkTransform = linkTransform.Inverse(); |
1606 | bone.bindPose = FBXToNativeType(invLinkTransform * clusterTransform); |
1607 | |
1608 | // Undo the transform we baked into the mesh |
1609 | bone.bindPose = bone.bindPose * (parentNode->worldTransform * parentNode->geomTransform).inverseAffine(); |
1610 | |
1611 | bool isDuplicate = !existingBones.insert(link).second; |
1612 | bool isAdditive = cluster->GetLinkMode() == FbxCluster::eAdditive; |
1613 | |
1614 | // We avoid importing weights twice for duplicate bones and we don't |
1615 | // support additive link mode. |
1616 | bool importWeights = !isDuplicate && !isAdditive; |
1617 | if (!importWeights) |
1618 | continue; |
1619 | |
1620 | double* weights = cluster->GetControlPointWeights(); |
1621 | INT32* indices = cluster->GetControlPointIndices(); |
1622 | UINT32 numIndices = (UINT32)cluster->GetControlPointIndicesCount(); |
1623 | INT32 numVertices = (INT32)influences.size(); |
1624 | |
1625 | // Add new weights while keeping them in order and removing the smallest ones |
1626 | // if number of influences exceeds the set maximum value |
1627 | for (UINT32 j = 0; j < numIndices; j++) |
1628 | { |
1629 | INT32 vertexIndex = indices[j]; |
1630 | float weight = (float)weights[j]; |
1631 | |
1632 | for (INT32 k = 0; k < FBX_IMPORT_MAX_BONE_INFLUENCES; k++) |
1633 | { |
1634 | if (vertexIndex < 0 || vertexIndex >= numVertices) |
1635 | continue; |
1636 | |
1637 | if (weight >= influences[vertexIndex].weights[k]) |
1638 | { |
1639 | for (INT32 l = FBX_IMPORT_MAX_BONE_INFLUENCES - 2; l >= k; l--) |
1640 | { |
1641 | influences[vertexIndex].weights[l + 1] = influences[vertexIndex].weights[l]; |
1642 | influences[vertexIndex].indices[l + 1] = influences[vertexIndex].indices[l]; |
1643 | } |
1644 | |
1645 | influences[vertexIndex].weights[k] = weight; |
1646 | influences[vertexIndex].indices[k] = i; |
1647 | break; |
1648 | } |
1649 | } |
1650 | } |
1651 | } |
1652 | |
1653 | if (mesh.bones.empty()) |
1654 | mesh.boneInfluences.clear(); |
1655 | |
1656 | UINT32 numBones = (UINT32)mesh.bones.size(); |
1657 | if (numBones > 256) |
1658 | LOGWRN("A maximum of 256 bones per skeleton are supported. Imported skeleton has " + toString(numBones) + " bones" ); |
1659 | |
1660 | // Normalize weights |
1661 | UINT32 numInfluences = (UINT32)mesh.boneInfluences.size(); |
1662 | for (UINT32 i = 0; i < numInfluences; i++) |
1663 | { |
1664 | float sum = 0.0f; |
1665 | for (UINT32 j = 0; j < FBX_IMPORT_MAX_BONE_INFLUENCES; j++) |
1666 | sum += influences[i].weights[j]; |
1667 | |
1668 | float invSum = 1.0f / sum; |
1669 | for (UINT32 j = 0; j < FBX_IMPORT_MAX_BONE_INFLUENCES; j++) |
1670 | influences[i].weights[j] *= invSum; |
1671 | } |
1672 | } |
1673 | |
1674 | void FBXImporter::generateMissingTangentSpace(FBXImportScene& scene, const FBXImportOptions& options) |
1675 | { |
1676 | for (auto& mesh : scene.meshes) |
1677 | { |
1678 | UINT32 numVertices = (UINT32)mesh->positions.size(); |
1679 | UINT32 numIndices = (UINT32)mesh->indices.size(); |
