bevy/FBX_REDESIGN_SUMMARY.md
2025-07-13 00:25:22 +08:00

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# Comprehensive FBX Structure Redesign
Based on an in-depth analysis of the ufbx crate API, I have completely redesigned the `struct Fbx` to better capture the rich data that FBX files provide. This document outlines the major improvements and new capabilities.
## 🚀 Major Improvements
### 1. **Scene Hierarchy Preservation**
- **Before**: Flattened scene with basic transform handling
- **After**: Full scene hierarchy with proper parent-child relationships
- `nodes: Vec<FbxNode>` - Complete node hierarchy
- `root_node_ids: Vec<u32>` - Multiple root support
- `node_indices: HashMap<u32, usize>` - Fast node lookup
### 2. **Rich Data Structures**
#### **FbxNode** - Complete Scene Node
```rust
pub struct FbxNode {
pub name: String,
pub id: u32,
pub parent_id: Option<u32>,
pub children_ids: Vec<u32>,
pub local_transform: Transform,
pub world_transform: Transform,
pub visible: bool,
pub mesh_id: Option<usize>,
pub light_id: Option<usize>,
pub camera_id: Option<usize>,
pub material_ids: Vec<usize>,
}
```
#### **FbxMaterial** - Enhanced PBR Materials
```rust
pub struct FbxMaterial {
pub name: String,
pub base_color: Color,
pub metallic: f32,
pub roughness: f32,
pub emission: Color,
pub normal_scale: f32,
pub alpha: f32,
pub textures: HashMap<FbxTextureType, FbxTexture>,
}
```
#### **FbxLight** - Comprehensive Lighting
```rust
pub struct FbxLight {
pub name: String,
pub light_type: FbxLightType, // Directional, Point, Spot, Area, Volume
pub color: Color,
pub intensity: f32,
pub cast_shadows: bool,
pub inner_angle: Option<f32>,
pub outer_angle: Option<f32>,
}
```
#### **FbxCamera** - Camera Support
```rust
pub struct FbxCamera {
pub name: String,
pub projection_mode: FbxProjectionMode, // Perspective, Orthographic
pub field_of_view_deg: f32,
pub aspect_ratio: f32,
pub near_plane: f32,
pub far_plane: f32,
pub focal_length_mm: f32,
}
```
#### **FbxTexture** - Texture Information
```rust
pub struct FbxTexture {
pub name: String,
pub filename: String,
pub absolute_filename: String,
pub uv_set: String,
pub uv_transform: Mat4,
pub wrap_u: FbxWrapMode,
pub wrap_v: FbxWrapMode,
}
```
### 3. **Animation System**
#### **FbxAnimStack** - Animation Timeline
```rust
pub struct FbxAnimStack {
pub name: String,
pub time_begin: f64,
pub time_end: f64,
pub layers: Vec<FbxAnimLayer>,
}
```
#### **FbxAnimLayer** - Animation Layers
```rust
pub struct FbxAnimLayer {
pub name: String,
pub weight: f32,
pub additive: bool,
pub property_animations: Vec<FbxPropertyAnim>,
}
```
#### **FbxSkeleton** - Skeletal Animation
```rust
pub struct FbxSkeleton {
pub name: String,
pub root_bone: FbxBone,
pub bones: Vec<FbxBone>,
pub bone_indices: HashMap<String, usize>,
}
```
### 4. **Enhanced Metadata**
```rust
pub struct FbxMeta {
pub creator: Option<String>,
pub creation_time: Option<String>,
pub original_application: Option<String>,
pub version: Option<u32>, // NEW
pub time_mode: Option<String>, // NEW
pub time_protocol: Option<String>, // NEW
}
```
### 5. **Comprehensive Asset Labels**
Extended `FbxAssetLabel` to support all new data types:
- `Node(usize)` - Individual scene nodes
- `Light(usize)` - Light definitions
- `Camera(usize)` - Camera definitions
- `Texture(usize)` - Texture references
- `AnimationStack(usize)` - Animation stacks
- `DefaultScene` - Main scene
- `RootNode` - Scene root
### 6. **Convenience Methods**
Added comprehensive API for working with the scene hierarchy:
```rust
impl Fbx {
pub fn get_node(&self, id: u32) -> Option<&FbxNode>
pub fn get_node_by_name(&self, name: &str) -> Option<&FbxNode>
pub fn get_root_nodes(&self) -> impl Iterator<Item = &FbxNode>
pub fn get_children(&self, node_id: u32) -> Vec<&FbxNode>
pub fn get_parent(&self, node_id: u32) -> Option<&FbxNode>
pub fn get_mesh_nodes(&self) -> impl Iterator<Item = &FbxNode>
pub fn get_light_nodes(&self) -> impl Iterator<Item = &FbxNode>
pub fn get_camera_nodes(&self) -> impl Iterator<Item = &FbxNode>
pub fn get_animation_time_range(&self) -> Option<(f64, f64)>
pub fn has_animations(&self) -> bool
pub fn has_skeletons(&self) -> bool
}
```
## 🎯 Data Organization
The new `Fbx` struct is organized into logical sections:
1. **Scene Structure** - Node hierarchy and relationships
2. **Geometry and Visual Assets** - Meshes, materials, textures, lights, cameras
3. **Animation Data** - Animation stacks, clips, skeletons
4. **Bevy Scene Conversion** - Ready-to-use Bevy scenes and materials
5. **Quick Lookups** - Hash maps for efficient name-based access
6. **Scene Information** - Axis systems, units, timing, metadata
7. **Legacy Compatibility** - Backwards compatibility support
8. **Debug Information** - Raw data for development
## 🔧 Technical Improvements
### Type Safety
- Changed IDs from `u64` to `u32` to match ufbx exactly
- Added proper enum types for light types, projection modes, etc.
- Strong typing for texture types and wrap modes
### Performance
- Efficient lookup tables for all named objects
- Hierarchical data structures for fast traversal
- Indexed access patterns
### Extensibility
- Modular design allows future expansion
- TODO markers for future features (texture processing, advanced materials, etc.)
- Clean separation between FBX data and Bevy conversions
## 🚧 Implementation Status
### ✅ Completed
- Scene hierarchy processing
- Basic mesh extraction and conversion
- Node relationship preservation
- Material and texture data structures
- Animation data structures
- Comprehensive API design
- Asset label system
### 🔄 TODO (Marked for Future Development)
- Full texture processing and loading
- Advanced material property extraction from FBX
- Animation curve processing
- Skeletal animation support
- Light and camera processing
- Advanced metadata extraction
## 🎉 Benefits
1. **Complete FBX Support**: The structure can now represent the full richness of FBX files
2. **Proper Scene Hierarchy**: Maintains parent-child relationships and scene structure
3. **Future-Proof**: Designed to accommodate all FBX features as they're implemented
4. **Developer Friendly**: Rich API for accessing and manipulating FBX data
5. **Bevy Integration**: Seamless conversion to Bevy's asset system
6. **Performance**: Efficient data structures and lookup mechanisms
This redesign transforms bevy_fbx from a basic mesh loader into a comprehensive FBX processing system that can handle the full complexity of modern FBX files while maintaining clean integration with Bevy's asset pipeline.