e3ef7f214a
FBX support and MMD (pmx) support. Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX. Maya FBX Stingray PBS support. Importing FBX static meshes work. Importing FBX animations is a work in progress. Supports FBX 4 bone influence animations. Supports FBX blend shapes. MMDs do not have an associated animation import yet. Sponsored by IMVU Inc.
207 lines
12 KiB
C++
207 lines
12 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_assimp.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) 2007-2019 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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#ifndef EDITOR_SCENE_IMPORTER_ASSIMP_H
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#define EDITOR_SCENE_IMPORTER_ASSIMP_H
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#ifdef TOOLS_ENABLED
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#include "core/bind/core_bind.h"
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#include "core/io/resource_importer.h"
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#include "core/vector.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.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.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 "assimp/DefaultLogger.hpp"
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#include "assimp/LogStream.hpp"
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#include "assimp/Logger.hpp"
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#include "assimp/matrix4x4.h"
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#include "assimp/scene.h"
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#include "assimp/types.h"
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class AssimpStream : public Assimp::LogStream {
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public:
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// Constructor
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AssimpStream();
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// Destructor
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~AssimpStream();
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// Write something using your own functionality
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void write(const char *message);
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};
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#define AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR "$raw.Maya|baseColor", 0, 0
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#define AI_MATKEY_FBX_MAYA_METALNESS_FACTOR "$raw.Maya|metalness", 0, 0
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#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR "$raw.Maya|diffuseRoughness", 0, 0
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#define AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE "$raw.Maya|metalness|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_METALNESS_UV_XFORM "$raw.Maya|metalness|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE "$raw.Maya|diffuseRoughness|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_UV_XFORM "$raw.Maya|diffuseRoughness|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE "$raw.Maya|baseColor|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM "$raw.Maya|baseColor|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_DISPLACEMENT_SCALING_FACTOR "$raw.Maya|displacementscaling", 0, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR "$raw.Maya|base_color", 0, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR "$raw.Maya|emissive", 0, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR "$raw.Maya|metallic", 0, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR "$raw.Maya|roughness", 0, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR "$raw.Maya|emissive_intensity", 0, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE "$raw.Maya|TEX_normal_map|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_UV_XFORM "$raw.Maya|TEX_normal_map|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE "$raw.Maya|TEX_color_map|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM "$raw.Maya|TEX_color_map|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE "$raw.Maya|TEX_metallic_map|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_UV_XFORM "$raw.Maya|TEX_metallic_map|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE "$raw.Maya|TEX_roughness_map|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_UV_XFORM "$raw.Maya|TEX_roughness_map|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE "$raw.Maya|TEX_emissive_map|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_UV_XFORM "$raw.Maya|TEX_emissive_map|uvtrafo", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_TEXTURE "$raw.Maya|TEX_ao_map|file", aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_UV_XFORM "$raw.Maya|TEX_ao_map|uvtrafo", aiTextureType_UNKNOWN, 0
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class EditorSceneImporterAssimp : public EditorSceneImporter {
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private:
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GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter);
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const String ASSIMP_FBX_KEY = "_$AssimpFbx$";
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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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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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Spatial *_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
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void _fill_kept_node(Set<Node *> &keep_nodes);
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String _find_skeleton_bone_root(Map<Skeleton *, MeshInstance *> &skeletons, Map<MeshInstance *, String> &meshes, Spatial *root);
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void _set_bone_parent(Skeleton *s, Node *p_owner, aiNode *p_node);
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Transform _get_global_ai_node_transform(const aiScene *p_scene, const aiNode *p_current_node);
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void _generate_node_bone(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const String p_path, const int32_t p_max_bone_weights);
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void _generate_node_bone_parents(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const MeshInstance *p_mi);
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void _calculate_skeleton_root(Skeleton *s, const aiScene *p_scene, aiNode *&p_ai_skeleton_root, Map<String, bool> &mesh_bones, const aiNode *p_node);
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void _fill_skeleton(const aiScene *p_scene, const aiNode *p_node, Spatial *p_current, Node *p_owner, Skeleton *p_skeleton, const Map<String, bool> p_mesh_bones, const Map<String, Transform> &p_bone_rests, Set<String> p_tracks, const String p_path, Set<String> &r_removed_bones);
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void _keep_node(const String &p_path, Node *p_current, Node *p_owner, Set<Node *> &r_keep_nodes);
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void _filter_node(const String &p_path, Node *p_current, Node *p_owner, const Set<Node *> p_keep_nodes, Set<String> &r_removed_nodes);
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void _generate_node(const String &p_path, const aiScene *p_scene, const aiNode *p_node, Node *p_parent, Node *p_owner, Set<String> &r_bone_name, Set<String> p_light_names, Set<String> p_camera_names, Map<Skeleton *, MeshInstance *> &r_skeletons, const Map<String, Transform> &p_bone_rests, Vector<MeshInstance *> &r_mesh_instances, int32_t &r_mesh_count, Skeleton *p_skeleton, const int32_t p_max_bone_weights, Set<String> &r_removed_bones, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names);
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aiNode *_ai_find_node(aiNode *ai_child_node, const String bone_name);
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Transform _format_rot_xform(const String p_path, const aiScene *p_scene);
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void _get_track_set(const aiScene *p_scene, Set<String> &tracks);
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void _insert_animation_track(const aiScene *p_scene, const String p_path, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, float length, const Skeleton *sk, const aiNodeAnim *track, String node_name, NodePath node_path);
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void _add_mesh_to_mesh_instance(const aiNode *p_node, const aiScene *p_scene, Skeleton *s, const String &p_path, MeshInstance *p_mesh_instance, Node *p_owner, Set<String> &r_bone_name, int32_t &r_mesh_count, int32_t p_max_bone_weights, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names);
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Ref<Texture> _load_texture(const aiScene *p_scene, String p_path);
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void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w);
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void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<Texture> texture);
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void _find_texture_path(const String &p_path, String &path, bool &r_found);
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void _find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension);
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String _ai_string_to_string(const aiString p_string) const;
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String _ai_anim_string_to_string(const aiString p_string) const;
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String _ai_raw_string_to_string(const aiString p_string) const;
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void _import_animation(const String p_path, const Vector<MeshInstance *> p_meshes, const aiScene *p_scene, AnimationPlayer *ap, int32_t p_index, int p_bake_fps, Map<Skeleton *, MeshInstance *> p_skeletons, const Set<String> p_removed_nodes, const Set<String> removed_bones, const Map<String, Map<uint32_t, String> > p_path_morph_mesh_names);
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void _insert_pivot_anim_track(const Vector<MeshInstance *> p_meshes, const String p_node_name, Vector<const aiNodeAnim *> F, AnimationPlayer *ap, Skeleton *sk, float &length, float ticks_per_second, Ref<Animation> animation, int p_bake_fps, const String &p_path, const aiScene *p_scene);
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float _get_fbx_fps(int32_t time_mode, const aiScene *p_scene);
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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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const Transform _ai_matrix_transform(const aiMatrix4x4 p_matrix);
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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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struct ImportFormat {
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Vector<String> extensions;
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bool is_default;
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};
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protected:
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static void _bind_methods();
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public:
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EditorSceneImporterAssimp() {
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Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE);
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unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn;
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Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity);
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}
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~EditorSceneImporterAssimp() {
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Assimp::DefaultLogger::kill();
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}
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virtual void get_extensions(List<String> *r_extensions) const;
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virtual uint32_t get_import_flags() const;
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virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = NULL);
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
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};
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#endif
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#endif
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