818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
402 lines
14 KiB
C++
402 lines
14 KiB
C++
/*************************************************************************/
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/* import_utils.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef IMPORT_UTILS_H
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#define IMPORT_UTILS_H
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#include "core/io/image_loader.h"
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#include "data/import_state.h"
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#include "fbx_parser/FBXDocument.h"
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#include <string>
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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/**
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* Import Utils
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* Conversion tools / glue code to convert from FBX to Godot
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*/
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class ImportUtils {
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public:
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/// Convert a vector from degrees to radians.
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static Vector3 deg2rad(const Vector3 &p_rotation);
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/// Convert a vector from radians to degrees.
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static Vector3 rad2deg(const Vector3 &p_rotation);
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/// Converts rotation order vector (in rad) to quaternion.
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static Basis EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
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/// Converts rotation order vector (in rad) to quaternion.
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static Quat EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
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/// Converts basis into rotation order vector (in rad).
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static Vector3 BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation);
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/// Converts quaternion into rotation order vector (in rad).
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static Vector3 QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quat &p_rotation);
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static void debug_xform(String name, const Transform &t) {
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print_verbose(name + " " + t.origin + " rotation: " + (t.basis.get_euler() * (180 / Math_PI)));
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}
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static String FBXNodeToName(const std::string &name) {
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// strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
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// this causes ambiguities, well possible between empty identifiers,
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// such as "Model::" and ""). Make sure the behaviour is consistent
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// across multiple calls to FixNodeName().
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// We must remove this from the name
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// Some bones have this
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// SubDeformer::
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// Meshes, Joints have this, some other IK elements too.
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// Model::
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String node_name = String(name.c_str());
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if (node_name.substr(0, 7) == "Model::") {
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node_name = node_name.substr(7, node_name.length() - 7);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 13) == "SubDeformer::") {
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node_name = node_name.substr(13, node_name.length() - 13);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 11) == "AnimStack::") {
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node_name = node_name.substr(11, node_name.length() - 11);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 15) == "AnimCurveNode::") {
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node_name = node_name.substr(15, node_name.length() - 15);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 11) == "AnimCurve::") {
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node_name = node_name.substr(11, node_name.length() - 11);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 10) == "Geometry::") {
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node_name = node_name.substr(10, node_name.length() - 10);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 10) == "Material::") {
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node_name = node_name.substr(10, node_name.length() - 10);
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return node_name.replace(":", "");
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}
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if (node_name.substr(0, 9) == "Texture::") {
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node_name = node_name.substr(9, node_name.length() - 9);
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return node_name.replace(":", "");
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}
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return node_name.replace(":", "");
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}
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static std::string FBXAnimMeshName(const std::string &name) {
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if (name.length()) {
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size_t indexOf = name.find_first_of("::");
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if (indexOf != std::string::npos && indexOf < name.size() - 2) {
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return name.substr(indexOf + 2);
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}
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}
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return name.length() ? name : "AnimMesh";
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}
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static Vector3 safe_import_vector3(const Vector3 &p_vec) {
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Vector3 vector = p_vec;
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if (Math::is_equal_approx(0, vector.x)) {
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vector.x = 0;
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}
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if (Math::is_equal_approx(0, vector.y)) {
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vector.y = 0;
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}
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if (Math::is_equal_approx(0, vector.z)) {