1680 | |
1681 | if ((options.importNormals || options.importTangents) && mesh->normals.empty()) |
1682 | { |
1683 | mesh->normals.resize(numVertices); |
1684 | |
1685 | MeshUtility::calculateNormals(mesh->positions.data(), (UINT8*)mesh->indices.data(), numVertices, numIndices, mesh->normals.data()); |
1686 | } |
1687 | |
1688 | if (options.importTangents && !mesh->UV[0].empty() && (mesh->tangents.empty() || mesh->bitangents.empty())) |
1689 | { |
1690 | mesh->tangents.resize(numVertices); |
1691 | mesh->bitangents.resize(numVertices); |
1692 | |
1693 | MeshUtility::calculateTangents(mesh->positions.data(), mesh->normals.data(), mesh->UV[0].data(), (UINT8*)mesh->indices.data(), |
1694 | numVertices, numIndices, mesh->tangents.data(), mesh->bitangents.data()); |
1695 | } |
1696 | |
1697 | for (auto& shape : mesh->blendShapes) |
1698 | { |
1699 | for (auto& frame : shape.frames) |
1700 | { |
1701 | if ((options.importNormals || options.importTangents) && frame.normals.empty()) |
1702 | { |
1703 | frame.normals.resize(numVertices); |
1704 | |
1705 | MeshUtility::calculateNormals(mesh->positions.data(), (UINT8*)mesh->indices.data(), numVertices, numIndices, frame.normals.data()); |
1706 | } |
1707 | |
1708 | if (options.importTangents && !mesh->UV[0].empty() && (frame.tangents.empty() || frame.bitangents.empty())) |
1709 | { |
1710 | frame.tangents.resize(numVertices); |
1711 | frame.bitangents.resize(numVertices); |
1712 | |
1713 | MeshUtility::calculateTangents(mesh->positions.data(), frame.normals.data(), mesh->UV[0].data(), (UINT8*)mesh->indices.data(), |
1714 | numVertices, numIndices, frame.tangents.data(), frame.bitangents.data()); |
1715 | } |
1716 | } |
1717 | } |
1718 | } |
1719 | } |
1720 | |
1721 | void FBXImporter::importAnimations(FbxScene* scene, FBXImportOptions& importOptions, FBXImportScene& importScene) |
1722 | { |
1723 | FbxNode* root = scene->GetRootNode(); |
1724 | |
1725 | UINT32 numAnimStacks = (UINT32)scene->GetSrcObjectCount<FbxAnimStack>(); |
1726 | for (UINT32 i = 0; i < numAnimStacks; i++) |
1727 | { |
1728 | FbxAnimStack* animStack = scene->GetSrcObject<FbxAnimStack>(i); |
1729 | |
1730 | importScene.clips.push_back(FBXAnimationClip()); |
1731 | FBXAnimationClip& clip = importScene.clips.back(); |
1732 | clip.name = animStack->GetName(); |
1733 | |
1734 | FbxTimeSpan timeSpan = animStack->GetLocalTimeSpan(); |
1735 | clip.start = (float)timeSpan.GetStart().GetSecondDouble(); |
1736 | clip.end = (float)timeSpan.GetStop().GetSecondDouble(); |
1737 | |
1738 | clip.sampleRate = (UINT32)FbxTime::GetFrameRate(scene->GetGlobalSettings().GetTimeMode()); |
1739 | |
1740 | UINT32 layerCount = animStack->GetMemberCount<FbxAnimLayer>(); |
1741 | if (layerCount > 1) |
1742 | { |
1743 | FbxAnimEvaluator* evaluator = scene->GetAnimationEvaluator(); |
1744 | |
1745 | FbxTime startTime; |
1746 | startTime.SetSecondDouble(clip.start); |
1747 | |
1748 | FbxTime endTime; |
1749 | endTime.SetSecondDouble(clip.end); |
