Merge branch 'master' into feat-morph-targets

This commit is contained in:
Par Winzell 2017-11-04 20:13:47 -07:00
commit 39cb6bd789
6 changed files with 39 additions and 41 deletions

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@ -22,7 +22,8 @@ const binaries = {
function convert(srcFile, destFile, opts = []) { function convert(srcFile, destFile, opts = []) {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
try { try {
let tool = path.join(__dirname, 'bin', os.type(), 'FBX2glTF'); let binExt = os.type() === 'Windows_NT' ? '.exe' : '';
let tool = path.join(__dirname, 'bin', os.type(), 'FBX2glTF' + binExt);
if (!fs.existsSync(tool)) { if (!fs.existsSync(tool)) {
throw new Error(`Unsupported OS: ${os.type()}`); throw new Error(`Unsupported OS: ${os.type()}`);
} }
@ -63,7 +64,7 @@ function convert(srcFile, destFile, opts = []) {
// non-zero exit code is failure // non-zero exit code is failure
if (code != 0) { if (code != 0) {
reject(new Error(`Script ${script} output:\n` + reject(new Error(`Converter output:\n` +
(output.length ? output : "<none>"))); (output.length ? output : "<none>")));
} else { } else {
resolve(destPath + destExt); resolve(destPath + destExt);

