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
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/*************************************************************************/
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/* import_utils.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef IMPORT_UTILS_FBX_IMPORTER_H
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#define IMPORT_UTILS_FBX_IMPORTER_H
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#include "core/io/image_loader.h"
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#include "data/import_state.h"
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#include "fbx_parser/FBXDocument.h"
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#include <string>
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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/**
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* Import Utils
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* Conversion tools / glue code to convert from FBX to Godot
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*/
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class ImportUtils {
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public:
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/// Convert a vector from degrees to radians.
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static Vector3 deg2rad(const Vector3 &p_rotation);
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/// Convert a vector from radians to degrees.
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static Vector3 rad2deg(const Vector3 &p_rotation);
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/// Converts rotation order vector (in rad) to quaternion.
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static Basis EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
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/// Converts rotation order vector (in rad) to quaternion.
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static Quat EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
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/// Converts basis into rotation order vector (in rad).
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static Vector3 BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation);
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/// Converts quaternion into rotation order vector (in rad).
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static Vector3 QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quat &p_rotation);
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static void debug_xform(String name, const Transform &t) {
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print_verbose(name + " " + t.origin + " rotation: " + (t.basis.get_euler() * (180 / Math_PI)));
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}
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static String FBXNodeToName(const std::string &name) {
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// strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
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// this causes ambiguities, well possible between empty identifiers,
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// such as "Model::" and ""). Make sure the behaviour is consistent
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// across multiple calls to FixNodeName().
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// We must remove this from the name
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// Some bones have this
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// SubDeformer::
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// Meshes, Joints have this, some other IK elements too.
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// Model::
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String node_name = String(name.c_str());
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if (node_name.substr(0, 7) == "Model::") {
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node_name = node_name.substr(7, node_name.length() - 7);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 13) == "SubDeformer::") {
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node_name = node_name.substr(13, node_name.length() - 13);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 11) == "AnimStack::") {
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node_name = node_name.substr(11, node_name.length() - 11);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 15) == "AnimCurveNode::") {
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node_name = node_name.substr(15, node_name.length() - 15);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 11) == "AnimCurve::") {
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node_name = node_name.substr(11, node_name.length() - 11);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 10) == "Geometry::") {
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node_name = node_name.substr(10, node_name.length() - 10);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 10) == "Material::") {
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node_name = node_name.substr(10, node_name.length() - 10);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 9) == "Texture::") {
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node_name = node_name.substr(9, node_name.length() - 9);
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return node_name.replace(":", "");
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}
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return node_name.replace(":", "");
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}
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static std::string FBXAnimMeshName(const std::string &name) {
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if (name.length()) {
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size_t indexOf = name.find_first_of("::");
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if (indexOf != std::string::npos && indexOf < name.size() - 2) {
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return name.substr(indexOf + 2);
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}
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}
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return name.length() ? name : "AnimMesh";
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}
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static Vector3 safe_import_vector3(const Vector3 &p_vec) {
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Vector3 vector = p_vec;
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if (Math::is_equal_approx(0, vector.x)) {
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vector.x = 0;
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}
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if (Math::is_equal_approx(0, vector.y)) {
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vector.y = 0;
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}
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if (Math::is_equal_approx(0, vector.z)) {
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vector.z = 0;
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}
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return vector;
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}
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static void debug_xform(String name, const Basis &t) {
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//print_verbose(name + " rotation: " + (t.get_euler() * (180 / Math_PI)));
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}
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static Vector3 FixAxisConversions(Vector3 input) {
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return Vector3(input.x, input.y, input.z);
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}