1750 | |
1751 | FbxTime sampleRate; |
1752 | |
1753 | if (importOptions.animResample) |
1754 | sampleRate.SetSecondDouble(importOptions.animSampleRate); |
1755 | else |
1756 | { |
1757 | FbxTime::EMode timeMode = scene->GetGlobalSettings().GetTimeMode(); |
1758 | sampleRate.SetSecondDouble(1.0f / FbxTime::GetFrameRate(timeMode)); |
1759 | } |
1760 | |
1761 | if (!animStack->BakeLayers(evaluator, startTime, endTime, sampleRate)) |
1762 | continue; |
1763 | |
1764 | layerCount = animStack->GetMemberCount<FbxAnimLayer>(); |
1765 | } |
1766 | |
1767 | if (layerCount == 1) |
1768 | { |
1769 | FbxAnimLayer* animLayer = animStack->GetMember<FbxAnimLayer>(0); |
1770 | |
1771 | importAnimations(animLayer, root, importOptions, clip, importScene); |
1772 | } |
1773 | } |
1774 | } |
1775 | |
1776 | void FBXImporter::importAnimations(FbxAnimLayer* layer, FbxNode* node, FBXImportOptions& importOptions, |
1777 | FBXAnimationClip& clip, FBXImportScene& importScene) |
1778 | { |
1779 | FbxAnimCurve* translation[3]; |
1780 | translation[0] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X); |
1781 | translation[1] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y); |
1782 | translation[2] = node->LclTranslation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z); |
1783 | |
1784 | FbxAnimCurve* rotation[3]; |
1785 | rotation[0] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X); |
1786 | rotation[1] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y); |
1787 | rotation[2] = node->LclRotation.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z); |
1788 | |
1789 | FbxAnimCurve* scale[3]; |
1790 | scale[0] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_X); |
1791 | scale[1] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Y); |
1792 | scale[2] = node->LclScaling.GetCurve(layer, FBXSDK_CURVENODE_COMPONENT_Z); |
1793 | |
1794 | Vector3 defaultTranslation = FBXToNativeType(node->LclTranslation.Get()); |
1795 | Vector3 defaultRotation = FBXToNativeType(node->LclRotation.Get()); |
1796 | Vector3 defaultScale = FBXToNativeType(node->LclScaling.Get()); |
1797 | |
1798 | auto hasCurveValues = [](FbxAnimCurve* curves[3]) |
1799 | { |
1800 | for (UINT32 i = 0; i < 3; i++) |
1801 | { |
1802 | if (curves[i] != nullptr && curves[i]->KeyGetCount() > 0) |
1803 | return true; |
1804 | } |
1805 | |
1806 | return false; |
1807 | }; |
1808 | |
1809 | bool hasBoneAnimation = hasCurveValues(translation) || hasCurveValues(rotation) || hasCurveValues(scale); |
1810 | if (hasBoneAnimation) |
1811 | { |
1812 | clip.boneAnimations.push_back(FBXBoneAnimation()); |
1813 | FBXBoneAnimation& boneAnim = clip.boneAnimations.back(); |
1814 | boneAnim.node = importScene.nodeMap[node]; |
1815 | |
1816 | if (hasCurveValues(translation)) |
1817 | { |
1818 | float defaultValues[3]; |
1819 | memcpy(defaultValues, &defaultTranslation, sizeof(defaultValues)); |
1820 | |
1821 | boneAnim.translation = importCurve<Vector3, 3>(translation, defaultValues, importOptions, |