View File

@ -92,13 +92,13 @@ class FbxMaterialAccess
{ {
struct FbxMaterialProperties { struct FbxMaterialProperties {
FbxFileTexture *texAmbient {}; FbxFileTexture *texAmbient {};
FbxDouble4 colAmbient {}; FbxVector4 colAmbient {};
FbxFileTexture *texSpecular {}; FbxFileTexture *texSpecular {};
FbxDouble4 colSpecular {}; FbxVector4 colSpecular {};
FbxFileTexture *texDiffuse {}; FbxFileTexture *texDiffuse {};
FbxDouble4 colDiffuse {}; FbxVector4 colDiffuse {};
FbxFileTexture *texEmissive {}; FbxFileTexture *texEmissive {};
FbxDouble4 colEmissive {}; FbxVector4 colEmissive {};
FbxFileTexture *texNormal {}; FbxFileTexture *texNormal {};
FbxFileTexture *texShininess {}; FbxFileTexture *texShininess {};
FbxDouble shininess {}; FbxDouble shininess {};
@ -129,7 +129,7 @@ public:
// four properties are on the same structure and follow the same rules // four properties are on the same structure and follow the same rules
auto handleBasicProperty = [&](const char *colName, const char *facName) { auto handleBasicProperty = [&](const char *colName, const char *facName) {
FbxFileTexture *colTex, *facTex; FbxFileTexture *colTex, *facTex;
FbxDouble4 vec; FbxVector4 vec;
std::tie(vec, colTex, facTex) = getSurfaceValues(colName, facName); std::tie(vec, colTex, facTex) = getSurfaceValues(colName, facName);
if (colTex) { if (colTex) {
@ -157,7 +157,7 @@ public:
std::tie(res.shininess, res.texShininess) = getSurfaceScalar(FbxSurfaceMaterial::sShininess); std::tie(res.shininess, res.texShininess) = getSurfaceScalar(FbxSurfaceMaterial::sShininess);
// for transparency we just want a constant vector value; // for transparency we just want a constant vector value;
FbxDouble4 transparency; FbxVector4 transparency;
// extract any existing textures only so we can warn that we're throwing them away // extract any existing textures only so we can warn that we're throwing them away
FbxFileTexture *colTex, *facTex; FbxFileTexture *colTex, *facTex;
std::tie(transparency, colTex, facTex) = std::tie(transparency, colTex, facTex) =
@ -204,7 +204,7 @@ public:
return std::make_tuple(val, tex); return std::make_tuple(val, tex);
} }
std::tuple<FbxDouble4, FbxFileTexture *, FbxFileTexture *> getSurfaceValues(const char *colName, const char *facName) const std::tuple<FbxVector4, FbxFileTexture *, FbxFileTexture *> getSurfaceValues(const char *colName, const char *facName) const
{ {
const FbxProperty colProp = fbxMaterial->FindProperty(colName); const FbxProperty colProp = fbxMaterial->FindProperty(colName);
const FbxProperty facProp = fbxMaterial->FindProperty(facName); const FbxProperty facProp = fbxMaterial->FindProperty(facName);
@ -227,7 +227,7 @@ public:
factorVal = facProp.Get<FbxDouble>(); factorVal = facProp.Get<FbxDouble>();
} }
auto val = FbxDouble4( auto val = FbxVector4(
colorVal[0] * factorVal, colorVal[0] * factorVal,
colorVal[1] * factorVal, colorVal[1] * factorVal,
colorVal[2] * factorVal, colorVal[2] * factorVal,
@ -627,10 +627,11 @@ static bool TriangleTexturePolarity(const Vec2f &uv0, const Vec2f &uv1, const Ve
} }
static RawMaterialType static RawMaterialType
GetMaterialType(const RawModel &raw, const int textures[RAW_TEXTURE_USAGE_MAX], const bool skinned) GetMaterialType(const RawModel &raw, const int textures[RAW_TEXTURE_USAGE_MAX], const bool vertexTransparency, const bool skinned)
{ {
if ((raw.GetVertexAttributes() & RAW_VERTEX_ATTRIBUTE_COLOR) != 0) { // if there is vertex transparency, definitely transparent
return skinned ? RAW_MATERIAL_TYPE_SKINNED_VERTEX_COLORED : RAW_MATERIAL_TYPE_VERTEX_COLORED; if (vertexTransparency) {
return skinned ? RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT : RAW_MATERIAL_TYPE_TRANSPARENT;
} }
// Determine material type based on texture occlusion. // Determine material type based on texture occlusion.
@ -737,7 +738,7 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
std::fill_n(textures, RAW_TEXTURE_USAGE_MAX, -1); std::fill_n(textures, RAW_TEXTURE_USAGE_MAX, -1);
FbxString shadingModel, materialName; FbxString shadingModel, materialName;
FbxDouble4 ambient, specular, diffuse, emissive; FbxVector4 ambient, specular, diffuse, emissive;
FbxDouble shininess; FbxDouble shininess;
if (fbxMaterial == nullptr) { if (fbxMaterial == nullptr) {
@ -773,15 +774,8 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
maybeAddTexture(matProps.texShininess, RAW_TEXTURE_USAGE_SHININESS); maybeAddTexture(matProps.texShininess, RAW_TEXTURE_USAGE_SHININESS);
} }
auto toVec3 = [](FbxDouble4 vec4) { return Vec3f(vec4[0], vec4[1], vec4[2]); };
auto toVec4 = [](FbxDouble4 vec4) { return Vec4f(vec4[0], vec4[1], vec4[2], vec4[3]); };
const RawMaterialType materialType = GetMaterialType(raw, textures, skinning.IsSkinned());
const int rawMaterialIndex = raw.AddMaterial(
materialName, shadingModel, materialType, textures,
toVec3(ambient), toVec4(diffuse), toVec3(specular), toVec3(emissive), shininess);
RawVertex rawVertices[3]; RawVertex rawVertices[3];
bool vertexTransparency = false;
for (int vertexIndex = 0; vertexIndex < 3; vertexIndex++, polygonVertexIndex++) { for (int vertexIndex = 0; vertexIndex < 3; vertexIndex++, polygonVertexIndex++) {
const int controlPointIndex = pMesh->GetPolygonVertex(polygonIndex, vertexIndex); const int controlPointIndex = pMesh->GetPolygonVertex(polygonIndex, vertexIndex);
@ -824,6 +818,9 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
vertex.jointWeights = skinning.GetVertexWeights(controlPointIndex); vertex.jointWeights = skinning.GetVertexWeights(controlPointIndex);
vertex.polarityUv0 = false; vertex.polarityUv0 = false;
// flag this triangle as transparent if any of its corner vertices substantially deviates from fully opaque
vertexTransparency |= (fabs(fbxColor.mAlpha - 1.0) > 1e-3);
rawSurface.bounds.AddPoint(vertex.position); rawSurface.bounds.AddPoint(vertex.position);
if (!targetShapes.empty()) { if (!targetShapes.empty()) {
@ -896,6 +893,11 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
rawVertexIndices[vertexIndex] = raw.AddVertex(rawVertices[vertexIndex]); rawVertexIndices[vertexIndex] = raw.AddVertex(rawVertices[vertexIndex]);
} }
const RawMaterialType materialType = GetMaterialType(raw, textures, vertexTransparency, skinning.IsSkinned());
const int rawMaterialIndex = raw.AddMaterial(
materialName, shadingModel, materialType, textures,
toVec3f(ambient), toVec4f(diffuse), toVec3f(specular), toVec3f(emissive), shininess);
raw.AddTriangle(rawVertexIndices[0], rawVertexIndices[1], rawVertexIndices[2], rawMaterialIndex, rawSurfaceIndex); raw.AddTriangle(rawVertexIndices[0], rawVertexIndices[1], rawVertexIndices[2], rawMaterialIndex, rawSurfaceIndex);
} }
} }
@ -1000,11 +1002,11 @@ static void ReadNodeHierarchy(
fmt::printf("node %d: %s\n", nodeIndex, newPath.c_str()); fmt::printf("node %d: %s\n", nodeIndex, newPath.c_str());
} }
static int warnRSrsCount = 0; static int warnRrSsCount = 0;
static int warnRrsCount = 0; static int warnRrsCount = 0;
if (lInheritType == FbxTransform::eInheritRSrs) { if (lInheritType == FbxTransform::eInheritRrSs && !parentName.empty()) {
if (++warnRSrsCount == 1) { if (++warnRrSsCount == 1) {
fmt::printf("Warning: node %s uses unsupported transform inheritance type 'eInheritRSrs'.\n", newPath); fmt::printf("Warning: node %s uses unsupported transform inheritance type 'eInheritRrSs'.\n", newPath);
fmt::printf(" (Further warnings of this type squelched.)\n"); fmt::printf(" (Further warnings of this type squelched.)\n");
} }

