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//============ 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 <fbxsdk.h>
// Valve includes
#include "datamodel/idatamodel.h"
#include "movieobjects/dmeaxissystem.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 );
// Feed the CDmElement returned by ReadFBX to see if there were non-fatal conversion errors which the user should be informed about
static bool HasConversionErrors( CDmElement *pDmRoot );
// Feed the CDmElement returned by ReadFBX to see if there were non-fatal conversion errors which the user should be informed about, they are added to pConversionErrors, if no errors, pConversionErrors is not touched
static void GetConversionErrors( CDmElement *pDmRoot, CUtlVector< CUtlString > *pConversionErrors );
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;
typedef void( *HandleUVFunc_t )( CUtlVector< int > &, FbxMesh *, FbxGeometryElementUV *, int, int );
protected:
struct UVChannelData_t
{
FbxGeometryElementUV *m_pFbxElementUV;
HandleUVFunc_t m_pFunc;
CUtlVector< int > m_nIndices;
};
//-----------------------------------------------------------------------------
// For oddly encoded vertex paint data coming from 3DSMax
//-----------------------------------------------------------------------------
struct UVColorChannelData_t
{
public:
UVColorChannelData_t()
{
for ( int i = 0; i < ARRAYSIZE( m_uvChannelData ); ++i )
{
m_uvChannelData[i].m_pFbxElementUV = NULL;
m_uvChannelData[i].m_pFunc = NULL;
}
}
CUtlString m_sChannelName;
UVChannelData_t m_uvChannelData[3];
};
FbxScene *LoadFbxScene( FbxTime::EMode &eFbxTimeMode, 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, FbxMatrix *pmOutScale = NULL ) const;
CDmeMesh *FbxShapeToDmeMesh( CDmeDag *pDmeDag, FbxNode *pFbxNode, const FbxMatrix &mScale ) const;
bool FbxMeshToDmeFaceSets( CDmeDag *pDmeDag, CDmeMesh *pDmeMesh, FbxMesh *pFbxMesh, CUtlVector< int > &nPolygonToFaceSetMap ) const;
bool FindMaterialResource( CUtlString &sOutMaterialPath, const char *pszInMaterialName, CUtlVector< CUtlString > &materialSearchErrorList ) const;
bool GetFbxMaterialPathFromFbxFileTexture( CUtlString &sMaterialPath, FbxFileTexture *pFileTexture, CUtlVector< CUtlString > &materialSearchErrorList ) const;
bool GetFbxMaterialPath( CUtlString &sMaterialPath, FbxSurfaceMaterial *pFbxMat, CUtlVector< CUtlString > &materialSearchErrorList ) 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, FbxTime::EMode eFbxTimeMode ) const;
static FbxManager *GetFbxManager();
static void AddConversionError( DmFileId_t nDmFileId, const char *pszErrorMsg );
void ComputeVstFlexSliderAnimDataList_R( FbxAnimLayer *pFbxAnimLayer, CUtlVector< struct FbxDmxAnimData_t * > &animDataList, class CDmeChannelsClip *pDmeChannelsClip, const CDmFbxSerializer::FbxToDmxMap_t &fbxToDmxMap, FbxNode *pFbxNode ) const;
void ComputeAnimDataList_R( FbxAnimLayer *pFbxAnimLayer, CUtlVector< struct FbxDmxAnimData_t * > &animDataList, class CDmeChannelsClip *pDmeChannelsClip, const CDmFbxSerializer::FbxToDmxMap_t &fbxToDmxMap, FbxNode *pFbxNode, struct FbxDmxAnimData_t *pAnimDataParent ) const;
void AddColorData( class CDmeVertexData *pDmeVertexData, const CUtlVector< int > &nIndices, const FbxGeometryElementVertexColor *pFbxElement ) const;
void AddUVColorData( CDmeVertexData *pDmeVertexData, const UVColorChannelData_t &uvColorData ) const;
public:
int m_nOptVerbosity;
bool m_bOptUnderscoreForCorrectors;
bool m_bAnimation;
bool m_bReturnDmeModel;
CDmeAxisSystem::Axis_t m_eOptUpAxis;
CDmeAxisSystem::ForwardParity_t m_eOptForwardParity;
CDmeAxisSystem::CoordSys_t m_eCoordSys;
CUtlVector< CUtlString > m_sOptMaterialSearchPathList;
float m_flOptScale;
};
#endif // DMFBXSERIALIZER_H