1822 | clip.start, clip.end); |
1823 | } |
1824 | else |
1825 | { |
1826 | Vector<TKeyframe<Vector3>> keyframes(1); |
1827 | keyframes[0].value = defaultTranslation; |
1828 | keyframes[0].inTangent = Vector3::ZERO; |
1829 | keyframes[0].outTangent = Vector3::ZERO; |
1830 | |
1831 | boneAnim.translation = TAnimationCurve<Vector3>(keyframes); |
1832 | } |
1833 | |
1834 | if (hasCurveValues(scale)) |
1835 | { |
1836 | float defaultValues[3]; |
1837 | memcpy(defaultValues, &defaultScale, sizeof(defaultValues)); |
1838 | |
1839 | boneAnim.scale = importCurve<Vector3, 3>(scale, defaultValues, importOptions, clip.start, clip.end); |
1840 | } |
1841 | else |
1842 | { |
1843 | Vector<TKeyframe<Vector3>> keyframes(1); |
1844 | keyframes[0].value = defaultScale; |
1845 | keyframes[0].inTangent = Vector3::ZERO; |
1846 | keyframes[0].outTangent = Vector3::ZERO; |
1847 | |
1848 | boneAnim.scale = TAnimationCurve<Vector3>(keyframes); |
1849 | } |
1850 | |
1851 | SPtr<TAnimationCurve<Vector3>> eulerAnimation = bs_shared_ptr_new<TAnimationCurve<Vector3>>(); |
1852 | if (hasCurveValues(rotation)) |
1853 | { |
1854 | float defaultValues[3]; |
1855 | memcpy(defaultValues, &defaultRotation, sizeof(defaultValues)); |
1856 | |
1857 | *eulerAnimation = importCurve<Vector3, 3>(rotation, defaultValues, importOptions, clip.start, clip.end); |
1858 | } |
1859 | else |
1860 | { |
1861 | Vector<TKeyframe<Vector3>> keyframes(1); |
1862 | keyframes[0].value = defaultRotation; |
1863 | keyframes[0].inTangent = Vector3::ZERO; |
1864 | keyframes[0].outTangent = Vector3::ZERO; |
1865 | |
1866 | *eulerAnimation = TAnimationCurve<Vector3>(keyframes); |
1867 | } |
1868 | |
1869 | if(importOptions.reduceKeyframes) |
1870 | { |
1871 | boneAnim.translation = reduceKeyframes(boneAnim.translation); |
1872 | boneAnim.scale = reduceKeyframes(boneAnim.scale); |
1873 | *eulerAnimation = reduceKeyframes(*eulerAnimation); |
1874 | } |
1875 | |
1876 | boneAnim.rotation = *AnimationUtility::eulerToQuaternionCurve(eulerAnimation, EulerAngleOrder::XYZ); |
1877 | } |
1878 | |
1879 | if (importOptions.importBlendShapes) |
1880 | { |
1881 | FbxMesh* fbxMesh = node->GetMesh(); |
1882 | if (fbxMesh != nullptr) |
1883 | { |
1884 | INT32 deformerCount = fbxMesh->GetDeformerCount(FbxDeformer::eBlendShape); |
1885 | for (INT32 i = 0; i < deformerCount; i++) |
1886 | { |
1887 | FbxBlendShape* deformer = static_cast<FbxBlendShape*>(fbxMesh->GetDeformer(i, FbxDeformer::eBlendShape)); |
1888 | |
1889 | INT32 channelCount = deformer->GetBlendShapeChannelCount(); |
1890 | for (INT32 j = 0; j < channelCount; j++) |
1891 | { |
1892 | FbxBlendShapeChannel* channel = deformer->GetBlendShapeChannel(j); |
1893 | |
1894 | FbxAnimCurve* curve = fbxMesh->GetShapeChannel(i, j, layer); |
1895 | if (curve != nullptr && curve->KeyGetCount() > 0) |
1896 | { |
1897 | clip.blendShapeAnimations.push_back(FBXBlendShapeAnimation()); |
1898 | FBXBlendShapeAnimation& blendShapeAnim = clip.blendShapeAnimations.back(); |
