1355 lines
48 KiB
C++
1355 lines
48 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_assimp.cpp */
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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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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#include "editor_scene_importer_assimp.h"
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#include "core/bind/core_bind.h"
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#include "core/io/image_loader.h"
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#include "editor/editor_file_system.h"
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#include "editor/editor_settings.h"
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#include "editor/import/resource_importer_scene.h"
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#include "import_utils.h"
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#include "scene/3d/camera.h"
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#include "scene/3d/light.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/animation/animation_player.h"
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#include "scene/main/node.h"
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#include "scene/resources/material.h"
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#include "scene/resources/surface_tool.h"
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#include <assimp/SceneCombiner.h>
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#include <assimp/cexport.h>
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#include <assimp/cimport.h>
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#include <assimp/matrix4x4.h>
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#include <assimp/pbrmaterial.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <zutil.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/LogStream.hpp>
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#include <assimp/Logger.hpp>
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#include <string>
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void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const {
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const String import_setting_string = "filesystem/import/open_asset_import/";
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Map<String, ImportFormat> import_format;
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{
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Vector<String> exts;
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exts.push_back("fbx");
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ImportFormat import = { exts, true };
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import_format.insert("fbx", import);
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}
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{
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Vector<String> exts;
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exts.push_back("pmx");
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ImportFormat import = { exts, true };
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import_format.insert("mmd", import);
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}
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for (Map<String, ImportFormat>::Element *E = import_format.front(); E; E = E->next()) {
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_register_project_setting_import(E->key(), import_setting_string, E->get().extensions, r_extensions, E->get().is_default);
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}
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}
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void EditorSceneImporterAssimp::_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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const String use_generic = "use_" + generic;
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_GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true);
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if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) {
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for (int32_t i = 0; i < exts.size(); i++) {
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r_extensions->push_back(exts[i]);
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}
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}
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}
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uint32_t EditorSceneImporterAssimp::get_import_flags() const {
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return IMPORT_SCENE;
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}
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void EditorSceneImporterAssimp::_bind_methods() {
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}
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Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
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Assimp::Importer importer;
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std::wstring w_path = ProjectSettings::get_singleton()->globalize_path(p_path).c_str();
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std::string s_path(w_path.begin(), w_path.end());
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importer.SetPropertyBool(AI_CONFIG_PP_FD_REMOVE, true);
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// Cannot remove pivot points because the static mesh will be in the wrong place
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importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false);
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int32_t max_bone_weights = 4;
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//if (p_flags & IMPORT_ANIMATION_EIGHT_WEIGHTS) {
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// const int eight_bones = 8;
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// importer.SetPropertyBool(AI_CONFIG_PP_LBW_MAX_WEIGHTS, eight_bones);
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// max_bone_weights = eight_bones;
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//}
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importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT);
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//importer.SetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD, 1.0f);
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int32_t post_process_Steps = aiProcess_CalcTangentSpace |
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aiProcess_GlobalScale | // imports models and listens to their file scale for CM to M conversions
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//aiProcess_FlipUVs |
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aiProcess_FlipWindingOrder | // very important for culling so that it is done in the correct order.
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//aiProcess_DropNormals |
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//aiProcess_GenSmoothNormals |
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//aiProcess_JoinIdenticalVertices |
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aiProcess_ImproveCacheLocality |
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//aiProcess_RemoveRedundantMaterials | // Causes a crash
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//aiProcess_SplitLargeMeshes |
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aiProcess_Triangulate |
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aiProcess_GenUVCoords |
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//aiProcess_FindDegenerates |
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//aiProcess_SortByPType |
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// aiProcess_FindInvalidData |
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aiProcess_TransformUVCoords |
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aiProcess_FindInstances |
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//aiProcess_FixInfacingNormals |
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aiProcess_ValidateDataStructure |
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aiProcess_OptimizeMeshes |
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//aiProcess_OptimizeGraph |
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//aiProcess_Debone |
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// aiProcess_EmbedTextures |
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//aiProcess_SplitByBoneCount |
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0;
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aiScene *scene = (aiScene *)importer.ReadFile(s_path.c_str(), post_process_Steps);
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ERR_EXPLAIN(String("Open Asset Import failed to open: ") + String(importer.GetErrorString()));
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ERR_FAIL_COND_V(scene == NULL, NULL);
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return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights);
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}
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template <class T>
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struct EditorSceneImporterAssetImportInterpolate {
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T lerp(const T &a, const T &b, float c) const {
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return a + (b - a) * c;
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}
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T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
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float t2 = t * t;
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float t3 = t2 * t;
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return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
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}
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T bezier(T start, T control_1, T control_2, T end, float t) {
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/* Formula from Wikipedia article on Bezier curves. */
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real_t omt = (1.0 - t);
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real_t omt2 = omt * omt;
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real_t omt3 = omt2 * omt;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
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}
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};
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//thank you for existing, partial specialization
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template <>
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struct EditorSceneImporterAssetImportInterpolate<Quat> {
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Quat lerp(const Quat &a, const Quat &b, float c) const {
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ERR_FAIL_COND_V(!a.is_normalized(), Quat());
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ERR_FAIL_COND_V(!b.is_normalized(), Quat());
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return a.slerp(b, c).normalized();
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}
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Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
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ERR_FAIL_COND_V(!p1.is_normalized(), Quat());
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ERR_FAIL_COND_V(!p2.is_normalized(), Quat());
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return p1.slerp(p2, c).normalized();
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}
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Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
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ERR_FAIL_COND_V(!start.is_normalized(), Quat());
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ERR_FAIL_COND_V(!end.is_normalized(), Quat());
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return start.slerp(end, t).normalized();
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}
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};
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template <class T>
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T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp) {
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//could use binary search, worth it?
