| 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 "BsFBXUtility.h" |
| 4 | #include "Math/BsVector2.h" |
| 5 | #include "Math/BsVector3.h" |
| 6 | #include "Math/BsVector4.h" |
| 7 | |
| 8 | namespace bs |
| 9 | { |
| 10 | struct SmoothNormal |
| 11 | { |
| 12 | int group = 0; |
| 13 | Vector3 normal = Vector3::ZERO; |
| 14 | |
| 15 | void addNormal(int group, const Vector3& normal) |
| 16 | { |
| 17 | this->group |= group; |
| 18 | this->normal += normal; |
| 19 | } |
| 20 | |
| 21 | void addNormal(const SmoothNormal& other) |
| 22 | { |
| 23 | this->group |= other.group; |
| 24 | this->normal += other.normal; |
| 25 | } |
| 26 | |
| 27 | void normalize() |
| 28 | { |
| 29 | normal.normalize(); |
| 30 | } |
| 31 | }; |
| 32 | |
| 33 | struct SmoothVertex |
| 34 | { |
| 35 | Vector<SmoothNormal> normals; |
| 36 | |
| 37 | void addNormal(int group, const Vector3& normal) |
| 38 | { |
| 39 | bool found = false; |
| 40 | |
| 41 | for (size_t i = 0; i < normals.size(); i++) |
| 42 | { |
| 43 | if ((normals[i].group & group) != 0) |
| 44 | { |
| 45 | bool otherGroups = (group & ~normals[i].group) != 0; |
| 46 | |
| 47 | if (otherGroups) |
| 48 | { |
| 49 | for (size_t j = i + 1; j < normals.size(); j++) |
| 50 | { |
| 51 | if ((normals[j].group & group) != 0) |
| 52 | { |
| 53 | normals[i].addNormal(normals[j]); |
| 54 | normals.erase(normals.begin() + j); |
| 55 | --j; |
| 56 | } |
| 57 | } |
| 58 | } |
| 59 | |
| 60 | normals[i].addNormal(group, normal); |
| 61 | |
| 62 | found = true; |
| 63 | break;; |
| 64 | } |
| 65 | } |
| 66 | |
| 67 | if (!found) |
| 68 | { |
| 69 | SmoothNormal smoothNormal; |
| 70 | smoothNormal.addNormal(group, normal); |
| 71 | |
| 72 | normals.push_back(smoothNormal); |
| 73 | } |
| 74 | } |
| 75 | |
| 76 | Vector3 getNormal(int group) const |
| 77 | { |
| 78 | for (size_t i = 0; i < normals.size(); i++) |
| 79 | { |
| 80 | if (normals[i].group & group) |
| 81 | return normals[i].normal; |
| 82 | } |
| 83 | |
| 84 | return Vector3::ZERO; |
| 85 | } |
| 86 | |
| 87 | void normalize() |
| 88 | { |
| 89 | for (size_t i = 0; i < normals.size(); ++i) |
| 90 | normals[i].normalize(); |
| 91 | } |
| 92 | }; |
| 93 | |
| 94 | void FBXUtility::normalsFromSmoothing(const Vector<Vector3>& positions, const Vector<int>& indices, |
| 95 | const Vector<int>& smoothing, Vector<Vector3>& normals) |
| 96 | { |
| 97 | std::vector<SmoothVertex> smoothNormals; |
| 98 | smoothNormals.resize(positions.size()); |
| 99 | |
| 100 | normals.resize(indices.size(), Vector3::ZERO); |
| 101 | |
| 102 | UINT32 numPolygons = (UINT32)(indices.size() / 3); |
| 103 | |
| 104 | int idx = 0; |
| 105 | for (UINT32 i = 0; i < numPolygons; i++) |
| 106 | { |
| 107 | for (UINT32 j = 0; j < 3; j++) |
| 108 | { |
| 109 | int prevOffset = (j > 0 ? j - 1 : 2); |
| 110 | int nextOffset = (j < 2 ? j + 1 : 0); |
| 111 | |
