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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/* FBXDocument.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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/** @file FBXDocument.h
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* @brief FBX DOM
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*/
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#ifndef FBX_DOCUMENT_H
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#define FBX_DOCUMENT_H
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#include "FBXCommon.h"
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#include "FBXParser.h"
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#include "FBXProperties.h"
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#include "core/math/transform.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "core/print_string.h"
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#include <stdint.h>
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#include <numeric>
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#define _AI_CONCAT(a, b) a##b
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#define AI_CONCAT(a, b) _AI_CONCAT(a, b)
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namespace FBXDocParser {
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class Parser;
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class Object;
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struct ImportSettings;
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class Connection;
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class PropertyTable;
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class Document;
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class Material;
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class ShapeGeometry;
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class LineGeometry;
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class Geometry;
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class Video;
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class AnimationCurve;
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class AnimationCurveNode;
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class AnimationLayer;
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class AnimationStack;
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class BlendShapeChannel;
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class BlendShape;
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class Skin;
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class Cluster;
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typedef Object *ObjectPtr;
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#define new_Object new Object
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/** Represents a delay-parsed FBX objects. Many objects in the scene
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* are not needed by assimp, so it makes no sense to parse them
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* upfront. */
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class LazyObject {
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public:
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LazyObject(uint64_t id, const ElementPtr element, const Document &doc);
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~LazyObject();
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ObjectPtr LoadObject();
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/* Casting weak pointers to their templated type safely and preserving ref counting and safety
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* with lock() keyword to prevent leaking memory
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*/
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template <typename T>
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const T *Get() {
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ObjectPtr ob = LoadObject();
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return dynamic_cast<const T *>(ob);
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}
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uint64_t ID() const {
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return id;
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}
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bool IsBeingConstructed() const {
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return (flags & BEING_CONSTRUCTED) != 0;
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}
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bool FailedToConstruct() const {
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return (flags & FAILED_TO_CONSTRUCT) != 0;
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}
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const ElementPtr GetElement() const {
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return element;
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}
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const Document &GetDocument() const {
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return doc;
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}
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private:
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const Document &doc;
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ElementPtr element = nullptr;
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std::shared_ptr<Object> object = nullptr;
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const uint64_t id = 0;
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enum Flags {
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BEING_CONSTRUCTED = 0x1,
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FAILED_TO_CONSTRUCT = 0x2
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};
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unsigned int flags = 0;
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};
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/** Base class for in-memory (DOM) representations of FBX objects */
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class Object {
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public:
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Object(uint64_t id, const ElementPtr element, const std::string &name);
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virtual ~Object();
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const ElementPtr SourceElement() const {
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return element;
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}
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const std::string &Name() const {
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return name;
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}
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uint64_t ID() const {
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return id;
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}
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protected:
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const ElementPtr element;
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const std::string name;
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const uint64_t id = 0;
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};
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/** DOM class for generic FBX NoteAttribute blocks. NoteAttribute's just hold a property table,
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* fixed members are added by deriving classes. */
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class NodeAttribute : public Object {
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public:
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NodeAttribute(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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virtual ~NodeAttribute();
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const PropertyTable *Props() const {
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return props;