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int idx = -1;
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for (int i = 0; i < p_times.size(); i++) {
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if (p_times[i] > p_time)
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break;
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idx++;
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}
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EditorSceneImporterAssetImportInterpolate<T> interp;
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switch (p_interp) {
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case AssetImportAnimation::INTERP_LINEAR: {
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if (idx == -1) {
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return p_values[0];
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} else if (idx >= p_times.size() - 1) {
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return p_values[p_times.size() - 1];
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}
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float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
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return interp.lerp(p_values[idx], p_values[idx + 1], c);
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} break;
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case AssetImportAnimation::INTERP_STEP: {
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if (idx == -1) {
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return p_values[0];
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} else if (idx >= p_times.size() - 1) {
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return p_values[p_times.size() - 1];
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}
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return p_values[idx];
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} break;
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case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
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if (idx == -1) {
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return p_values[1];
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} else if (idx >= p_times.size() - 1) {
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return p_values[1 + p_times.size() - 1];
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}
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float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
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return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
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} break;
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case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
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if (idx == -1) {
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return p_values[1];
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} else if (idx >= p_times.size() - 1) {
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return p_values[(p_times.size() - 1) * 3 + 1];
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}
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float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
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T from = p_values[idx * 3 + 1];
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T c1 = from + p_values[idx * 3 + 2];
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T to = p_values[idx * 3 + 4];
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T c2 = to + p_values[idx * 3 + 3];
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return interp.bezier(from, c1, c2, to, c);
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} break;
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}
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ERR_FAIL_V(p_values[0]);
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}
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Spatial *EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights) {
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ERR_FAIL_COND_V(scene == NULL, NULL);
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ImportState state;
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state.path = p_path;
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state.assimp_scene = scene;
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state.max_bone_weights = p_max_bone_weights;
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state.root = memnew(Spatial);
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state.fbx = false;
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state.animation_player = NULL;
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//fill light map cache
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for (size_t l = 0; l < scene->mNumLights; l++) {
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aiLight *ai_light = scene->mLights[l];
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ERR_CONTINUE(ai_light == NULL);
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state.light_cache[AssimpUtils::get_assimp_string(ai_light->mName)] = l;
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}
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//fill camera cache
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for (size_t c = 0; c < scene->mNumCameras; c++) {
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aiCamera *ai_camera = scene->mCameras[c];
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ERR_CONTINUE(ai_camera == NULL);
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state.camera_cache[AssimpUtils::get_assimp_string(ai_camera->mName)] = c;
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}
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if (scene->mRootNode) {
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//generate nodes
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for (uint32_t i = 0; i < scene->mRootNode->mNumChildren; i++) {
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_generate_node(state, NULL, scene->mRootNode->mChildren[i], state.root);
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}
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// finalize skeleton
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for (Map<Skeleton *, const Spatial *>::Element *key_value_pair = state.armature_skeletons.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
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Skeleton *skeleton = key_value_pair->key();
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// convert world to local for skeleton bone rests
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skeleton->localize_rests();
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}
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print_verbose("generating mesh phase from skeletal mesh");
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generate_mesh_phase_from_skeletal_mesh(state);
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}
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if (p_flags & IMPORT_ANIMATION && scene->mNumAnimations) {
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state.animation_player = memnew(AnimationPlayer);
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state.root->add_child(state.animation_player);
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state.animation_player->set_owner(state.root);
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for (uint32_t i = 0; i < scene->mNumAnimations; i++) {
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_import_animation(state, i, p_bake_fps);
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}
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}
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return state.root;
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}
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void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int p_track, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name) {
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const aiNodeAnim *assimp_track = assimp_anim->mChannels[p_track];
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//make transform track
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int track_idx = animation->get_track_count();
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animation->add_track(Animation::TYPE_TRANSFORM);
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animation->track_set_path(track_idx, p_path);
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//first determine animation length
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float increment = 1.0 / float(p_bake_fps);
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float time = 0.0;
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bool last = false;
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int skeleton_bone = -1;
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if (p_skeleton) {
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skeleton_bone = p_skeleton->find_bone(p_name);
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}
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Vector<Vector3> pos_values;
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Vector<float> pos_times;
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Vector<Vector3> scale_values;
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Vector<float> scale_times;
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Vector<Quat> rot_values;
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Vector<float> rot_times;
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for (size_t p = 0; p < assimp_track->mNumPositionKeys; p++) {
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aiVector3D pos = assimp_track->mPositionKeys[p].mValue;
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pos_values.push_back(Vector3(pos.x, pos.y, pos.z));
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pos_times.push_back(assimp_track->mPositionKeys[p].mTime / ticks_per_second);
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}
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for (size_t r = 0; r < assimp_track->mNumRotationKeys; r++) {
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aiQuaternion quat = assimp_track->mRotationKeys[r].mValue;
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rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized());
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rot_times.push_back(assimp_track->mRotationKeys[r].mTime / ticks_per_second);
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}
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for (size_t sc = 0; sc < assimp_track->mNumScalingKeys; sc++) {
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aiVector3D scale = assimp_track->mScalingKeys[sc].mValue;
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scale_values.push_back(Vector3(scale.x, scale.y, scale.z));
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scale_times.push_back(assimp_track->mScalingKeys[sc].mTime / ticks_per_second);
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}
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while (true) {
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Vector3 pos;
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Quat rot;
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Vector3 scale(1, 1, 1);
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if (pos_values.size()) {
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pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR);
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}
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if (rot_values.size()) {
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rot = _interpolate_track<Quat>(rot_times, rot_values, time, AssetImportAnimation::INTERP_LINEAR).normalized();
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}
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if (scale_values.size()) {
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scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR);
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}
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if (skeleton_bone >= 0) {
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Transform xform;
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xform.basis.set_quat_scale(rot, scale);
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xform.origin = pos;
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Transform rest_xform = p_skeleton->get_bone_rest(skeleton_bone);
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xform = rest_xform.affine_inverse() * xform;
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rot = xform.basis.get_rotation_quat();
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scale = xform.basis.get_scale();
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pos = xform.origin;
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}
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rot.normalize();
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animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR);
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animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
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if (last) { //done this way so a key is always inserted past the end (for proper interpolation)
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break;
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}
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time += increment;
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if (time >= animation->get_length()) {
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last = true;
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}
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}
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}
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// animation tracks are per bone
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void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_animation_index, int p_bake_fps) {
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ERR_FAIL_INDEX(p_animation_index, (int)state.assimp_scene->mNumAnimations);
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const aiAnimation *anim = state.assimp_scene->mAnimations[p_animation_index];
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String name = AssimpUtils::get_anim_string_from_assimp(anim->mName);
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if (name == String()) {
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name = "Animation " + itos(p_animation_index + 1);
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}
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float ticks_per_second = anim->mTicksPerSecond;
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if (state.assimp_scene->mMetaData != NULL && Math::is_equal_approx(ticks_per_second, 0.0f)) {
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int32_t time_mode = 0;
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state.assimp_scene->mMetaData->Get("TimeMode", time_mode);
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ticks_per_second = AssimpUtils::get_fbx_fps(time_mode, state.assimp_scene);
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}
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//?