1899 | blendShapeAnim.blendShape = channel->GetName(); |
1900 | |
1901 | // Get name without invalid characters |
1902 | blendShapeAnim.blendShape = StringUtil::replaceAll(blendShapeAnim.blendShape, "." , "_" ); |
1903 | blendShapeAnim.blendShape = StringUtil::replaceAll(blendShapeAnim.blendShape, "/" , "_" ); |
1904 | |
1905 | FbxAnimCurve* curves[1] = { curve }; |
1906 | float defaultValues[1] = { 0.0f }; |
1907 | blendShapeAnim.curve = importCurve<float, 1>(curves, defaultValues, importOptions, clip.start, |
1908 | clip.end); |
1909 | |
1910 | // FBX contains data in [0, 100] range, but we need it in [0, 1] range |
1911 | blendShapeAnim.curve = AnimationUtility::scaleCurve(blendShapeAnim.curve, 0.01f); |
1912 | } |
1913 | } |
1914 | } |
1915 | } |
1916 | } |
1917 | |
1918 | UINT32 childCount = (UINT32)node->GetChildCount(); |
1919 | for (UINT32 i = 0; i < childCount; i++) |
1920 | { |
1921 | FbxNode* child = node->GetChild(i); |
1922 | importAnimations(layer, child, importOptions, clip, importScene); |
1923 | } |
1924 | } |
1925 | |
1926 | void FBXImporter::bakeTransforms(FbxScene* scene) |
1927 | { |
1928 | // FBX stores transforms in a more complex way than just translation-rotation-scale as used by the framework. |
1929 | // Instead they also support rotations offsets and pivots, scaling pivots and more. We wish to bake all this data |
1930 | // into a standard transform so we can access it using node's local TRS properties (e.g. FbxNode::LclTranslation). |
1931 | |
1932 | double frameRate = FbxTime::GetFrameRate(scene->GetGlobalSettings().GetTimeMode()); |
1933 | |
1934 | bs_frame_mark(); |
1935 | { |
1936 | FrameStack<FbxNode*> todo; |
1937 | todo.push(scene->GetRootNode()); |
1938 | |
1939 | while(todo.size() > 0) |
1940 | { |
1941 | FbxNode* node = todo.top(); |
1942 | todo.pop(); |
1943 | |
1944 | FbxVector4 zero(0, 0, 0); |
1945 | FbxVector4 one(1, 1, 1); |
1946 | |
1947 | // Activate pivot converting |
1948 | node->SetPivotState(FbxNode::eSourcePivot, FbxNode::ePivotActive); |
1949 | node->SetPivotState(FbxNode::eDestinationPivot, FbxNode::ePivotActive); |
1950 | |
1951 | // We want to set all these to 0 (1 for scale) and bake them into the transforms |
1952 | node->SetPostRotation(FbxNode::eDestinationPivot, zero); |
1953 | node->SetPreRotation(FbxNode::eDestinationPivot, zero); |
1954 | node->SetRotationOffset(FbxNode::eDestinationPivot, zero); |
1955 | node->SetScalingOffset(FbxNode::eDestinationPivot, zero); |
1956 | node->SetRotationPivot(FbxNode::eDestinationPivot, zero); |
1957 | node->SetScalingPivot(FbxNode::eDestinationPivot, zero); |
1958 | |
1959 | // We account for geometric properties separately during node traversal |
1960 | node->SetGeometricTranslation(FbxNode::eDestinationPivot, node->GetGeometricTranslation(FbxNode::eSourcePivot)); |
1961 | node->SetGeometricRotation(FbxNode::eDestinationPivot, node->GetGeometricRotation(FbxNode::eSourcePivot)); |
1962 | node->SetGeometricScaling(FbxNode::eDestinationPivot, node->GetGeometricScaling(FbxNode::eSourcePivot)); |