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}
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private:
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const PropertyTable *props;
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};
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/** DOM base class for FBX camera settings attached to a node */
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class CameraSwitcher : public NodeAttribute {
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public:
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CameraSwitcher(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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virtual ~CameraSwitcher();
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int CameraID() const {
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return cameraId;
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}
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const std::string &CameraName() const {
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return cameraName;
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}
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const std::string &CameraIndexName() const {
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return cameraIndexName;
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}
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private:
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int cameraId;
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std::string cameraName;
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std::string cameraIndexName;
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};
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#define fbx_stringize(a) #a
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#define fbx_simple_property(name, type, default_value) \
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type name() const { \
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return PropertyGet<type>(Props(), fbx_stringize(name), (default_value)); \
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}
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// XXX improve logging
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#define fbx_simple_enum_property(name, type, default_value) \
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type name() const { \
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const int ival = PropertyGet<int>(Props(), fbx_stringize(name), static_cast<int>(default_value)); \
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if (ival < 0 || ival >= AI_CONCAT(type, _MAX)) { \
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return static_cast<type>(default_value); \
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} \
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return static_cast<type>(ival); \
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}
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class FbxPoseNode;
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class FbxPose : public Object {
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public:
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FbxPose(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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const std::vector<FbxPoseNode *> &GetBindPoses() const {
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return pose_nodes;
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}
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virtual ~FbxPose();
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private:
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std::vector<FbxPoseNode *> pose_nodes;
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};
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class FbxPoseNode {
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public:
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FbxPoseNode(const ElementPtr element, const Document &doc, const std::string &name) {
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const ScopePtr sc = GetRequiredScope(element);
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// get pose node transform
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const ElementPtr Transform = GetRequiredElement(sc, "Matrix", element);
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transform = ReadMatrix(Transform);
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// get node id this pose node is for
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const ElementPtr NodeId = sc->GetElement("Node");
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if (NodeId) {
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target_id = ParseTokenAsInt64(GetRequiredToken(NodeId, 0));
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}
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print_verbose("added posenode " + itos(target_id) + " transform: " + transform);
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}
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virtual ~FbxPoseNode() {
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}
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uint64_t GetNodeID() const {
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return target_id;
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}
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Transform GetBindPose() const {
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return transform;
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}
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private:
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uint64_t target_id;
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Transform transform;
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};
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/** DOM base class for FBX cameras attached to a node */
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class Camera : public NodeAttribute {
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public:
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Camera(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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virtual ~Camera();
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fbx_simple_property(Position, Vector3, Vector3(0, 0, 0));
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fbx_simple_property(UpVector, Vector3, Vector3(0, 1, 0));
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fbx_simple_property(InterestPosition, Vector3, Vector3(0, 0, 0));
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fbx_simple_property(AspectWidth, float, 1.0f);
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fbx_simple_property(AspectHeight, float, 1.0f);
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fbx_simple_property(FilmWidth, float, 1.0f);
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fbx_simple_property(FilmHeight, float, 1.0f);
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fbx_simple_property(NearPlane, float, 0.1f);
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|
fbx_simple_property(FarPlane, float, 100.0f);
|
|
|
|
|
|
|
|
fbx_simple_property(FilmAspectRatio, float, 1.0f);
|
|
|
|
fbx_simple_property(ApertureMode, int, 0);
|
|
|
|
|
|
|
|
fbx_simple_property(FieldOfView, float, 1.0f);
|
|
|
|
fbx_simple_property(FocalLength, float, 1.0f);
|
|
|
|
};
|
|
|
|
|
|
|
|
/** DOM base class for FBX null markers attached to a node */
|
|
|
|
class Null : public NodeAttribute {
|
|
|
|
public:
|
|
|
|
Null(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
|
|
|
|
virtual ~Null();
|
|
|
|
};
|
|
|
|
|
|
|
|
/** DOM base class for FBX limb node markers attached to a node */
|
|
|
|
class LimbNode : public NodeAttribute {
|
|
|
|
public:
|
|
|
|
LimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
|
|
|
|
virtual ~LimbNode();
|
|
|
|
};
|
|
|
|
|
|
|
|
/** DOM base class for FBX lights attached to a node */
|
|
|
|
class Light : public NodeAttribute {
|
|
|
|
public:
|
|
|
|
Light(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
|
|
|
|
virtual ~Light();
|
|
|
|
|
|
|
|
enum Type {
|
|
|
|
Type_Point,
