/*************************************************************************/ /* editor_scene_importer_fbx.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 */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef EDITOR_SCENE_IMPORTER_FBX_H #define EDITOR_SCENE_IMPORTER_FBX_H #ifdef TOOLS_ENABLED #include "data/import_state.h" #include "tools/import_utils.h" #include "core/bind/core_bind.h" #include "core/dictionary.h" #include "core/io/resource_importer.h" #include "core/local_vector.h" #include "core/ustring.h" #include "core/vector.h" #include "editor/import/resource_importer_scene.h" #include "editor/project_settings_editor.h" #include "scene/3d/mesh_instance.h" #include "scene/3d/skeleton.h" #include "scene/3d/spatial.h" #include "scene/animation/animation_player.h" #include "scene/resources/animation.h" #include "scene/resources/surface_tool.h" #include "fbx_parser/FBXDocument.h" #include "fbx_parser/FBXImportSettings.h" #include "fbx_parser/FBXMeshGeometry.h" #include "fbx_parser/FBXUtil.h" #define CONVERT_FBX_TIME(time) static_cast(time) / 46186158000LL class EditorSceneImporterFBX : public EditorSceneImporter { private: GDCLASS(EditorSceneImporterFBX, EditorSceneImporter); struct AssetImportAnimation { enum Interpolation { INTERP_LINEAR, INTERP_STEP, INTERP_CATMULLROMSPLINE, INTERP_CUBIC_SPLINE }; }; // ------------------------------------------------------------------------------------------------ template const T *ProcessDOMConnection( const FBXDocParser::Document *doc, uint64_t current_element, bool reverse_lookup = false) { const std::vector &conns = reverse_lookup ? doc->GetConnectionsByDestinationSequenced(current_element) : doc->GetConnectionsBySourceSequenced(current_element); //print_verbose("[doc] looking for " + String(element_to_find)); // using the temp pattern here so we can debug before it returns // in some cases we return too early, with 'deformer object base class' in wrong place // in assimp this means we can accidentally return too early... const T *return_obj = nullptr; for (const FBXDocParser::Connection *con : conns) { const FBXDocParser::Object *source_object = con->SourceObject(); const FBXDocParser::Object *dest_object = con->DestinationObject(); if (source_object && dest_object != nullptr) { //print_verbose("[doc] connection name: " + String(source_object->Name().c_str()) + ", dest: " + String(dest_object->Name().c_str())); const T *temp = dynamic_cast(reverse_lookup ? source_object : dest_object); if (temp) { return_obj = temp; } } } if (return_obj != nullptr) { //print_verbose("[doc] returned valid element"); //print_verbose("Found object for bone"); return return_obj; } // safe to return nothing, need to use nullptr here as nullptr is used internally for FBX document. return nullptr; } void BuildDocumentBones(Ref p_parent_bone, ImportState &state, const FBXDocParser::Document *p_doc, uint64_t p_id); void BuildDocumentNodes(Ref parent_transform, ImportState &state, const FBXDocParser::Document *doc, uint64_t id, Ref fbx_parent); Spatial *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights, bool p_is_blender_fbx); template T _interpolate_track(const Vector &p_times, const Vector &p_values, float p_time, AssetImportAnimation::Interpolation p_interp); void _register_project_setting_import(const String generic, const String import_setting_string, const Vector &exts, List *r_extensions, const bool p_enabled) const; public: EditorSceneImporterFBX() {} ~EditorSceneImporterFBX() {} virtual void get_extensions(List *r_extensions) const; virtual uint32_t get_import_flags() const; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = NULL); void create_mesh_data_skin(ImportState &state, const Ref &fbx_node, uint64_t mesh_id); }; #endif // TOOLS_ENABLED #endif // EDITOR_SCENE_IMPORTER_FBX_H