1963 | |
1964 | // Use XYZ as that appears to be the default for FBX (other orders sometimes have artifacts) |
1965 | node->SetRotationOrder(FbxNode::eDestinationPivot, FbxEuler::eOrderXYZ); |
1966 | |
1967 | // Keep interpolation as is |
1968 | node->SetQuaternionInterpolation(FbxNode::eDestinationPivot, node->GetQuaternionInterpolation(FbxNode::eSourcePivot)); |
1969 | |
1970 | for (int i = 0; i < node->GetChildCount(); i++) |
1971 | { |
1972 | FbxNode* childNode = node->GetChild(i); |
1973 | todo.push(childNode); |
1974 | } |
1975 | } |
1976 | |
1977 | scene->GetRootNode()->ConvertPivotAnimationRecursive(nullptr, FbxNode::eDestinationPivot, frameRate, false); |
1978 | } |
1979 | bs_frame_clear(); |
1980 | } |
1981 | |
1982 | TAnimationCurve<Vector3> FBXImporter::reduceKeyframes(TAnimationCurve<Vector3>& curve) |
1983 | { |
1984 | UINT32 keyCount = curve.getNumKeyFrames(); |
1985 | |
1986 | Vector<TKeyframe<Vector3>> newKeyframes; |
1987 | |
1988 | bool lastWasEqual = false; |
1989 | for (UINT32 i = 0; i < keyCount; i++) |
1990 | { |
1991 | bool isEqual = true; |
1992 | |
1993 | const TKeyframe<Vector3>& curKey = curve.getKeyFrame(i); |
1994 | if (i > 0) |
1995 | { |
1996 | TKeyframe<Vector3>& prevKey = newKeyframes.back(); |
1997 | |
1998 | isEqual = Math::approxEquals(prevKey.value, curKey.value) && |
1999 | Math::approxEquals(prevKey.outTangent, curKey.inTangent) && isEqual; |
2000 | } |
2001 | else |
2002 | isEqual = false; |
2003 | |
2004 | // More than two keys in a row are equal, remove previous key by replacing it with this one |
2005 | if (lastWasEqual && isEqual) |
2006 | { |
2007 | TKeyframe<Vector3>& prevKey = newKeyframes.back(); |
2008 | |
2009 | // Other properties are guaranteed unchanged |
2010 | prevKey.time = curKey.time; |
2011 | prevKey.outTangent = curKey.outTangent; |
2012 | |
2013 | continue; |
2014 | } |
2015 | |
2016 | newKeyframes.push_back(curKey); |
2017 | lastWasEqual = isEqual; |
2018 | } |
2019 | |
2020 | return TAnimationCurve<Vector3>(newKeyframes); |
2021 | } |
2022 | |
2023 | template<class T> |
2024 | void setKeyframeValues(TKeyframe<T>& keyFrame, int idx, float value, float inTangent, float outTangent) |
2025 | { |
2026 | keyFrame.value = value; |
2027 | keyFrame.inTangent = inTangent; |
2028 | keyFrame.outTangent = outTangent; |
2029 | } |
2030 | |
2031 | template<> |
2032 | void setKeyframeValues<Vector3>(TKeyframe<Vector3>& keyFrame, int idx, float value, float inTangent, float outTangent) |
2033 | { |
2034 | keyFrame.value[idx] = value; |
2035 | keyFrame.inTangent[idx] = inTangent; |
2036 | keyFrame.outTangent[idx] = outTangent; |
2037 | } |
2038 | |
2039 | template<class T, int C> |
2040 | TAnimationCurve<T> FBXImporter::importCurve(FbxAnimCurve*(&fbxCurve)[C], float (&defaultValues)[C], |
2041 | FBXImportOptions& importOptions, float clipStart, float clipEnd) |
2042 | { |
2043 | int keyCounts[C]; |
2044 | for (int i = 0; i < C; i++) |
2045 | { |
2046 | if (fbxCurve[i] != nullptr) |