| 112 | int current = indices[idx + j]; |
| 113 | |
| 114 | Vector3 v0 = (Vector3)positions[indices[idx + prevOffset]]; |
| 115 | Vector3 v1 = (Vector3)positions[current]; |
| 116 | Vector3 v2 = (Vector3)positions[indices[idx + nextOffset]]; |
| 117 | |
| 118 | Vector3 normal = Vector3::cross(v0 - v1, v2 - v1); |
| 119 | smoothNormals[current].addNormal(smoothing[idx + j], normal); |
| 120 | |
| 121 | normals[idx + j] = normal; |
| 122 | } |
| 123 | |
| 124 | idx += 3; |
| 125 | } |
| 126 | |
| 127 | for (size_t i = 0; i < smoothNormals.size(); ++i) |
| 128 | smoothNormals[i].normalize(); |
| 129 | |
| 130 | idx = 0; |
| 131 | for (UINT32 i = 0; i < numPolygons; i++) |
| 132 | { |
| 133 | for (UINT32 j = 0; j < 3; j++) |
| 134 | { |
| 135 | if (smoothing[idx + j] != 0) |
| 136 | { |
| 137 | int current = indices[idx + j]; |
| 138 | |
| 139 | normals[idx + j] = smoothNormals[current].getNormal(smoothing[idx + j]); |
| 140 | } |
| 141 | } |
| 142 | |
| 143 | idx += 3; |
| 144 | } |
| 145 | } |
| 146 | |
| 147 | void FBXUtility::splitVertices(const FBXImportMesh& source, FBXImportMesh& dest) |
| 148 | { |
| 149 | dest.indices = source.indices; |
| 150 | dest.materials = source.materials; |
| 151 | |
| 152 | dest.positions = source.positions; |
| 153 | dest.boneInfluences = source.boneInfluences; |
| 154 | |
| 155 | // Make room for minimal set of vertices |
| 156 | UINT32 vertexCount = (UINT32)source.positions.size(); |
| 157 | if (!source.normals.empty()) |
| 158 | dest.normals.resize(vertexCount); |
| 159 | |
| 160 | if (!source.tangents.empty()) |
| 161 | dest.tangents.resize(vertexCount); |
| 162 | |
| 163 | if (!source.bitangents.empty()) |
| 164 | dest.bitangents.resize(vertexCount); |
| 165 | |
| 166 | if (!source.colors.empty()) |
| 167 | dest.colors.resize(vertexCount); |
| 168 | |
| 169 | for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++) |
| 170 | { |
| 171 | if (!source.UV[i].empty()) |
| 172 | dest.UV[i].resize(vertexCount); |
| 173 | } |
| 174 | |
| 175 | UINT32 numBlendShapes = (UINT32)source.blendShapes.size(); |
| 176 | dest.blendShapes.resize(numBlendShapes); |
| 177 | for (UINT32 i = 0; i < numBlendShapes; i++) |
| 178 | { |
| 179 | const FBXBlendShape& sourceShape = source.blendShapes[i]; |
| 180 | FBXBlendShape& destShape = dest.blendShapes[i]; |
| 181 | |
| 182 | UINT32 numFrames = (UINT32)sourceShape.frames.size(); |
| 183 | destShape.frames.resize(numFrames); |
| 184 | destShape.name = sourceShape.name; |
| 185 | |
| 186 | for (UINT32 j = 0; j < numFrames; j++) |
| 187 | { |
| 188 | const FBXBlendShapeFrame& sourceFrame = sourceShape.frames[j]; |
| 189 | FBXBlendShapeFrame& destFrame = destShape.frames[j]; |
| 190 | |
| 191 | destFrame.name = sourceFrame.name; |
| 192 | destFrame.weight = sourceFrame.weight; |
| 193 | destFrame.positions = sourceFrame.positions; |
| 194 | |
