com.jme3.scene.plugins.fbx.FbxLoader Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of jme3-plugins Show documentation
Show all versions of jme3-plugins Show documentation
jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.scene.plugins.fbx;
import com.jme3.animation.AnimControl;
import com.jme3.animation.Animation;
import com.jme3.animation.Bone;
import com.jme3.animation.BoneTrack;
import com.jme3.animation.Skeleton;
import com.jme3.animation.Track;
import com.jme3.asset.AssetInfo;
import com.jme3.asset.AssetKey;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetLoader;
import com.jme3.asset.AssetManager;
import com.jme3.asset.ModelKey;
import com.jme3.math.Matrix4f;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.plugins.fbx.anim.FbxToJmeTrack;
import com.jme3.scene.plugins.fbx.anim.FbxAnimCurveNode;
import com.jme3.scene.plugins.fbx.anim.FbxAnimLayer;
import com.jme3.scene.plugins.fbx.anim.FbxAnimStack;
import com.jme3.scene.plugins.fbx.anim.FbxBindPose;
import com.jme3.scene.plugins.fbx.anim.FbxLimbNode;
import com.jme3.scene.plugins.fbx.file.FbxElement;
import com.jme3.scene.plugins.fbx.file.FbxFile;
import com.jme3.scene.plugins.fbx.file.FbxReader;
import com.jme3.scene.plugins.fbx.file.FbxId;
import com.jme3.scene.plugins.fbx.misc.FbxGlobalSettings;
import com.jme3.scene.plugins.fbx.node.FbxNode;
import com.jme3.scene.plugins.fbx.node.FbxRootNode;
import com.jme3.scene.plugins.fbx.obj.FbxObjectFactory;
import com.jme3.scene.plugins.fbx.obj.FbxObject;
import java.io.IOException;
import java.io.InputStream;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.logging.Level;
import java.util.logging.Logger;
public class FbxLoader implements AssetLoader {
private static final Logger logger = Logger.getLogger(FbxLoader.class.getName());
private AssetManager assetManager;
private String sceneName;
private String sceneFilename;
private String sceneFolderName;
private FbxGlobalSettings globalSettings;
private final Map objectMap = new HashMap<>();
private final List animStacks = new ArrayList<>();
private final List bindPoses = new ArrayList<>();
@Override
public Object load(AssetInfo assetInfo) throws IOException {
this.assetManager = assetInfo.getManager();
AssetKey> assetKey = assetInfo.getKey();
if (!(assetKey instanceof ModelKey)) {
throw new AssetLoadException("Invalid asset key");
}
InputStream stream = assetInfo.openStream();
try {
sceneFilename = assetKey.getName();
sceneFolderName = assetKey.getFolder();
String ext = assetKey.getExtension();
sceneName = sceneFilename.substring(0, sceneFilename.length() - ext.length() - 1);
if (sceneFolderName != null && sceneFolderName.length() > 0) {
sceneName = sceneName.substring(sceneFolderName.length());
}
reset();
// Load the data from the stream.
loadData(stream);
// Bind poses are needed to compute world transforms.
applyBindPoses();
// Need world transforms for skeleton creation.
updateWorldTransforms();
// Need skeletons for meshes to be created in scene graph construction.
// Mesh bone indices require skeletons to determine bone index.
constructSkeletons();
// Create the jME3 scene graph from the FBX scene graph.
// Also creates SkeletonControls based on the constructed skeletons.
