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100 lines
4.2 KiB
C++
100 lines
4.2 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzCore/Debug/Trace.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/FbxSDKWrapper/FbxBlendShapeChannelWrapper.h>
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#include <SceneAPI/FbxSDKWrapper/FbxNodeWrapper.h>
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namespace AZ
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{
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namespace FbxSDKWrapper
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{
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FbxBlendShapeChannelWrapper::FbxBlendShapeChannelWrapper(FbxBlendShapeChannel* fbxBlendShapeChannel)
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: m_fbxBlendShapeChannel(fbxBlendShapeChannel)
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{
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AZ_Assert(fbxBlendShapeChannel, "Invalid FbxSkin input to initialize FbxBlendShapeChannelWrapper");
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}
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FbxBlendShapeChannelWrapper::~FbxBlendShapeChannelWrapper()
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{
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m_fbxBlendShapeChannel = nullptr;
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}
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const char* FbxBlendShapeChannelWrapper::GetName() const
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{
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return m_fbxBlendShapeChannel->GetName();
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}
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//The engine currently only supports one target shape. If there are more than one,
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//code will ultimately end up just using the max index returned by this function.
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int FbxBlendShapeChannelWrapper::GetTargetShapeCount() const
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{
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return m_fbxBlendShapeChannel->GetTargetShapeCount();
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}
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//While not strictly true that the target shapes are meshes, for the purposes of the engine's
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//current runtime they must be meshes.
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AZStd::shared_ptr<const FbxMeshWrapper> FbxBlendShapeChannelWrapper::GetTargetShape(int index) const
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{
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//we need to create a duplicate FbxMesh from the base mesh and the target data
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//FbxMeshWrapper needs an FbxMesh to point to so we are generating one
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//by cloning the mesh data and then replacing with the morph data.
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FbxShape* fbxShape = m_fbxBlendShapeChannel->GetTargetShape(index);
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if (!fbxShape)
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{
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return nullptr;
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}
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FbxGeometry* fbxGeom = fbxShape->GetBaseGeometry();
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if (fbxGeom && fbxGeom->GetAttributeType() == FbxNodeAttribute::EType::eMesh)
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{
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FbxMesh* fbxMesh = static_cast<FbxMesh*>(fbxGeom);
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FbxMesh* fbxBlendMesh = FbxMesh::Create(m_fbxBlendShapeChannel->GetScene(),"");
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fbxBlendMesh->Copy(*fbxMesh);
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//TODO: test that mesh is managed by the sdk
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const int count = fbxBlendMesh->GetControlPointsCount();
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//set control points from blend shape
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for (int i = 0; i < count; i++)
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{
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fbxBlendMesh->SetControlPointAt(fbxShape->GetControlPointAt(i), i);
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}
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//source data
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FbxLayerElementArrayTemplate<FbxVector4>* normalsTemplate;
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if (fbxShape->GetNormals(&normalsTemplate))
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{
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int normalCount = normalsTemplate->GetCount();
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//destination data
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FbxLayer* normalLayer = fbxBlendMesh->GetLayer(0, FbxLayerElement::eNormal);
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if (normalLayer)
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{
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FbxLayerElementNormal* normals = normalLayer->GetNormals();
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if (normals)
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{
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//set normal data from blend shape
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for (int j = 0; j < normalCount; j++)
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{
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FbxVector4 normal = normalsTemplate->GetAt(j);
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normals->GetDirectArray().SetAt(j, normal);
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}
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}
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}
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}
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return AZStd::make_shared<FbxMeshWrapper>(fbxBlendMesh);
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}
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return nullptr;
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}
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}
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} |