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//if ((p_path.get_file().get_extension().to_lower() == "glb" || p_path.get_file().get_extension().to_lower() == "gltf") && Math::is_equal_approx(ticks_per_second, 0.0f)) {
|
|
// ticks_per_second = 1000.0f;
|
|
//}
|
|
|
|
if (Math::is_equal_approx(ticks_per_second, 0.0f)) {
|
|
ticks_per_second = 25.0f;
|
|
}
|
|
|
|
Ref<Animation> animation;
|
|
animation.instance();
|
|
animation->set_name(name);
|
|
animation->set_length(anim->mDuration / ticks_per_second);
|
|
|
|
//regular tracks
|
|
|
|
for (size_t i = 0; i < anim->mNumChannels; i++) {
|
|
const aiNodeAnim *track = anim->mChannels[i];
|
|
String node_name = AssimpUtils::get_assimp_string(track->mNodeName);
|
|
|
|
if (track->mNumRotationKeys == 0 && track->mNumPositionKeys == 0 && track->mNumScalingKeys == 0) {
|
|
continue; //do not bother
|
|
}
|
|
|
|
for (Map<Skeleton *, const Spatial *>::Element *key_value_pair = state.armature_skeletons.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
|
|
Skeleton *skeleton = key_value_pair->key();
|
|
|
|
bool is_bone = skeleton->find_bone(node_name) != -1;
|
|
//print_verbose("Bone " + node_name + " is bone? " + (is_bone ? "Yes" : "No"));
|
|
NodePath node_path;
|
|
|
|
if (is_bone) {
|
|
String path = state.root->get_path_to(skeleton);
|
|
path += ":" + node_name;
|
|
node_path = path;
|
|
} else {
|
|
ERR_CONTINUE(!state.node_map.has(node_name));
|
|
Node *node = state.node_map[node_name];
|
|
node_path = state.root->get_path_to(node);
|
|
}
|
|
|
|
_insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton, node_path, node_name);
|
|
}
|
|
}
|
|
|
|
//blend shape tracks
|
|
|
|
for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) {
|
|
|
|
const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i];
|
|
|
|
const String prop_name = AssimpUtils::get_assimp_string(anim_mesh->mName);
|
|
const String mesh_name = prop_name.split("*")[0];
|
|
|
|
ERR_CONTINUE(prop_name.split("*").size() != 2);
|
|
|
|
ERR_CONTINUE(!state.node_map.has(mesh_name));
|
|
|
|
const MeshInstance *mesh_instance = Object::cast_to<MeshInstance>(state.node_map[mesh_name]);
|
|
|
|
ERR_CONTINUE(mesh_instance == NULL);
|
|
|
|
String base_path = state.root->get_path_to(mesh_instance);
|
|
|
|
Ref<Mesh> mesh = mesh_instance->get_mesh();
|
|
ERR_CONTINUE(mesh.is_null());
|
|
|
|
//add the tracks for this mesh
|
|
int base_track = animation->get_track_count();
|
|
for (int j = 0; j < mesh->get_blend_shape_count(); j++) {
|
|
|
|
animation->add_track(Animation::TYPE_VALUE);
|
|
animation->track_set_path(base_track + j, base_path + ":blend_shapes/" + mesh->get_blend_shape_name(j));
|
|
}
|
|
|
|
for (size_t k = 0; k < anim_mesh->mNumKeys; k++) {
|
|
for (size_t j = 0; j < anim_mesh->mKeys[k].mNumValuesAndWeights; j++) {
|
|
|
|
float t = anim_mesh->mKeys[k].mTime / ticks_per_second;
|
|
float w = anim_mesh->mKeys[k].mWeights[j];
|
|
|
|
animation->track_insert_key(base_track + j, t, w);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (animation->get_track_count()) {
|
|
state.animation_player->add_animation(name, animation);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Mesh Generation from indices ? why do we need so much mesh code
|
|
// [debt needs looked into]
|
|
Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(
|
|
ImportState &state,
|
|
const Vector<int> &p_surface_indices,
|
|
const aiNode *assimp_node,
|
|
Skeleton *p_skeleton) {
|
|
|
|
Ref<ArrayMesh> mesh;
|
|
mesh.instance();
|
|
bool has_uvs = false;
|
|
|
|
Map<String, uint32_t> morph_mesh_string_lookup;
|
|
|
|
for (int i = 0; i < p_surface_indices.size(); i++) {
|
|
const unsigned int mesh_idx = p_surface_indices[0];
|
|
const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx];
|
|
for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
|
|
|
|
String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName);
|
|
if (!morph_mesh_string_lookup.has(ai_anim_mesh_name)) {
|
|
morph_mesh_string_lookup.insert(ai_anim_mesh_name, j);
|
|
mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
|
|
if (ai_anim_mesh_name.empty()) {
|
|
ai_anim_mesh_name = String("morph_") + itos(j);
|
|
}
|
|
mesh->add_blend_shape(ai_anim_mesh_name);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Process Vertex Weights
|
|
//
|
|
for (int i = 0; i < p_surface_indices.size(); i++) {
|
|
const unsigned int mesh_idx = p_surface_indices[i];
|
|
const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx];
|
|
|
|
Map<uint32_t, Vector<BoneInfo> > vertex_weights;
|
|
|
|
if (p_skeleton) {
|
|
for (size_t b = 0; b < ai_mesh->mNumBones; b++) {
|
|
aiBone *bone = ai_mesh->mBones[b];
|
|
String bone_name = AssimpUtils::get_assimp_string(bone->mName);
|
|
int bone_index = p_skeleton->find_bone(bone_name);
|
|
ERR_CONTINUE(bone_index == -1); //bone refers to an unexisting index, wtf.
