Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-20 19:00:16 +02:00
/*************************************************************************/
/* FBXMeshGeometry.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/*
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*/
/** @file FBXMeshGeometry.cpp
* @ brief Assimp : : FBX : : MeshGeometry implementation
*/
# include <functional>
# include "FBXDocument.h"
# include "FBXDocumentUtil.h"
# include "FBXImportSettings.h"
# include "FBXMeshGeometry.h"
# include "core/math/vector3.h"
namespace FBXDocParser {
using namespace Util ;
// ------------------------------------------------------------------------------------------------
Geometry : : Geometry ( uint64_t id , const ElementPtr element , const std : : string & name , const Document & doc ) :
Object ( id , element , name ) , skin ( ) {
const std : : vector < const Connection * > & conns = doc . GetConnectionsByDestinationSequenced ( ID ( ) , " Deformer " ) ;
for ( const Connection * con : conns ) {
const Skin * sk = ProcessSimpleConnection < Skin > ( * con , false , " Skin -> Geometry " , element ) ;
if ( sk ) {
skin = sk ;
}
const BlendShape * bsp = ProcessSimpleConnection < BlendShape > ( * con , false , " BlendShape -> Geometry " ,
element ) ;
if ( bsp ) {
blendShapes . push_back ( bsp ) ;
}
}
}
// ------------------------------------------------------------------------------------------------
Geometry : : ~ Geometry ( ) {
// empty
}
// ------------------------------------------------------------------------------------------------
const std : : vector < const BlendShape * > & Geometry : : get_blend_shapes ( ) const {
return blendShapes ;
}
// ------------------------------------------------------------------------------------------------
const Skin * Geometry : : DeformerSkin ( ) const {
return skin ;
}
// ------------------------------------------------------------------------------------------------
MeshGeometry : : MeshGeometry ( uint64_t id , const ElementPtr element , const std : : string & name , const Document & doc ) :
Geometry ( id , element , name , doc ) {
print_verbose ( " mesh name: " + String ( name . c_str ( ) ) ) ;
ScopePtr sc = element - > Compound ( ) ;
ERR_FAIL_COND_MSG ( sc = = nullptr , " failed to read geometry, prevented crash " ) ;
ERR_FAIL_COND_MSG ( ! HasElement ( sc , " Vertices " ) , " Detected mesh with no vertexes, didn't populate the mesh " ) ;
// must have Mesh elements:
const ElementPtr Vertices = GetRequiredElement ( sc , " Vertices " , element ) ;
const ElementPtr PolygonVertexIndex = GetRequiredElement ( sc , " PolygonVertexIndex " , element ) ;
if ( HasElement ( sc , " Edges " ) ) {
const ElementPtr element_edges = GetRequiredElement ( sc , " Edges " , element ) ;
ParseVectorDataArray ( m_edges , element_edges ) ;
}
// read mesh data into arrays
ParseVectorDataArray ( m_vertices , Vertices ) ;
ParseVectorDataArray ( m_face_indices , PolygonVertexIndex ) ;
ERR_FAIL_COND_MSG ( m_vertices . empty ( ) , " mesh with no vertexes in FBX file, did you mean to delete it? " ) ;
ERR_FAIL_COND_MSG ( m_face_indices . empty ( ) , " mesh has no faces, was this intended? " ) ;
// Retrieve layer elements, for all of the mesh
const ElementCollection & Layer = sc - > GetCollection ( " Layer " ) ;
// Store all layers
std : : vector < std : : tuple < int , std : : string > > valid_layers ;
// now read the sub mesh information from the geometry (normals, uvs, etc)
for ( ElementMap : : const_iterator it = Layer . first ; it ! = Layer . second ; + + it ) {
const ScopePtr layer = GetRequiredScope ( it - > second ) ;
const ElementCollection & LayerElement = layer - > GetCollection ( " LayerElement " ) ;
for ( ElementMap : : const_iterator eit = LayerElement . first ; eit ! = LayerElement . second ; + + eit ) {
std : : string layer_name = eit - > first ;
ElementPtr element_layer = eit - > second ;
const ScopePtr layer_element = GetRequiredScope ( element_layer ) ;
// Actual usable 'type' LayerElementUV, LayerElementNormal, etc
const ElementPtr Type = GetRequiredElement ( layer_element , " Type " ) ;
const ElementPtr TypedIndex = GetRequiredElement ( layer_element , " TypedIndex " ) ;
const std : : string & type = ParseTokenAsString ( GetRequiredToken ( Type , 0 ) ) ;
const int typedIndex = ParseTokenAsInt ( GetRequiredToken ( TypedIndex , 0 ) ) ;
// we only need the layer name and the typed index.