|
|
|
|
Type_Directional,
|
|
|
|
Type_Spot,
|
|
|
|
Type_Area,
|
|
|
|
Type_Volume,
|
|
|
|
|
|
|
|
Type_MAX // end-of-enum sentinel
|
|
|
|
};
|
|
|
|
|
|
|
|
enum Decay {
|
|
|
|
Decay_None,
|
|
|
|
Decay_Linear,
|
|
|
|
Decay_Quadratic,
|
|
|
|
Decay_Cubic,
|
|
|
|
|
|
|
|
Decay_MAX // end-of-enum sentinel
|
|
|
|
};
|
|
|
|
|
|
|
|
fbx_simple_property(Color, Vector3, Vector3(1, 1, 1));
|
|
|
|
fbx_simple_enum_property(LightType, Type, 0);
|
|
|
|
fbx_simple_property(CastLightOnObject, bool, false);
|
|
|
|
fbx_simple_property(DrawVolumetricLight, bool, true);
|
|
|
|
fbx_simple_property(DrawGroundProjection, bool, true);
|
|
|
|
fbx_simple_property(DrawFrontFacingVolumetricLight, bool, false);
|
|
|
|
fbx_simple_property(Intensity, float, 100.0f);
|
|
|
|
fbx_simple_property(InnerAngle, float, 0.0f);
|
|
|
|
fbx_simple_property(OuterAngle, float, 45.0f);
|
|
|
|
fbx_simple_property(Fog, int, 50);
|
|
|
|
fbx_simple_enum_property(DecayType, Decay, 2);
|
|
|
|
fbx_simple_property(DecayStart, float, 1.0f);
|
|
|
|
fbx_simple_property(FileName, std::string, "");
|
|
|
|
|
|
|
|
fbx_simple_property(EnableNearAttenuation, bool, false);
|
|
|
|
fbx_simple_property(NearAttenuationStart, float, 0.0f);
|
|
|
|
fbx_simple_property(NearAttenuationEnd, float, 0.0f);
|
|
|
|
fbx_simple_property(EnableFarAttenuation, bool, false);
|
|
|
|
fbx_simple_property(FarAttenuationStart, float, 0.0f);
|
|
|
|
fbx_simple_property(FarAttenuationEnd, float, 0.0f);
|
|
|
|
|
|
|
|
fbx_simple_property(CastShadows, bool, true);
|
|
|
|
fbx_simple_property(ShadowColor, Vector3, Vector3(0, 0, 0));
|
|
|
|
|
|
|
|
fbx_simple_property(AreaLightShape, int, 0);
|
|
|
|
|
|
|
|
fbx_simple_property(LeftBarnDoor, float, 20.0f);
|
|
|
|
fbx_simple_property(RightBarnDoor, float, 20.0f);
|
|
|
|
fbx_simple_property(TopBarnDoor, float, 20.0f);
|
|
|
|
fbx_simple_property(BottomBarnDoor, float, 20.0f);
|
|
|
|
fbx_simple_property(EnableBarnDoor, bool, true);
|
|
|
|
};
|
|
|
|
|
|
|
|
class Model;
|
|
|
|
|
|
|
|
typedef Model *ModelPtr;
|
|
|
|
#define new_Model new Model
|
|
|
|
|
|
|
|
/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
|
|
|
|
class Model : public Object {
|
|
|
|
public:
|
|
|
|
enum RotOrder {
|
|
|
|
RotOrder_EulerXYZ = 0,
|
|
|
|
RotOrder_EulerXZY,
|
|
|
|
RotOrder_EulerYZX,
|
|
|
|
RotOrder_EulerYXZ,
|
|
|
|
RotOrder_EulerZXY,
|
|
|
|
RotOrder_EulerZYX,
|
|
|
|
|
|
|
|
RotOrder_SphericXYZ,
|
|
|
|
|
|
|
|
RotOrder_MAX // end-of-enum sentinel
|
|
|
|
};
|
|
|
|
|
|
|
|
Model(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
|
|
|
|
|
|
|
|
virtual ~Model();
|
|
|
|
|
|
|
|
fbx_simple_property(QuaternionInterpolate, int, 0);
|
|
|
|
|
|
|
|
fbx_simple_property(RotationOffset, Vector3, Vector3());
|
|
|
|
fbx_simple_property(RotationPivot, Vector3, Vector3());
|
|
|
|
fbx_simple_property(ScalingOffset, Vector3, Vector3());
|
|
|
|
fbx_simple_property(ScalingPivot, Vector3, Vector3());
|
|
|
|
fbx_simple_property(TranslationActive, bool, false);
|
|
|
|
fbx_simple_property(TranslationMin, Vector3, Vector3());
|
|
|
|
fbx_simple_property(TranslationMax, Vector3, Vector3());
|
|
|
|
|
|
|
|
fbx_simple_property(TranslationMinX, bool, false);
|
|
|
|
fbx_simple_property(TranslationMaxX, bool, false);
|
|
|
|
fbx_simple_property(TranslationMinY, bool, false);
|
|
|
|
fbx_simple_property(TranslationMaxY, bool, false);
|
|
|
|
fbx_simple_property(TranslationMinZ, bool, false);
|
|
|
|
fbx_simple_property(TranslationMaxZ, bool, false);
|
|
|
|
|
|
|
|
fbx_simple_enum_property(RotationOrder, RotOrder, 0);
|
|
|
|
fbx_simple_property(RotationSpaceForLimitOnly, bool, false);
|
|
|
|
fbx_simple_property(RotationStiffnessX, float, 0.0f);
|
|
|
|
fbx_simple_property(RotationStiffnessY, float, 0.0f);
|
|
|
|
fbx_simple_property(RotationStiffnessZ, float, 0.0f);
|
|
|
|
fbx_simple_property(AxisLen, float, 0.0f);
|
|
|
|
|
|
|
|
fbx_simple_property(PreRotation, Vector3, Vector3());
|
|
|
|
fbx_simple_property(PostRotation, Vector3, Vector3());
|
|
|
|
fbx_simple_property(RotationActive, bool, false);
|
|
|
|
|
|
|
|
fbx_simple_property(RotationMin, Vector3, Vector3());
|
|
|
|
fbx_simple_property(RotationMax, Vector3, Vector3());
|
|
|
|
|
|
|
|
fbx_simple_property(RotationMinX, bool, false);
|
|
|
|
fbx_simple_property(RotationMaxX, bool, false);
|
|
|
|
fbx_simple_property(RotationMinY, bool, false);
|
|
|
|
fbx_simple_property(RotationMaxY, bool, false);
|
|
|
|
fbx_simple_property(RotationMinZ, bool, false);
|
|
|
|
fbx_simple_property(RotationMaxZ, bool, false);
|
|
|
|
fbx_simple_enum_property(InheritType, TransformInheritance, 0);
|
|
|
|
|
|
|
|
fbx_simple_property(ScalingActive, bool, false);
|
|
|
|
fbx_simple_property(ScalingMin, Vector3, Vector3());
|
|
|
|
fbx_simple_property(ScalingMax, Vector3, Vector3(1, 1, 1));
|
|
|
|
fbx_simple_property(ScalingMinX, bool, false);
|
|
|
|
fbx_simple_property(ScalingMaxX, bool, false);
|
|
|
|
fbx_simple_property(ScalingMinY, bool, false);
|
|
|
|
fbx_simple_property(ScalingMaxY, bool, false);
|
|
|
|
fbx_simple_property(ScalingMinZ, bool, false);
|
|
|
|
fbx_simple_property(ScalingMaxZ, bool, false);
|
|
|
|
|
|
|
|
fbx_simple_property(GeometricTranslation, Vector3, Vector3());
|
|
|
|
fbx_simple_property(GeometricRotation, Vector3, Vector3());
|
|
|
|
fbx_simple_property(GeometricScaling, Vector3, Vector3(1, 1, 1));
|
|
|
|
|
|
|
|
fbx_simple_property(MinDampRangeX, float, 0.0f);
|
|
|
|
fbx_simple_property(MinDampRangeY, float, 0.0f);
|
|
|
|
fbx_simple_property(MinDampRangeZ, float, 0.0f);
|
|
|
|
fbx_simple_property(MaxDampRangeX, float, 0.0f);
|
|
|
|
fbx_simple_property(MaxDampRangeY, float, 0.0f);
|
|
|
|
fbx_simple_property(MaxDampRangeZ, float, 0.0f);
|
|
|
|
|
|
|
|
fbx_simple_property(MinDampStrengthX, float, 0.0f);
|
|
|
|
fbx_simple_property(MinDampStrengthY, float, 0.0f);
|
|
|
|
fbx_simple_property(MinDampStrengthZ, float, 0.0f);
|
|
|
|
fbx_simple_property(MaxDampStrengthX, float, 0.0f);
|
|
|
|
fbx_simple_property(MaxDampStrengthY, float, 0.0f);
|
|
|
|
fbx_simple_property(MaxDampStrengthZ, float, 0.0f);
|
|
|
|
|
|
|
|
fbx_simple_property(PreferredAngleX, float, 0.0f);
|
|
|
|
fbx_simple_property(PreferredAngleY, float, 0.0f);
|
|
|
|
fbx_simple_property(PreferredAngleZ, float, 0.0f);
|
|
|
|
|
|
|
|
fbx_simple_property(Show, bool, true);
|
|
|
|
fbx_simple_property(LODBox, bool, false);
|
|
|
|
fbx_simple_property(Freeze, bool, false);
|
|
|
|
|
|
|
|
const std::string &Shading() const {
|
|
|
|
return shading;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::string &Culling() const {
|
|
|
|
return culling;
|
|
|
|
}
|
|
|
|
|
|
|
|
const PropertyTable *Props() const {
|
|
|
|
return props;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Get material links */
|
|
|
|
const std::vector<const Material *> &GetMaterials() const {
|
|
|
|
return materials;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Get geometry links */
|
|
|
|
const std::vector<const Geometry *> &GetGeometry() const {
|
|
|
|
return geometry;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Get node attachments */
|
|
|
|
const std::vector<const NodeAttribute *> &GetAttributes() const {
|
|
|
|
return attributes;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** convenience method to check if the node has a Null node marker */
|
|
|
|
bool IsNull() const;
|
|
|
|
|
|
|
|
private:
|
|
|
|
void ResolveLinks(const ElementPtr element, const Document &doc);
|
|
|
|
|
|
|
|
private:
|
|
|
|
std::vector<const Material *> materials;
|
|
|
|
std::vector<const Geometry *> geometry;
|
|
|
|
std::vector<const NodeAttribute *> attributes;
|
|
|
|
|
|
|
|
std::string shading;
|
|
|
|
std::string culling;
|
|
|
|
const PropertyTable *props = nullptr;
|
|
|
|
};
|
|
|
|
|
|
|
|
class ModelLimbNode : public Model {
|
|
|
|
public:
|
|
|
|
ModelLimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
|
|
|
|
|
|
|
|
virtual ~ModelLimbNode();
|
|
|
|
};
|
|
|
|
|
|
|
|
/** DOM class for generic FBX textures */
|
|
|
|
class Texture : public Object {
|
|
|
|
public:
|
|
|
|
Texture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
|
|
|
|
|
|
|
|
virtual ~Texture();
|
|
|
|
|
|
|
|
const std::string &Type() const {
|
|
|
|
return type;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::string &FileName() const {
|
|
|
|
