FBX2glTF/src/RawModel.h

360 lines
12 KiB
C++

/**
* Copyright (c) 2014-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#ifndef __RAWMODEL_H__
#define __RAWMODEL_H__
#include <unordered_map>
#include <functional>
enum RawVertexAttribute
{
RAW_VERTEX_ATTRIBUTE_POSITION = 1 << 0,
RAW_VERTEX_ATTRIBUTE_NORMAL = 1 << 1,
RAW_VERTEX_ATTRIBUTE_TANGENT = 1 << 2,
RAW_VERTEX_ATTRIBUTE_BINORMAL = 1 << 3,
RAW_VERTEX_ATTRIBUTE_COLOR = 1 << 4,
RAW_VERTEX_ATTRIBUTE_UV0 = 1 << 5,
RAW_VERTEX_ATTRIBUTE_UV1 = 1 << 6,
RAW_VERTEX_ATTRIBUTE_JOINT_INDICES = 1 << 7,
RAW_VERTEX_ATTRIBUTE_JOINT_WEIGHTS = 1 << 8,
RAW_VERTEX_ATTRIBUTE_AUTO = 1 << 31
};
struct RawBlendVertex
{
Vec3f position {};
Vec3f normal {};
Vec4f tangent {};
bool operator==(const RawBlendVertex &other) const {
return position == other.position &&
normal == other.normal &&
tangent == other.tangent;
}
};
struct RawVertex
{
RawVertex() :
polarityUv0(false),
pad1(false),
pad2(false),
pad3(false) {}
Vec3f position { 0.0f };
Vec3f normal { 0.0f };
Vec3f binormal { 0.0f };
Vec4f tangent { 0.0f };
Vec4f color { 0.0f };
Vec2f uv0 { 0.0f };
Vec2f uv1 { 0.0f };
Vec4i jointIndices { 0, 0, 0, 0 };
Vec4f jointWeights { 0.0f };
// end of members that directly correspond to vertex attributes
// if this vertex participates in a blend shape setup, the surfaceIx of its dedicated mesh; otherwise, -1
int blendSurfaceIx = -1;
// the size of this vector is always identical to the size of the corresponding RawSurface.blendChannels
std::vector<RawBlendVertex> blends { };
bool polarityUv0;
bool pad1;
bool pad2;
bool pad3;
bool operator==(const RawVertex &other) const;
size_t Difference(const RawVertex &other) const;
};
class VertexHasher
{
public:
size_t operator()(const RawVertex &v) const
{
size_t seed = 5381;
const auto hasher = std::hash<float>{};
seed ^= hasher(v.position[0]) + 0x9e3779b9 + (seed<<6) + (seed>>2);
seed ^= hasher(v.position[1]) + 0x9e3779b9 + (seed<<6) + (seed>>2);
seed ^= hasher(v.position[2]) + 0x9e3779b9 + (seed<<6) + (seed>>2);
return seed;
}
};
struct RawTriangle
{
int verts[3];
int materialIndex;
int surfaceIndex;
};
enum RawTextureUsage
{
RAW_TEXTURE_USAGE_AMBIENT,
RAW_TEXTURE_USAGE_DIFFUSE,
RAW_TEXTURE_USAGE_NORMAL,
RAW_TEXTURE_USAGE_SPECULAR,
RAW_TEXTURE_USAGE_SHININESS,
RAW_TEXTURE_USAGE_EMISSIVE,
RAW_TEXTURE_USAGE_REFLECTION,
RAW_TEXTURE_USAGE_MAX
};
inline std::string DescribeTextureUsage(int usage)
{
if (usage < 0) {
return "<none>";
}
switch (static_cast<RawTextureUsage>(usage)) {
case RAW_TEXTURE_USAGE_AMBIENT:
return "ambient";
case RAW_TEXTURE_USAGE_DIFFUSE:
return "diffuse";
case RAW_TEXTURE_USAGE_NORMAL:
return "normal";
case RAW_TEXTURE_USAGE_SPECULAR:
return "specuar";
case RAW_TEXTURE_USAGE_SHININESS:
return "shininess";
case RAW_TEXTURE_USAGE_EMISSIVE:
return "emissive";
case RAW_TEXTURE_USAGE_REFLECTION:
return "reflection";
case RAW_TEXTURE_USAGE_MAX:
default:
return "unknown";
}
};
enum RawTextureOcclusion
{
RAW_TEXTURE_OCCLUSION_OPAQUE,
RAW_TEXTURE_OCCLUSION_TRANSPARENT
};
struct RawTexture
{
std::string name; // logical name in FBX file
int width;
int height;
int mipLevels;
RawTextureUsage usage;
RawTextureOcclusion occlusion;
std::string fileName; // original filename in FBX file
std::string fileLocation; // inferred path in local filesystem, or ""
};
enum RawMaterialType
{
RAW_MATERIAL_TYPE_OPAQUE,
RAW_MATERIAL_TYPE_TRANSPARENT,
RAW_MATERIAL_TYPE_SKINNED_OPAQUE,
RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT,
};
struct RawMaterial
{
std::string name;
std::string shadingModel; // typically "Surface", "Anisotropic", "Blinn", "Lambert", "Phong", "Phone E"
RawMaterialType type;
Vec3f ambientFactor;
Vec4f diffuseFactor;
Vec3f specularFactor;
Vec3f emissiveFactor;
float shininess;
int textures[RAW_TEXTURE_USAGE_MAX];
};
struct RawBlendChannel
{
float defaultDeform;
bool hasNormals;
bool hasTangents;
};
struct RawSurface
{
std::string name; // The name of this surface
std::string nodeName; // The node that links to this surface.
std::string skeletonRootName; // The name of the root of the skeleton.