Spatial scene = constructSceneGraph();
// Load animations into AnimControls
constructAnimations();
return scene;
} finally {
releaseObjects();
if (stream != null) {
stream.close();
}
}
}
private void reset() {
globalSettings = new FbxGlobalSettings();
}
private void releaseObjects() {
globalSettings = null;
objectMap.clear();
animStacks.clear();
}
private void loadData(InputStream stream) throws IOException {
FbxFile scene = FbxReader.readFBX(stream);
//FbxDump.dumpFile(scene);
// TODO: Load FBX object templates
for (FbxElement e : scene.rootElements) {
if (e.id.equals("FBXHeaderExtension")) {
loadHeader(e);
} else if (e.id.equals("GlobalSettings")) {
loadGlobalSettings(e);
} else if (e.id.equals("Objects")) {
loadObjects(e);
} else if (e.id.equals("Connections")) {
connectObjects(e);
}
}
}
private void loadHeader(FbxElement element) {
for (FbxElement e : element.children) {
if (e.id.equals("FBXVersion")) {
Integer version = (Integer) e.properties.get(0);
if (version < 7100) {
logger.log(Level.WARNING, "FBX file version is older than 7.1. "
+ "Some features may not work.");
}
}
}
}
private void loadGlobalSettings(FbxElement element) {
globalSettings = new FbxGlobalSettings();
globalSettings.fromElement(element);
}
private void loadObjects(FbxElement element) {
// Initialize the FBX root element.
objectMap.put(FbxId.ROOT, new FbxRootNode(assetManager, sceneFolderName));
for(FbxElement e : element.children) {
if (e.id.equals("GlobalSettings")) {
// Old FBX files seem to have the GlobalSettings element
// under Objects (??)
globalSettings.fromElement(e);
} else {
FbxObject object = FbxObjectFactory.createObject(e, assetManager, sceneFolderName);
if (object != null) {
if (objectMap.containsKey(object.getId())) {
logger.log(Level.WARNING, "An object with ID \"{0}\" has "
+ "already been defined. "
+ "Ignoring.",
object.getId());
}
objectMap.put(object.getId(), object);
if (object instanceof FbxAnimStack) {
// NOTE: animation stacks are implicitly global.
// Capture them here.
animStacks.add((FbxAnimStack) object);
} else if (object instanceof FbxBindPose) {
bindPoses.add((FbxBindPose) object);
}
} else {
throw new UnsupportedOperationException("Failed to create FBX object of type: " + e.id);
}
}
}
}
private void connectObjects(FbxElement element) {
if (objectMap.isEmpty()) {
logger.log(Level.WARNING, "FBX file is missing object information");
return;
} else if (objectMap.size() == 1) {
// Only root node (automatically added by jME3)
logger.log(Level.WARNING, "FBX file has no objects");
return;
}
for (FbxElement el : element.children) {
if (!el.id.equals("C") && !el.id.equals("Connect")) {
continue;
}
String type = (String) el.properties.get(0);
FbxId childId;
FbxId parentId;
if (type.equals("OO")) {
childId = FbxId.create(el.properties.get(1));
parentId = FbxId.create(el.properties.get(2));
FbxObject child = objectMap.get(childId);
FbxObject parent;
if (parentId.isNull()) {
// TODO: maybe clean this up a bit..
parent = objectMap.get(FbxId.ROOT);
} else {
parent = objectMap.get(parentId);
}
if (parent == null) {
throw new UnsupportedOperationException("Cannot find parent object ID \"" + parentId + "\"");
}
parent.connectObject(child);
} else if (type.equals("OP")) {
childId = FbxId.create(el.properties.get(1));
parentId = FbxId.create(el.properties.get(2));
String propName = (String) el.properties.get(3);
FbxObject child = objectMap.get(childId);
FbxObject parent = objectMap.get(parentId);
parent.connectObjectProperty(child, propName);
} else {
logger.log(Level.WARNING, "Unknown connection type: {0}. Ignoring.", type);
}
}
}
/**
* Copies the bind poses from FBX BindPose objects to FBX nodes.
* Must be called prior to {@link #updateWorldTransforms()}.
*/
private void applyBindPoses() {
for (FbxBindPose bindPose : bindPoses) {
Map bindPoseData = bindPose.getJmeObject();
if (logger.isLoggable(Level.INFO)) {
logger.log(Level.INFO, "Applying {0} bind poses", bindPoseData.size());
}
for (Map.Entry entry : bindPoseData.entrySet()) {
FbxObject obj = objectMap.get(entry.getKey());
if (obj instanceof FbxNode) {
FbxNode node = (FbxNode) obj;
node.setWorldBindPose(entry.getValue());
} else {
logger.log(Level.WARNING, "Bind pose can only be applied to FBX nodes. Ignoring.");
}
}
}
}
/**
* Updates world transforms and bind poses for the FBX scene graph.
