Commit Graph

8 Commits

Author SHA1 Message Date
David Ávila fada9e45ee Modify FBX2glTF to allow that several nodes share the same mesh. (#46) 2017-11-28 01:16:01 -08:00
Pär Winzell 9ae36088b4
Blend Shape / Morph Target Support (#33)
This adds blend shape / morph target functionality.

At the FBX level, a mesh can have a number of deformers associated with it. One such deformer type is the blend shape. A blend shape is a collection of channels, which do all the work. A channel can consist of a single target shape (the simple case) or multiple (a progressive morph). In the latter case, the artist has created in-between shapes, the assumption being that linear interpolation between a beginning shape and an end shape would be too crude. Each such target shape contains a complete set of new positions for each vertex of the deformed base mesh.

(It's also supposed to be optionally a complete set of normals and tangents, but I've yet to see that work right; they always come through as zeroes. This is something to investigate in the future.)

So the number of glTF morph targets in a mesh is the total number of FBX target shapes associated with channels associated with blend shape deformers associated with that mesh! Yikes.

The per-vertex data of each such target shape is added to a vector in RawVertex. A side effect of this is that vertices that participate in blend shapes must be made unique to the mesh in question, as opposed to general vertices which are shared across multiple surfaces.

Blend Shape based animations become identical glTF morph target animations..

Fixes #17.
2017-11-05 00:06:24 -07:00
Par Winzell 22354fd7ce Use standard library log2f. 2017-10-27 15:31:32 -07:00
Par Winzell 1829f6d6a6 RawSurface.skinRigid not used. 2017-10-27 15:31:32 -07:00
Pär Winzell 8cf7f446b7 Further improvemens to texture resolution. (#16)
* Further improvemens to texture resolution.

- Move towards std::string over char * and FbxString where convenient,
- Make a clear distinction between textures whose image files have been
  located and those who haven't; warn early in the latter case.
- Extend RawTexture so we always know logical name in FBX, original file
  name in FBX, and inferred location in local filesystem.
- In non-binary mode, simply output the inferred local file basename as
  the URI; this will be the correct relative path as long as the texture
  files are located next to the .gltf and .bin files.

Primary remaining urge for a follow-up PR:

- We should be copying texture image files into the .gltf output folder,
  but before that we should switch to an off-the-shelf cross-platform
  file manipulation library like https://github.com/cginternals/cppfs.
  When we make that transition, all this texture resolution code will
  undergo another refactoring.
2017-10-20 09:42:39 -07:00
Par Winzell bf28c29f50 Multiple fixes for transparency.
- alphaMode is only BLEND for transparent materials.
- We use RawMaterial.type to figure out what's transparent.
- FBX TransparencyFactor is not opacity, but 1.0-opacity.
- Treat vertex coloured materials as transparent
  - We should at least iterate over vertices here and see if any of them
    actually are transparent
- Sort triangles properly: transparent ones render last!
2017-10-17 21:14:52 -07:00
Par Winzell e6cd0f012b Propertly transform UV coordinates.
We were mapping v to -v rather than 1-v, with fairly catastrophic
results. While fixing, take the trouble to introduce a more general
transformation mechanism than just an affine matrix.
2017-10-16 23:02:46 -07:00
Par Winzell 276a0dfb86 Initial commit. 2017-10-13 01:55:11 -07:00