return fileName;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::string &RelativeFilename() const {
|
|
|
|
return relativeFileName;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::string &AlphaSource() const {
|
|
|
|
return alphaSource;
|
|
|
|
}
|
|
|
|
|
|
|
|
const Vector2 &UVTranslation() const {
|
|
|
|
return uvTrans;
|
|
|
|
}
|
|
|
|
|
|
|
|
const Vector2 &UVScaling() const {
|
|
|
|
return uvScaling;
|
|
|
|
}
|
|
|
|
|
|
|
|
const PropertyTable *Props() const {
|
|
|
|
return props;
|
|
|
|
}
|
|
|
|
|
|
|
|
// return a 4-tuple
|
|
|
|
const unsigned int *Crop() const {
|
|
|
|
return crop;
|
|
|
|
}
|
|
|
|
|
|
|
|
const Video *Media() const {
|
|
|
|
return media;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
Vector2 uvTrans;
|
|
|
|
Vector2 uvScaling;
|
|
|
|
|
|
|
|
std::string type;
|
|
|
|
std::string relativeFileName;
|
|
|
|
std::string fileName;
|
|
|
|
std::string alphaSource;
|
|
|
|
const PropertyTable *props = nullptr;
|
|
|
|
|
|
|
|
unsigned int crop[4] = { 0 };
|
|
|
|
|
|
|
|
const Video *media = nullptr;
|
|
|
|
};
|
|
|
|
|
|
|
|
/** DOM class for layered FBX textures */
|
|
|
|
class LayeredTexture : public Object {
|
|
|
|
public:
|
|
|
|
LayeredTexture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
|
|
|
|
virtual ~LayeredTexture();
|
|
|
|
|
|
|
|
// Can only be called after construction of the layered texture object due to construction flag.
|
|
|
|
void fillTexture(const Document &doc);
|
|
|
|
|
|
|
|
enum BlendMode {
|
|
|
|
BlendMode_Translucent,
|
|
|
|
BlendMode_Additive,
|
|
|
|
BlendMode_Modulate,
|
|
|
|
BlendMode_Modulate2,
|
|
|
|
BlendMode_Over,
|
|
|
|
BlendMode_Normal,
|
|
|
|
BlendMode_Dissolve,
|
|
|
|
BlendMode_Darken,
|
|
|
|
BlendMode_ColorBurn,
|
|
|
|
BlendMode_LinearBurn,
|
|
|
|
BlendMode_DarkerColor,
|
|
|
|
BlendMode_Lighten,
|
|
|
|
BlendMode_Screen,
|
|
|
|
BlendMode_ColorDodge,
|
|
|
|
BlendMode_LinearDodge,
|
|
|
|
BlendMode_LighterColor,
|
|
|
|
BlendMode_SoftLight,
|
|
|
|
BlendMode_HardLight,
|
|
|
|
BlendMode_VividLight,
|
|
|
|
BlendMode_LinearLight,
|
|
|
|
BlendMode_PinLight,
|
|
|
|
BlendMode_HardMix,
|
|
|
|
BlendMode_Difference,
|
|
|
|
BlendMode_Exclusion,
|
|
|
|
BlendMode_Subtract,
|
|
|
|
BlendMode_Divide,
|
|
|
|
BlendMode_Hue,
|
|
|
|
BlendMode_Saturation,
|
|
|
|
BlendMode_Color,
|
|
|
|
BlendMode_Luminosity,
|
|
|
|
BlendMode_Overlay,
|
|
|
|
BlendMode_BlendModeCount
|
|
|
|
};
|
|
|
|
|
|
|
|
const Texture *getTexture(int index = 0) const {
|
|
|
|
return textures[index];
|
|
|
|
}
|
|
|
|
int textureCount() const {
|
|
|
|
return static_cast<int>(textures.size());
|
|
|
|
}
|
|
|
|
BlendMode GetBlendMode() const {
|
|
|
|
return blendMode;
|
|
|
|
}
|
|
|
|
float Alpha() {
|
|
|
|
return alpha;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
std::vector<const Texture *> textures;
|
|
|
|
BlendMode blendMode;
|
|
|
|
float alpha;
|
|
|
|
};
|
|
|
|
|
|
|
|
typedef std::map<std::string, const Texture *> TextureMap;
|
|
|
|
typedef std::map<std::string, const LayeredTexture *> LayeredTextureMap;
|
|
|
|
|
|
|
|
/** DOM class for generic FBX videos */
|
|
|
|
class Video : public Object {
|
|
|
|
public:
|
|
|
|
Video(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
|
|
|
|
|
|
|
|
virtual ~Video();
|
|
|
|
|
|
|
|
const std::string &Type() const {
|
|
|
|
return type;
|
|
|
|
}
|
|
|
|
|
2020-11-07 14:29:08 +00:00
|
|
|
bool IsEmbedded() const {
|
|
|
|
return contentLength > 0;
|
|
|
|
}
|
|
|
|
|
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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const std::string &FileName() const {
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return fileName;
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}
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const std::string &RelativeFilename() const {
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return relativeFileName;
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}
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const PropertyTable *Props() const {
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return props;
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}
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const uint8_t *Content() const {
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return content;
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}
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uint64_t ContentLength() const {
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return contentLength;
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}
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uint8_t *RelinquishContent() {
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uint8_t *ptr = content;
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content = 0;
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return ptr;
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}
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bool operator==(const Video &other) const {
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return (
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type == other.type && relativeFileName == other.relativeFileName && fileName == other.fileName);
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}
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bool operator<(const Video &other) const {
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return std::tie(type, relativeFileName, fileName) < std::tie(other.type, other.relativeFileName, other.fileName);
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}
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private:
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std::string type;
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std::string relativeFileName;
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std::string fileName;
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const PropertyTable *props = nullptr;
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uint64_t contentLength;
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uint8_t *content;
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};
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/** DOM class for generic FBX materials */
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class Material : public Object {
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public:
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Material(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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virtual ~Material();
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const std::string &GetShadingModel() const {
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return shading;
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}
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bool IsMultilayer() const {
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return multilayer;
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}
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const PropertyTable *Props() const {
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return props;
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}
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const TextureMap &Textures() const {
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return textures;
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}
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const LayeredTextureMap &LayeredTextures() const {
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return layeredTextures;
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}
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private:
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std::string shading;
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bool multilayer;
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const PropertyTable *props;
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TextureMap textures;
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LayeredTextureMap layeredTextures;
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};
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// signed int keys (this can happen!)
