godot/modules/fbx/tools/import_utils.cpp
Gordon MacPherson 6607fc7da9 Port FBX module from commit 68013d2393
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
2020-12-23 00:45:03 +00:00

152 lines
6.0 KiB
C++

/*************************************************************************/
/* import_utils.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "import_utils.h"
Vector3 ImportUtils::deg2rad(const Vector3 &p_rotation) {
return p_rotation / 180.0 * Math_PI;
}
Vector3 ImportUtils::rad2deg(const Vector3 &p_rotation) {
return p_rotation / Math_PI * 180.0;
}
Basis ImportUtils::EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
Basis ret;
// FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
// by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
switch (mode) {
case FBXDocParser::Model::RotOrder_EulerXYZ:
ret.set_euler_zyx(p_rotation);
break;
case FBXDocParser::Model::RotOrder_EulerXZY:
ret.set_euler_yzx(p_rotation);
break;
case FBXDocParser::Model::RotOrder_EulerYZX:
ret.set_euler_xzy(p_rotation);
break;
case FBXDocParser::Model::RotOrder_EulerYXZ:
ret.set_euler_zxy(p_rotation);
break;
case FBXDocParser::Model::RotOrder_EulerZXY:
ret.set_euler_yxz(p_rotation);
break;
case FBXDocParser::Model::RotOrder_EulerZYX:
ret.set_euler_xyz(p_rotation);
break;
case FBXDocParser::Model::RotOrder_SphericXYZ:
// TODO do this.
break;
default:
// If you land here, Please integrate all enums.
CRASH_NOW_MSG("This is not unreachable.");
}
return ret;
}
Quat ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
return ImportUtils::EulerToBasis(mode, p_rotation);
}
Vector3 ImportUtils::BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation) {
// FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
// by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
switch (mode) {
case FBXDocParser::Model::RotOrder_EulerXYZ:
return p_rotation.get_euler_zyx();
case FBXDocParser::Model::RotOrder_EulerXZY:
return p_rotation.get_euler_yzx();
case FBXDocParser::Model::RotOrder_EulerYZX:
return p_rotation.get_euler_xzy();
case FBXDocParser::Model::RotOrder_EulerYXZ:
return p_rotation.get_euler_zxy();
case FBXDocParser::Model::RotOrder_EulerZXY:
return p_rotation.get_euler_yxz();
case FBXDocParser::Model::RotOrder_EulerZYX:
return p_rotation.get_euler_xyz();
case FBXDocParser::Model::RotOrder_SphericXYZ:
// TODO
return Vector3();
default:
// If you land here, Please integrate all enums.
CRASH_NOW_MSG("This is not unreachable.");
return Vector3();
}
}
Vector3 ImportUtils::QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quat &p_rotation) {
return BasisToEuler(mode, p_rotation);
}
Transform get_unscaled_transform(const Transform &p_initial, real_t p_scale) {
Transform unscaled = Transform(p_initial.basis, p_initial.origin * p_scale);
ERR_FAIL_COND_V_MSG(unscaled.basis.determinant() == 0, Transform(), "det is zero unscaled?");
return unscaled;
}
Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices) {
ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necesary");
// Using long double to make sure that normal is computed for even really tiny objects.
typedef long double ldouble;
ldouble x = 0.0;
ldouble y = 0.0;
ldouble z = 0.0;
for (size_t i = 0; i < p_vertices.size(); i += 1) {
const Vector3 current = p_vertices[i];
const Vector3 next = p_vertices[(i + 1) % p_vertices.size()];
x += (ldouble(current.y) - ldouble(next.y)) * (ldouble(current.z) + ldouble(next.z));
y += (ldouble(current.z) - ldouble(next.z)) * (ldouble(current.x) + ldouble(next.x));
z += (ldouble(current.x) - ldouble(next.x)) * (ldouble(current.y) + ldouble(next.y));
}
const ldouble l2 = x * x + y * y + z * z;
if (l2 == 0.0) {
return (p_vertices[0] - p_vertices[1]).normalized().cross((p_vertices[0] - p_vertices[2]).normalized()).normalized();
} else {
const double l = Math::sqrt(double(l2));
return Vector3(x / l, y / l, z / l);
}
}