Files
OpenSceneGraph/src/osgPlugins/fbx/fbxRNode.cpp
Robert Osfield 82ecbe98da From Laurens Voerman, "Autodesk released a new version of their FBX Software Development Kit (web page http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775847).
The API has changed quite a bit, so lots of changes had to be made in the osg readerwriter. The preious version of the FBX SDK (2013.3) already deprecated a lot of the names and functions. The code I submit now still compiles against 2013.3 (possibly needs a #define FBX_NEW_API). Not sure if that's useful, but it might ease the transition."
2013-06-03 14:27:14 +00:00

634 lines
21 KiB
C++

#include <cassert>
#include <memory>
#include <sstream>
#include <osg/io_utils>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Material>
#include <osg/Texture2D>
#include <osgDB/FileNameUtils>
#include <osgDB/ReadFile>
#include <osgAnimation/AnimationManagerBase>
#include <osgAnimation/Bone>
#include <osgAnimation/Skeleton>
#include <osgAnimation/StackedMatrixElement>
#include <osgAnimation/StackedQuaternionElement>
#include <osgAnimation/StackedRotateAxisElement>
#include <osgAnimation/StackedScaleElement>
#include <osgAnimation/StackedTranslateElement>
#include <osgAnimation/UpdateBone>
#if defined(_MSC_VER)
#pragma warning( disable : 4505 )
#pragma warning( default : 4996 )
#endif
#include <fbxsdk.h>
#include "fbxReader.h"
bool isAnimated(FbxProperty& prop, FbxScene& fbxScene)
{
for (int i = 0; i < fbxScene.GetSrcObjectCount<FbxAnimStack>(); ++i)
{
FbxAnimStack* pAnimStack = FbxCast<FbxAnimStack>(fbxScene.GetSrcObject<FbxAnimStack>(i));
const int nbAnimLayers = pAnimStack->GetMemberCount<FbxAnimLayer>();
for (int j = 0; j < nbAnimLayers; j++)
{
FbxAnimLayer* pAnimLayer = pAnimStack->GetMember<FbxAnimLayer>(j);
if (prop.GetCurveNode(pAnimLayer, false))
{
return true;
}
}
}
return false;
}
bool isAnimated(FbxProperty& prop, const char* channel, FbxScene& fbxScene)
{
for (int i = 0; i < fbxScene.GetSrcObjectCount<FbxAnimStack>(); ++i)
{
FbxAnimStack* pAnimStack = FbxCast<FbxAnimStack>(fbxScene.GetSrcObject<FbxAnimStack>(i));
const int nbAnimLayers = pAnimStack->GetMemberCount<FbxAnimLayer>();
for (int j = 0; j < nbAnimLayers; j++)
{
FbxAnimLayer* pAnimLayer = pAnimStack->GetMember<FbxAnimLayer>(j);
if (prop.GetCurve(pAnimLayer, channel, false))
{
return true;
}
}
}
return false;
}
osg::Quat makeQuat(const FbxDouble3& degrees, EFbxRotationOrder fbxRotOrder)
{
double radiansX = osg::DegreesToRadians(degrees[0]);
double radiansY = osg::DegreesToRadians(degrees[1]);
double radiansZ = osg::DegreesToRadians(degrees[2]);
switch (fbxRotOrder)
{
case eEulerXYZ:
return osg::Quat(
radiansX, osg::Vec3d(1,0,0),
radiansY, osg::Vec3d(0,1,0),
radiansZ, osg::Vec3d(0,0,1));
case eEulerXZY:
return osg::Quat(
radiansX, osg::Vec3d(1,0,0),
radiansZ, osg::Vec3d(0,0,1),
radiansY, osg::Vec3d(0,1,0));
case eEulerYZX:
return osg::Quat(
radiansY, osg::Vec3d(0,1,0),
radiansZ, osg::Vec3d(0,0,1),
radiansX, osg::Vec3d(1,0,0));
case eEulerYXZ:
return osg::Quat(
radiansY, osg::Vec3d(0,1,0),
radiansX, osg::Vec3d(1,0,0),
radiansZ, osg::Vec3d(0,0,1));
case eEulerZXY:
return osg::Quat(
radiansZ, osg::Vec3d(0,0,1),
radiansX, osg::Vec3d(1,0,0),
radiansY, osg::Vec3d(0,1,0));
case eEulerZYX:
return osg::Quat(
radiansZ, osg::Vec3d(0,0,1),
radiansY, osg::Vec3d(0,1,0),
radiansX, osg::Vec3d(1,0,0));
case eSphericXYZ:
{
//I don't know what eSPHERIC_XYZ means, so this is a complete guess.