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typedef std::vector<int64_t> KeyTimeList;
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typedef std::vector<float> KeyValueList;
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/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */
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class AnimationCurve : public Object {
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public:
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AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
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virtual ~AnimationCurve();
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/** get list of keyframe positions (time).
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* Invariant: |GetKeys()| > 0 */
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const KeyTimeList &GetKeys() const {
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return keys;
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}
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/** get list of keyframe values.
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* Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
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const KeyValueList &GetValues() const {
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return values;
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}
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const std::map<int64_t, float> &GetValueTimeTrack() const {
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return keyvalues;
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}
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const std::vector<float> &GetAttributes() const {
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return attributes;
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}
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const std::vector<unsigned int> &GetFlags() const {
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return flags;
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}
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private:
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KeyTimeList keys;
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KeyValueList values;
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std::vector<float> attributes;
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std::map<int64_t, float> keyvalues;
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std::vector<unsigned int> flags;
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|
};
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/* Typedef for pointers for the animation handler */
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typedef std::shared_ptr<AnimationCurve> AnimationCurvePtr;
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typedef std::weak_ptr<AnimationCurve> AnimationCurveWeakPtr;
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typedef std::map<std::string, const AnimationCurve *> AnimationMap;
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/* Animation Curve node ptr */
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typedef std::shared_ptr<AnimationCurveNode> AnimationCurveNodePtr;
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typedef std::weak_ptr<AnimationCurveNode> AnimationCurveNodeWeakPtr;
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/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
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class AnimationCurveNode : public Object {
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public:
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/* the optional white list specifies a list of property names for which the caller
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wants animations for. If the curve node does not match one of these, std::range_error
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will be thrown. */
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AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc,
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const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
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virtual ~AnimationCurveNode();
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const PropertyTable *Props() const {
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return props;
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}
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const AnimationMap &Curves() const;
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/** Object the curve is assigned to, this can be NULL if the
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* target object has no DOM representation or could not
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* be read for other reasons.*/
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Object *Target() const {
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return target;
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}
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Model *TargetAsModel() const {
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|
return dynamic_cast<Model *>(target);
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|
}
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NodeAttribute *TargetAsNodeAttribute() const {
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|
|
return dynamic_cast<NodeAttribute *>(target);
|
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|
}
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/** Property of Target() that is being animated*/
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|
const std::string &TargetProperty() const {
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|
|
return prop;
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|
}
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private:
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|
Object *target = nullptr;
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|
|
const PropertyTable *props;
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|
mutable AnimationMap curves;
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|
std::string prop;
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|
const Document &doc;
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|
};
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|
typedef std::vector<const AnimationCurveNode *> AnimationCurveNodeList;
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typedef std::shared_ptr<AnimationLayer> AnimationLayerPtr;
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|
typedef std::weak_ptr<AnimationLayer> AnimationLayerWeakPtr;
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|
|
typedef std::vector<const AnimationLayer *> AnimationLayerList;
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|
|
/** Represents a FBX animation layer (i.e. a list of node animations) */
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|
class AnimationLayer : public Object {
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|
public:
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|
AnimationLayer(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
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virtual ~AnimationLayer();
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const PropertyTable *Props() const {
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|
//ai_assert(props.get());
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|
return props;
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|
}
|
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|
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|
|
/* the optional white list specifies a list of property names for which the caller
|
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|
wants animations for. Curves not matching this list will not be added to the
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|
animation layer. */
|
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|
|
const AnimationCurveNodeList Nodes(const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0) const;
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private:
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|
const PropertyTable *props;
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const Document &doc;
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|
};
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|
|
/** Represents a FBX animation stack (i.e. a list of animation layers) */
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|
class AnimationStack : public Object {
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public:
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|
AnimationStack(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
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virtual ~AnimationStack();
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fbx_simple_property(LocalStart, int64_t, 0L);
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|
fbx_simple_property(LocalStop, int64_t, 0L);
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fbx_simple_property(ReferenceStart, int64_t, 0L);
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|
fbx_simple_property(ReferenceStop, int64_t, 0L);