| 195 | if (!sourceFrame.normals.empty()) |
| 196 | destFrame.normals.resize(vertexCount); |
| 197 | |
| 198 | if (!sourceFrame.tangents.empty()) |
| 199 | destFrame.tangents.resize(vertexCount); |
| 200 | |
| 201 | if (!sourceFrame.bitangents.empty()) |
| 202 | destFrame.bitangents.resize(vertexCount); |
| 203 | } |
| 204 | } |
| 205 | |
| 206 | Vector<Vector<int>> splitsPerVertex; |
| 207 | splitsPerVertex.resize(source.positions.size()); |
| 208 | |
| 209 | Vector<int>& indices = dest.indices; |
| 210 | int indexCount = (int)dest.indices.size(); |
| 211 | for (int i = 0; i < indexCount; i++) |
| 212 | { |
| 213 | int srcVertIdx = indices[i]; |
| 214 | int dstVertIdx = -1; |
| 215 | |
| 216 | // See if we already processed this vertex and if its attributes |
| 217 | // are close enough with the previous version |
| 218 | Vector<int>& splits = splitsPerVertex[srcVertIdx]; |
| 219 | for (auto& splitVertIdx : splits) |
| 220 | { |
| 221 | if (!needsSplitAttributes(source, i, dest, splitVertIdx)) |
| 222 | dstVertIdx = splitVertIdx; |
| 223 | } |
| 224 | |
| 225 | // We didn't find a close-enough match |
| 226 | if (dstVertIdx == -1) |
| 227 | { |
| 228 | // First time we visited this vertex, so just copy over attributes |
| 229 | if (splits.empty()) |
| 230 | { |
| 231 | dstVertIdx = srcVertIdx; |
| 232 | copyVertexAttributes(source, i, dest, dstVertIdx); |
| 233 | } |
| 234 | else // Split occurred, add a brand new vertex |
| 235 | { |
| 236 | dstVertIdx = (int)dest.positions.size(); |
| 237 | addVertex(source, i, srcVertIdx, dest); |
| 238 | } |
| 239 | |
| 240 | splits.push_back(dstVertIdx); |
| 241 | } |
| 242 | |
| 243 | indices[i] = dstVertIdx; |
| 244 | } |
| 245 | } |
| 246 | |
| 247 | void FBXUtility::flipWindingOrder(FBXImportMesh& input) |
| 248 | { |
| 249 | for (UINT32 i = 0; i < (UINT32)input.materials.size(); i += 3) |
| 250 | { |
| 251 | std::swap(input.materials[i + 1], input.materials[i + 2]); |
| 252 | } |
| 253 | |
| 254 | for (UINT32 i = 0; i < (UINT32)input.indices.size(); i += 3) |
| 255 | { |
| 256 | std::swap(input.indices[i + 1], input.indices[i + 2]); |
| 257 | } |
| 258 | } |
| 259 | |
| 260 | void FBXUtility::copyVertexAttributes(const FBXImportMesh& srcMesh, int srcIdx, FBXImportMesh& destMesh, int dstIdx) |
| 261 | { |
| 262 | if (!srcMesh.normals.empty()) |
| 263 | destMesh.normals[dstIdx] = srcMesh.normals[srcIdx]; |
| 264 | |
| 265 | if (!srcMesh.tangents.empty()) |
| 266 | destMesh.tangents[dstIdx] = srcMesh.tangents[srcIdx]; |
| 267 | |
| 268 | if (!srcMesh.bitangents.empty()) |
| 269 | destMesh.bitangents[dstIdx] = srcMesh.bitangents[srcIdx]; |
| 270 | |
| 271 | if (!srcMesh.colors.empty()) |
| 272 | destMesh.colors[dstIdx] = srcMesh.colors[srcIdx]; |
| 273 | |
| 274 | for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++) |
| 275 | { |
| 276 | if (!srcMesh.UV[i].empty()) |