osg::Quat quat;
quat.makeRotate(osg::Vec3d(1.0, 0.0, 0.0), osg::Vec3d(degrees[0], degrees[1], degrees[2]));
return quat;
}
default:
OSG_WARN << "Invalid FBX rotation mode." << std::endl;
return osg::Quat();
}
}
void makeLocalMatrix(const FbxNode* pNode, osg::Matrix& m)
{
/*From http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/the-makeup-of-the-local-matrix-of-an-kfbxnode/
Local Matrix = LclTranslation * RotationOffset * RotationPivot *
PreRotation * LclRotation * PostRotation * RotationPivotInverse *
ScalingOffset * ScalingPivot * LclScaling * ScalingPivotInverse
LocalTranslation : translate (xform -query -translation)
RotationOffset: translation compensates for the change in the rotate pivot point (xform -q -rotateTranslation)
RotationPivot: current rotate pivot position (xform -q -rotatePivot)
PreRotation : joint orientation(pre rotation)
LocalRotation: rotate transform (xform -q -rotation & xform -q -rotateOrder)
PostRotation : rotate axis (xform -q -rotateAxis)
RotationPivotInverse: inverse of RotationPivot
ScalingOffset: translation compensates for the change in the scale pivot point (xform -q -scaleTranslation)
ScalingPivot: current scale pivot position (xform -q -scalePivot)
LocalScaling: scale transform (xform -q -scale)
ScalingPivotInverse: inverse of ScalingPivot
*/
// When this flag is set to false, the RotationOrder, the Pre/Post rotation
// values and the rotation limits should be ignored.
bool rotationActive = pNode->RotationActive.Get();
EFbxRotationOrder fbxRotOrder = rotationActive ? pNode->RotationOrder.Get() : eEulerXYZ;
FbxDouble3 fbxLclPos = pNode->LclTranslation.Get();
FbxDouble3 fbxRotOff = pNode->RotationOffset.Get();
FbxDouble3 fbxRotPiv = pNode->RotationPivot.Get();
FbxDouble3 fbxPreRot = pNode->PreRotation.Get();
FbxDouble3 fbxLclRot = pNode->LclRotation.Get();
FbxDouble3 fbxPostRot = pNode->PostRotation.Get();
FbxDouble3 fbxSclOff = pNode->ScalingOffset.Get();
FbxDouble3 fbxSclPiv = pNode->ScalingPivot.Get();
FbxDouble3 fbxLclScl = pNode->LclScaling.Get();
m.makeTranslate(osg::Vec3d(
fbxLclPos[0] + fbxRotOff[0] + fbxRotPiv[0],
fbxLclPos[1] + fbxRotOff[1] + fbxRotPiv[1],
fbxLclPos[2] + fbxRotOff[2] + fbxRotPiv[2]));
if (rotationActive)
{
m.preMultRotate(
makeQuat(fbxPostRot, fbxRotOrder) *
makeQuat(fbxLclRot, fbxRotOrder) *
makeQuat(fbxPreRot, fbxRotOrder));
}
else
{
m.preMultRotate(makeQuat(fbxLclRot, fbxRotOrder));
}
m.preMultTranslate(osg::Vec3d(
fbxSclOff[0] + fbxSclPiv[0] - fbxRotPiv[0],
fbxSclOff[1] + fbxSclPiv[1] - fbxRotPiv[1],
fbxSclOff[2] + fbxSclPiv[2] - fbxRotPiv[2]));
m.preMultScale(osg::Vec3d(fbxLclScl[0], fbxLclScl[1], fbxLclScl[2]));
m.preMultTranslate(osg::Vec3d(
-fbxSclPiv[0],
-fbxSclPiv[1],
-fbxSclPiv[2]));
}
void readTranslationElement(FbxPropertyT<FbxDouble3>& prop,
osgAnimation::UpdateMatrixTransform* pUpdate,
osg::Matrix& staticTransform,
FbxScene& fbxScene)
{
FbxDouble3 fbxPropValue = prop.Get();
osg::Vec3d val(
fbxPropValue[0],
fbxPropValue[1],
fbxPropValue[2]);
if (isAnimated(prop, fbxScene))
{
if (!staticTransform.isIdentity())
{
pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedMatrixElement(staticTransform));
staticTransform.makeIdentity();
}
pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement("translate", val));
}
else
{
staticTransform.preMultTranslate(val);
}
}
void getRotationOrder(EFbxRotationOrder fbxRotOrder, int order[/*3*/])
