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Copy pathFbx2Raw.cpp
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1293 lines (1154 loc) · 48.4 KB
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/**
* Copyright (c) Facebook, Inc. and its affiliates.
* 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.
*/
#include "Fbx2Raw.hpp"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstdint>
#include <cstdio>
#include <fstream>
#include <map>
#include <set>
#include <string>
#include <unordered_map>
#include <vector>
#include "FBX2glTF.h"
#include "raw/RawModel.hpp"
#include "utils/File_Utils.hpp"
#include "utils/String_Utils.hpp"
#include "FbxBlendShapesAccess.hpp"
#include "FbxLayerElementAccess.hpp"
#include "FbxSkinningAccess.hpp"
#include "materials/RoughnessMetallicMaterials.hpp"
#include "materials/TraditionalMaterials.hpp"
#ifdef _WIN32
#define SLASH_CHAR '\\'
#define ALTERNATIVE_SLASH_CHAR '/'
#else
#define SLASH_CHAR '/'
#define ALTERNATIVE_SLASH_CHAR '\\'
#endif
float scaleFactor;
static std::string NativeToUTF8(const std::string& str) {
#if _WIN32
char* u8cstr = nullptr;
#if (_UNICODE || UNICODE)
FbxWCToUTF8(reinterpret_cast<const char*>(str.c_str()), u8cstr);
#else
FbxAnsiToUTF8(str.c_str(), u8cstr);
#endif
if (!u8cstr) {
return str;
} else {
std::string u8str = u8cstr;
delete[] u8cstr;
return u8str;
}
#else
return str;
#endif
}
static bool TriangleTexturePolarity(const Vec2f& uv0, const Vec2f& uv1, const Vec2f& uv2) {
const Vec2f d0 = uv1 - uv0;
const Vec2f d1 = uv2 - uv0;
return (d0[0] * d1[1] - d0[1] * d1[0] < 0.0f);
}
static RawMaterialType GetMaterialType(
const RawModel& raw,
const int textures[RAW_TEXTURE_USAGE_MAX],
const bool vertexTransparency,
const bool skinned) {
// DIFFUSE and ALBEDO are different enough to represent distinctly, but they both help determine
// transparency.
int diffuseTexture = textures[RAW_TEXTURE_USAGE_DIFFUSE];
if (diffuseTexture < 0) {
diffuseTexture = textures[RAW_TEXTURE_USAGE_ALBEDO];
}
// determine material type based on texture occlusion.
if (diffuseTexture >= 0) {
return (raw.GetTexture(diffuseTexture).occlusion == RAW_TEXTURE_OCCLUSION_OPAQUE)
? (skinned ? RAW_MATERIAL_TYPE_SKINNED_OPAQUE : RAW_MATERIAL_TYPE_OPAQUE)
: (skinned ? RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT : RAW_MATERIAL_TYPE_TRANSPARENT);
}
// else if there is any vertex transparency, treat whole mesh as transparent
if (vertexTransparency) {
return skinned ? RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT : RAW_MATERIAL_TYPE_TRANSPARENT;
}
// Default to simply opaque.
return skinned ? RAW_MATERIAL_TYPE_SKINNED_OPAQUE : RAW_MATERIAL_TYPE_OPAQUE;
}
static void ReadMesh(
RawModel& raw,
FbxScene* pScene,
FbxNode* pNode,
const std::map<const FbxTexture*, FbxString>& textureLocations) {
FbxGeometryConverter meshConverter(pScene->GetFbxManager());
meshConverter.Triangulate(pNode->GetNodeAttribute(), true);
FbxMesh* pMesh = pNode->GetMesh();
// Obtains the surface Id
const long surfaceId = pMesh->GetUniqueID();
// Associate the node to this surface
int nodeId = raw.GetNodeById(pNode->GetUniqueID());
if (nodeId >= 0) {
RawNode& node = raw.GetNode(nodeId);
node.surfaceId = surfaceId;
}
if (raw.GetSurfaceById(surfaceId) >= 0) {
// This surface is already loaded
return;
}
const char* meshName = (pNode->GetName()[0] != '\0') ? pNode->GetName() : pMesh->GetName();
const int rawSurfaceIndex = raw.AddSurface(meshName, surfaceId);
const FbxVector4* controlPoints = pMesh->GetControlPoints();
const FbxLayerElementAccess<FbxVector4> normalLayer(
pMesh->GetElementNormal(), pMesh->GetElementNormalCount());
const FbxLayerElementAccess<FbxVector4> binormalLayer(
pMesh->GetElementBinormal(), pMesh->GetElementBinormalCount());
const FbxLayerElementAccess<FbxVector4> tangentLayer(
pMesh->GetElementTangent(), pMesh->GetElementTangentCount());
const FbxLayerElementAccess<FbxColor> colorLayer(
pMesh->GetElementVertexColor(), pMesh->GetElementVertexColorCount());
const FbxLayerElementAccess<FbxVector2> uvLayer0(
pMesh->GetElementUV(0), pMesh->GetElementUVCount());
const FbxLayerElementAccess<FbxVector2> uvLayer1(
pMesh->GetElementUV(1), pMesh->GetElementUVCount());
const FbxSkinningAccess skinning(pMesh, pScene, pNode);
const FbxMaterialsAccess materials(pMesh, textureLocations);
const FbxBlendShapesAccess blendShapes(pMesh);
if (verboseOutput) {
fmt::printf(
"mesh %d: %s (skinned: %s)\n",
rawSurfaceIndex,
meshName,
skinning.IsSkinned() ? raw.GetNode(raw.GetNodeById(skinning.GetRootNode())).name.c_str()
: "NO");
}
// The FbxNode geometric transformation describes how a FbxNodeAttribute is offset from
// the FbxNode's local frame of reference. These geometric transforms are applied to the
// FbxNodeAttribute after the FbxNode's local transforms are computed, and are not
// inherited across the node hierarchy.