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|
|
const PropertyTable *Props() const {
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|
return props;
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}
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const AnimationLayerList &Layers() const {
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|
return layers;
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}
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private:
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const PropertyTable *props = nullptr;
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AnimationLayerList layers;
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|
};
|
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|
/** DOM class for deformers */
|
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|
class Deformer : public Object {
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|
public:
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|
Deformer(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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|
virtual ~Deformer();
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|
|
|
const PropertyTable *Props() const {
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|
//ai_assert(props.get());
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|
return props;
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|
}
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private:
|
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|
const PropertyTable *props;
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};
|
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|
/** Constraints are from Maya they can help us with BoneAttachments :) **/
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|
class Constraint : public Object {
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public:
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|
Constraint(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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virtual ~Constraint();
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private:
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const PropertyTable *props;
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|
};
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|
typedef std::vector<float> WeightArray;
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|
typedef std::vector<unsigned int> WeightIndexArray;
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|
/** DOM class for BlendShapeChannel deformers */
|
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|
|
class BlendShapeChannel : public Deformer {
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|
public:
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|
BlendShapeChannel(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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virtual ~BlendShapeChannel();
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float DeformPercent() const {
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return percent;
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}
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const WeightArray &GetFullWeights() const {
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|
return fullWeights;
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}
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const std::vector<const ShapeGeometry *> &GetShapeGeometries() const {
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|
|
return shapeGeometries;
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|
}
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private:
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float percent;
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|
|
WeightArray fullWeights;
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|
std::vector<const ShapeGeometry *> shapeGeometries;
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|
};
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|
|
/** DOM class for BlendShape deformers */
|
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|
|
class BlendShape : public Deformer {
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|
public:
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|
BlendShape(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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virtual ~BlendShape();
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const std::vector<const BlendShapeChannel *> &BlendShapeChannels() const {
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|
|
return blendShapeChannels;
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|
}
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private:
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|
std::vector<const BlendShapeChannel *> blendShapeChannels;
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|
};
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|
|
|
/** DOM class for skin deformer clusters (aka sub-deformers) */
|
|
|
|
class Cluster : public Deformer {
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|
public:
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|
Cluster(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
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virtual ~Cluster();
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/** get the list of deformer weights associated with this cluster.
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* Use #GetIndices() to get the associated vertices. Both arrays
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* have the same size (and may also be empty). */
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|
const std::vector<float> &GetWeights() const {
|
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|
|
return weights;
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|
}
|
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|
|
|
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|
|
/** get indices into the vertex data of the geometry associated
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|
* with this cluster. Use #GetWeights() to get the associated weights.
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|
|
* Both arrays have the same size (and may also be empty). */
|
|
|
|
const std::vector<unsigned int> &GetIndices() const {
|
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|
|
return indices;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** */
|
|
|
|
const Transform &GetTransform() const {
|
|
|
|
return transform;
|
|
|
|
}
|
|
|
|
|
|
|
|
const Transform &TransformLink() const {
|
|
|
|
return transformLink;
|
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|
|
}
|
|
|
|
|
|
|
|
const Model *TargetNode() const {
|
|
|
|
return node;
|
|
|
|
}
|
|
|
|
|
|
|
|
const Transform &TransformAssociateModel() const {
|
|
|
|
return transformAssociateModel;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool TransformAssociateModelValid() const {
|
|
|
|
return valid_transformAssociateModel;
|
|
|
|
}
|
|
|
|
|
|
|
|
// property is not in the fbx file
|
|
|
|
// if the cluster has an associate model
|
|
|
|
// we then have an additive type
|
|
|
|
enum SkinLinkMode {
|
|
|
|
SkinLinkMode_Normalized = 0,
|
|
|
|
SkinLinkMode_Additive = 1
|
|
|
|
};
|
|
|
|
|
|
|
|
SkinLinkMode GetLinkMode() {
|
|
|
|
return link_mode;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
std::vector<float> weights;
|
|
|
|
std::vector<unsigned int> indices;
|
|
|
|
|
|
|
|
Transform transform;
|
|
|
|
Transform transformLink;
|
|
|
|
Transform transformAssociateModel;
|
|
|
|
SkinLinkMode link_mode;
|
|
|
|
bool valid_transformAssociateModel;
|
|
|
|
const Model *node = nullptr;
|
|
|
|
};
|
|
|
|
|
|
|
|
/** DOM class for skin deformers */
|
|
|
|
class Skin : public Deformer {
|
|
|
|
public:
|
|
|
|
Skin(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
|
|
|
|
|
|
|
|
virtual ~Skin();
|
|
|
|
|
|
|
|
float DeformAccuracy() const {
|
|
|
|
return accuracy;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::vector<const Cluster *> &Clusters() const {
|
|
|
|
return clusters;
|
|
|
|
}
|
|
|
|
|
|
|
|
enum SkinType {
|
|
|
|
Skin_Rigid = 0,
|
|
|
|
Skin_Linear,
|
|
|
|
Skin_DualQuaternion,
|
|
|
|
Skin_Blend
|
|
|
|
};
|
|
|
|
|
|
|
|
const SkinType &GetSkinType() const {
|
|
|
|
return skinType;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
float accuracy;
|
|
|
|
SkinType skinType;
|
|
|
|
std::vector<const Cluster *> clusters;
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Represents a link between two FBX objects. */
|
|
|
|
class Connection {
|
|
|
|
public:
|
|
|
|
Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string &prop, const Document &doc);
|
|
|
|
~Connection();
|
|
|
|
|
|
|
|
// note: a connection ensures that the source and dest objects exist, but
|
|
|
|
// not that they have DOM representations, so the return value of one of
|
|
|
|
// these functions can still be NULL.
|
|
|
|
Object *SourceObject() const;
|
|
|
|
Object *DestinationObject() const;
|
|
|
|
|
|
|
|
// these, however, are always guaranteed to be valid
|
|
|
|
LazyObject *LazySourceObject() const;
|
|
|
|
LazyObject *LazyDestinationObject() const;
|
|
|
|
|
|
|
|
/** return the name of the property the connection is attached to.
