6607fc7da9
Ports FBX module from 3.2 branch to 4.0 This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes. Changelog: - fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully) - fixed const correctness with C++/C version change - rewrote material handling to be simpler and better - ports from 3.2 to 4.0 the fbx importer
134 lines
6.1 KiB
C++
134 lines
6.1 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_fbx.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 EDITOR_SCENE_IMPORTER_FBX_H
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#define EDITOR_SCENE_IMPORTER_FBX_H
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#ifdef TOOLS_ENABLED
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#include "data/import_state.h"
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#include "tools/import_utils.h"
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#include "core/core_bind.h"
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#include "core/io/resource_importer.h"
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#include "core/string/ustring.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/vector.h"
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#include "core/variant/dictionary.h"
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#include "editor/import/resource_importer_scene.h"
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#include "editor/project_settings_editor.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/surface_tool.h"
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#include "fbx_parser/FBXDocument.h"
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#include "fbx_parser/FBXImportSettings.h"
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#include "fbx_parser/FBXMeshGeometry.h"
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#include "fbx_parser/FBXUtil.h"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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class EditorSceneImporterFBX : public EditorSceneImporter {
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private:
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GDCLASS(EditorSceneImporterFBX, EditorSceneImporter);
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struct AssetImportAnimation {
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enum Interpolation {
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INTERP_LINEAR,
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INTERP_STEP,
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INTERP_CATMULLROMSPLINE,
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INTERP_CUBIC_SPLINE
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};
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};
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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const T *ProcessDOMConnection(
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const FBXDocParser::Document *doc,
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uint64_t current_element,
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bool reverse_lookup = false) {
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const std::vector<const FBXDocParser::Connection *> &conns = reverse_lookup ? doc->GetConnectionsByDestinationSequenced(current_element) : doc->GetConnectionsBySourceSequenced(current_element);
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//print_verbose("[doc] looking for " + String(element_to_find));
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// using the temp pattern here so we can debug before it returns
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// in some cases we return too early, with 'deformer object base class' in wrong place
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// in assimp this means we can accidentally return too early...
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const T *return_obj = nullptr;
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for (const FBXDocParser::Connection *con : conns) {
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const FBXDocParser::Object *source_object = con->SourceObject();
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const FBXDocParser::Object *dest_object = con->DestinationObject();
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if (source_object && dest_object != nullptr) {
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//print_verbose("[doc] connection name: " + String(source_object->Name().c_str()) + ", dest: " + String(dest_object->Name().c_str()));
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const T *temp = dynamic_cast<const T *>(reverse_lookup ? source_object : dest_object);
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if (temp) {
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return_obj = temp;
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}
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}
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}
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if (return_obj != nullptr) {
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//print_verbose("[doc] returned valid element");
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//print_verbose("Found object for bone");
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return return_obj;
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}
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// safe to return nothing, need to use nullptr here as nullptr is used internally for FBX document.
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return nullptr;
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}
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void BuildDocumentBones(Ref<FBXBone> p_parent_bone,
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ImportState &state, const FBXDocParser::Document *p_doc,
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uint64_t p_id);
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void BuildDocumentNodes(Ref<PivotTransform> parent_transform, ImportState &state, const FBXDocParser::Document *doc, uint64_t id, Ref<FBXNode> fbx_parent);
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Node3D *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document,
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const uint32_t p_flags,
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int p_bake_fps, const int32_t p_max_bone_weights);
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template <class T>
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T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
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void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
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public:
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EditorSceneImporterFBX() {}
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~EditorSceneImporterFBX() {}
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virtual void get_extensions(List<String> *r_extensions) const override;
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virtual uint32_t get_import_flags() const override;
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virtual Node3D *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = NULL) override;
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};
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#endif // TOOLS_ENABLED
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#endif // EDITOR_SCENE_IMPORTER_FBX_H
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