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vector.z = 0;
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}
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return vector;
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}
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static void debug_xform(String name, const Basis &t) {
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//print_verbose(name + " rotation: " + (t.get_euler() * (180 / Math_PI)));
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}
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static Vector3 FixAxisConversions(Vector3 input) {
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return Vector3(input.x, input.y, input.z);
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}
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static void AlignMeshAxes(std::vector<Vector3> &vertex_data) {
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for (size_t x = 0; x < vertex_data.size(); x++) {
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vertex_data[x] = FixAxisConversions(vertex_data[x]);
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}
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}
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struct AssetImportFbx {
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enum ETimeMode {
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TIME_MODE_DEFAULT = 0,
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TIME_MODE_120 = 1,
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TIME_MODE_100 = 2,
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TIME_MODE_60 = 3,
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TIME_MODE_50 = 4,
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TIME_MODE_48 = 5,
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TIME_MODE_30 = 6,
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TIME_MODE_30_DROP = 7,
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TIME_MODE_NTSC_DROP_FRAME = 8,
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TIME_MODE_NTSC_FULL_FRAME = 9,
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TIME_MODE_PAL = 10,
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TIME_MODE_CINEMA = 11,
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TIME_MODE_1000 = 12,
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TIME_MODE_CINEMA_ND = 13,
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TIME_MODE_CUSTOM = 14,
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TIME_MODE_TIME_MODE_COUNT = 15
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};
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enum UpAxis {
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UP_VECTOR_AXIS_X = 1,
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UP_VECTOR_AXIS_Y = 2,
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UP_VECTOR_AXIS_Z = 3
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};
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enum FrontAxis {
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FRONT_PARITY_EVEN = 1,
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FRONT_PARITY_ODD = 2,
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};
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enum CoordAxis {
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COORD_RIGHT = 0,
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COORD_LEFT = 1
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};
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};
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/** Get fbx fps for time mode meta data
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*/
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static float get_fbx_fps(int32_t time_mode) {
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switch (time_mode) {
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case AssetImportFbx::TIME_MODE_DEFAULT:
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return 24;
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case AssetImportFbx::TIME_MODE_120:
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return 120;
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case AssetImportFbx::TIME_MODE_100:
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return 100;
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case AssetImportFbx::TIME_MODE_60:
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return 60;
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case AssetImportFbx::TIME_MODE_50:
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return 50;
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case AssetImportFbx::TIME_MODE_48:
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return 48;
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case AssetImportFbx::TIME_MODE_30:
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return 30;
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case AssetImportFbx::TIME_MODE_30_DROP:
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return 30;
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case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME:
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return 29.9700262f;
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case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME:
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return 29.9700262f;
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case AssetImportFbx::TIME_MODE_PAL:
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return 25;
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case AssetImportFbx::TIME_MODE_CINEMA:
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return 24;
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case AssetImportFbx::TIME_MODE_1000:
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return 1000;
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case AssetImportFbx::TIME_MODE_CINEMA_ND:
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return 23.976f;
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case AssetImportFbx::TIME_MODE_CUSTOM:
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return -1;
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}
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return 0;
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}
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static float get_fbx_fps(const FBXDocParser::FileGlobalSettings *FBXSettings) {
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int time_mode = FBXSettings->TimeMode();
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// get the animation FPS
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float frames_per_second = get_fbx_fps(time_mode);
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// handle animation custom FPS time.
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if (time_mode == ImportUtils::AssetImportFbx::TIME_MODE_CUSTOM) {
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print_verbose("FBX Animation has custom FPS setting");
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frames_per_second = FBXSettings->CustomFrameRate();
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// not our problem this is the modeller, we can print as an error so they can fix the source.