// Apply the geometric transform to the mesh geometry (vertices, normal etc.) because
// glTF does not have an equivalent to the geometric transform.
const FbxVector4 meshTranslation = pNode->GetGeometricTranslation(FbxNode::eSourcePivot);
const FbxVector4 meshRotation = pNode->GetGeometricRotation(FbxNode::eSourcePivot);
const FbxVector4 meshScaling = pNode->GetGeometricScaling(FbxNode::eSourcePivot);
const FbxAMatrix meshTransform(meshTranslation, meshRotation, meshScaling);
const FbxMatrix transform = meshTransform;
// Remove translation & scaling from transforms that will bi applied to normals, tangents &
// binormals
const FbxMatrix normalTransform(FbxVector4(), meshRotation, meshScaling);
const FbxMatrix inverseTransposeTransform = normalTransform.Inverse().Transpose();
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_POSITION);
if (normalLayer.LayerPresent()) {
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_NORMAL);
}
if (tangentLayer.LayerPresent()) {
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_TANGENT);
}
if (binormalLayer.LayerPresent()) {
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_BINORMAL);
}
if (colorLayer.LayerPresent()) {
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_COLOR);
}
if (uvLayer0.LayerPresent()) {
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_UV0);
}
if (uvLayer1.LayerPresent()) {
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_UV1);
}
if (skinning.IsSkinned()) {
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_JOINT_WEIGHTS);
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_JOINT_INDICES);
}
RawSurface& rawSurface = raw.GetSurface(rawSurfaceIndex);
Mat4f scaleMatrix = Mat4f::FromScaleVector(Vec3f(scaleFactor, scaleFactor, scaleFactor));
Mat4f invScaleMatrix = scaleMatrix.Inverse();
rawSurface.skeletonRootId =
(skinning.IsSkinned()) ? skinning.GetRootNode() : pNode->GetUniqueID();
for (int jointIndex = 0; jointIndex < skinning.GetNodeCount(); jointIndex++) {
const long jointId = skinning.GetJointId(jointIndex);
raw.GetNode(raw.GetNodeById(jointId)).isJoint = true;
rawSurface.jointIds.emplace_back(jointId);
rawSurface.inverseBindMatrices.push_back(
invScaleMatrix * toMat4f(skinning.GetInverseBindMatrix(jointIndex)) * scaleMatrix);
rawSurface.jointGeometryMins.emplace_back(FLT_MAX, FLT_MAX, FLT_MAX);
rawSurface.jointGeometryMaxs.emplace_back(-FLT_MAX, -FLT_MAX, -FLT_MAX);
}
rawSurface.blendChannels.clear();
std::vector<const FbxBlendShapesAccess::TargetShape*> targetShapes;
for (size_t channelIx = 0; channelIx < blendShapes.GetChannelCount(); channelIx++) {
for (size_t targetIx = 0; targetIx < blendShapes.GetTargetShapeCount(channelIx); targetIx++) {
const FbxBlendShapesAccess::TargetShape& shape =
blendShapes.GetTargetShape(channelIx, targetIx);
targetShapes.push_back(&shape);
auto& blendChannel = blendShapes.GetBlendChannel(channelIx);
rawSurface.blendChannels.push_back(
RawBlendChannel{static_cast<float>(blendChannel.deformPercent),
shape.normals.LayerPresent(),
shape.tangents.LayerPresent(),
blendChannel.name});
}
}
int polygonVertexIndex = 0;
for (int polygonIndex = 0; polygonIndex < pMesh->GetPolygonCount(); polygonIndex++) {
FBX_ASSERT(pMesh->GetPolygonSize(polygonIndex) == 3);
const std::shared_ptr<FbxMaterialInfo> fbxMaterial = materials.GetMaterial(polygonIndex);