| 277 | destMesh.UV[i][dstIdx] = srcMesh.UV[i][srcIdx]; |
| 278 | } |
| 279 | |
| 280 | UINT32 numBlendShapes = (UINT32)srcMesh.blendShapes.size(); |
| 281 | for (UINT32 i = 0; i < numBlendShapes; i++) |
| 282 | { |
| 283 | const FBXBlendShape& sourceShape = srcMesh.blendShapes[i]; |
| 284 | FBXBlendShape& destShape = destMesh.blendShapes[i]; |
| 285 | |
| 286 | UINT32 numFrames = (UINT32)sourceShape.frames.size(); |
| 287 | for (UINT32 j = 0; j < numFrames; j++) |
| 288 | { |
| 289 | const FBXBlendShapeFrame& sourceFrame = sourceShape.frames[j]; |
| 290 | FBXBlendShapeFrame& destFrame = destShape.frames[j]; |
| 291 | |
| 292 | if (!sourceFrame.normals.empty()) |
| 293 | destFrame.normals[dstIdx] = sourceFrame.normals[srcIdx]; |
| 294 | |
| 295 | if (!sourceFrame.tangents.empty()) |
| 296 | destFrame.tangents[dstIdx] = sourceFrame.tangents[srcIdx]; |
| 297 | |
| 298 | if (!sourceFrame.bitangents.empty()) |
| 299 | destFrame.bitangents[dstIdx] = sourceFrame.bitangents[srcIdx]; |
| 300 | } |
| 301 | } |
| 302 | } |
| 303 | |
| 304 | void FBXUtility::addVertex(const FBXImportMesh& srcMesh, int srcIdx, int srcVertex, FBXImportMesh& destMesh) |
| 305 | { |
| 306 | destMesh.positions.push_back(srcMesh.positions[srcVertex]); |
| 307 | |
| 308 | if (!srcMesh.boneInfluences.empty()) |
| 309 | destMesh.boneInfluences.push_back(srcMesh.boneInfluences[srcVertex]); |
| 310 | |
| 311 | if (!srcMesh.normals.empty()) |
| 312 | destMesh.normals.push_back(srcMesh.normals[srcIdx]); |
| 313 | |
| 314 | if (!srcMesh.tangents.empty()) |
| 315 | destMesh.tangents.push_back(srcMesh.tangents[srcIdx]); |
| 316 | |
| 317 | if (!srcMesh.bitangents.empty()) |
| 318 | destMesh.bitangents.push_back(srcMesh.bitangents[srcIdx]); |
| 319 | |
| 320 | if (!srcMesh.colors.empty()) |
| 321 | destMesh.colors.push_back(srcMesh.colors[srcIdx]); |
| 322 | |
| 323 | for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++) |
| 324 | { |
| 325 | if (!srcMesh.UV[i].empty()) |
| 326 | destMesh.UV[i].push_back(srcMesh.UV[i][srcIdx]); |
| 327 | } |
| 328 | |
| 329 | UINT32 numBlendShapes = (UINT32)srcMesh.blendShapes.size(); |
| 330 | for (UINT32 i = 0; i < numBlendShapes; i++) |
| 331 | { |
| 332 | const FBXBlendShape& sourceShape = srcMesh.blendShapes[i]; |
| 333 | FBXBlendShape& destShape = destMesh.blendShapes[i]; |
| 334 | |
| 335 | UINT32 numFrames = (UINT32)sourceShape.frames.size(); |
| 336 | for (UINT32 j = 0; j < numFrames; j++) |
| 337 | { |
| 338 | const FBXBlendShapeFrame& sourceFrame = sourceShape.frames[j]; |
| 339 | FBXBlendShapeFrame& destFrame = destShape.frames[j]; |
| 340 | |
| 341 | destFrame.positions.push_back(sourceFrame.positions[srcVertex]); |
| 342 | |
| 343 | if (!sourceFrame.normals.empty()) |
| 344 | destFrame.normals.push_back(sourceFrame.normals[srcIdx]); |
| 345 | |
| 346 | if (!sourceFrame.tangents.empty()) |