View File

@ -320,7 +320,7 @@ ModelData *Raw2Gltf(
const RawAnimation &animation = raw.GetAnimation(i); const RawAnimation &animation = raw.GetAnimation(i);
if (animation.channels.size() == 0) { if (animation.channels.size() == 0) {
fmt::printf("Warning: animation '%s has zero channels. Skipping.\n", animation.name.c_str()); fmt::printf("Warning: animation '%s' has zero channels. Skipping.\n", animation.name.c_str());
continue; continue;
} }
@ -413,8 +413,6 @@ ModelData *Raw2Gltf(
for (int materialIndex = 0; materialIndex < raw.GetMaterialCount(); materialIndex++) { for (int materialIndex = 0; materialIndex < raw.GetMaterialCount(); materialIndex++) {
const RawMaterial &material = raw.GetMaterial(materialIndex); const RawMaterial &material = raw.GetMaterial(materialIndex);
const bool isTransparent = const bool isTransparent =
material.type == RAW_MATERIAL_TYPE_VERTEX_COLORED ||
material.type == RAW_MATERIAL_TYPE_SKINNED_VERTEX_COLORED ||
material.type == RAW_MATERIAL_TYPE_TRANSPARENT || material.type == RAW_MATERIAL_TYPE_TRANSPARENT ||
material.type == RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT; material.type == RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT;