|
|
|
|
for (size_t w = 0; w < bone->mNumWeights; w++) {
|
|
|
|
aiVertexWeight ai_weights = bone->mWeights[w];
|
|
|
|
BoneInfo bi;
|
|
|
|
uint32_t vertex_index = ai_weights.mVertexId;
|
|
bi.bone = bone_index;
|
|
bi.weight = ai_weights.mWeight;
|
|
|
|
if (!vertex_weights.has(vertex_index)) {
|
|
vertex_weights[vertex_index] = Vector<BoneInfo>();
|
|
}
|
|
|
|
vertex_weights[vertex_index].push_back(bi);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Create mesh from data from assimp
|
|
//
|
|
|
|
Ref<SurfaceTool> st;
|
|
st.instance();
|
|
st->begin(Mesh::PRIMITIVE_TRIANGLES);
|
|
|
|
for (size_t j = 0; j < ai_mesh->mNumVertices; j++) {
|
|
|
|
// Get the texture coordinates if they exist
|
|
if (ai_mesh->HasTextureCoords(0)) {
|
|
has_uvs = true;
|
|
st->add_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y));
|
|
}
|
|
|
|
if (ai_mesh->HasTextureCoords(1)) {
|
|
has_uvs = true;
|
|
st->add_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y));
|
|
}
|
|
|
|
// Assign vertex colors
|
|
if (ai_mesh->HasVertexColors(0)) {
|
|
Color color = Color(ai_mesh->mColors[0]->r, ai_mesh->mColors[0]->g, ai_mesh->mColors[0]->b, ai_mesh->mColors[0]->a);
|
|
st->add_color(color);
|
|
}
|
|
|
|
// Work out normal calculations? - this needs work it doesn't work properly on huestos
|
|
if (ai_mesh->mNormals != NULL) {
|
|
const aiVector3D normals = ai_mesh->mNormals[j];
|
|
const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
|
|
st->add_normal(godot_normal);
|
|
if (ai_mesh->HasTangentsAndBitangents()) {
|
|
const aiVector3D tangents = ai_mesh->mTangents[j];
|
|
const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z);
|
|
const aiVector3D bitangent = ai_mesh->mBitangents[j];
|
|
const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
|
|
float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
|
|
st->add_tangent(Plane(tangents.x, tangents.y, tangents.z, d));
|
|
}
|
|
}
|
|
|
|
// We have vertex weights right?
|
|
if (vertex_weights.has(j)) {
|
|
|
|
Vector<BoneInfo> bone_info = vertex_weights[j];
|
|
Vector<int> bones;
|
|
bones.resize(bone_info.size());
|
|
Vector<float> weights;
|
|
weights.resize(bone_info.size());
|
|
|
|
// todo? do we really need to loop over all bones? - assimp may have helper to find all influences on this vertex.
|
|
for (int k = 0; k < bone_info.size(); k++) {
|
|
bones.write[k] = bone_info[k].bone;
|
|
weights.write[k] = bone_info[k].weight;
|
|
}
|
|
|
|
st->add_bones(bones);
|
|
st->add_weights(weights);
|
|
}
|
|
|
|
// Assign vertex
|
|
const aiVector3D pos = ai_mesh->mVertices[j];
|
|
|
|
// note we must include node offset transform as this is relative to world space not local space.
|
|
Vector3 godot_pos = Vector3(pos.x, pos.y, pos.z);
|
|
st->add_vertex(godot_pos);
|
|
}
|
|
|
|
// fire replacement for face handling
|
|
for (size_t j = 0; j < ai_mesh->mNumFaces; j++) {
|
|
const aiFace face = ai_mesh->mFaces[j];
|
|
for (unsigned int k = 0; k < face.mNumIndices; k++) {
|
|
st->add_index(face.mIndices[k]);
|
|
}
|
|
}
|
|
|
|
if (ai_mesh->HasTangentsAndBitangents() == false && has_uvs) {
|
|
st->generate_tangents();
|
|
}
|
|
|
|
aiMaterial *ai_material = state.assimp_scene->mMaterials[ai_mesh->mMaterialIndex];
|
|
Ref<SpatialMaterial> mat;
|
|
mat.instance();
|
|
|
|
int32_t mat_two_sided = 0;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) {
|
|
if (mat_two_sided > 0) {
|
|
mat->set_cull_mode(SpatialMaterial::CULL_DISABLED);
|
|
}
|
|
}
|
|
|
|
const String mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mName);
|
|
aiString mat_name;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) {
|
|
mat->set_name(AssimpUtils::get_assimp_string(mat_name));
|
|
}
|
|
|
|
// Culling handling for meshes
|
|
|
|
// cull all back faces
|
|
mat->set_cull_mode(SpatialMaterial::CULL_BACK);
|
|
|
|
// Now process materials
|
|
aiTextureType base_color = aiTextureType_BASE_COLOR;
|
|
{
|
|
String filename, path;
|
|
AssimpImageData image_data;
|
|
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, base_color, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
|
|
// anything transparent must be culled
|
|
if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
|
|
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
|
|
mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
|
|
mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode
|
|
}
|
|
|
|
mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_diffuse = aiTextureType_DIFFUSE;
|
|
{
|
|
String filename, path;
|
|
AssimpImageData image_data;
|
|
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_diffuse, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
|
|
// anything transparent must be culled
|
|
if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
|
|
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
|
|
mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
|
|
mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode
|
|
}
|
|
|
|
mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, image_data.texture);
|
|
}
|
|
|
|
aiColor4D clr_diffuse;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) {
|
|
if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) {
|
|
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
|
|
mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
|
|
mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode
|
|
}
|
|
mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a));
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_normal = aiTextureType_NORMALS;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
|
|
} else {
|
|
aiString texture_path;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, AI_PROPERTIES, texture_path)) {
|
|
if (AssimpUtils::CreateAssimpTexture(state, texture_path, filename, path, image_data)) {
|
|
mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_normal_camera = aiTextureType_NORMAL_CAMERA;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal_camera, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_emission_color = aiTextureType_EMISSION_COLOR;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emission_color, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_metalness = aiTextureType_METALNESS;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_metalness, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_roughness = aiTextureType_DIFFUSE_ROUGHNESS;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_emissive = aiTextureType_EMISSIVE;
|
|
{
|
|
String filename = "";
|
|
String path = "";
|
|
Ref<Image> texture;
|
|
AssimpImageData image_data;
|
|
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emissive, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, image_data.texture);
|
|
} else {
|
|
// Process emission textures
|
|
aiString texture_emissive_path;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE, AI_PROPERTIES, texture_emissive_path)) {
|
|
if (AssimpUtils::CreateAssimpTexture(state, texture_emissive_path, filename, path, image_data)) {
|
|
mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, image_data.texture);
|
|
}
|
|
} else {
|
|
float pbr_emission = 0.0f;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR, AI_NULL, pbr_emission)) {
|
|
mat->set_emission(Color(pbr_emission, pbr_emission, pbr_emission, 1.0f));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_specular = aiTextureType_SPECULAR;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_specular, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_ao_map = aiTextureType_AMBIENT_OCCLUSION;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_ao_map, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(SpatialMaterial::FEATURE_AMBIENT_OCCLUSION, true);
|
|
mat->set_texture(SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION, image_data.texture);
|
|
}
|
|
}
|
|
|
|
Array array_mesh = st->commit_to_arrays();
|
|
Array morphs;
|
|
morphs.resize(ai_mesh->mNumAnimMeshes);
|
|
Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
|
|
|
|
for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
|
|
|
|
String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName);
|
|
|
|
if (ai_anim_mesh_name.empty()) {
|
|
ai_anim_mesh_name = String("morph_") + itos(j);
|
|
}
|
|
|
|
Array array_copy;
|
|
array_copy.resize(VisualServer::ARRAY_MAX);
|
|
|
|
for (int l = 0; l < VisualServer::ARRAY_MAX; l++) {
|
|
array_copy[l] = array_mesh[l].duplicate(true);
|
|
}
|
|
|
|
const size_t num_vertices = ai_mesh->mAnimMeshes[j]->mNumVertices;
|
|
array_copy[Mesh::ARRAY_INDEX] = Variant();
|
|
if (ai_mesh->mAnimMeshes[j]->HasPositions()) {
|
|
PoolVector3Array vertices;
|
|
vertices.resize(num_vertices);
|
|
for (size_t l = 0; l < num_vertices; l++) {
|
|
const aiVector3D ai_pos = ai_mesh->mAnimMeshes[j]->mVertices[l];
|
|
Vector3 position = Vector3(ai_pos.x, ai_pos.y, ai_pos.z);
|
|
vertices.write()[l] = position;
|
|
}
|
|
PoolVector3Array new_vertices = array_copy[VisualServer::ARRAY_VERTEX].duplicate(true);
|
|
ERR_CONTINUE(vertices.size() != new_vertices.size());
|
|
for (int32_t l = 0; l < new_vertices.size(); l++) {
|
|
PoolVector3Array::Write w = new_vertices.write();
|
|
w[l] = vertices[l];
|
|
}
|
|
array_copy[VisualServer::ARRAY_VERTEX] = new_vertices;
|
|
}
|
|
|
|
int32_t color_set = 0;
|
|
if (ai_mesh->mAnimMeshes[j]->HasVertexColors(color_set)) {
|
|
PoolColorArray colors;
|
|
colors.resize(num_vertices);
|
|
for (size_t l = 0; l < num_vertices; l++) {
|
|
const aiColor4D ai_color = ai_mesh->mAnimMeshes[j]->mColors[color_set][l];
|
|
Color color = Color(ai_color.r, ai_color.g, ai_color.b, ai_color.a);
|
|
colors.write()[l] = color;
|
|
}
|
|
PoolColorArray new_colors = array_copy[VisualServer::ARRAY_COLOR].duplicate(true);
|
|
ERR_CONTINUE(colors.size() != new_colors.size());
|
|
for (int32_t l = 0; l < colors.size(); l++) {
|
|
PoolColorArray::Write w = new_colors.write();
|
|
w[l] = colors[l];
|
|
}
|
|
array_copy[VisualServer::ARRAY_COLOR] = new_colors;
|
|
}
|
|
|
|
if (ai_mesh->mAnimMeshes[j]->HasNormals()) {
|
|
PoolVector3Array normals;
|
|
normals.resize(num_vertices);
|
|
for (size_t l = 0; l < num_vertices; l++) {
|
|
const aiVector3D ai_normal = ai_mesh->mAnimMeshes[j]->mNormals[l];
|
|
Vector3 normal = Vector3(ai_normal.x, ai_normal.y, ai_normal.z);
|
|
normals.write()[l] = normal;
|
|
}
|
|
PoolVector3Array new_normals = array_copy[VisualServer::ARRAY_NORMAL].duplicate(true);
|
|
ERR_CONTINUE(normals.size() != new_normals.size());
|
|
for (int l = 0; l < normals.size(); l++) {
|
|
PoolVector3Array::Write w = new_normals.write();
|
|
w[l] = normals[l];
|
|
}
|
|
array_copy[VisualServer::ARRAY_NORMAL] = new_normals;
|
|
}
|
|
|
|
if (ai_mesh->mAnimMeshes[j]->HasTangentsAndBitangents()) {
|
|
PoolColorArray tangents;
|
|
tangents.resize(num_vertices);
|
|
PoolColorArray::Write w = tangents.write();
|
|
for (size_t l = 0; l < num_vertices; l++) {
|
|
AssimpUtils::calc_tangent_from_mesh(ai_mesh, j, l, l, w);
|
|
}
|
|
PoolRealArray new_tangents = array_copy[VisualServer::ARRAY_TANGENT].duplicate(true);
|
|
ERR_CONTINUE(new_tangents.size() != tangents.size() * 4);
|
|
for (int32_t l = 0; l < tangents.size(); l++) {
|
|
new_tangents.write()[l + 0] = tangents[l].r;
|
|
new_tangents.write()[l + 1] = tangents[l].g;
|
|
new_tangents.write()[l + 2] = tangents[l].b;
|
|
new_tangents.write()[l + 3] = tangents[l].a;
|
|
}
|
|
array_copy[VisualServer::ARRAY_TANGENT] = new_tangents;
|
|
}
|
|
|
|
morphs[j] = array_copy;
|
|
}
|
|
mesh->add_surface_from_arrays(primitive, array_mesh, morphs);
|
|
mesh->surface_set_material(i, mat);
|
|
mesh->surface_set_name(i, AssimpUtils::get_assimp_string(ai_mesh->mName));
|
|
}
|
|
|
|
return mesh;
|
|
}
|
|
|
|
/* to be moved into assimp */
|
|
aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) {
|
|
for (unsigned int mesh_id = 0; mesh_id < scene->mNumMeshes; ++mesh_id) {
|
|
aiMesh *mesh = scene->mMeshes[mesh_id];
|
|
|
|
// iterate over all the bones on the mesh for this node only!