const std::vector<std::string> userProperties = materials.GetUserProperties(polygonIndex);
int textures[RAW_TEXTURE_USAGE_MAX];
std::fill_n(textures, (int)RAW_TEXTURE_USAGE_MAX, -1);
std::shared_ptr<RawMatProps> rawMatProps;
FbxString materialName;
long materialId;
if (fbxMaterial == nullptr) {
materialName = "DefaultMaterial";
materialId = -1;
rawMatProps.reset(new RawTraditionalMatProps(
RAW_SHADING_MODEL_LAMBERT,
Vec3f(0, 0, 0),
Vec4f(.5, .5, .5, 1),
Vec3f(0, 0, 0),
Vec3f(0, 0, 0),
0.5));
} else {
materialName = fbxMaterial->name;
materialId = fbxMaterial->id;
const auto maybeAddTexture = [&](const FbxFileTexture* tex, RawTextureUsage usage) {
if (tex != nullptr) {
// dig out the inferred filename from the textureLocations map
FbxString inferredPath = textureLocations.find(tex)->second;
textures[usage] =
raw.AddTexture(tex->GetName(), tex->GetFileName(), inferredPath.Buffer(), usage);
}
};
std::shared_ptr<RawMatProps> matInfo;
if (fbxMaterial->shadingModel == FbxRoughMetMaterialInfo::FBX_SHADER_METROUGH) {
FbxRoughMetMaterialInfo* fbxMatInfo =
static_cast<FbxRoughMetMaterialInfo*>(fbxMaterial.get());
maybeAddTexture(fbxMatInfo->texBaseColor, RAW_TEXTURE_USAGE_ALBEDO);
maybeAddTexture(fbxMatInfo->texNormal, RAW_TEXTURE_USAGE_NORMAL);
maybeAddTexture(fbxMatInfo->texEmissive, RAW_TEXTURE_USAGE_EMISSIVE);
maybeAddTexture(fbxMatInfo->texRoughness, RAW_TEXTURE_USAGE_ROUGHNESS);
maybeAddTexture(fbxMatInfo->texMetallic, RAW_TEXTURE_USAGE_METALLIC);
maybeAddTexture(fbxMatInfo->texAmbientOcclusion, RAW_TEXTURE_USAGE_OCCLUSION);
rawMatProps.reset(new RawMetRoughMatProps(
RAW_SHADING_MODEL_PBR_MET_ROUGH,
toVec4f(fbxMatInfo->baseColor),
toVec3f(fbxMatInfo->emissive),
fbxMatInfo->emissiveIntensity,
fbxMatInfo->metallic,
fbxMatInfo->roughness,
fbxMatInfo->invertRoughnessMap));
} else {
FbxTraditionalMaterialInfo* fbxMatInfo =
static_cast<FbxTraditionalMaterialInfo*>(fbxMaterial.get());
RawShadingModel shadingModel;
if (fbxMaterial->shadingModel == "Lambert") {
shadingModel = RAW_SHADING_MODEL_LAMBERT;
} else if (0 == fbxMaterial->shadingModel.CompareNoCase("Blinn")) {
shadingModel = RAW_SHADING_MODEL_BLINN;
} else if (0 == fbxMaterial->shadingModel.CompareNoCase("Phong")) {
shadingModel = RAW_SHADING_MODEL_PHONG;
} else if (0 == fbxMaterial->shadingModel.CompareNoCase("Constant")) {
shadingModel = RAW_SHADING_MODEL_PHONG;
} else {
shadingModel = RAW_SHADING_MODEL_UNKNOWN;
}
maybeAddTexture(fbxMatInfo->texDiffuse, RAW_TEXTURE_USAGE_DIFFUSE);
maybeAddTexture(fbxMatInfo->texNormal, RAW_TEXTURE_USAGE_NORMAL);
maybeAddTexture(fbxMatInfo->texEmissive, RAW_TEXTURE_USAGE_EMISSIVE);
maybeAddTexture(fbxMatInfo->texShininess, RAW_TEXTURE_USAGE_SHININESS);
maybeAddTexture(fbxMatInfo->texAmbient, RAW_TEXTURE_USAGE_AMBIENT);
maybeAddTexture(fbxMatInfo->texSpecular, RAW_TEXTURE_USAGE_SPECULAR);
rawMatProps.reset(new RawTraditionalMatProps(
shadingModel,
toVec3f(fbxMatInfo->colAmbient),
toVec4f(fbxMatInfo->colDiffuse),
toVec3f(fbxMatInfo->colEmissive),
toVec3f(fbxMatInfo->colSpecular),
fbxMatInfo->shininess));
}
}
RawVertex rawVertices[3];
bool vertexTransparency = false;
for (int vertexIndex = 0; vertexIndex < 3; vertexIndex++, polygonVertexIndex++) {
const int controlPointIndex = pMesh->GetPolygonVertex(polygonIndex, vertexIndex);
// Note that the default values here must be the same as the RawVertex default values!
