virtualx-engine/modules/fbx/fbx_parser/FBXDocumentUtil.h

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/**************************************************************************/
/* FBXDocumentUtil.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/**************************************************************************/
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
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
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following conditions are met:
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXDocumentUtil.h
* @brief FBX internal utilities used by the DOM reading code
*/
#ifndef FBXDOCUMENTUTIL_H
#define FBXDOCUMENTUTIL_H
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
#include "FBXDocument.h"
#include <memory>
#include <string>
struct Token;
struct Element;
namespace FBXDocParser {
namespace Util {
// Parser errors
void DOMError(const std::string &message);
void DOMError(const std::string &message, const Token *token);
void DOMError(const std::string &message, const Element *element);
void DOMError(const std::string &message, const std::shared_ptr<Element> element);
void DOMError(const std::string &message, const std::shared_ptr<Token> token);
// Parser warnings
void DOMWarning(const std::string &message);
void DOMWarning(const std::string &message, const Token *token);
void DOMWarning(const std::string &message, const Element *element);
void DOMWarning(const std::string &message, const std::shared_ptr<Token> token);
void DOMWarning(const std::string &message, const std::shared_ptr<Element> element);
// fetch a property table and the corresponding property template
const PropertyTable *GetPropertyTable(const Document &doc,
const std::string &templateName,
const ElementPtr element,
const ScopePtr sc,
bool no_warn = false);
// ------------------------------------------------------------------------------------------------
template <typename T>
const T *ProcessSimpleConnection(const Connection &con,
bool is_object_property_conn,
const char *name,
const ElementPtr element,
const char **propNameOut = nullptr) {
if (is_object_property_conn && !con.PropertyName().length()) {
DOMWarning("expected incoming " + std::string(name) +
" link to be an object-object connection, ignoring",
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
element);
return nullptr;
} else if (!is_object_property_conn && con.PropertyName().length()) {
DOMWarning("expected incoming " + std::string(name) +
" link to be an object-property connection, ignoring",
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
element);
return nullptr;
}
if (is_object_property_conn && propNameOut) {
// note: this is ok, the return value of PropertyValue() is guaranteed to
// remain valid and unchanged as long as the document exists.
*propNameOut = con.PropertyName().c_str();
}
// Cast Object to AnimationPlayer for example using safe functions, which return nullptr etc
Object *ob = con.SourceObject();
ERR_FAIL_COND_V_MSG(!ob, nullptr, "Failed to load object from SourceObject ptr");
return dynamic_cast<const T *>(ob);
}
} // namespace Util
} // namespace FBXDocParser
#endif // FBXDOCUMENTUTIL_H