View File

@ -10,6 +10,7 @@
#include <vector> #include <vector>
#include <string> #include <string>
#include <unordered_map> #include <unordered_map>
#include <cmath>
#include <map> #include <map>
#if defined( __unix__ ) #if defined( __unix__ )
@ -21,11 +22,6 @@
#include "utils/Image_Utils.h" #include "utils/Image_Utils.h"
#include "RawModel.h" #include "RawModel.h"
static float Log2f(float f)
{
return logf(f) * 1.442695041f;
}
bool RawVertex::operator==(const RawVertex &other) const bool RawVertex::operator==(const RawVertex &other) const
{ {
return (position == other.position) && return (position == other.position) &&
@ -103,7 +99,7 @@ int RawModel::AddTexture(const std::string &name, const std::string &fileName, c
texture.name = name; texture.name = name;
texture.width = properties.width; texture.width = properties.width;
texture.height = properties.height; texture.height = properties.height;
texture.mipLevels = (int) ceilf(Log2f(std::max((float) properties.width, (float) properties.height))); texture.mipLevels = (int) ceilf(log2f(std::max((float) properties.width, (float) properties.height)));
texture.usage = usage; texture.usage = usage;
texture.occlusion = (properties.occlusion == IMAGE_TRANSPARENT) ? texture.occlusion = (properties.occlusion == IMAGE_TRANSPARENT) ?
RAW_TEXTURE_OCCLUSION_TRANSPARENT : RAW_TEXTURE_OCCLUSION_OPAQUE; RAW_TEXTURE_OCCLUSION_TRANSPARENT : RAW_TEXTURE_OCCLUSION_OPAQUE;
@ -198,7 +194,6 @@ int RawModel::AddSurface(const char *name, const char *nodeName)
surface.nodeName = nodeName; surface.nodeName = nodeName;
surface.bounds.Clear(); surface.bounds.Clear();
surface.discrete = false; surface.discrete = false;
surface.skinRigid = false;
surfaces.emplace_back(surface); surfaces.emplace_back(surface);
return (int) (surfaces.size() - 1); return (int) (surfaces.size() - 1);

View File

@ -155,10 +155,8 @@ enum RawMaterialType
{ {
RAW_MATERIAL_TYPE_OPAQUE, RAW_MATERIAL_TYPE_OPAQUE,
RAW_MATERIAL_TYPE_TRANSPARENT, RAW_MATERIAL_TYPE_TRANSPARENT,
RAW_MATERIAL_TYPE_VERTEX_COLORED,
RAW_MATERIAL_TYPE_SKINNED_OPAQUE, RAW_MATERIAL_TYPE_SKINNED_OPAQUE,
RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT, RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT,
RAW_MATERIAL_TYPE_SKINNED_VERTEX_COLORED
}; };
struct RawMaterial struct RawMaterial

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@ -33,7 +33,7 @@ struct Bounds
initialized = false; initialized = false;
} }
void AddPoint(mathfu::Vector<T, d> p) { void AddPoint(const mathfu::Vector<T, d> &p) {
if (initialized) { if (initialized) {
for (int ii = 0; ii < d; ii ++) { for (int ii = 0; ii < d; ii ++) {
min(ii) = std::min(min(ii), p(ii)); min(ii) = std::min(min(ii), p(ii));
@ -58,7 +58,7 @@ typedef mathfu::Matrix<float, 4> Mat4f;
typedef mathfu::Quaternion<float> Quatf; typedef mathfu::Quaternion<float> Quatf;
typedef Bounds<float, 3> Boundsf; typedef Bounds<float, 3> Boundsf;
template<class T, int d> static inline std::vector<T> toStdVec(mathfu::Vector <T, d> vec) template<class T, int d> static inline std::vector<T> toStdVec(const mathfu::Vector <T, d> &vec)
{ {
std::vector<T> result(d); std::vector<T> result(d);
for (int ii = 0; ii < d; ii ++) { for (int ii = 0; ii < d; ii ++) {
@ -67,7 +67,7 @@ template<class T, int d> static inline std::vector<T> toStdVec(mathfu::Vector <T
return result; return result;
} }
template<class T> std::vector<T> toStdVec(mathfu::Quaternion<T> quat) { template<class T> std::vector<T> toStdVec(const mathfu::Quaternion<T> &quat) {
return std::vector<T> { quat.vector()[0], quat.vector()[1], quat.vector()[2], quat.scalar() }; return std::vector<T> { quat.vector()[0], quat.vector()[1], quat.vector()[2], quat.scalar() };
} }
@ -75,6 +75,10 @@ static inline Vec3f toVec3f(const FbxVector4 &v) {
return Vec3f((float) v[0], (float) v[1], (float) v[2]); return Vec3f((float) v[0], (float) v[1], (float) v[2]);
} }
static inline Vec4f toVec4f(const FbxVector4 &v) {
return Vec4f((float) v[0], (float) v[1], (float) v[2], (float) v[3]);
}
static inline Mat4f toMat4f(const FbxAMatrix &m) { static inline Mat4f toMat4f(const FbxAMatrix &m) {
auto result = Mat4f(); auto result = Mat4f();
for (int row = 0; row < 4; row ++) { for (int row = 0; row < 4; row ++) {