const FbxVector4 fbxPosition = transform.MultNormalize(controlPoints[controlPointIndex]);
const FbxVector4 fbxNormal = normalLayer.GetElement(
polygonIndex,
polygonVertexIndex,
controlPointIndex,
FbxVector4(0.0f, 0.0f, 0.0f, 0.0f),
inverseTransposeTransform,
true);
const FbxVector4 fbxTangent = tangentLayer.GetElement(
polygonIndex,
polygonVertexIndex,
controlPointIndex,
FbxVector4(0.0f, 0.0f, 0.0f, 0.0f),
inverseTransposeTransform,
true);
const FbxVector4 fbxBinormal = binormalLayer.GetElement(
polygonIndex,
polygonVertexIndex,
controlPointIndex,
FbxVector4(0.0f, 0.0f, 0.0f, 0.0f),
inverseTransposeTransform,
true);
const FbxColor fbxColor = colorLayer.GetElement(
polygonIndex, polygonVertexIndex, controlPointIndex, FbxColor(0.0f, 0.0f, 0.0f, 0.0f));
const FbxVector2 fbxUV0 = uvLayer0.GetElement(
polygonIndex, polygonVertexIndex, controlPointIndex, FbxVector2(0.0f, 0.0f));
const FbxVector2 fbxUV1 = uvLayer1.GetElement(
polygonIndex, polygonVertexIndex, controlPointIndex, FbxVector2(0.0f, 0.0f));
RawVertex& vertex = rawVertices[vertexIndex];
vertex.position[0] = (float)fbxPosition[0] * scaleFactor;
vertex.position[1] = (float)fbxPosition[1] * scaleFactor;
vertex.position[2] = (float)fbxPosition[2] * scaleFactor;
vertex.normal[0] = (float)fbxNormal[0];
vertex.normal[1] = (float)fbxNormal[1];
vertex.normal[2] = (float)fbxNormal[2];
vertex.tangent[0] = (float)fbxTangent[0];
vertex.tangent[1] = (float)fbxTangent[1];
vertex.tangent[2] = (float)fbxTangent[2];
vertex.tangent[3] = (float)fbxTangent[3];
vertex.binormal[0] = (float)fbxBinormal[0];
vertex.binormal[1] = (float)fbxBinormal[1];
vertex.binormal[2] = (float)fbxBinormal[2];
vertex.color[0] = (float)fbxColor.mRed;
vertex.color[1] = (float)fbxColor.mGreen;
vertex.color[2] = (float)fbxColor.mBlue;
vertex.color[3] = (float)fbxColor.mAlpha;
vertex.uv0[0] = (float)fbxUV0[0];
vertex.uv0[1] = (float)fbxUV0[1];
vertex.uv1[0] = (float)fbxUV1[0];
vertex.uv1[1] = (float)fbxUV1[1];
vertex.jointIndices = skinning.GetVertexIndices(controlPointIndex);
vertex.jointWeights = skinning.GetVertexWeights(controlPointIndex);
vertex.polarityUv0 = false;
// flag this triangle as transparent if any of its corner vertices substantially deviates from
// fully opaque
vertexTransparency |= colorLayer.LayerPresent() && (fabs(fbxColor.mAlpha - 1.0) > 1e-3);
rawSurface.bounds.AddPoint(vertex.position);
if (!targetShapes.empty()) {
vertex.blendSurfaceIx = rawSurfaceIndex;
for (const auto* targetShape : targetShapes) {
RawBlendVertex blendVertex;
// the morph target data must be transformed just as with the vertex positions above
const FbxVector4& shapePosition =
transform.MultNormalize(targetShape->positions[controlPointIndex]);
blendVertex.position = toVec3f(shapePosition - fbxPosition) * scaleFactor;
if (targetShape->normals.LayerPresent()) {
const FbxVector4& normal = targetShape->normals.GetElement(
polygonIndex,
polygonVertexIndex,
controlPointIndex,
FbxVector4(0.0f, 0.0f, 0.0f, 0.0f),
inverseTransposeTransform,
true);
blendVertex.normal = toVec3f(normal - fbxNormal);
}
if (targetShape->tangents.LayerPresent()) {
const FbxVector4& tangent = targetShape->tangents.GetElement(
polygonIndex,
polygonVertexIndex,
controlPointIndex,
FbxVector4(0.0f, 0.0f, 0.0f, 0.0f),
inverseTransposeTransform,
true);
blendVertex.tangent = toVec4f(tangent - fbxTangent);
}
vertex.blends.push_back(blendVertex);
}
} else {
vertex.blendSurfaceIx = -1;
}
if (skinning.IsSkinned()) {
const int jointIndices[FbxSkinningAccess::MAX_WEIGHTS] = {vertex.jointIndices[0],
vertex.jointIndices[1],
vertex.jointIndices[2],
vertex.jointIndices[3]};
const float jointWeights[FbxSkinningAccess::MAX_WEIGHTS] = {vertex.jointWeights[0],
vertex.jointWeights[1],
vertex.jointWeights[2],
vertex.jointWeights[3]};
const FbxMatrix skinningMatrix =
skinning.GetJointSkinningTransform(jointIndices[0]) * jointWeights[0] +
skinning.GetJointSkinningTransform(jointIndices[1]) * jointWeights[1] +
skinning.GetJointSkinningTransform(jointIndices[2]) * jointWeights[2] +
skinning.GetJointSkinningTransform(jointIndices[3]) * jointWeights[3];
const FbxVector4 globalPosition = skinningMatrix.MultNormalize(fbxPosition);
for (int i = 0; i < FbxSkinningAccess::MAX_WEIGHTS; i++) {
if (jointWeights[i] > 0.0f) {
const FbxVector4 localPosition =
skinning.GetJointInverseGlobalTransforms(jointIndices[i])
.MultNormalize(globalPosition);
Vec3f& mins = rawSurface.jointGeometryMins[jointIndices[i]];
mins[0] = std::min(mins[0], (float)localPosition[0]);
mins[1] = std::min(mins[1], (float)localPosition[1]);
mins[2] = std::min(mins[2], (float)localPosition[2]);
Vec3f& maxs = rawSurface.jointGeometryMaxs[jointIndices[i]];
maxs[0] = std::max(maxs[0], (float)localPosition[0]);
maxs[1] = std::max(maxs[1], (float)localPosition[1]);
maxs[2] = std::max(maxs[2], (float)localPosition[2]);
}
}
}
}
if (textures[RAW_TEXTURE_USAGE_NORMAL] != -1) {
// Distinguish vertices that are used by triangles with a different texture polarity to avoid
// degenerate tangent space smoothing.