{
switch (fbxRotOrder)
{
case eEulerXZY:
order[0] = 0; order[1] = 2; order[2] = 1;
break;
case eEulerYZX:
order[0] = 1; order[1] = 2; order[2] = 0;
break;
case eEulerYXZ:
order[0] = 1; order[1] = 0; order[2] = 2;
break;
case eEulerZXY:
order[0] = 2; order[1] = 0; order[2] = 1;
break;
case eEulerZYX:
order[0] = 2; order[1] = 1; order[2] = 0;
break;
default:
order[0] = 0; order[1] = 1; order[2] = 2;
}
}
void readRotationElement(FbxPropertyT<FbxDouble3>& prop,
EFbxRotationOrder fbxRotOrder,
bool quatInterpolate,
osgAnimation::UpdateMatrixTransform* pUpdate,
osg::Matrix& staticTransform,
FbxScene& fbxScene)
{
if (isAnimated(prop, fbxScene))
{
if (quatInterpolate)
{
if (!staticTransform.isIdentity())
{
pUpdate->getStackedTransforms().push_back(
new osgAnimation::StackedMatrixElement(staticTransform));
staticTransform.makeIdentity();
}
pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedQuaternionElement(
"quaternion", makeQuat(prop.Get(), fbxRotOrder)));
}
else
{
const char* curveNames[3] = {FBXSDK_CURVENODE_COMPONENT_X, FBXSDK_CURVENODE_COMPONENT_Y, FBXSDK_CURVENODE_COMPONENT_Z};
osg::Vec3 axes[3] = {osg::Vec3(1,0,0), osg::Vec3(0,1,0), osg::Vec3(0,0,1)};
FbxDouble3 fbxPropValue = prop.Get();
fbxPropValue[0] = osg::DegreesToRadians(fbxPropValue[0]);
fbxPropValue[1] = osg::DegreesToRadians(fbxPropValue[1]);
fbxPropValue[2] = osg::DegreesToRadians(fbxPropValue[2]);
int order[3] = {0, 1, 2};
getRotationOrder(fbxRotOrder, order);
for (int i = 0; i < 3; ++i)
{
int j = order[2-i];
if (isAnimated(prop, curveNames[j], fbxScene))
{
if (!staticTransform.isIdentity())
{
pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedMatrixElement(staticTransform));
staticTransform.makeIdentity();
}
pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement(
std::string("rotate") + curveNames[j], axes[j], fbxPropValue[j]));
}
else
{
staticTransform.preMultRotate(osg::Quat(fbxPropValue[j], axes[j]));
}
}
}
}
else
{
staticTransform.preMultRotate(makeQuat(prop.Get(), fbxRotOrder));
}
}
void readScaleElement(FbxPropertyT<FbxDouble3>& prop,
osgAnimation::UpdateMatrixTransform* pUpdate,
osg::Matrix& staticTransform,
FbxScene& fbxScene)
{
FbxDouble3 fbxPropValue = prop.Get();
osg::Vec3d val(
fbxPropValue[0],
fbxPropValue[1],
fbxPropValue[2]);
if (isAnimated(prop, fbxScene))
{
if (!staticTransform.isIdentity())
{
pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedMatrixElement(staticTransform));
staticTransform.makeIdentity();
}
pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedScaleElement("scale", val));
}
else
{
staticTransform.preMultScale(val);
}
}
void readUpdateMatrixTransform(osgAnimation::UpdateMatrixTransform* pUpdate, FbxNode* pNode, FbxScene& fbxScene)
{
osg::Matrix staticTransform;
readTranslationElement(pNode->LclTranslation, pUpdate, staticTransform, fbxScene);
FbxDouble3 fbxRotOffset = pNode->RotationOffset.Get();
FbxDouble3 fbxRotPiv = pNode->RotationPivot.Get();
staticTransform.preMultTranslate(osg::Vec3d(
fbxRotPiv[0] + fbxRotOffset[0],
fbxRotPiv[1] + fbxRotOffset[1],
fbxRotPiv[2] + fbxRotOffset[2]));
// When this flag is set to false, the RotationOrder, the Pre/Post rotation
// values and the rotation limits should be ignored.
bool rotationActive = pNode->RotationActive.Get();
EFbxRotationOrder fbxRotOrder = (rotationActive && pNode->RotationOrder.IsValid()) ?