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static void AlignMeshAxes(std::vector<Vector3> &vertex_data) {
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for (size_t x = 0; x < vertex_data.size(); x++) {
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vertex_data[x] = FixAxisConversions(vertex_data[x]);
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}
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}
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struct AssetImportFbx {
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enum ETimeMode {
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TIME_MODE_DEFAULT = 0,
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TIME_MODE_120 = 1,
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TIME_MODE_100 = 2,
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TIME_MODE_60 = 3,
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TIME_MODE_50 = 4,
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TIME_MODE_48 = 5,
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TIME_MODE_30 = 6,
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TIME_MODE_30_DROP = 7,
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TIME_MODE_NTSC_DROP_FRAME = 8,
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TIME_MODE_NTSC_FULL_FRAME = 9,
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TIME_MODE_PAL = 10,
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TIME_MODE_CINEMA = 11,
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TIME_MODE_1000 = 12,
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TIME_MODE_CINEMA_ND = 13,
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TIME_MODE_CUSTOM = 14,
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TIME_MODE_TIME_MODE_COUNT = 15
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};
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enum UpAxis {
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UP_VECTOR_AXIS_X = 1,
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UP_VECTOR_AXIS_Y = 2,
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UP_VECTOR_AXIS_Z = 3
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};
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enum FrontAxis {
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FRONT_PARITY_EVEN = 1,
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FRONT_PARITY_ODD = 2,
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};
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enum CoordAxis {
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COORD_RIGHT = 0,
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COORD_LEFT = 1
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};
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};
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/** Get fbx fps for time mode meta data
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*/
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static float get_fbx_fps(int32_t time_mode) {
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switch (time_mode) {
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case AssetImportFbx::TIME_MODE_DEFAULT: return 24;
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case AssetImportFbx::TIME_MODE_120: return 120;
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case AssetImportFbx::TIME_MODE_100: return 100;
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case AssetImportFbx::TIME_MODE_60: return 60;
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case AssetImportFbx::TIME_MODE_50: return 50;
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case AssetImportFbx::TIME_MODE_48: return 48;
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case AssetImportFbx::TIME_MODE_30: return 30;
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case AssetImportFbx::TIME_MODE_30_DROP: return 30;
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case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME: return 29.9700262f;
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case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME: return 29.9700262f;
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case AssetImportFbx::TIME_MODE_PAL: return 25;
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case AssetImportFbx::TIME_MODE_CINEMA: return 24;
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case AssetImportFbx::TIME_MODE_1000: return 1000;
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case AssetImportFbx::TIME_MODE_CINEMA_ND: return 23.976f;
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case AssetImportFbx::TIME_MODE_CUSTOM: return -1;
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}
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return 0;
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}
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static float get_fbx_fps(const FBXDocParser::FileGlobalSettings *FBXSettings) {
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int time_mode = FBXSettings->TimeMode();
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// get the animation FPS
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float frames_per_second = get_fbx_fps(time_mode);
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// handle animation custom FPS time.
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if (time_mode == ImportUtils::AssetImportFbx::TIME_MODE_CUSTOM) {
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print_verbose("FBX Animation has custom FPS setting");
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frames_per_second = FBXSettings->CustomFrameRate();
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// not our problem this is the modeller, we can print as an error so they can fix the source.
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if (frames_per_second == 0) {
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print_error("Custom animation time in file is set to 0 value, animation won't play, please edit your file to correct the FPS value");
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}
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}
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return frames_per_second;
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}
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/**
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* Find hardcoded textures from assimp which could be in many different directories
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*/
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/**
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* set_texture_mapping_mode
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* Helper to check the mapping mode of the texture (repeat, clamp and mirror)
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*/
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// static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
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// ERR_FAIL_COND(texture.is_null());
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// ERR_FAIL_COND(map_mode == NULL);
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// aiTextureMapMode tex_mode = map_mode[0];
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// int32_t flags = Texture::FLAGS_DEFAULT;
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// if (tex_mode == aiTextureMapMode_Wrap) {
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// //Default
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// } else if (tex_mode == aiTextureMapMode_Clamp) {
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// flags = flags & ~Texture::FLAG_REPEAT;
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// } else if (tex_mode == aiTextureMapMode_Mirror) {
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// flags = flags | Texture::FLAG_MIRRORED_REPEAT;
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// }
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// texture->set_flags(flags);