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if (frames_per_second == 0) {
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print_error("Custom animation time in file is set to 0 value, animation won't play, please edit your file to correct the FPS value");
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}
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}
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return frames_per_second;
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}
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/**
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* Find hardcoded textures from assimp which could be in many different directories
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*/
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/**
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* set_texture_mapping_mode
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* Helper to check the mapping mode of the texture (repeat, clamp and mirror)
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*/
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// static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
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// ERR_FAIL_COND(texture.is_null());
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// ERR_FAIL_COND(map_mode == NULL);
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// aiTextureMapMode tex_mode = map_mode[0];
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// int32_t flags = Texture::FLAGS_DEFAULT;
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// if (tex_mode == aiTextureMapMode_Wrap) {
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// //Default
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// } else if (tex_mode == aiTextureMapMode_Clamp) {
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// flags = flags & ~Texture::FLAG_REPEAT;
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// } else if (tex_mode == aiTextureMapMode_Mirror) {
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// flags = flags | Texture::FLAG_MIRRORED_REPEAT;
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// }
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// texture->set_flags(flags);
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// }
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/**
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* Load or load from cache image :)
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* We need to upgrade this in the later version :) should not be hard
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*/
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//static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path){
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// Map<String, Ref<Image> >::Element *match = state.path_to_image_cache.find(p_path);
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// // if our cache contains this image then don't bother
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// if (match) {
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// return match->get();
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// }
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// Vector<String> split_path = p_path.get_basename().split("*");
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// if (split_path.size() == 2) {
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// size_t texture_idx = split_path[1].to_int();
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// ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref<Image>());
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// aiTexture *tex = p_scene->mTextures[texture_idx];
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// String filename = AssimpUtils::get_raw_string_from_assimp(tex->mFilename);
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// filename = filename.get_file();
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// print_verbose("Open Asset Import: Loading embedded texture " + filename);
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// if (tex->mHeight == 0) {
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// if (tex->CheckFormat("png")) {
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// Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
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// ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
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// state.path_to_image_cache.insert(p_path, img);
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// return img;
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// } else if (tex->CheckFormat("jpg")) {
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// Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
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// ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
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// state.path_to_image_cache.insert(p_path, img);
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// return img;
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// } else if (tex->CheckFormat("dds")) {
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// ERR_FAIL_COND_V_MSG(true, Ref<Image>(), "Open Asset Import: Embedded dds not implemented");
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// }
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// } else {
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// Ref<Image> img;
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// img.instance();
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// PoolByteArray arr;
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// uint32_t size = tex->mWidth * tex->mHeight;
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// arr.resize(size);
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// memcpy(arr.write().ptr(), tex->pcData, size);
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// ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref<Image>());
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// //ARGB8888 to RGBA8888
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// for (int32_t i = 0; i < arr.size() / 4; i++) {
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// arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0];
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// arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1];
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// arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2];
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// arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3];
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// }
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// img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr);
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// ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
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// state.path_to_image_cache.insert(p_path, img);
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// return img;
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// }
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// return Ref<Image>();
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// } else {
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// Ref<Texture> texture = ResourceLoader::load(p_path);
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// ERR_FAIL_COND_V(texture.is_null(), Ref<Image>());
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// Ref<Image> image = texture->get_data();
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// ERR_FAIL_COND_V(image.is_null(), Ref<Image>());
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// state.path_to_image_cache.insert(p_path, image);
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// return image;
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// }
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// return Ref<Image>();
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//}
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// /* create texture from assimp data, if found in path */
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// static bool CreateAssimpTexture(
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// AssimpImporter::ImportState &state,
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// aiString texture_path,
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// String &filename,
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// String &path,
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// AssimpImageData &image_state) {
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// filename = get_raw_string_from_assimp(texture_path);
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// path = state.path.get_base_dir().plus_file(filename.replace("\\", "/"));
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// bool found = false;
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// find_texture_path(state.path, path, found);
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// if (found) {
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// image_state.raw_image = AssimpUtils::load_image(state, state.assimp_scene, path);
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// if (image_state.raw_image.is_valid()) {
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// image_state.texture.instance();
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// image_state.texture->create_from_image(image_state.raw_image);
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// image_state.texture->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
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// return true;
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// }
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// }
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// return false;
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// }
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// /** GetAssimpTexture
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// * Designed to retrieve textures for you
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// */
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// static bool GetAssimpTexture(
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// AssimpImporter::ImportState &state,
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// aiMaterial *ai_material,
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// aiTextureType texture_type,
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// String &filename,
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// String &path,
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// AssimpImageData &image_state) {
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// aiString ai_filename = aiString();
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// if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, NULL, NULL, NULL, NULL, image_state.map_mode)) {
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// return CreateAssimpTexture(state, ai_filename, filename, path, image_state);
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// }
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// return false;
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// }
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};
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// Apply the transforms so the basis will have scale 1.
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Transform get_unscaled_transform(const Transform &p_initial, real_t p_scale);
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/// Uses the Newell's method to compute any polygon normal.
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/// The polygon must be at least size of 3 or bigger.
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Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices);
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#endif // IMPORT_UTILS_H
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