pNode->RotationOrder.Get() : eEulerXYZ;
if (rotationActive)
{
staticTransform.preMultRotate(makeQuat(pNode->PreRotation.Get(), fbxRotOrder));
}
readRotationElement(pNode->LclRotation, fbxRotOrder,
pNode->QuaternionInterpolate.IsValid() && pNode->QuaternionInterpolate.Get(),
pUpdate, staticTransform, fbxScene);
if (rotationActive)
{
staticTransform.preMultRotate(makeQuat(pNode->PostRotation.Get(), fbxRotOrder));
}
FbxDouble3 fbxSclOffset = pNode->ScalingOffset.Get();
FbxDouble3 fbxSclPiv = pNode->ScalingPivot.Get();
staticTransform.preMultTranslate(osg::Vec3d(
fbxSclOffset[0] + fbxSclPiv[0] - fbxRotPiv[0],
fbxSclOffset[1] + fbxSclPiv[1] - fbxRotPiv[1],
fbxSclOffset[2] + fbxSclPiv[2] - fbxRotPiv[2]));
readScaleElement(pNode->LclScaling, pUpdate, staticTransform, fbxScene);
staticTransform.preMultTranslate(osg::Vec3d(
-fbxSclPiv[0],
-fbxSclPiv[1],
-fbxSclPiv[2]));
if (!staticTransform.isIdentity())
{
pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedMatrixElement(staticTransform));
}
}
osg::Group* createGroupNode(FbxManager& pSdkManager, FbxNode* pNode,
const std::string& animName, const osg::Matrix& localMatrix, bool bNeedSkeleton,
std::map<FbxNode*, osg::Node*>& nodeMap, FbxScene& fbxScene)
{
if (bNeedSkeleton)
{
osgAnimation::Bone* osgBone = new osgAnimation::Bone;
osgBone->setDataVariance(osg::Object::DYNAMIC);
osgBone->setName(pNode->GetName());
osgAnimation::UpdateBone* pUpdate = new osgAnimation::UpdateBone(animName);
readUpdateMatrixTransform(pUpdate, pNode, fbxScene);
osgBone->setUpdateCallback(pUpdate);
nodeMap.insert(std::pair<FbxNode*, osg::Node*>(pNode, osgBone));
return osgBone;
}
else
{
bool bAnimated = !animName.empty();
if (!bAnimated && localMatrix.isIdentity())
{
osg::Group* pGroup = new osg::Group;
pGroup->setName(pNode->GetName());
return pGroup;
}
osg::MatrixTransform* pTransform = new osg::MatrixTransform(localMatrix);
pTransform->setName(pNode->GetName());
if (bAnimated)
{
osgAnimation::UpdateMatrixTransform* pUpdate = new osgAnimation::UpdateMatrixTransform(animName);
readUpdateMatrixTransform(pUpdate, pNode, fbxScene);
pTransform->setUpdateCallback(pUpdate);
}
return pTransform;
}
}
osgDB::ReaderWriter::ReadResult OsgFbxReader::readFbxNode(
FbxNode* pNode,
bool& bIsBone, int& nLightCount)
{
if (FbxNodeAttribute* lNodeAttribute = pNode->GetNodeAttribute())
{
FbxNodeAttribute::EType attrType = lNodeAttribute->GetAttributeType();
switch (attrType)
{
case FbxNodeAttribute::eNurbs:
case FbxNodeAttribute::ePatch:
case FbxNodeAttribute::eNurbsCurve:
case FbxNodeAttribute::eNurbsSurface:
{
FbxGeometryConverter lConverter(&pSdkManager);
#if FBXSDK_VERSION_MAJOR < 2014
if (!lConverter.TriangulateInPlace(pNode))
#else
if (!lConverter.Triangulate(lNodeAttribute,true,false))
#endif
{
OSG_WARN << "Unable to triangulate FBX NURBS " << pNode->GetName() << std::endl;
}
}
break;
default:
break;
}
}
bIsBone = false;
bool bCreateSkeleton = false;
FbxNodeAttribute::EType lAttributeType = FbxNodeAttribute::eUnknown;
if (pNode->GetNodeAttribute())
{
lAttributeType = pNode->GetNodeAttribute()->GetAttributeType();
if (lAttributeType == FbxNodeAttribute::eSkeleton)
{
bIsBone = true;
}
}
if (!bIsBone && fbxSkeletons.find(pNode) != fbxSkeletons.end())
{
bIsBone = true;
}
unsigned nMaterials = pNode->GetMaterialCount();
std::vector<StateSetContent > stateSetList;
for (unsigned i = 0; i < nMaterials; ++i)
{
FbxSurfaceMaterial* fbxMaterial = pNode->GetMaterial(i);
assert(fbxMaterial);
stateSetList.push_back(fbxMaterialToOsgStateSet.convert(fbxMaterial));
}
osg::NodeList skeletal, children;