2047 | keyCounts[i] = fbxCurve[i]->KeyGetCount(); |
2048 | else |
2049 | keyCounts[i] = 0; |
2050 | } |
2051 | |
2052 | // If curve key-counts don't match, we need to force resampling |
2053 | bool forceResample = false; |
2054 | if (!forceResample) |
2055 | { |
2056 | for (int i = 1; i < C; i++) |
2057 | { |
2058 | forceResample |= keyCounts[i - 1] != keyCounts[i]; |
2059 | if (forceResample) |
2060 | break; |
2061 | } |
2062 | } |
2063 | |
2064 | // Determine curve length |
2065 | float curveStart = std::numeric_limits<float>::infinity(); |
2066 | float curveEnd = -std::numeric_limits<float>::infinity(); |
2067 | |
2068 | for (INT32 i = 0; i < C; i++) |
2069 | { |
2070 | if(fbxCurve[i] == nullptr) |
2071 | { |
2072 | curveStart = std::min(0.0f, curveStart); |
2073 | curveEnd = std::max(0.0f, curveEnd); |
2074 | |
2075 | continue; |
2076 | } |
2077 | |
2078 | int keyCount = keyCounts[i]; |
2079 | for (INT32 j = 0; j < keyCount; j++) |
2080 | { |
2081 | FbxTime fbxTime = fbxCurve[i]->KeyGetTime(j); |
2082 | float time = (float)fbxTime.GetSecondDouble(); |
2083 | |
2084 | curveStart = std::min(time, curveStart); |
2085 | curveEnd = std::max(time, curveEnd); |
2086 | } |
2087 | } |
2088 | |
2089 | // Read keys directly |
2090 | if(!importOptions.animResample && !forceResample) |
2091 | { |
2092 | bool foundMismatch = false; |
2093 | int keyCount = keyCounts[0]; |
2094 | Vector<TKeyframe<T>> keyframes; |
2095 | |
2096 | // All curves must match the length of the clip, so add a keyframe if first keyframe doesn't match the start time |
2097 | if(curveStart > clipStart) |
2098 | { |
2099 | keyframes.push_back(TKeyframe<T>()); |
2100 | TKeyframe<T>& keyFrame = keyframes.back(); |
2101 | |
2102 | keyFrame.time = clipStart; |
2103 | |
2104 | FbxTime fbxSampleTime; |
2105 | fbxSampleTime.SetSecondDouble(clipStart); |
2106 | |
2107 | for (int j = 0; j < C; j++) |
2108 | { |
2109 | setKeyframeValues(keyFrame, j, |
2110 | fbxCurve[j]->Evaluate(fbxSampleTime), |
2111 | fbxCurve[j]->EvaluateLeftDerivative(fbxSampleTime), |
2112 | fbxCurve[j]->EvaluateRightDerivative(fbxSampleTime)); |
2113 | } |
2114 | } |
2115 | |
2116 | for (int i = 0; i < keyCount; i++) |
2117 | { |
2118 | FbxTime fbxTime = fbxCurve[0]->KeyGetTime(i); |
2119 | float time = (float)fbxTime.GetSecondDouble(); |
2120 | |
2121 | // Ensure times from other curves match |
2122 | for (int j = 1; j < C; j++) |
2123 | { |
2124 | fbxTime = fbxCurve[j]->KeyGetTime(i); |
2125 | float otherTime = (float)fbxTime.GetSecondDouble(); |
2126 | |
2127 | if (!Math::approxEquals(time, otherTime)) |
2128 | { |
2129 | foundMismatch = true; |
2130 | break; |
2131 | } |
2132 | } |
2133 | |
2134 | if(foundMismatch) |
2135 | break; |
2136 | |
2137 | if (time < clipStart || time > clipEnd) |
2138 | continue; |
2139 | |
2140 | keyframes.push_back(TKeyframe<T>()); |
2141 | TKeyframe<T>& keyFrame = keyframes.back(); |
2142 | |
2143 | keyFrame.time = time; |
2144 | |
2145 | for (int j = 0; j < C; j++) |
2146 | { |
