//============ Copyright (c) Valve Corporation, All rights reserved. ========== // // Autodesk FBX <-> Valve DMX // //============================================================================= #ifndef DMFBXSERIALIZER_H #define DMFBXSERIALIZER_H #if defined( _WIN32 ) #pragma once #endif // FBX includes #include // Valve includes #include "datamodel/idatamodel.h" #include "tier1/utlbuffer.h" #include "tier1/utlmap.h" #include "tier1/utlstring.h" #include "tier1/utlvector.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CDmeCombinationOperator; class CDmeDag; class CDmeMesh; class CDmeModel; //----------------------------------------------------------------------------- // Serialization class for FBX files //----------------------------------------------------------------------------- class CDmFbxSerializer { public: CDmFbxSerializer(); virtual ~CDmFbxSerializer(); const char *GetName() const { return "fbx"; } const char *GetDescription() const { return "Autodesk® FBX®"; } // CDmFbxSerializer CDmElement *ReadFBX( const char *pszFilename ); bool Verbose1() const { return m_nOptVerbosity >= 1; } bool Verbose2() const { return m_nOptVerbosity >= 2; } // UtlHashtable is non-functional in //ValveGames/main 5/16/2012 typedef CUtlMap< FbxNode *, CDmeDag * > FbxToDmxMap_t; protected: FbxManager *CreateFbxManager(); void DestroyFbxManager(); FbxScene *LoadFbxScene( const char *pszFilename ); void LoadModelAndSkeleton_R( FbxToDmxMap_t &fbxToDmxMap, CDmeModel *pDmeModel, CDmeDag *pDmeDagParent, FbxNode *pFbxNode, bool bAnimation, int nDepth ) const; CDmeDag *FbxNodeToDmeDag( CDmeDag *pDmeDagParent, FbxNode *pFbxNode, const char *pszDmeType ) const; CDmeMesh *FbxShapeToDmeMesh( CDmeDag *pDmeDag, FbxNode *pFbxNode ) const; bool FbxMeshToDmeFaceSets( CDmeDag *pDmeDag, CDmeMesh *pDmeMesh, FbxMesh *pFbxMesh, CUtlVector< int > &nPolygonToFaceSetMap ) const; void GetDmeMaterialPathFromFbxFileTexture( CUtlString &sMaterialPath, FbxFileTexture *pFileTexture ) const; void GetFbxMaterialNameAndPath( CUtlString &sMaterialName, CUtlString &sMaterialPath, FbxSurfaceMaterial *pFbxMat ) const; void SkinMeshes_R( const FbxToDmxMap_t &fbxToDmxMap, CDmeModel *pDmeModel, FbxNode *pFbxNode ) const; void SkinMesh( CDmeDag *pDmeDag, const FbxToDmxMap_t &fbxToDmxMap, CDmeModel *pDmeModel, FbxNode *pFbxNode ) const; void AddBlendShapes_R( const FbxToDmxMap_t &fbxToDmxMap, CDmElement *pDmeRoot, FbxNode *pFbxNode ) const; void AddBlendShape( CDmeDag *pDmeDag, const FbxToDmxMap_t &fbxToDmxMap, CDmElement *pDmeRoot, FbxNode *pFbxNode ) const; CDmeCombinationOperator *FindOrCreateComboOp( CDmElement *pDmeRoot ) const; bool FindOrCreateControl( CDmeCombinationOperator *pDmeComboOp, const char *pszName ) const; void GetName( CUtlString &sCleanName, const FbxNode *pFbxNode ) const; void CleanupName( CUtlString &sCleanName, const char *pszName ) const; void LoadAnimation( CDmElement *pDmeRoot, CDmeModel *pDmeModel, const FbxToDmxMap_t &fbxToDmxMap, FbxScene *pFbxScene, FbxNode *pFbxRootNode ) const; FbxManager *m_pFbxManager; public: int m_nOptVerbosity; bool m_bOptUnderscoreForCorrectors; bool m_bAnimation; }; #endif // DMFBXSERIALIZER_H