valid_layers . push_back ( std : : tuple < int , std : : string > ( typedIndex , type ) ) ;
}
}
// get object / mesh directly from the FBX by the element ID.
const ScopePtr top = GetRequiredScope ( element ) ;
// iterate over all layers for the mesh (uvs, normals, smoothing groups, colors, etc)
for ( size_t x = 0 ; x < valid_layers . size ( ) ; x + + ) {
const int layer_id = std : : get < 0 > ( valid_layers [ x ] ) ;
const std : : string & layer_type_name = std : : get < 1 > ( valid_layers [ x ] ) ;
// Get collection of elements from the XLayerMap (example: LayerElementUV)
// this must contain our proper elements.
// This is stupid, because it means we select them ALL not just the one we want.
// but it's fine we can match by id.
2020-12-14 22:42:01 +01:00
Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-20 19:00:16 +02:00
const ElementCollection & candidates = top - > GetCollection ( layer_type_name ) ;
ElementMap : : const_iterator iter ;
for ( iter = candidates . first ; iter ! = candidates . second ; + + iter ) {
const ScopePtr layer_scope = GetRequiredScope ( iter - > second ) ;
TokenPtr layer_token = GetRequiredToken ( iter - > second , 0 ) ;
const int index = ParseTokenAsInt ( layer_token ) ;
ERR_FAIL_COND_MSG ( layer_scope = = nullptr , " prevented crash, layer scope is invalid " ) ;
if ( index = = layer_id ) {
const std : : string & MappingInformationType = ParseTokenAsString ( GetRequiredToken (
GetRequiredElement ( layer_scope , " MappingInformationType " ) , 0 ) ) ;
const std : : string & ReferenceInformationType = ParseTokenAsString ( GetRequiredToken (
GetRequiredElement ( layer_scope , " ReferenceInformationType " ) , 0 ) ) ;
if ( layer_type_name = = " LayerElementUV " ) {
if ( index = = 0 ) {
m_uv_0 = resolve_vertex_data_array < Vector2 > ( layer_scope , MappingInformationType , ReferenceInformationType , " UV " ) ;
} else if ( index = = 1 ) {
m_uv_1 = resolve_vertex_data_array < Vector2 > ( layer_scope , MappingInformationType , ReferenceInformationType , " UV " ) ;
}
} else if ( layer_type_name = = " LayerElementMaterial " ) {
m_material_allocation_ids = resolve_vertex_data_array < int > ( layer_scope , MappingInformationType , ReferenceInformationType , " Materials " ) ;
} else if ( layer_type_name = = " LayerElementNormal " ) {
m_normals = resolve_vertex_data_array < Vector3 > ( layer_scope , MappingInformationType , ReferenceInformationType , " Normals " ) ;
} else if ( layer_type_name = = " LayerElementColor " ) {
2020-12-14 17:50:46 +01:00
m_colors = resolve_vertex_data_array < Color > ( layer_scope , MappingInformationType , ReferenceInformationType , " Colors " , " ColorIndex " ) ;
// NOTE: this is a useful sanity check to ensure you're getting any color data which is not default.