2147 | setKeyframeValues(keyFrame, j, |
2148 | fbxCurve[j]->KeyGetValue(i), |
2149 | fbxCurve[j]->KeyGetLeftDerivative(i), |
2150 | fbxCurve[j]->KeyGetRightDerivative(i)); |
2151 | } |
2152 | } |
2153 | |
2154 | // All curves must match the length of the clip, so add a keyframe if last keyframe doesn't match the end time |
2155 | if(curveEnd < clipEnd) |
2156 | { |
2157 | keyframes.push_back(TKeyframe<T>()); |
2158 | TKeyframe<T>& keyFrame = keyframes.back(); |
2159 | |
2160 | keyFrame.time = clipEnd; |
2161 | |
2162 | FbxTime fbxSampleTime; |
2163 | fbxSampleTime.SetSecondDouble(clipEnd); |
2164 | |
2165 | for (int j = 0; j < C; j++) |
2166 | { |
2167 | setKeyframeValues(keyFrame, j, |
2168 | fbxCurve[j]->Evaluate(fbxSampleTime), |
2169 | fbxCurve[j]->EvaluateLeftDerivative(fbxSampleTime), |
2170 | fbxCurve[j]->EvaluateRightDerivative(fbxSampleTime)); |
2171 | } |
2172 | } |
2173 | |
2174 | if (!foundMismatch) |
2175 | return TAnimationCurve<T>(keyframes); |
2176 | else |
2177 | forceResample = true; |
2178 | } |
2179 | |
2180 | // Resample keys |
2181 | if (!importOptions.animResample && forceResample) |
2182 | LOGWRN_VERBOSE("Animation has different keyframes for different curve components, forcing resampling." ); |
2183 | |
2184 | // Make sure to resample along the length of the entire clip |
2185 | curveStart = std::min(curveStart, clipStart); |
2186 | curveEnd = std::max(curveEnd, clipEnd); |
2187 | |
2188 | float curveLength = curveEnd - curveStart; |
2189 | INT32 numSamples = Math::ceilToInt(curveLength / importOptions.animSampleRate) + 1; |
2190 | |
2191 | // We don't use the exact provided sample rate but instead modify it slightly so it |
2192 | // completely covers the curve range including start/end points while maintaining |
2193 | // constant time step between keyframes. |
2194 | float dt = curveLength / (float)(numSamples - 1); |
2195 | |
2196 | INT32 lastKeyframe[] = { 0, 0, 0 }; |
2197 | INT32 lastLeftTangent[] = { 0, 0, 0 }; |
2198 | INT32 lastRightTangent[] = { 0, 0, 0 }; |
2199 | |
2200 | Vector<TKeyframe<T>> keyframes(numSamples); |
2201 | for (INT32 i = 0; i < numSamples; i++) |
2202 | { |
2203 | float sampleTime = std::min(curveStart + i * dt, curveEnd); |
2204 | FbxTime fbxSampleTime; |
2205 | fbxSampleTime.SetSecondDouble(sampleTime); |
2206 | |
2207 | TKeyframe<T>& keyFrame = keyframes[i]; |
2208 | keyFrame.time = sampleTime; |
2209 | |
2210 | for (int j = 0; j < C; j++) |
2211 | { |
2212 | if (fbxCurve[j] != nullptr) |
2213 | { |
2214 | setKeyframeValues(keyFrame, j, |
2215 | fbxCurve[j]->Evaluate(fbxSampleTime, &lastKeyframe[j]), |
2216 | fbxCurve[j]->EvaluateLeftDerivative(fbxSampleTime, &lastLeftTangent[j]), |
2217 | fbxCurve[j]->EvaluateRightDerivative(fbxSampleTime, &lastRightTangent[j])); |
2218 | } |
2219 | else |
2220 | { |
2221 | setKeyframeValues(keyFrame, j, defaultValues[j], 0.0f, 0.0f); |
2222 | } |
2223 | } |
2224 | } |
2225 | |
2226 | return TAnimationCurve<T>(keyframes); |
2227 | } |
2228 | } |
2229 | |