const bool polarity =
TriangleTexturePolarity(rawVertices[0].uv0, rawVertices[1].uv0, rawVertices[2].uv0);
rawVertices[0].polarityUv0 = polarity;
rawVertices[1].polarityUv0 = polarity;
rawVertices[2].polarityUv0 = polarity;
}
int rawVertexIndices[3];
for (int vertexIndex = 0; vertexIndex < 3; vertexIndex++) {
rawVertexIndices[vertexIndex] = raw.AddVertex(rawVertices[vertexIndex]);
}
const RawMaterialType materialType =
GetMaterialType(raw, textures, vertexTransparency, skinning.IsSkinned());
const int rawMaterialIndex = raw.AddMaterial(
materialId, materialName, materialType, textures, rawMatProps, userProperties);
raw.AddTriangle(
rawVertexIndices[0],
rawVertexIndices[1],
rawVertexIndices[2],
rawMaterialIndex,
rawSurfaceIndex);
}
}
// ar : aspectY / aspectX
double HFOV2VFOV(double h, double ar) {
return 2.0 * std::atan((ar)*std::tan((h * FBXSDK_PI_DIV_180) * 0.5)) * FBXSDK_180_DIV_PI;
};
// ar : aspectX / aspectY
double VFOV2HFOV(double v, double ar) {
return 2.0 * std::atan((ar)*std::tan((v * FBXSDK_PI_DIV_180) * 0.5)) * FBXSDK_180_DIV_PI;
}
static void ReadLight(RawModel& raw, FbxScene* pScene, FbxNode* pNode) {
const FbxLight* pLight = pNode->GetLight();
int lightIx;
float intensity = (float)pLight->Intensity.Get();
Vec3f color = toVec3f(pLight->Color.Get());
switch (pLight->LightType.Get()) {
case FbxLight::eDirectional: {
lightIx = raw.AddLight(pLight->GetName(), RAW_LIGHT_TYPE_DIRECTIONAL, color, intensity, 0, 0);
break;
}
case FbxLight::ePoint: {
lightIx = raw.AddLight(pLight->GetName(), RAW_LIGHT_TYPE_POINT, color, intensity, 0, 0);
break;
}
case FbxLight::eSpot: {
lightIx = raw.AddLight(
pLight->GetName(),
RAW_LIGHT_TYPE_SPOT,
color,
intensity,
(float)pLight->InnerAngle.Get() * M_PI / 180,
(float)pLight->OuterAngle.Get() * M_PI / 180);
break;
}
default: {
fmt::printf("Warning:: Ignoring unsupported light type.\n");
return;
}
}
int nodeId = raw.GetNodeById(pNode->GetUniqueID());
RawNode& node = raw.GetNode(nodeId);
node.lightIx = lightIx;
}
// Largely adopted from fbx example
static void ReadCamera(RawModel& raw, FbxScene* pScene, FbxNode* pNode) {
const FbxCamera* pCamera = pNode->GetCamera();
double filmHeight = pCamera->GetApertureHeight();
double filmWidth = pCamera->GetApertureWidth() * pCamera->GetSqueezeRatio();
// note Height : Width
double apertureRatio = filmHeight / filmWidth;
double fovx = 0.0f;
double fovy = 0.0f;
switch (pCamera->GetApertureMode()) {
case FbxCamera::EApertureMode::eHorizAndVert: {
fovx = pCamera->FieldOfViewX;
fovy = pCamera->FieldOfViewY;
break;
}
case FbxCamera::EApertureMode::eHorizontal: {
fovx = pCamera->FieldOfView;
fovy = HFOV2VFOV(fovx, apertureRatio);
break;
}
case FbxCamera::EApertureMode::eVertical: {
fovy = pCamera->FieldOfView;
fovx = VFOV2HFOV(fovy, 1.0 / apertureRatio);
break;
}
case FbxCamera::EApertureMode::eFocalLength: {
fovx = pCamera->ComputeFieldOfView(pCamera->FocalLength);
fovy = HFOV2VFOV(fovx, apertureRatio);
break;
}
default: {
fmt::printf("Warning:: Unsupported ApertureMode. Setting FOV to 0.\n");
break;
}
}
if (pCamera->ProjectionType.Get() == FbxCamera::EProjectionType::ePerspective) {
raw.AddCameraPerspective(
"",
pNode->GetUniqueID(),
(float)pCamera->FilmAspectRatio,
(float)fovx,
(float)fovy,
(float)pCamera->NearPlane,
(float)pCamera->FarPlane);
} else {
raw.AddCameraOrthographic(
"",
pNode->GetUniqueID(),
(float)pCamera->OrthoZoom,
(float)pCamera->OrthoZoom,
(float)pCamera->FarPlane,
(float)pCamera->NearPlane);
}
// Cameras in FBX coordinate space face +X when rotation is (0,0,0)
// We need to adjust this to face glTF specified -Z
auto nodeIdx = raw.GetNodeById(pNode->GetUniqueID());
auto& rawNode = raw.GetNode(nodeIdx);
auto r = Quatf::FromAngleAxis(-90 * ((float)M_PI / 180.0f), {0.0, 1.0, 0.0});
rawNode.rotation = rawNode.rotation * r;
}
static void ReadNodeProperty(RawModel& raw, FbxNode* pNode, FbxProperty& prop) {
int nodeId = raw.GetNodeById(pNode->GetUniqueID());
if (nodeId >= 0) {
RawNode& node = raw.GetNode(nodeId);
node.userProperties.push_back(TranscribeProperty(prop).dump());
}
}
static void ReadNodeAttributes(
RawModel& raw,
FbxScene* pScene,
FbxNode* pNode,
const std::map<const FbxTexture*, FbxString>& textureLocations) {
if (!pNode->GetVisibility()) {
return;
}
// Only support non-animated user defined properties for now