| 347 | destFrame.tangents.push_back(sourceFrame.tangents[srcIdx]); |
| 348 | |
| 349 | if (!sourceFrame.bitangents.empty()) |
| 350 | destFrame.bitangents.push_back(sourceFrame.bitangents[srcIdx]); |
| 351 | } |
| 352 | } |
| 353 | } |
| 354 | |
| 355 | bool FBXUtility::needsSplitAttributes(const FBXImportMesh& meshA, int idxA, const FBXImportMesh& meshB, int idxB) |
| 356 | { |
| 357 | static const float SplitAngleCosine = Math::cos(Degree(1.0f)); |
| 358 | static const float UVEpsilon = 0.001f; |
| 359 | |
| 360 | if (!meshA.colors.empty()) |
| 361 | { |
| 362 | if (meshA.colors[idxA] != meshB.colors[idxB]) |
| 363 | return true; |
| 364 | } |
| 365 | |
| 366 | if (!meshA.normals.empty()) |
| 367 | { |
| 368 | float angleCosine = meshA.normals[idxA].dot(meshB.normals[idxB]); |
| 369 | if (angleCosine < SplitAngleCosine) |
| 370 | return true; |
| 371 | } |
| 372 | |
| 373 | if (!meshA.tangents.empty()) |
| 374 | { |
| 375 | float angleCosine = meshA.tangents[idxA].dot(meshB.tangents[idxB]); |
| 376 | if (angleCosine < SplitAngleCosine) |
| 377 | return true; |
| 378 | } |
| 379 | |
| 380 | if (!meshA.bitangents.empty()) |
| 381 | { |
| 382 | float angleCosine = meshA.bitangents[idxA].dot(meshB.bitangents[idxB]); |
| 383 | if (angleCosine < SplitAngleCosine) |
| 384 | return true; |
| 385 | } |
| 386 | |
| 387 | for (UINT32 i = 0; i < FBX_IMPORT_MAX_UV_LAYERS; i++) |
| 388 | { |
| 389 | if (!meshA.UV[i].empty()) |
| 390 | { |
| 391 | if (!Math::approxEquals(meshA.UV[i][idxA], meshB.UV[i][idxB], UVEpsilon)) |
| 392 | return true; |
| 393 | } |
| 394 | } |
| 395 | |
| 396 | UINT32 numBlendShapes = (UINT32)meshA.blendShapes.size(); |
| 397 | for (UINT32 i = 0; i < numBlendShapes; i++) |
| 398 | { |
| 399 | const FBXBlendShape& shapeA = meshA.blendShapes[i]; |
| 400 | const FBXBlendShape& shapeB = meshB.blendShapes[i]; |
| 401 | |
| 402 | UINT32 numFrames = (UINT32)shapeA.frames.size(); |
| 403 | for (UINT32 j = 0; j < numFrames; j++) |
| 404 | { |
| 405 | const FBXBlendShapeFrame& frameA = shapeA.frames[j]; |
| 406 | const FBXBlendShapeFrame& frameB = shapeB.frames[j]; |
| 407 | |
| 408 | if (!frameA.normals.empty()) |
| 409 | { |
| 410 | float angleCosine = frameA.normals[idxA].dot(frameB.normals[idxB]); |
| 411 | if (angleCosine < SplitAngleCosine) |
| 412 | return true; |
| 413 | } |
| 414 | |
| 415 | if (!frameA.tangents.empty()) |
| 416 | { |
| 417 | float angleCosine = frameA.tangents[idxA].dot(frameB.tangents[idxB]); |
| 418 | if (angleCosine < SplitAngleCosine) |
| 419 | return true; |
| 420 | } |
| 421 | |
| 422 | if (!frameA.bitangents.empty()) |
| 423 | { |
| 424 | float angleCosine = frameA.bitangents[idxA].dot(frameB.bitangents[idxB]); |
| 425 | if (angleCosine < SplitAngleCosine) |
| 426 | return true; |
| 427 | } |
| 428 | } |
| 429 | } |
| 430 | |
| 431 | return false; |
| 432 | } |
| 433 | } |