godot/modules/fbx/fbx_parser/FBXImportSettings.h

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Rewrite FBX Importer to convert directly to Godot scene format Co-authored-by: Gordon MacPherson <gordon@gordonite.tech> Co-authored-by: Andrea Catania <info@andreacatania.com> Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK. This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot. Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly. We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know. It's designed so that you can expand this with ease, and fix bugs easily too. It can import from Autodesk Maya and import into Godot, with pivots. There are bits we could polish but for now this is good enough. Additional fixes made before upstreaming: - fixed memory leaks - ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic) - disabled incorrect warnings for fbx_material - added compatibility code for /RootNode/ so compat is not broken - Optimise FBX - directly import triangles - remove debug messages - add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on - Document no longer uses unordered maps - Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function - Added parser debugging - Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now) - Add memory debugging for the Tokens and the TokenParser to make it safe - Add memory initialisation to mesh.cpp surface_tool.h and mesh.h - Initialise boolean flags properly - Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on - Disabled corruption caused by the FIXME: - Fixed document reading indexes and index_to_direct vs indexes mode - Fixed UV1 and UV2 coordinates - Fixed importer failing to import version 7700 files - Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory. - Fixed typed properties - Improved Document API - Fixed bug with ProcessDOMConnection() not working with the bool flag set to true. - Fixed FBX skinning not deforming for more than one single mesh - Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list) - Fixed set_bone_pose being used in final version() - Fixed material properties exceeding 1.0. - FBX Document parser revamped to use safe memory practices, and with graceful error messages. - ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase. - Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc) - Fixed bug with PropertyTable not reading all properties and not cleaning up properly. - Fixed smoothing groups not working - Fixed normal duplications - Fixed duplication check for pre-existing coordinates. - Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds. - Fixed includes requiring absolute path in headers and cpp files using CPPPath. Bugs/Features wish list: - locator bones - quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this) - some rigs skins scale up when SSC enabled inconsistently per bone - some skins can disappear entirely - material mapping needs expanded, but this will be done for 4.0 as it requires rewrite. Workarounds for issues found until we patch them: - mesh -> clear skin can resolve most of the bugs above. - locators can be worked around by removing them before exporting your rig. - some material properties wont always import, this is okay to override in the material properties. **If you are having issues or need support fear not!** Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same. This was sponsored by IMVU, and a special thanks to everyone who supported this project. Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-20 17:00:16 +00:00
/*************************************************************************/
/* FBXImportSettings.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
Rewrite FBX Importer to convert directly to Godot scene format Co-authored-by: Gordon MacPherson <gordon@gordonite.tech> Co-authored-by: Andrea Catania <info@andreacatania.com> Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK. This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot. Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly. We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know. It's designed so that you can expand this with ease, and fix bugs easily too. It can import from Autodesk Maya and import into Godot, with pivots. There are bits we could polish but for now this is good enough. Additional fixes made before upstreaming: - fixed memory leaks - ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic) - disabled incorrect warnings for fbx_material - added compatibility code for /RootNode/ so compat is not broken - Optimise FBX - directly import triangles - remove debug messages - add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on - Document no longer uses unordered maps - Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function - Added parser debugging - Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now) - Add memory debugging for the Tokens and the TokenParser to make it safe - Add memory initialisation to mesh.cpp surface_tool.h and mesh.h - Initialise boolean flags properly - Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on - Disabled corruption caused by the FIXME: - Fixed document reading indexes and index_to_direct vs indexes mode - Fixed UV1 and UV2 coordinates - Fixed importer failing to import version 7700 files - Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory. - Fixed typed properties - Improved Document API - Fixed bug with ProcessDOMConnection() not working with the bool flag set to true. - Fixed FBX skinning not deforming for more than one single mesh - Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list) - Fixed set_bone_pose being used in final version() - Fixed material properties exceeding 1.0. - FBX Document parser revamped to use safe memory practices, and with graceful error messages. - ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase. - Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc) - Fixed bug with PropertyTable not reading all properties and not cleaning up properly. - Fixed smoothing groups not working - Fixed normal duplications - Fixed duplication check for pre-existing coordinates. - Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds. - Fixed includes requiring absolute path in headers and cpp files using CPPPath. Bugs/Features wish list: - locator bones - quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this) - some rigs skins scale up when SSC enabled inconsistently per bone - some skins can disappear entirely - material mapping needs expanded, but this will be done for 4.0 as it requires rewrite. Workarounds for issues found until we patch them: - mesh -> clear skin can resolve most of the bugs above. - locators can be worked around by removing them before exporting your rig. - some material properties wont always import, this is okay to override in the material properties. **If you are having issues or need support fear not!** Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same. This was sponsored by IMVU, and a special thanks to everyone who supported this project. Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-20 17:00:16 +00:00
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
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/* included in all copies or substantial portions of the Software. */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software 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 the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
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.