|
|
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
|
|
|
|
aiBone *bone = mesh->mBones[boneIndex];
|
|
if (bone->mName == bone_name) {
|
|
printf("matched bone by name: %s\n", bone->mName.C_Str());
|
|
return bone;
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Create a new mesh for the node supplied
|
|
*/
|
|
void EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *current_node, Node *parent_node, Transform node_transform) {
|
|
/* MESH NODE */
|
|
Ref<Mesh> mesh;
|
|
Skeleton *skeleton = NULL;
|
|
// see if we have mesh cache for this.
|
|
Vector<int> surface_indices;
|
|
for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) {
|
|
int mesh_index = assimp_node->mMeshes[i];
|
|
aiMesh *ai_mesh = state.assimp_scene->mMeshes[assimp_node->mMeshes[i]];
|
|
|
|
// Map<aiBone*, Skeleton*> // this is what we need
|
|
if (ai_mesh->mNumBones > 0) {
|
|
// we only need the first bone to retrieve the skeleton
|
|
const aiBone *first = ai_mesh->mBones[0];
|
|
|
|
ERR_FAIL_COND(first == NULL);
|
|
|
|
Map<const aiBone *, Skeleton *>::Element *match = state.bone_to_skeleton_lookup.find(first);
|
|
if (match != NULL) {
|
|
skeleton = match->value();
|
|
|
|
if (skeleton == NULL) {
|
|
print_error("failed to find bone skeleton for bone: " + AssimpUtils::get_assimp_string(first->mName));
|
|
} else {
|
|
print_verbose("successfully found skeleton for first bone on mesh, can properly handle animations now!");
|
|
}
|
|
// I really need the skeleton and bone to be known as this is something flaky in model exporters.
|
|
ERR_FAIL_COND(skeleton == NULL); // should not happen if bone was successfully created in previous step.
|
|
}
|
|
}
|
|
surface_indices.push_back(mesh_index);
|
|
}
|
|
|
|
surface_indices.sort();
|
|
String mesh_key;
|
|
for (int i = 0; i < surface_indices.size(); i++) {
|
|
if (i > 0) {
|
|
mesh_key += ":";
|
|
}
|
|
mesh_key += itos(surface_indices[i]);
|
|
}
|
|
|
|
if (!state.mesh_cache.has(mesh_key)) {
|
|
mesh = _generate_mesh_from_surface_indices(state, surface_indices, assimp_node, skeleton);
|
|
state.mesh_cache[mesh_key] = mesh;
|
|
}
|
|
|
|
//Transform transform = recursive_state.node_transform;
|
|
|
|
// we must unfortunately overwrite mesh and skeleton transform with armature data
|
|
if (skeleton != NULL) {
|
|
print_verbose("Applying mesh and skeleton to armature");
|
|
// required for blender, maya etc
|
|
Map<Skeleton *, const Spatial *>::Element *match = state.armature_skeletons.find(skeleton);
|
|
node_transform = match->value()->get_transform();
|
|
}
|
|
|
|
MeshInstance *mesh_node = memnew(MeshInstance);
|
|
mesh = state.mesh_cache[mesh_key];
|
|
mesh_node->set_mesh(mesh);
|
|
|
|
attach_new_node(state,
|
|
mesh_node,
|
|
assimp_node,
|
|
parent_node,
|
|
node_name,
|
|
node_transform);
|
|
|
|
// set this once and for all
|
|
if (skeleton != NULL) {
|
|
// root must be informed of its new child
|
|
parent_node->add_child(skeleton);
|
|
|
|
// owner must be set after adding to tree
|
|
skeleton->set_owner(state.root);
|
|
|
|
skeleton->set_transform(node_transform);
|
|
|
|
// must be done after added to tree
|
|
mesh_node->set_skeleton_path(mesh_node->get_path_to(skeleton));
|
|
}
|
|
}
|
|
|
|
/** generate_mesh_phase_from_skeletal_mesh
|
|
* This must be executed after generate_nodes because the skeleton doesn't exist until that has completed the first pass
|
|
*/
|
|
void EditorSceneImporterAssimp::generate_mesh_phase_from_skeletal_mesh(ImportState &state) {
|
|
// prevent more than one skeleton existing per mesh
|
|
// * multiple root bones have this
|
|
// * this simply filters the node out if it has already been added then references the skeleton so we know the actual skeleton for this node
|
|
for (Map<const aiNode *, const Node *>::Element *key_value_pair = state.assimp_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
|
|
const aiNode *assimp_node = key_value_pair->key();
|
|
Node *current_node = (Node *)key_value_pair->value();
|
|
Node *parent_node = current_node->get_parent();
|
|
|
|
ERR_CONTINUE(assimp_node == NULL);
|
|
ERR_CONTINUE(parent_node == NULL);
|
|
|
|
String node_name = AssimpUtils::get_assimp_string(assimp_node->mName);
|
|
Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation);
|
|
|
|
if (assimp_node->mNumMeshes > 0) {
|
|
create_mesh(state, assimp_node, node_name, current_node, parent_node, node_transform);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* attach_new_node