*/
private void updateWorldTransforms() {
FbxNode fbxRoot = (FbxNode) objectMap.get(FbxId.ROOT);
fbxRoot.updateWorldTransforms(null, null);
}
private void constructAnimations() {
// In FBX, animation are not attached to any root.
// They are implicitly global.
// So, we need to use heuristics to find which node(s)
// an animation is associated with, so we can create the AnimControl
// in the appropriate location in the scene.
Map pairs = new HashMap<>();
for (FbxAnimStack stack : animStacks) {
for (FbxAnimLayer layer : stack.getLayers()) {
for (FbxAnimCurveNode curveNode : layer.getAnimationCurveNodes()) {
for (Map.Entry nodePropertyEntry : curveNode.getInfluencedNodeProperties().entrySet()) {
FbxToJmeTrack lookupPair = new FbxToJmeTrack();
lookupPair.animStack = stack;
lookupPair.animLayer = layer;
lookupPair.node = nodePropertyEntry.getKey();
// Find if this pair is already stored
FbxToJmeTrack storedPair = pairs.get(lookupPair);
if (storedPair == null) {
// If not, store it.
storedPair = lookupPair;
pairs.put(storedPair, storedPair);
}
String property = nodePropertyEntry.getValue();
storedPair.animCurves.put(property, curveNode);
}
}
}
}
// At this point we can construct the animation for all pairs ...
for (FbxToJmeTrack pair : pairs.values()) {
String animName = pair.animStack.getName();
float duration = pair.animStack.getDuration();
//System.out.println("ANIMATION: " + animName + ", duration = " + duration);
//System.out.println("NODE: " + pair.node.getName());
duration = pair.getDuration();
if (pair.node instanceof FbxLimbNode) {
// Find the spatial that has the skeleton for this limb.
FbxLimbNode limbNode = (FbxLimbNode) pair.node;
Bone bone = limbNode.getJmeBone();
Spatial jmeSpatial = limbNode.getSkeletonHolder().getJmeObject();
Skeleton skeleton = limbNode.getSkeletonHolder().getJmeSkeleton();
// Get the animation control (create if missing).
AnimControl animControl = jmeSpatial.getControl(AnimControl.class);
if (animControl.getSkeleton() != skeleton) {
throw new UnsupportedOperationException();
}
// Get the animation (create if missing).
Animation anim = animControl.getAnim(animName);
if (anim == null) {
anim = new Animation(animName, duration);
animControl.addAnim(anim);
}
// Find the bone index from the spatial's skeleton.
int boneIndex = skeleton.getBoneIndex(bone);
// Generate the bone track.
BoneTrack bt = pair.toJmeBoneTrack(boneIndex, bone.getBindInverseTransform());
// Add the bone track to the animation.
anim.addTrack(bt);
} else {
// Create the spatial animation
Animation anim = new Animation(animName, duration);
anim.setTracks(new Track[]{ pair.toJmeSpatialTrack() });
// Get the animation control (create if missing).
Spatial jmeSpatial = pair.node.getJmeObject();
AnimControl animControl = jmeSpatial.getControl(AnimControl.class);
if (animControl == null) {
animControl = new AnimControl(null);
jmeSpatial.addControl(animControl);
}
// Add the spatial animation
animControl.addAnim(anim);
}
}
}
private void constructSkeletons() {
FbxNode fbxRoot = (FbxNode) objectMap.get(FbxId.ROOT);
FbxNode.createSkeletons(fbxRoot);
}
private Spatial constructSceneGraph() {
// Acquire the implicit root object.
FbxNode fbxRoot = (FbxNode) objectMap.get(FbxId.ROOT);
// Convert it into a jME3 scene
Node jmeRoot = (Node) FbxNode.createScene(fbxRoot);
// Fix the name (will probably be set to something like "-node")
jmeRoot.setName(sceneName + "-scene");
return jmeRoot;
}
}
© 2015 - 2024 Weber Informatics LLC | Privacy Policy