godot/modules/fbx/data/pivot_transform.h

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Rewrite FBX Importer to convert directly to Godot scene format Co-authored-by: Gordon MacPherson <gordon@gordonite.tech> Co-authored-by: Andrea Catania <info@andreacatania.com> Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK. This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot. Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly. We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know. It's designed so that you can expand this with ease, and fix bugs easily too. It can import from Autodesk Maya and import into Godot, with pivots. There are bits we could polish but for now this is good enough. Additional fixes made before upstreaming: - fixed memory leaks - ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic) - disabled incorrect warnings for fbx_material - added compatibility code for /RootNode/ so compat is not broken - Optimise FBX - directly import triangles - remove debug messages - add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on - Document no longer uses unordered maps - Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function - Added parser debugging - Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now) - Add memory debugging for the Tokens and the TokenParser to make it safe - Add memory initialisation to mesh.cpp surface_tool.h and mesh.h - Initialise boolean flags properly - Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on - Disabled corruption caused by the FIXME: - Fixed document reading indexes and index_to_direct vs indexes mode - Fixed UV1 and UV2 coordinates - Fixed importer failing to import version 7700 files - Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory. - Fixed typed properties - Improved Document API - Fixed bug with ProcessDOMConnection() not working with the bool flag set to true. - Fixed FBX skinning not deforming for more than one single mesh - Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list) - Fixed set_bone_pose being used in final version() - Fixed material properties exceeding 1.0. - FBX Document parser revamped to use safe memory practices, and with graceful error messages. - ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase. - Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc) - Fixed bug with PropertyTable not reading all properties and not cleaning up properly. - Fixed smoothing groups not working - Fixed normal duplications - Fixed duplication check for pre-existing coordinates. - Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds. - Fixed includes requiring absolute path in headers and cpp files using CPPPath. Bugs/Features wish list: - locator bones - quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this) - some rigs skins scale up when SSC enabled inconsistently per bone - some skins can disappear entirely - material mapping needs expanded, but this will be done for 4.0 as it requires rewrite. Workarounds for issues found until we patch them: - mesh -> clear skin can resolve most of the bugs above. - locators can be worked around by removing them before exporting your rig. - some material properties wont always import, this is okay to override in the material properties. **If you are having issues or need support fear not!** Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same. This was sponsored by IMVU, and a special thanks to everyone who supported this project. Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-20 17:00:16 +00:00
/*************************************************************************/
/* pivot_transform.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/*************************************************************************/
#ifndef PIVOT_TRANSFORM_H
#define PIVOT_TRANSFORM_H
[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
#include "core/math/transform.h"
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
#include "core/reference.h"
#include "model_abstraction.h"
#include "fbx_parser/FBXDocument.h"
#include "tools/import_utils.h"
enum TransformationComp {
TransformationComp_Translation,
TransformationComp_Scaling,
TransformationComp_Rotation,
TransformationComp_RotationOffset,
TransformationComp_RotationPivot,
TransformationComp_PreRotation,
TransformationComp_PostRotation,
TransformationComp_ScalingOffset,
TransformationComp_ScalingPivot,
TransformationComp_GeometricTranslation,
TransformationComp_GeometricRotation,
TransformationComp_GeometricScaling,
TransformationComp_MAXIMUM
};
// Abstract away pivot data so its simpler to handle
struct PivotTransform : Reference, ModelAbstraction {
// at the end we want to keep geometric_ everything, post and pre rotation
// these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
Quat pre_rotation = Quat();
Quat post_rotation = Quat();
Quat rotation = Quat();
Quat geometric_rotation = Quat();
Vector3 rotation_pivot = Vector3();
Vector3 rotation_offset = Vector3();
Vector3 scaling_offset = Vector3(1.0, 1.0, 1.0);
Vector3 scaling_pivot = Vector3(1.0, 1.0, 1.0);
Vector3 translation = Vector3();
Vector3 scaling = Vector3(1.0, 1.0, 1.0);
Vector3 geometric_scaling = Vector3(1.0, 1.0, 1.0);
Vector3 geometric_translation = Vector3();
Vector3 raw_rotation = Vector3();
Vector3 raw_post_rotation = Vector3();
Vector3 raw_pre_rotation = Vector3();
/* Read pivots from the document */
void ReadTransformChain();
void debug_pivot_xform(String p_name) {
print_verbose("debugging node name: " + p_name);
print_verbose("raw rotation: " + raw_rotation * (180 / Math_PI));
print_verbose("raw pre_rotation " + raw_pre_rotation * (180 / Math_PI));
print_verbose("raw post_rotation " + raw_post_rotation * (180 / Math_PI));
}
[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
Transform ComputeGlobalTransform(Transform t) const;
Transform ComputeLocalTransform(Transform t) const;
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
Transform ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
Transform ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
/* Extract into xforms and calculate once */
void ComputePivotTransform();
/* Execute the command for the pivot generation */
void Execute();
void set_parent(Ref<PivotTransform> p_parent) {
parent_transform = p_parent;
}
bool computed_global_xform = false;
Ref<PivotTransform> parent_transform = Ref<PivotTransform>();
//Transform chain[TransformationComp_MAXIMUM];
// cached for later use
Transform GlobalTransform = Transform();
Transform LocalTransform = Transform();
Transform Local_Scaling_Matrix = Transform(); // used for inherit type.
Transform GeometricTransform = Transform(); // 3DS max only
FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
};
#endif // PIVOT_TRANSFORM_H