|
|
|
|
* this is an empty string for object to object (OO) connections. */
|
|
|
|
const std::string &PropertyName() const {
|
|
|
|
return prop;
|
|
|
|
}
|
|
|
|
|
|
|
|
uint64_t InsertionOrder() const {
|
|
|
|
return insertionOrder;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CompareTo(const Connection *c) const {
|
|
|
|
//ai_assert(nullptr != c);
|
|
|
|
|
|
|
|
// note: can't subtract because this would overflow uint64_t
|
|
|
|
if (InsertionOrder() > c->InsertionOrder()) {
|
|
|
|
return 1;
|
|
|
|
} else if (InsertionOrder() < c->InsertionOrder()) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Compare(const Connection *c) const {
|
|
|
|
//ai_assert(nullptr != c);
|
|
|
|
|
|
|
|
return InsertionOrder() < c->InsertionOrder();
|
|
|
|
}
|
|
|
|
|
|
|
|
public:
|
|
|
|
uint64_t insertionOrder;
|
|
|
|
const std::string prop;
|
|
|
|
|
|
|
|
uint64_t src, dest;
|
|
|
|
const Document &doc;
|
|
|
|
};
|
|
|
|
|
|
|
|
// XXX again, unique_ptr would be useful. shared_ptr is too
|
|
|
|
// bloated since the objects have a well-defined single owner
|
|
|
|
// during their entire lifetime (Document). FBX files have
|
|
|
|
// up to many thousands of objects (most of which we never use),
|
|
|
|
// so the memory overhead for them should be kept at a minimum.
|
|
|
|
typedef std::map<uint64_t, LazyObject *> ObjectMap;
|
|
|
|
typedef std::map<std::string, const PropertyTable *> PropertyTemplateMap;
|
|
|
|
typedef std::multimap<uint64_t, const Connection *> ConnectionMap;
|
|
|
|
|
|
|
|
/** DOM class for global document settings, a single instance per document can
|
|
|
|
* be accessed via Document.Globals(). */
|
|
|
|
class FileGlobalSettings {
|
|
|
|
public:
|
|
|
|
FileGlobalSettings(const Document &doc, const PropertyTable *props);
|
|
|
|
|
|
|
|
~FileGlobalSettings();
|
|
|
|
|
|
|
|
const PropertyTable *Props() const {
|
|
|
|
return props;
|
|
|
|
}
|
|
|
|
|
|
|
|
const Document &GetDocument() const {
|
|
|
|
return doc;
|
|
|
|
}
|
|
|
|
|
|
|
|
fbx_simple_property(UpAxis, int, 1);
|
|
|
|
fbx_simple_property(UpAxisSign, int, 1);
|
|
|
|
fbx_simple_property(FrontAxis, int, 2);
|
|
|
|
fbx_simple_property(FrontAxisSign, int, 1);
|
|
|
|
fbx_simple_property(CoordAxis, int, 0);
|
|
|
|
fbx_simple_property(CoordAxisSign, int, 1);
|
|
|
|
fbx_simple_property(OriginalUpAxis, int, 0);
|
|
|
|
fbx_simple_property(OriginalUpAxisSign, int, 1);
|
|
|
|
fbx_simple_property(UnitScaleFactor, float, 1);
|
|
|
|
fbx_simple_property(OriginalUnitScaleFactor, float, 1);
|
|
|
|
fbx_simple_property(AmbientColor, Vector3, Vector3(0, 0, 0));
|
|
|
|
fbx_simple_property(DefaultCamera, std::string, "");
|
|
|
|
|
|
|
|
enum FrameRate {
|
|
|
|
FrameRate_DEFAULT = 0,
|
|
|
|
FrameRate_120 = 1,
|
|
|
|
FrameRate_100 = 2,
|
|
|
|
FrameRate_60 = 3,
|
|
|
|
FrameRate_50 = 4,
|
|
|
|
FrameRate_48 = 5,
|
|
|
|
FrameRate_30 = 6,
|
|
|
|
FrameRate_30_DROP = 7,
|
|
|
|
FrameRate_NTSC_DROP_FRAME = 8,
|
|
|
|
FrameRate_NTSC_FULL_FRAME = 9,
|
|
|
|
FrameRate_PAL = 10,
|
|
|
|
FrameRate_CINEMA = 11,
|
|
|
|
FrameRate_1000 = 12,
|
|
|
|
FrameRate_CINEMA_ND = 13,
|
|
|
|
FrameRate_CUSTOM = 14,
|
|
|
|
|
|
|
|
FrameRate_MAX // end-of-enum sentinel
|
|
|
|
};
|
|
|
|
|
|
|
|
fbx_simple_enum_property(TimeMode, FrameRate, FrameRate_DEFAULT);
|
|
|
|
fbx_simple_property(TimeSpanStart, uint64_t, 0L);
|
|
|
|
fbx_simple_property(TimeSpanStop, uint64_t, 0L);
|
|
|
|
fbx_simple_property(CustomFrameRate, float, -1.0f);
|
|
|
|
|
|
|
|
private:
|
|
|
|
const PropertyTable *props = nullptr;
|
|
|
|
const Document &doc;
|
|
|
|
};
|
|
|
|
|
|
|
|
/** DOM root for a FBX file */
|
|
|
|
class Document {
|
|
|
|
public:
|
|
|
|
Document(const Parser &parser, const ImportSettings &settings);
|
|
|
|
|
|
|
|
~Document();
|
|
|
|
|
|
|
|
LazyObject *GetObject(uint64_t id) const;
|
|
|
|
|
|
|
|
bool IsSafeToImport() const {
|
|
|
|
return SafeToImport;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool IsBinary() const {
|
|
|
|
return parser.IsBinary();
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int FBXVersion() const {
|
|
|
|
return fbxVersion;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::string &Creator() const {
|
|
|
|
return creator;
|
|
|
|
}
|
|
|
|
|
|
|
|
// elements (in this order): Year, Month, Day, Hour, Second, Millisecond
|
|
|
|
const unsigned int *CreationTimeStamp() const {
|
|
|
|
return creationTimeStamp;
|
|
|
|
}
|
|
|
|
|
|
|
|
const FileGlobalSettings *GlobalSettingsPtr() const {
|
|
|
|
return globals.get();
|
|
|
|
}
|
|
|
|
|
[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
(it's like going from low quality to high definition in terms of output
in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
it doesn't tell you this is the case.