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// }
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/**
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* Load or load from cache image :)
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* We need to upgrade this in the later version :) should not be hard
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*/
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//static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path){
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// Map<String, Ref<Image> >::Element *match = state.path_to_image_cache.find(p_path);
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// // if our cache contains this image then don't bother
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// if (match) {
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// return match->get();
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// }
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// Vector<String> split_path = p_path.get_basename().split("*");
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// if (split_path.size() == 2) {
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// size_t texture_idx = split_path[1].to_int();
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// ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref<Image>());
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// aiTexture *tex = p_scene->mTextures[texture_idx];
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// String filename = AssimpUtils::get_raw_string_from_assimp(tex->mFilename);
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// filename = filename.get_file();
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// print_verbose("Open Asset Import: Loading embedded texture " + filename);
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// if (tex->mHeight == 0) {
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// if (tex->CheckFormat("png")) {
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// Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
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// ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
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// state.path_to_image_cache.insert(p_path, img);
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// return img;
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// } else if (tex->CheckFormat("jpg")) {
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// Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
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// ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
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// state.path_to_image_cache.insert(p_path, img);
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// return img;
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// } else if (tex->CheckFormat("dds")) {
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// ERR_FAIL_COND_V_MSG(true, Ref<Image>(), "Open Asset Import: Embedded dds not implemented");
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// }
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// } else {
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// Ref<Image> img;
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// img.instance();
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// PoolByteArray arr;
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// uint32_t size = tex->mWidth * tex->mHeight;
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// arr.resize(size);
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// memcpy(arr.write().ptr(), tex->pcData, size);
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// ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref<Image>());
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// //ARGB8888 to RGBA8888
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// for (int32_t i = 0; i < arr.size() / 4; i++) {
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// arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0];
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// arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1];
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// arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2];
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// arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3];
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// }
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// img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr);
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// ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
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|
// state.path_to_image_cache.insert(p_path, img);
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|
// return img;
|
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|
|
// }
|
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|
|
// return Ref<Image>();
|
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|
|
// } else {
|
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|
|
// Ref<Texture> texture = ResourceLoader::load(p_path);
|
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|
|
// ERR_FAIL_COND_V(texture.is_null(), Ref<Image>());
|
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|
|
// Ref<Image> image = texture->get_data();
|
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|
|
// ERR_FAIL_COND_V(image.is_null(), Ref<Image>());
|
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|
|
// state.path_to_image_cache.insert(p_path, image);
|
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|
|
// return image;
|
|
|
|
// }
|
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|
|
|
|
|
|
// return Ref<Image>();
|
|
|
|
//}
|
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|
|
|
|
|
// /* create texture from assimp data, if found in path */
|
|
|
|
// static bool CreateAssimpTexture(
|
|
|
|
// AssimpImporter::ImportState &state,
|
|
|
|
// aiString texture_path,
|
|
|
|
// String &filename,
|
|
|
|
// String &path,
|
|
|
|
// AssimpImageData &image_state) {
|
|
|
|
// filename = get_raw_string_from_assimp(texture_path);
|
|
|
|
// path = state.path.get_base_dir().plus_file(filename.replace("\\", "/"));
|
|
|
|
// bool found = false;
|
|
|
|
// find_texture_path(state.path, path, found);
|
|
|
|
// if (found) {
|
|
|
|
// image_state.raw_image = AssimpUtils::load_image(state, state.assimp_scene, path);
|
|
|
|
// if (image_state.raw_image.is_valid()) {
|
|
|
|
// image_state.texture.instance();
|
|
|
|
// image_state.texture->create_from_image(image_state.raw_image);
|
|
|
|
// image_state.texture->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
|
|
|
|
// return true;
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
|
|
|
|
// return false;
|
|
|
|
// }
|
|
|
|
// /** GetAssimpTexture
|
|
|
|
// * Designed to retrieve textures for you
|
|
|
|
// */
|
|
|
|
// static bool GetAssimpTexture(
|
|
|
|
// AssimpImporter::ImportState &state,
|
|
|
|
// aiMaterial *ai_material,
|
|
|
|
// aiTextureType texture_type,
|
|
|
|
// String &filename,
|
|
|
|
// String &path,
|
|
|
|
// AssimpImageData &image_state) {
|
|
|
|
// aiString ai_filename = aiString();
|
|
|
|
// if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, NULL, NULL, NULL, NULL, image_state.map_mode)) {
|
|
|
|
// return CreateAssimpTexture(state, ai_filename, filename, path, image_state);
|
|
|
|
// }
|
|
|
|
|
|
|
|
// return false;
|
|
|
|
// }
|
|
|
|
};
|
|
|
|
|
|
|
|
// Apply the transforms so the basis will have scale 1.
|
|
|
|
Transform get_unscaled_transform(const Transform &p_initial, real_t p_scale);
|
|
|
|
|
|
|
|
/// Uses the Newell's method to compute any polygon normal.
|
|
|
|
/// The polygon must be at least size of 3 or bigger.
|
|
|
|
Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices);
|
|
|
|
|
|
|
|
#endif // IMPORT_UTILS_FBX_IMPORTER_H
|