// const Color first_color_check = m_colors.data[0];
// bool colors_are_all_the_same = true;
// size_t i = 1;
// for(i = 1; i < m_colors.data.size(); i++)
// {
// const Color current_color = m_colors.data[i];
// if(current_color.is_equal_approx(first_color_check))
// {
// continue;
// }
// else
// {
// colors_are_all_the_same = false;
// break;
// }
// }
//
// if(colors_are_all_the_same)
// {
// print_error("Color serialisation is not working for vertex colors some should be different in the test asset.");
// }
// else
// {
// print_verbose("Color array has unique colors at index: " + itos(i));
// }
Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-20 19:00:16 +02:00
}
}
}
}
print_verbose ( " Mesh statistics \n uv_0: " + m_uv_0 . debug_info ( ) + " \n uv_1: " + m_uv_1 . debug_info ( ) + " \n vertices: " + itos ( m_vertices . size ( ) ) ) ;
// Compose the edge of the mesh.
// You can see how the edges are stored into the FBX here: https://gist.github.com/AndreaCatania/da81840f5aa3b2feedf189e26c5a87e6
for ( size_t i = 0 ; i < m_edges . size ( ) ; i + = 1 ) {
ERR_FAIL_INDEX_MSG ( ( size_t ) m_edges [ i ] , m_face_indices . size ( ) , " The edge is pointing to a weird location in the face indices. The FBX is corrupted. " ) ;
int polygon_vertex_0 = m_face_indices [ m_edges [ i ] ] ;
int polygon_vertex_1 ;
if ( polygon_vertex_0 < 0 ) {
// The polygon_vertex_0 points to the end of a polygon, so it's
// connected with the beginning of polygon in the edge list.
// Fist invert the vertex.
polygon_vertex_0 = ~ polygon_vertex_0 ;
// Search the start vertex of the polygon.
// Iterate from the polygon_vertex_index backward till the start of
// the polygon is found.
ERR_FAIL_COND_MSG ( m_edges [ i ] - 1 < 0 , " The polygon is not yet started and we already need the final vertex. This FBX is corrupted. " ) ;
bool found_it = false ;
for ( int x = m_edges [ i ] - 1 ; x > = 0 ; x - = 1 ) {
if ( x = = 0 ) {
// This for sure is the start.
polygon_vertex_1 = m_face_indices [ x ] ;
found_it = true ;
break ;
} else if ( m_face_indices [ x ] < 0 ) {
// This is the end of the previous polygon, so the next is
// the start of the polygon we need.
polygon_vertex_1 = m_face_indices [ x + 1 ] ;
found_it = true ;
break ;
}
}
// As the algorithm above, this check is useless. Because the first
// ever vertex is always considered the begining of a polygon.
ERR_FAIL_COND_MSG ( found_it = = false , " Was not possible to find the first vertex of this polygon. FBX file is corrupted. " ) ;
} else {
ERR_FAIL_INDEX_MSG ( ( size_t ) ( m_edges [ i ] + 1 ) , m_face_indices . size ( ) , " FBX The other FBX edge seems to point to an invalid vertices. This FBX file is corrupted. " ) ;
// Take the next vertex
polygon_vertex_1 = m_face_indices [ m_edges [ i ] + 1 ] ;
}
if ( polygon_vertex_1 < 0 ) {
// We don't care if the `polygon_vertex_1` is the end of the polygon,
// for `polygon_vertex_1` so we can just invert it.
polygon_vertex_1 = ~ polygon_vertex_1 ;
}
ERR_FAIL_COND_MSG ( polygon_vertex_0 = = polygon_vertex_1 , " The vertices of this edge can't be the same, Is this a point???. This FBX file is corrupted. " ) ;
// Just create the edge.