|
|
* configures node, assigns parent node
|
|
**/
|
|
void EditorSceneImporterAssimp::attach_new_node(ImportState &state, Spatial *new_node, const aiNode *node, Node *parent_node, String Name, Transform &transform) {
|
|
ERR_FAIL_COND(new_node == NULL);
|
|
ERR_FAIL_COND(node == NULL);
|
|
ERR_FAIL_COND(parent_node == NULL);
|
|
ERR_FAIL_COND(state.root == NULL);
|
|
|
|
// assign properties to new godot note
|
|
new_node->set_name(Name);
|
|
new_node->set_transform(transform);
|
|
|
|
// add element as child to parent
|
|
parent_node->add_child(new_node);
|
|
|
|
// owner must be set after
|
|
new_node->set_owner(state.root);
|
|
|
|
// cache node mapping results by name and then by aiNode*
|
|
state.node_map[Name] = new_node;
|
|
state.assimp_node_map[node] = new_node;
|
|
}
|
|
|
|
/**
|
|
* Create a light for the scene
|
|
* Automatically caches lights for lookup later
|
|
*/
|
|
void EditorSceneImporterAssimp::create_light(ImportState &state, RecursiveState &recursive_state) {
|
|
Light *light = NULL;
|
|
aiLight *ai_light = state.assimp_scene->mLights[state.light_cache[recursive_state.node_name]];
|
|
ERR_FAIL_COND(!ai_light);
|
|
|
|
if (ai_light->mType == aiLightSource_DIRECTIONAL) {
|
|
light = memnew(DirectionalLight);
|
|
Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z);
|
|
dir.normalize();
|
|
Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z);
|
|
Vector3 up = Vector3(ai_light->mUp.x, ai_light->mUp.y, ai_light->mUp.z);
|
|
up.normalize();
|
|
|
|
Transform light_transform;
|
|
light_transform.set_look_at(pos, pos + dir, up);
|
|
|
|
recursive_state.node_transform *= light_transform;
|
|
|
|
} else if (ai_light->mType == aiLightSource_POINT) {
|
|
light = memnew(OmniLight);
|
|
Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z);
|
|
Transform xform;
|
|
xform.origin = pos;
|
|
|
|
recursive_state.node_transform *= xform;
|
|
|
|
light->set_transform(xform);
|
|
|
|
//light->set_param(Light::PARAM_ATTENUATION, 1);
|
|
} else if (ai_light->mType == aiLightSource_SPOT) {
|
|
light = memnew(SpotLight);
|
|
|
|
Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z);
|
|
dir.normalize();
|
|
Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z);
|
|
Vector3 up = Vector3(ai_light->mUp.x, ai_light->mUp.y, ai_light->mUp.z);
|
|
up.normalize();
|
|
|
|
Transform light_transform;
|
|
light_transform.set_look_at(pos, pos + dir, up);
|
|
recursive_state.node_transform *= light_transform;
|
|
|
|
//light->set_param(Light::PARAM_ATTENUATION, 0.0f);
|
|
}
|
|
ERR_FAIL_COND(light == NULL);
|
|
|
|
light->set_color(Color(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b));
|
|
recursive_state.new_node = light;
|
|
|
|
attach_new_node(state,
|
|
recursive_state.new_node,
|
|
recursive_state.assimp_node,
|
|
recursive_state.parent_node,
|
|
recursive_state.node_name,
|
|
recursive_state.node_transform);
|
|
}
|
|
|
|
/**
|
|
* Create camera for the scene
|
|
*/
|
|
void EditorSceneImporterAssimp::create_camera(ImportState &state, RecursiveState &recursive_state) {
|
|
aiCamera *ai_camera = state.assimp_scene->mCameras[state.camera_cache[recursive_state.node_name]];
|
|
ERR_FAIL_COND(!ai_camera);
|
|
|
|
Camera *camera = memnew(Camera);
|
|
|
|
float near = ai_camera->mClipPlaneNear;
|
|
if (Math::is_equal_approx(near, 0.0f)) {
|
|
near = 0.1f;
|
|
}
|
|
camera->set_perspective(Math::rad2deg(ai_camera->mHorizontalFOV) * 2.0f, near, ai_camera->mClipPlaneFar);
|
|
|
|
Vector3 pos = Vector3(ai_camera->mPosition.x, ai_camera->mPosition.y, ai_camera->mPosition.z);
|
|
Vector3 look_at = Vector3(ai_camera->mLookAt.y, ai_camera->mLookAt.x, ai_camera->mLookAt.z).normalized();
|
|
Vector3 up = Vector3(ai_camera->mUp.x, ai_camera->mUp.y, ai_camera->mUp.z);
|
|
|
|
Transform xform;
|
|
xform.set_look_at(pos, look_at, up);
|
|
|
|
recursive_state.new_node = camera;
|
|
|
|
attach_new_node(state,
|
|
recursive_state.new_node,
|
|
recursive_state.assimp_node,
|
|
recursive_state.parent_node,
|
|
recursive_state.node_name,
|
|
recursive_state.node_transform);
|
|
}
|
|
|
|
/**
|
|
* Create Bone
|
|
* Create a bone in the scene
|
|
*/
|
|
void EditorSceneImporterAssimp::create_bone(ImportState &state, RecursiveState &recursive_state) {
|
|
// for each armature node we must make a new skeleton but ensure it
|
|
// has a bone in the child to ensure we don't make too many
|
|
// the reason you must do this is because a skeleton exists per mesh?
