AnimTestbed/3rdparty/ozz-animation/include/ozz/animation/offline/fbx/fbx.h

172 lines
6.7 KiB
C++

//----------------------------------------------------------------------------//
// //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
// and distributed under the MIT License (MIT). //
// //
// Copyright (c) Guillaume Blanc //
// //
// Permission is hereby granted, free of charge, to any person obtaining a //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation //
// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
// and/or sell copies of the Software, and to permit persons to whom the //
// Software is furnished to do so, subject to the following conditions: //
// //
// The above copyright notice and this permission notice shall be included in //
// all copies or substantial portions of the Software. //
// //
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#ifndef OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_H_
#define OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_H_
#include <fbxsdk.h>
#include "ozz/animation/offline/fbx/export.h"
#include "ozz/base/maths/simd_math.h"
#include "ozz/base/maths/transform.h"
namespace ozz {
namespace math {
struct Transform;
} // namespace math
namespace animation {
namespace offline {
namespace fbx {
// Manages FbxManager instance.
class OZZ_ANIMFBX_DLL FbxManagerInstance {
public:
// Instantiates FbxManager.
FbxManagerInstance();
// Destroys FbxManager.
~FbxManagerInstance();
// Cast operator to get internal FbxManager instance.
operator FbxManager*() const { return fbx_manager_; }
private:
FbxManager* fbx_manager_;
};
// Default io settings used to import a scene.
class OZZ_ANIMFBX_DLL FbxDefaultIOSettings {
public:
// Instantiates default settings.
explicit FbxDefaultIOSettings(const FbxManagerInstance& _manager);
// De-instantiates default settings.
virtual ~FbxDefaultIOSettings();
// Get FbxIOSettings instance.
FbxIOSettings* settings() const { return io_settings_; }
// Cast operator to get internal FbxIOSettings instance.
operator FbxIOSettings*() const { return io_settings_; }
private:
FbxIOSettings* io_settings_;
};
// Io settings used to import an animation from a scene.
class OZZ_ANIMFBX_DLL FbxAnimationIOSettings : public FbxDefaultIOSettings {
public:
FbxAnimationIOSettings(const FbxManagerInstance& _manager);
};
// Io settings used to import a skeleton from a scene.
class OZZ_ANIMFBX_DLL FbxSkeletonIOSettings : public FbxDefaultIOSettings {
public:
FbxSkeletonIOSettings(const FbxManagerInstance& _manager);
};
// Implements axis system and unit system conversion helper, from any Fbx system
// to ozz system (FbxAxisSystem::eYAxis, FbxAxisSystem::eParityOdd,
// FbxAxisSystem::eRightHanded, meter).
// While Fbx sdk FbxAxisSystem::ConvertScene and FbxSystem::ConvertScene only
// affect scene root, this class functions can be used to bake nodes, vertices,
// animations transformations...
class OZZ_ANIMFBX_DLL FbxSystemConverter {
public:
// Initialize converter with fbx scene systems.
FbxSystemConverter(const FbxAxisSystem& _from_axis,
const FbxSystemUnit& _from_unit);
// Converts a fbx matrix to an ozz Float4x4 matrix, in ozz axis and unit
// systems, using _m' = C * _m * (C-1) operation.
math::Float4x4 ConvertMatrix(const FbxAMatrix& _m) const;
// Converts fbx matrix to an ozz transform, in ozz axis and unit systems,
// using _m' = C * _m * (C-1) operation.
// Can return false if matrix isn't affine.
bool ConvertTransform(const FbxAMatrix& _m,
math::Transform* _transform) const;
// Converts fbx FbxVector4 point to an ozz Float3, in ozz axis and unit
// systems, using _p' = C * _p operation.
math::Float3 ConvertPoint(const FbxVector4& _p) const;
// Converts fbx FbxVector4 vector to an ozz Float3, in ozz axis and unit
// systems, using _p' = ((C-1)-T) * _p operation. Normals are converted
// using the inverse transpose matrix to support non-uniform scale
// transformations.
math::Float3 ConvertVector(const FbxVector4& _p) const;
private:
// The matrix used to convert from "from" axis/unit to ozz coordinate system
// base.
math::Float4x4 convert_;
// The inverse of convert_ matrix.
math::Float4x4 inverse_convert_;
// The transpose inverse of convert_ matrix.
math::Float4x4 inverse_transpose_convert_;
};
// Loads a scene from a Fbx file.
class OZZ_ANIMFBX_DLL FbxSceneLoader {
public:
// Loads the scene that can then be obtained with scene() function.
FbxSceneLoader(const char* _filename, const char* _password,
const FbxManagerInstance& _manager,
const FbxDefaultIOSettings& _io_settings);
FbxSceneLoader(FbxStream* _stream, const char* _password,
const FbxManagerInstance& _manager,
const FbxDefaultIOSettings& _io_settings);
~FbxSceneLoader();
// Returns a valid scene if fbx import was successful, nullptr otherwise.
FbxScene* scene() const { return scene_; }
// Returns a valid converter if fbx import was successful, nullptr otherwise.
FbxSystemConverter* converter() { return converter_; }
private:
void ImportScene(FbxImporter* _importer, const bool _initialized,
const char* _password, const FbxManagerInstance& _manager,
const FbxDefaultIOSettings& _io_settings);
// Scene instance that was loaded from the file.
FbxScene* scene_;
// Axis and unit conversion helper.
FbxSystemConverter* converter_;
};
} // namespace fbx
} // namespace offline
} // namespace animation
} // namespace ozz
#endif // OZZ_OZZ_ANIMATION_OFFLINE_FBX_FBX_H_