edge_map . push_back ( { polygon_vertex_0 , polygon_vertex_1 } ) ;
}
}
MeshGeometry : : ~ MeshGeometry ( ) {
// empty
}
const std : : vector < Vector3 > & MeshGeometry : : get_vertices ( ) const {
return m_vertices ;
}
const std : : vector < MeshGeometry : : Edge > & MeshGeometry : : get_edge_map ( ) const {
return edge_map ;
}
const std : : vector < int > & MeshGeometry : : get_polygon_indices ( ) const {
return m_face_indices ;
}
const std : : vector < int > & MeshGeometry : : get_edges ( ) const {
return m_edges ;
}
const MeshGeometry : : MappingData < Vector3 > & MeshGeometry : : get_normals ( ) const {
return m_normals ;
}
const MeshGeometry : : MappingData < Vector2 > & MeshGeometry : : get_uv_0 ( ) const {
//print_verbose("get uv_0 " + m_uv_0.debug_info() );
return m_uv_0 ;
}
const MeshGeometry : : MappingData < Vector2 > & MeshGeometry : : get_uv_1 ( ) const {
//print_verbose("get uv_1 " + m_uv_1.debug_info() );
return m_uv_1 ;
}
const MeshGeometry : : MappingData < Color > & MeshGeometry : : get_colors ( ) const {
return m_colors ;
}
const MeshGeometry : : MappingData < int > & MeshGeometry : : get_material_allocation_id ( ) const {
return m_material_allocation_ids ;
}
int MeshGeometry : : get_edge_id ( const std : : vector < Edge > & p_map , int p_vertex_a , int p_vertex_b ) {
for ( size_t i = 0 ; i < p_map . size ( ) ; i + = 1 ) {
if ( ( p_map [ i ] . vertex_0 = = p_vertex_a & & p_map [ i ] . vertex_1 = = p_vertex_b ) | | ( p_map [ i ] . vertex_1 = = p_vertex_a & & p_map [ i ] . vertex_0 = = p_vertex_b ) ) {
return i ;
}
}
return - 1 ;
}
MeshGeometry : : Edge MeshGeometry : : get_edge ( const std : : vector < Edge > & p_map , int p_id ) {
ERR_FAIL_INDEX_V_MSG ( ( size_t ) p_id , p_map . size ( ) , Edge ( { - 1 , - 1 } ) , " ID not found. " ) ;
return p_map [ p_id ] ;
}
template < class T >
MeshGeometry : : MappingData < T > MeshGeometry : : resolve_vertex_data_array (
const ScopePtr source ,
const std : : string & MappingInformationType ,
const std : : string & ReferenceInformationType ,
2020-12-14 17:50:46 +01:00
const std : : string & dataElementName ,
const std : : string & indexOverride ) {
Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-20 19:00:16 +02:00
ERR_FAIL_COND_V_MSG ( source = = nullptr , MappingData < T > ( ) , " Invalid scope operator preventing memory corruption " ) ;
// UVIndex, MaterialIndex, NormalIndex, etc..
2020-12-14 17:50:46 +01:00
std : : string indexDataElementName ;
if ( indexOverride ! = " " ) {
// Colors should become ColorIndex
indexDataElementName = indexOverride ;
} else {
// Some indexes will exist.