int nChildCount = pNode->GetChildCount();
for (int i = 0; i < nChildCount; ++i)
{
FbxNode* pChildNode = pNode->GetChild(i);
if (pChildNode->GetParent() != pNode)
{
//workaround for bug that occurs in some files exported from Blender
continue;
}
bool bChildIsBone = false;
osgDB::ReaderWriter::ReadResult childResult = readFbxNode(
pChildNode, bChildIsBone, nLightCount);
if (childResult.error())
{
return childResult;
}
else if (osg::Node* osgChild = childResult.getNode())
{
if (bChildIsBone)
{
if (!bIsBone) bCreateSkeleton = true;
skeletal.push_back(osgChild);
}
else
{
children.push_back(osgChild);
}
}
}
std::string animName = readFbxAnimation(pNode, pNode->GetName());
osg::Matrix localMatrix;
makeLocalMatrix(pNode, localMatrix);
bool bLocalMatrixIdentity = localMatrix.isIdentity();
osg::ref_ptr<osg::Group> osgGroup;
bool bEmpty = children.empty() && !bIsBone;
switch (lAttributeType)
{
case FbxNodeAttribute::eMesh:
{
size_t bindMatrixCount = boneBindMatrices.size();
osgDB::ReaderWriter::ReadResult meshRes = readFbxMesh(pNode, stateSetList);
if (meshRes.error())
{
return meshRes;
}
else if (osg::Node* node = meshRes.getNode())
{
bEmpty = false;
if (bindMatrixCount != boneBindMatrices.size())
{
//The mesh is skinned therefore the bind matrix will handle all transformations.
localMatrix.makeIdentity();
bLocalMatrixIdentity = true;
}
if (animName.empty() &&
children.empty() &&
skeletal.empty() &&
bLocalMatrixIdentity)
{
return osgDB::ReaderWriter::ReadResult(node);
}
children.insert(children.begin(), node);
}
}
break;
case FbxNodeAttribute::eCamera:
case FbxNodeAttribute::eLight:
{
osgDB::ReaderWriter::ReadResult res =
lAttributeType == FbxNodeAttribute::eCamera ?
readFbxCamera(pNode) : readFbxLight(pNode, nLightCount);
if (res.error())
{
return res;
}
else if (osg::Group* resGroup = dynamic_cast<osg::Group*>(res.getObject()))
{
bEmpty = false;
if (animName.empty() &&
bLocalMatrixIdentity)
{
osgGroup = resGroup;
}
else
{
children.insert(children.begin(), resGroup);
}
}
}
break;
default:
break;
}
if (bEmpty)
{
osgDB::ReaderWriter::ReadResult(0);
}
if (!osgGroup) osgGroup = createGroupNode(pSdkManager, pNode, animName, localMatrix, bIsBone, nodeMap, fbxScene);
osg::Group* pAddChildrenTo = osgGroup.get();
if (bCreateSkeleton)
{
osgAnimation::Skeleton* osgSkeleton = getSkeleton(pNode, fbxSkeletons, skeletonMap);
osgSkeleton->setDefaultUpdateCallback();
pAddChildrenTo->addChild(osgSkeleton);
pAddChildrenTo = osgSkeleton;
}
for (osg::NodeList::iterator it = skeletal.begin(); it != skeletal.end(); ++it)
{
pAddChildrenTo->addChild(it->get());
}
for (osg::NodeList::iterator it = children.begin(); it != children.end(); ++it)
{
pAddChildrenTo->addChild(it->get());
}
return osgDB::ReaderWriter::ReadResult(osgGroup.get());
}
osgAnimation::Skeleton* getSkeleton(FbxNode* fbxNode,
const std::set<const FbxNode*>& fbxSkeletons,
std::map<FbxNode*, osgAnimation::Skeleton*>& skeletonMap)
{
//Find the first non-skeleton ancestor of the node.
while (fbxNode &&
((fbxNode->GetNodeAttribute() &&
fbxNode->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eSkeleton) ||
fbxSkeletons.find(fbxNode) != fbxSkeletons.end()))
{
fbxNode = fbxNode->GetParent();
}
std::map<FbxNode*, osgAnimation::Skeleton*>::const_iterator it = skeletonMap.find(fbxNode);
if (it == skeletonMap.end())
{
osgAnimation::Skeleton* skel = new osgAnimation::Skeleton;
skel->setDefaultUpdateCallback();
skeletonMap.insert(std::pair<FbxNode*, osgAnimation::Skeleton*>(fbxNode, skel));
return skel;
}
else
{
return it->second;
}
}