FbxProperty objectProperty = pNode->GetFirstProperty();
while (objectProperty.IsValid()) {
if (objectProperty.GetFlag(FbxPropertyFlags::eUserDefined)) {
ReadNodeProperty(raw, pNode, objectProperty);
}
objectProperty = pNode->GetNextProperty(objectProperty);
}
FbxNodeAttribute* pNodeAttribute = pNode->GetNodeAttribute();
if (pNodeAttribute != nullptr) {
const FbxNodeAttribute::EType attributeType = pNodeAttribute->GetAttributeType();
switch (attributeType) {
case FbxNodeAttribute::eMesh:
case FbxNodeAttribute::eNurbs:
case FbxNodeAttribute::eNurbsSurface:
case FbxNodeAttribute::eTrimNurbsSurface:
case FbxNodeAttribute::ePatch: {
ReadMesh(raw, pScene, pNode, textureLocations);
break;
}
case FbxNodeAttribute::eCamera: {
ReadCamera(raw, pScene, pNode);
break;
}
case FbxNodeAttribute::eLight:
ReadLight(raw, pScene, pNode);
break;
case FbxNodeAttribute::eUnknown:
case FbxNodeAttribute::eNull:
case FbxNodeAttribute::eMarker:
case FbxNodeAttribute::eSkeleton:
case FbxNodeAttribute::eCameraStereo:
case FbxNodeAttribute::eCameraSwitcher:
case FbxNodeAttribute::eOpticalReference:
case FbxNodeAttribute::eOpticalMarker:
case FbxNodeAttribute::eNurbsCurve:
case FbxNodeAttribute::eBoundary:
case FbxNodeAttribute::eShape:
case FbxNodeAttribute::eLODGroup:
case FbxNodeAttribute::eSubDiv:
case FbxNodeAttribute::eCachedEffect:
case FbxNodeAttribute::eLine: {
break;
}
}
}
for (int child = 0; child < pNode->GetChildCount(); child++) {
ReadNodeAttributes(raw, pScene, pNode->GetChild(child), textureLocations);
}
}
/**
* Compute the local scale vector to use for a given node. This is an imperfect hack to cope with
* the FBX node transform's eInheritRrs inheritance type, in which ancestral scale is ignored
*/
static FbxVector4 computeLocalScale(FbxNode* pNode, FbxTime pTime = FBXSDK_TIME_INFINITE) {
const FbxVector4 lScale = pNode->EvaluateLocalTransform(pTime).GetS();
if (pNode->GetParent() == nullptr ||
pNode->GetTransform().GetInheritType() != FbxTransform::eInheritRrs) {
return lScale;
}
// This is a very partial fix that is only correct for models that use identity scale in their
// rig's joints. We could write better support that compares local scale to parent's global scale
// and apply the ratio to our local translation. We'll always want to return scale 1, though --
// that's the only way to encode the missing 'S' (parent scale) in the transform chain.
return FbxVector4(1, 1, 1, 1);
}
static void ReadNodeHierarchy(
RawModel& raw,
FbxScene* pScene,
FbxNode* pNode,
const long parentId,
const std::string& path) {
const FbxUInt64 nodeId = pNode->GetUniqueID();
const char* nodeName = pNode->GetName();
const int nodeIndex = raw.AddNode(nodeId, nodeName, parentId);
RawNode& node = raw.GetNode(nodeIndex);
FbxTransform::EInheritType lInheritType;
pNode->GetTransformationInheritType(lInheritType);
std::string newPath = path + "/" + nodeName;
if (verboseOutput) {
fmt::printf("node %d: %s\n", nodeIndex, newPath.c_str());
}
static int warnRrSsCount = 0;
static int warnRrsCount = 0;
if (lInheritType == FbxTransform::eInheritRrSs && parentId) {
if (++warnRrSsCount == 1) {
fmt::printf(
"Warning: node %s uses unsupported transform inheritance type 'eInheritRrSs'.\n",
newPath);
fmt::printf(" (Further warnings of this type squelched.)\n");
}
} else if (lInheritType == FbxTransform::eInheritRrs) {
if (++warnRrsCount == 1) {
fmt::printf(
"Warning: node %s uses unsupported transform inheritance type 'eInheritRrs'\n"
" This tool will attempt to partially compensate, but glTF cannot truly express this mode.\n"
" If this was a Maya export, consider turning off 'Segment Scale Compensate' on all joints.\n"
" (Further warnings of this type squelched.)\n",
newPath);
}
}
// Set the initial node transform.
const FbxAMatrix localTransform = pNode->EvaluateLocalTransform();
const FbxVector4 localTranslation = localTransform.GetT();
const FbxQuaternion localRotation = localTransform.GetQ();
const FbxVector4 localScaling = computeLocalScale(pNode);
node.translation = toVec3f(localTranslation) * scaleFactor;
node.rotation = toQuatf(localRotation);
node.scale = toVec3f(localScaling);
if (parentId) {
RawNode& parentNode = raw.GetNode(raw.GetNodeById(parentId));
// Add unique child name to the parent node.