indexDataElementName = dataElementName + " Index " ;
}
Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
2020-10-20 19:00:16 +02:00
// goal: expand everything to be per vertex
ReferenceType l_ref_type = ReferenceType : : direct ;
// Read the reference type into the enumeration
if ( ReferenceInformationType = = " IndexToDirect " ) {
l_ref_type = ReferenceType : : index_to_direct ;
} else if ( ReferenceInformationType = = " Index " ) {
// set non legacy index to direct mapping
l_ref_type = ReferenceType : : index ;
} else if ( ReferenceInformationType = = " Direct " ) {
l_ref_type = ReferenceType : : direct ;
} else {
ERR_FAIL_V_MSG ( MappingData < T > ( ) , " invalid reference type has the FBX format changed? " ) ;
}
MapType l_map_type = MapType : : none ;
if ( MappingInformationType = = " None " ) {
l_map_type = MapType : : none ;
} else if ( MappingInformationType = = " ByVertice " ) {
l_map_type = MapType : : vertex ;
} else if ( MappingInformationType = = " ByPolygonVertex " ) {
l_map_type = MapType : : polygon_vertex ;
} else if ( MappingInformationType = = " ByPolygon " ) {
l_map_type = MapType : : polygon ;
} else if ( MappingInformationType = = " ByEdge " ) {
l_map_type = MapType : : edge ;
} else if ( MappingInformationType = = " AllSame " ) {
l_map_type = MapType : : all_the_same ;
} else {
print_error ( " invalid mapping type: " + String ( MappingInformationType . c_str ( ) ) ) ;
}
// create mapping data
MeshGeometry : : MappingData < T > tempData ;
tempData . map_type = l_map_type ;
tempData . ref_type = l_ref_type ;
// parse data into array
ParseVectorDataArray ( tempData . data , GetRequiredElement ( source , dataElementName ) ) ;
// index array wont always exist
const ElementPtr element = GetOptionalElement ( source , indexDataElementName ) ;
if ( element ) {
ParseVectorDataArray ( tempData . index , element ) ;
}
return tempData ;
}
// ------------------------------------------------------------------------------------------------
ShapeGeometry : : ShapeGeometry ( uint64_t id , const ElementPtr element , const std : : string & name , const Document & doc ) :
Geometry ( id , element , name , doc ) {
const ScopePtr sc = element - > Compound ( ) ;
if ( nullptr = = sc ) {
DOMError ( " failed to read Geometry object (class: Shape), no data scope found " ) ;
}
const ElementPtr Indexes = GetRequiredElement ( sc , " Indexes " , element ) ;
const ElementPtr Normals = GetRequiredElement ( sc , " Normals " , element ) ;
const ElementPtr Vertices = GetRequiredElement ( sc , " Vertices " , element ) ;
ParseVectorDataArray ( m_indices , Indexes ) ;
ParseVectorDataArray ( m_vertices , Vertices ) ;
ParseVectorDataArray ( m_normals , Normals ) ;
}
// ------------------------------------------------------------------------------------------------
ShapeGeometry : : ~ ShapeGeometry ( ) {
// empty
}
// ------------------------------------------------------------------------------------------------
const std : : vector < Vector3 > & ShapeGeometry : : GetVertices ( ) const {
return m_vertices ;
}
// ------------------------------------------------------------------------------------------------
const std : : vector < Vector3 > & ShapeGeometry : : GetNormals ( ) const {
return m_normals ;
}
// ------------------------------------------------------------------------------------------------
const std : : vector < unsigned int > & ShapeGeometry : : GetIndices ( ) const {
return m_indices ;
}
// ------------------------------------------------------------------------------------------------
LineGeometry : : LineGeometry ( uint64_t id , const ElementPtr element , const std : : string & name , const Document & doc ) :
Geometry ( id , element , name , doc ) {
const ScopePtr sc = element - > Compound ( ) ;
if ( ! sc ) {
DOMError ( " failed to read Geometry object (class: Line), no data scope found " ) ;
}
const ElementPtr Points = GetRequiredElement ( sc , " Points " , element ) ;
const ElementPtr PointsIndex = GetRequiredElement ( sc , " PointsIndex " , element ) ;
ParseVectorDataArray ( m_vertices , Points ) ;
ParseVectorDataArray ( m_indices , PointsIndex ) ;
}
// ------------------------------------------------------------------------------------------------
LineGeometry : : ~ LineGeometry ( ) {
// empty
}
// ------------------------------------------------------------------------------------------------
const std : : vector < Vector3 > & LineGeometry : : GetVertices ( ) const {
return m_vertices ;
}
// ------------------------------------------------------------------------------------------------
const std : : vector < int > & LineGeometry : : GetIndices ( ) const {
return m_indices ;
}
} // namespace FBXDocParser