|
|
// and duplicate bone names are very bad for determining what is going on.
|
|
aiBone *parent_bone_assimp = get_bone_by_name(state.assimp_scene, recursive_state.assimp_node->mParent->mName);
|
|
|
|
// set to true when you want to use skeleton reference from cache.
|
|
bool do_not_create_armature = false;
|
|
|
|
// prevent more than one skeleton existing per mesh
|
|
// * multiple root bones have this
|
|
// * this simply filters the node out if it has already been added then references the skeleton so we know the actual skeleton for this node
|
|
for (Map<Skeleton *, const Spatial *>::Element *key_value_pair = state.armature_skeletons.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
|
|
if (key_value_pair->value() == recursive_state.parent_node) {
|
|
// apply the skeleton for this mesh
|
|
recursive_state.skeleton = key_value_pair->key();
|
|
|
|
// force this off
|
|
do_not_create_armature = true;
|
|
}
|
|
}
|
|
|
|
// check if parent was a bone
|
|
// if parent was not a bone this is the first bone.
|
|
// therefore parent is the 'armature'?
|
|
// also for multi root bone support make sure we don't already have the skeleton cached.
|
|
// if we do we must merge them - as this is all godot supports right now.
|
|
if (!parent_bone_assimp && recursive_state.skeleton == NULL && !do_not_create_armature) {
|
|
// create new skeleton on the root.
|
|
recursive_state.skeleton = memnew(Skeleton);
|
|
|
|
ERR_FAIL_COND(state.root == NULL);
|
|
ERR_FAIL_COND(recursive_state.skeleton == NULL);
|
|
|
|
print_verbose("Parent armature node is called " + recursive_state.parent_node->get_name());
|
|
// store root node for this skeleton / used in animation playback and bone detection.
|
|
|
|
state.armature_skeletons.insert(recursive_state.skeleton, Object::cast_to<Spatial>(recursive_state.parent_node));
|
|
|
|
//skeleton->set_use_bones_in_world_transform(true);
|
|
print_verbose("Created new FBX skeleton for armature node");
|
|
}
|
|
|
|
ERR_FAIL_COND_MSG(recursive_state.skeleton == NULL, "Mesh has invalid armature detection - report this");
|
|
|
|
// this transform is a bone
|
|
recursive_state.skeleton->add_bone(recursive_state.node_name);
|
|
|
|
//ERR_FAIL_COND(recursive_state.skeleton->get_name() == "");
|
|
print_verbose("Bone added to lookup: " + AssimpUtils::get_assimp_string(recursive_state.bone->mName));
|
|
print_verbose("Skeleton attached to: " + recursive_state.skeleton->get_name());
|
|
// make sure to write the bone lookup inverse so we can retrieve the mesh for this bone later
|
|
state.bone_to_skeleton_lookup.insert(recursive_state.bone, recursive_state.skeleton);
|
|
|
|
Transform xform = AssimpUtils::assimp_matrix_transform(recursive_state.bone->mOffsetMatrix);
|
|
recursive_state.skeleton->set_bone_rest(recursive_state.skeleton->get_bone_count() - 1, xform.affine_inverse());
|
|
|
|
// get parent node of assimp node
|
|
const aiNode *parent_node_assimp = recursive_state.assimp_node->mParent;
|
|
|
|
// ensure we have a parent
|
|
if (parent_node_assimp != NULL) {
|
|
int parent_bone_id = recursive_state.skeleton->find_bone(AssimpUtils::get_assimp_string(parent_node_assimp->mName));
|
|
int current_bone_id = recursive_state.skeleton->find_bone(recursive_state.node_name);
|
|
print_verbose("Parent bone id " + itos(parent_bone_id) + " current bone id" + itos(current_bone_id));
|
|
print_verbose("Bone debug: " + AssimpUtils::get_assimp_string(parent_node_assimp->mName));
|
|
recursive_state.skeleton->set_bone_parent(current_bone_id, parent_bone_id);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Generate node
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* Recursive call to iterate over all nodes
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*/
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void EditorSceneImporterAssimp::_generate_node(
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ImportState &state,
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Skeleton *skeleton,
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const aiNode *assimp_node, Node *parent_node) {
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// sanity check
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ERR_FAIL_COND(state.root == NULL);
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ERR_FAIL_COND(state.assimp_scene == NULL);
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ERR_FAIL_COND(assimp_node == NULL);
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ERR_FAIL_COND(parent_node == NULL);
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Spatial *new_node = NULL;
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String node_name = AssimpUtils::get_assimp_string(assimp_node->mName);
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Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation);
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// can safely return null - is this node a bone?
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aiBone *bone = get_bone_by_name(state.assimp_scene, assimp_node->mName);
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// out arguments helper - for pushing state down into creation functions
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RecursiveState recursive_state(node_transform, skeleton, new_node, node_name, assimp_node, parent_node, bone);
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// Creation code
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if (state.light_cache.has(node_name)) {
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create_light(state, recursive_state);
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} else if (state.camera_cache.has(node_name)) {
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create_camera(state, recursive_state);
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} else if (bone != NULL) {
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create_bone(state, recursive_state);
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} else {
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//generic node
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recursive_state.new_node = memnew(Spatial);
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attach_new_node(state,
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recursive_state.new_node,
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recursive_state.assimp_node,
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recursive_state.parent_node,
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recursive_state.node_name,
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recursive_state.node_transform);
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}
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// recurse into all child elements
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for (size_t i = 0; i < recursive_state.assimp_node->mNumChildren; i++) {
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_generate_node(state, recursive_state.skeleton, recursive_state.assimp_node->mChildren[i],
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recursive_state.new_node != NULL ? recursive_state.new_node : recursive_state.parent_node);
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}
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}
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