if (std::find(parentNode.childIds.begin(), parentNode.childIds.end(), nodeId) ==
parentNode.childIds.end()) {
parentNode.childIds.push_back(nodeId);
}
} else {
// If there is no parent then this is the root node.
raw.SetRootNode(nodeId);
}
for (int child = 0; child < pNode->GetChildCount(); child++) {
ReadNodeHierarchy(raw, pScene, pNode->GetChild(child), nodeId, newPath);
}
}
static void ReadAnimations(RawModel& raw, FbxScene* pScene, const GltfOptions& options) {
FbxTime::EMode eMode = FbxTime::eFrames24;
switch (options.animationFramerate) {
case AnimationFramerateOptions::BAKE24:
eMode = FbxTime::eFrames24;
break;
case AnimationFramerateOptions::BAKE30:
eMode = FbxTime::eFrames30;
break;
case AnimationFramerateOptions::BAKE60:
eMode = FbxTime::eFrames60;
break;
}
const double epsilon = 1e-5f;
const int animationCount = pScene->GetSrcObjectCount<FbxAnimStack>();
for (size_t animIx = 0; animIx < animationCount; animIx++) {
FbxAnimStack* pAnimStack = pScene->GetSrcObject<FbxAnimStack>(animIx);
FbxString animStackName = pAnimStack->GetName();
pScene->SetCurrentAnimationStack(pAnimStack);
/**
* Individual animations are often concatenated on the timeline, and the
* only certain way to identify precisely what interval they occupy is to
* depth-traverse the entire animation stack, and examine the actual keys.
*
* There is a deprecated concept of an "animation take" which is meant to
* provide precisely this time interval information, but the data is not
* actually derived by the SDK from source-of-truth data structures, but
* rather provided directly by the FBX exporter, and not sanity checked.
*
* Some exporters calculate it correctly. Others do not. In any case, we
* now ignore it completely.
*/
FbxLongLong firstFrameIndex = -1;
FbxLongLong lastFrameIndex = -1;
for (int layerIx = 0; layerIx < pAnimStack->GetMemberCount(); layerIx++) {
FbxAnimLayer* layer = pAnimStack->GetMember<FbxAnimLayer>(layerIx);
for (int nodeIx = 0; nodeIx < layer->GetMemberCount(); nodeIx++) {
auto* node = layer->GetMember<FbxAnimCurveNode>(nodeIx);
FbxTimeSpan nodeTimeSpan;
// Multiple curves per curve node is not even supported by the SDK.
for (int curveIx = 0; curveIx < node->GetCurveCount(0); curveIx++) {
FbxAnimCurve* curve = node->GetCurve(0U, curveIx);
if (curve == nullptr) {
continue;
}
// simply take the interval as first key to last key
int firstKeyIndex = 0;
int lastKeyIndex = std::max(firstKeyIndex, curve->KeyGetCount() - 1);
FbxLongLong firstCurveFrame = curve->KeyGetTime(firstKeyIndex).GetFrameCount(eMode);
FbxLongLong lastCurveFrame = curve->KeyGetTime(lastKeyIndex).GetFrameCount(eMode);
// the final interval is the union of all node curve intervals
if (firstFrameIndex == -1 || firstCurveFrame < firstFrameIndex) {
firstFrameIndex = firstCurveFrame;
}
if (lastFrameIndex == -1 || lastCurveFrame > lastFrameIndex) {
lastFrameIndex = lastCurveFrame;
}
}
}
}
RawAnimation animation;
animation.name = animStackName;
fmt::printf(
"Animation %s: [%lu - %lu]\n", std::string(animStackName), firstFrameIndex, lastFrameIndex);
if (verboseOutput) {
fmt::printf("animation %zu: %s (%d%%)", animIx, (const char*)animStackName, 0);
}
for (FbxLongLong frameIndex = firstFrameIndex; frameIndex <= lastFrameIndex; frameIndex++) {
FbxTime pTime;
// first frame is always at t = 0.0
pTime.SetFrame(frameIndex - firstFrameIndex, eMode);
animation.times.emplace_back((float)pTime.GetSecondDouble());
}
size_t totalSizeInBytes = 0;
const int nodeCount = pScene->GetNodeCount();
for (int nodeIndex = 0; nodeIndex < nodeCount; nodeIndex++) {
FbxNode* pNode = pScene->GetNode(nodeIndex);
const FbxAMatrix baseTransform = pNode->EvaluateLocalTransform();
const FbxVector4 baseTranslation = baseTransform.GetT();
const FbxQuaternion baseRotation = baseTransform.GetQ();
const FbxVector4 baseScaling = computeLocalScale(pNode);
bool hasTranslation = false;
bool hasRotation = false;
bool hasScale = false;
bool hasMorphs = false;
RawChannel channel;
channel.nodeIndex = raw.GetNodeById(pNode->GetUniqueID());
for (FbxLongLong frameIndex = firstFrameIndex; frameIndex <= lastFrameIndex; frameIndex++) {
FbxTime pTime;
pTime.SetFrame(frameIndex, eMode);
const FbxAMatrix localTransform = pNode->EvaluateLocalTransform(pTime);
const FbxVector4 localTranslation = localTransform.GetT();
const FbxQuaternion localRotation = localTransform.GetQ();
const FbxVector4 localScale = computeLocalScale(pNode, pTime);
hasTranslation |=
(fabs(localTranslation[0] - baseTranslation[0]) > epsilon ||
fabs(localTranslation[1] - baseTranslation[1]) > epsilon ||
fabs(localTranslation[2] - baseTranslation[2]) > epsilon);
hasRotation |=
(fabs(localRotation[0] - baseRotation[0]) > epsilon ||
fabs(localRotation[1] - baseRotation[1]) > epsilon ||
fabs(localRotation[2] - baseRotation[2]) > epsilon ||
fabs(localRotation[3] - baseRotation[3]) > epsilon);
hasScale |=
(fabs(localScale[0] - baseScaling[0]) > epsilon ||
fabs(localScale[1] - baseScaling[1]) > epsilon ||
fabs(localScale[2] - baseScaling[2]) > epsilon);
channel.translations.push_back(toVec3f(localTranslation) * scaleFactor);
channel.rotations.push_back(toQuatf(localRotation));
channel.scales.push_back(toVec3f(localScale));
}
std::vector<FbxAnimCurve*> shapeAnimCurves;
FbxNodeAttribute* nodeAttr = pNode->GetNodeAttribute();
if (nodeAttr != nullptr && nodeAttr->GetAttributeType() == FbxNodeAttribute::EType::eMesh) {
// it's inelegant to recreate this same access class multiple times, but it's also dirt
// cheap...