Bounds<float, 3> bounds;
std::vector<std::string> jointNames;
std::vector<Vec3f> jointGeometryMins;
std::vector<Vec3f> jointGeometryMaxs;
std::vector<Mat4f> inverseBindMatrices;
std::vector<RawBlendChannel> blendChannels;
bool discrete;
};
struct RawChannel
{
int nodeIndex;
std::vector<Vec3f> translations;
std::vector<Quatf> rotations;
std::vector<Vec3f> scales;
std::vector<float> weights;
};
struct RawAnimation
{
std::string name;
std::vector<float> times;
std::vector<RawChannel> channels;
};
struct RawCamera
{
std::string name;
std::string nodeName;
enum
{
CAMERA_MODE_PERSPECTIVE,
CAMERA_MODE_ORTHOGRAPHIC
} mode;
struct
{
float aspectRatio;
float fovDegreesX;
float fovDegreesY;
float nearZ;
float farZ;
} perspective;
struct
{
float magX;
float magY;
float nearZ;
float farZ;
} orthographic;
};
struct RawNode
{
bool isJoint;
std::string name;
std::string parentName;
std::vector<std::string> childNames;
Vec3f translation;
Quatf rotation;
Vec3f scale;
};
class RawModel
{
public:
RawModel();
// Add geometry.
void AddVertexAttribute(const RawVertexAttribute attrib);
int AddVertex(const RawVertex &vertex);
int AddTriangle(const int v0, const int v1, const int v2, const int materialIndex, const int surfaceIndex);
int AddTexture(const std::string &name, const std::string &fileName, const std::string &fileLocation, RawTextureUsage usage);
int AddMaterial(const RawMaterial &material);
int AddMaterial(
const char *name, const char *shadingModel, RawMaterialType materialType,
const int textures[RAW_TEXTURE_USAGE_MAX], Vec3f ambientFactor,
Vec4f diffuseFactor, Vec3f specularFactor,
Vec3f emissiveFactor, float shinineness);
int AddSurface(const RawSurface &suface);
int AddSurface(const char *name, const char *nodeName);
int AddAnimation(const RawAnimation &animation);
int AddCameraPerspective(
const char *name, const char *nodeName, const float aspectRatio, const float fovDegreesX, const float fovDegreesY,
const float nearZ, const float farZ);
int
AddCameraOrthographic(const char *name, const char *nodeName, const float magX, const float magY, const float nearZ, const float farZ);
int AddNode(const RawNode &node);
int AddNode(const char *name, const char *parentName);
void SetRootNode(const char *name) { rootNodeName = name; }
const char *GetRootNode() const { return rootNodeName.c_str(); }
// Remove unused vertices, textures or materials after removing vertex attributes, textures, materials or surfaces.
void Condense();
void TransformTextures(const std::vector<std::function<Vec2f(Vec2f)>> &transforms);
// Get the attributes stored per vertex.
int GetVertexAttributes() const { return vertexAttributes; }
// Iterate over the vertices.
int GetVertexCount() const { return (int) vertices.size(); }
const RawVertex &GetVertex(const int index) const { return vertices[index]; }
// Iterate over the triangles.
int GetTriangleCount() const { return (int) triangles.size(); }
const RawTriangle &GetTriangle(const int index) const { return triangles[index]; }
// Iterate over the textures.
int GetTextureCount() const { return (int) textures.size(); }
const RawTexture &GetTexture(const int index) const { return textures[index]; }
// Iterate over the materials.
int GetMaterialCount() const { return (int) materials.size(); }
const RawMaterial &GetMaterial(const int index) const { return materials[index]; }
// Iterate over the surfaces.
int GetSurfaceCount() const { return (int) surfaces.size(); }
const RawSurface &GetSurface(const int index) const { return surfaces[index]; }
RawSurface &GetSurface(const int index) { return surfaces[index]; }
// Iterate over the animations.
int GetAnimationCount() const { return (int) animations.size(); }
const RawAnimation &GetAnimation(const int index) const { return animations[index]; }
// Iterate over the cameras.
int GetCameraCount() const { return (int) cameras.size(); }
const RawCamera &GetCamera(const int index) const { return cameras[index]; }
// Iterate over the nodes.
int GetNodeCount() const { return (int) nodes.size(); }
const RawNode &GetNode(const int index) const { return nodes[index]; }
RawNode &GetNode(const int index) { return nodes[index]; }
int GetNodeByName(const char *name) const;
// Create individual attribute arrays.
// Returns true if the vertices store the particular attribute.
template<typename _attrib_type_>
void GetAttributeArray(std::vector<_attrib_type_> &out, const _attrib_type_ RawVertex::* ptr) const;
// Create an array with a raw model for each material.
// Multiple surfaces with the same material will turn into a single model.
// However, surfaces that are marked as 'discrete' will turn into separate models.
void CreateMaterialModels(
std::vector<RawModel> &materialModels, const int maxModelVertices, const int keepAttribs, const bool forceDiscrete) const;
private:
std::string rootNodeName;
int vertexAttributes;
std::unordered_map<RawVertex, int, VertexHasher> vertexHash;
std::vector<RawVertex> vertices;
std::vector<RawTriangle> triangles;
std::vector<RawTexture> textures;
std::vector<RawMaterial> materials;
std::vector<RawSurface> surfaces;
std::vector<RawAnimation> animations;
std::vector<RawCamera> cameras;
std::vector<RawNode> nodes;
};
template<typename _attrib_type_>
void RawModel::GetAttributeArray(std::vector<_attrib_type_> &out, const _attrib_type_ RawVertex::* ptr) const
{
out.resize(vertices.size());
for (size_t i = 0; i < vertices.size(); i++) {
out[i] = vertices[i].*ptr;
}
}
#endif // !__RAWMODEL_H__