----------------------------------------------------------------------
*/
/** @file FBXImportSettings.h
* @brief FBX importer runtime configuration
*/
#ifndef FBX_IMPORT_SETTINGS_H
#define FBX_IMPORT_SETTINGS_H
namespace FBXDocParser {
/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
struct ImportSettings {
ImportSettings() :
strictMode(true), readAllLayers(true), readAllMaterials(true), readMaterials(true), readTextures(true), readCameras(true), readLights(true), readAnimations(true), readWeights(true), preservePivots(true), optimizeEmptyAnimationCurves(true), useLegacyEmbeddedTextureNaming(false), removeEmptyBones(true), convertToMeters(false) {
// empty
}
/** enable strict mode:
* - only accept fbx 2012, 2013 files
* - on the slightest error, give up.
*
* Basically, strict mode means that the fbx file will actually
* be validated. Strict mode is off by default. */
bool strictMode;
/** specifies whether all geometry layers are read and scanned for
* usable data channels. The FBX spec indicates that many readers
* will only read the first channel and that this is in some way
* the recommended way- in reality, however, it happens a lot that
* vertex data is spread among multiple layers. The default
* value for this option is true.*/
bool readAllLayers;
/** specifies whether all materials are read, or only those that
* are referenced by at least one mesh. Reading all materials
* may make FBX reading a lot slower since all objects
* need to be processed .
* This bit is ignored unless readMaterials=true*/
bool readAllMaterials;
/** import materials (true) or skip them and assign a default
* material. The default value is true.*/
bool readMaterials;
/** import embedded textures? Default value is true.*/
bool readTextures;
/** import cameras? Default value is true.*/
bool readCameras;
/** import light sources? Default value is true.*/
bool readLights;
/** import animations (i.e. animation curves, the node
* skeleton is always imported). Default value is true. */
bool readAnimations;
/** read bones (vertex weights and deform info).
* Default value is true. */
bool readWeights;
/** preserve transformation pivots and offsets. Since these can
* not directly be represented in assimp, additional dummy
* nodes will be generated. Note that settings this to false
* can make animation import a lot slower. The default value
* is true.
*
* The naming scheme for the generated nodes is:
* <OriginalName>_$AssimpFbx$_<TransformName>
*
* where <TransformName> is one of
* RotationPivot
* RotationOffset
* PreRotation
* PostRotation
* ScalingPivot
* ScalingOffset
* Translation
* Scaling
* Rotation
**/
bool preservePivots;
/** do not import animation curves that specify a constant
* values matching the corresponding node transformation.
* The default value is true. */
bool optimizeEmptyAnimationCurves;
/** use legacy naming for embedded textures eg: (*0, *1, *2)
*/
bool useLegacyEmbeddedTextureNaming;
/** Empty bones shall be removed
*/
bool removeEmptyBones;
/** Set to true to perform a conversion from cm to meter after the import
*/
bool convertToMeters;
};
} // namespace FBXDocParser
#endif // FBX_IMPORT_SETTINGS_H