2020-12-02 15:38:11 +00:00
|
|
|
const PropertyTable *GetMetadataProperties() const {
|
|
|
|
return metadata_properties;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
const PropertyTemplateMap &Templates() const {
|
|
|
|
return templates;
|
|
|
|
}
|
|
|
|
|
|
|
|
const ObjectMap &Objects() const {
|
|
|
|
return objects;
|
|
|
|
}
|
|
|
|
|
|
|
|
const ImportSettings &Settings() const {
|
|
|
|
return settings;
|
|
|
|
}
|
|
|
|
|
|
|
|
const ConnectionMap &ConnectionsBySource() const {
|
|
|
|
return src_connections;
|
|
|
|
}
|
|
|
|
|
|
|
|
const ConnectionMap &ConnectionsByDestination() const {
|
|
|
|
return dest_connections;
|
|
|
|
}
|
|
|
|
|
|
|
|
// note: the implicit rule in all DOM classes is to always resolve
|
|
|
|
// from destination to source (since the FBX object hierarchy is,
|
|
|
|
// with very few exceptions, a DAG, this avoids cycles). In all
|
|
|
|
// cases that may involve back-facing edges in the object graph,
|
|
|
|
// use LazyObject::IsBeingConstructed() to check.
|
|
|
|
|
|
|
|
std::vector<const Connection *> GetConnectionsBySourceSequenced(uint64_t source) const;
|
|
|
|
std::vector<const Connection *> GetConnectionsByDestinationSequenced(uint64_t dest) const;
|
|
|
|
|
|
|
|
std::vector<const Connection *> GetConnectionsBySourceSequenced(uint64_t source, const char *classname) const;
|
|
|
|
std::vector<const Connection *> GetConnectionsByDestinationSequenced(uint64_t dest, const char *classname) const;
|
|
|
|
|
|
|
|
std::vector<const Connection *> GetConnectionsBySourceSequenced(uint64_t source,
|
|
|
|
const char *const *classnames, size_t count) const;
|
|
|
|
std::vector<const Connection *> GetConnectionsByDestinationSequenced(uint64_t dest,
|
|
|
|
const char *const *classnames,
|
|
|
|
size_t count) const;
|
|
|
|
|
|
|
|
const std::vector<const AnimationStack *> &AnimationStacks() const;
|
|
|
|
const std::vector<uint64_t> &GetAnimationStackIDs() const {
|
|
|
|
return animationStacks;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::vector<uint64_t> &GetConstraintStackIDs() const {
|
|
|
|
return constraints;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::vector<uint64_t> &GetBindPoseIDs() const {
|
|
|
|
return bind_poses;
|
|
|
|
};
|
|
|
|
|
|
|
|
const std::vector<uint64_t> &GetMaterialIDs() const {
|
|
|
|
return materials;
|
|
|
|
};
|
|
|
|
|
|
|
|
const std::vector<uint64_t> &GetSkinIDs() const {
|
|
|
|
return skins;
|
|
|
|
}
|
|
|
|
|
|
|
|
private:
|
|
|
|
std::vector<const Connection *> GetConnectionsSequenced(uint64_t id, const ConnectionMap &) const;
|
|
|
|
std::vector<const Connection *> GetConnectionsSequenced(uint64_t id, bool is_src,
|
|
|
|
const ConnectionMap &,
|
|
|
|
const char *const *classnames,
|
|
|
|
size_t count) const;
|
|
|
|
bool ReadHeader();
|
|
|
|
void ReadObjects();
|
|
|
|
void ReadPropertyTemplates();
|
|
|
|
void ReadConnections();
|
|
|
|
void ReadGlobalSettings();
|
|
|
|
|
|
|
|
private:
|
|
|
|
const ImportSettings &settings;
|
|
|
|
|
|
|
|
ObjectMap objects;
|
|
|
|
const Parser &parser;
|
|
|
|
bool SafeToImport = false;
|
|
|
|
|
|
|
|
PropertyTemplateMap templates;
|
|
|
|
ConnectionMap src_connections;
|
|
|
|
ConnectionMap dest_connections;
|
|
|
|
|
|
|
|
unsigned int fbxVersion = 0;
|
|
|
|
std::string creator;
|
|
|
|
unsigned int creationTimeStamp[7] = { 0 };
|
|
|
|
|
|
|
|
std::vector<uint64_t> animationStacks;
|
|
|
|
std::vector<uint64_t> bind_poses;
|
|
|
|
// constraints aren't in the tree / at least they are not easy to access.
|
|
|
|
std::vector<uint64_t> constraints;
|
|
|
|
std::vector<uint64_t> materials;
|
|
|
|
std::vector<uint64_t> skins;
|
|
|
|
mutable std::vector<const AnimationStack *> animationStacksResolved;
|
[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
(it's like going from low quality to high definition in terms of output
in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
it doesn't tell you this is the case.
2020-12-02 15:38:11 +00:00
|
|
|
PropertyTable *metadata_properties = nullptr;
|
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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std::shared_ptr<FileGlobalSettings> globals = nullptr;
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};
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} // namespace FBXDocParser
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namespace std {
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template <>
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struct hash<const FBXDocParser::Video> {
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std::size_t operator()(const FBXDocParser::Video &video) const {
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using std::hash;
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using std::size_t;
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using std::string;
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size_t res = 17;
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res = res * 31 + hash<string>()(video.Name());
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res = res * 31 + hash<string>()(video.RelativeFilename());
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res = res * 31 + hash<string>()(video.Type());
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return res;
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}
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};
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} // namespace std
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#endif // FBX_DOCUMENT_H
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