FbxBlendShapesAccess blendShapes(static_cast<FbxMesh*>(nodeAttr));
for (FbxLongLong frameIndex = firstFrameIndex; frameIndex <= lastFrameIndex; frameIndex++) {
FbxTime pTime;
pTime.SetFrame(frameIndex, eMode);
for (size_t channelIx = 0; channelIx < blendShapes.GetChannelCount(); channelIx++) {
FbxAnimCurve* curve = blendShapes.GetAnimation(channelIx, animIx);
float influence = (curve != nullptr) ? curve->Evaluate(pTime) : 0; // 0-100
int targetCount = static_cast<int>(blendShapes.GetTargetShapeCount(channelIx));
// the target shape 'fullWeight' values are a strictly ascending list of floats (between
// 0 and 100), forming a sequence of intervals -- this convenience function figures out
// if 'p' lays between some certain target fullWeights, and if so where (from 0 to 1).
auto findInInterval = [&](const double p, const int n) {
if (n >= targetCount) {
// p is certainly completely left of this interval
return NAN;
}
double leftWeight = 0;
if (n >= 0) {
leftWeight = blendShapes.GetTargetShape(channelIx, n).fullWeight;
if (p < leftWeight) {
return NAN;
}
// the first interval implicitly includes all lesser influence values
}
double rightWeight = blendShapes.GetTargetShape(channelIx, n + 1).fullWeight;
if (p > rightWeight && n + 1 < targetCount - 1) {
return NAN;
// the last interval implicitly includes all greater influence values
}
// transform p linearly such that [leftWeight, rightWeight] => [0, 1]
return static_cast<float>((p - leftWeight) / (rightWeight - leftWeight));
};
for (int targetIx = 0; targetIx < targetCount; targetIx++) {
if (curve) {
float result = findInInterval(influence, targetIx - 1);
if (!std::isnan(result)) {
// we're transitioning into targetIx
channel.weights.push_back(result);
hasMorphs = true;
continue;
}
if (targetIx != targetCount - 1) {
result = findInInterval(influence, targetIx);
if (!std::isnan(result)) {
// we're transitioning AWAY from targetIx
channel.weights.push_back(1.0f - result);
hasMorphs = true;
continue;
}
}
}
// this is here because we have to fill in a weight for every channelIx/targetIx
// permutation, regardless of whether or not they participate in this animation.
channel.weights.push_back(0.0f);
}
}
}
}
if (hasTranslation || hasRotation || hasScale || hasMorphs) {
if (!hasTranslation) {
channel.translations.clear();
}
if (!hasRotation) {
channel.rotations.clear();
}
if (!hasScale) {
channel.scales.clear();
}
if (!hasMorphs) {
channel.weights.clear();
}
animation.channels.emplace_back(channel);
totalSizeInBytes += channel.translations.size() * sizeof(channel.translations[0]) +
channel.rotations.size() * sizeof(channel.rotations[0]) +
channel.scales.size() * sizeof(channel.scales[0]) +
channel.weights.size() * sizeof(channel.weights[0]);
}
if (verboseOutput) {
fmt::printf(
"\ranimation %d: %s (%d%%)",
animIx,
(const char*)animStackName,
nodeIndex * 100 / nodeCount);
}
}
raw.AddAnimation(animation);
if (verboseOutput) {
fmt::printf(
"\ranimation %d: %s (%d channels, %3.1f MB)\n",
animIx,
(const char*)animStackName,
(int)animation.channels.size(),
(float)totalSizeInBytes * 1e-6f);
}
}
}
static std::string FindFileLoosely(
const std::string& fbxFileName,
const std::string& directory,
const std::vector<std::string>& directoryFileList) {
if (FileUtils::FileExists(fbxFileName)) {
return fbxFileName;
}
// From e.g. C:/Assets/Texture.jpg, extract 'Texture.jpg'
const std::string fileName = FileUtils::GetFileName(fbxFileName);