virtualx-engine/modules/fbx/editor_scene_importer_fbx.cpp

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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
/*************************************************************************/
/* editor_scene_importer_fbx.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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#include "editor_scene_importer_fbx.h"
#include "data/fbx_anim_container.h"
#include "data/fbx_material.h"
#include "data/fbx_mesh_data.h"
#include "data/fbx_skeleton.h"
#include "tools/import_utils.h"
#include "core/io/image_loader.h"
#include "editor/editor_log.h"
#include "editor/editor_node.h"
#include "editor/import/resource_importer_scene.h"
#include "scene/3d/bone_attachment.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/3d/mesh_instance.h"
#include "scene/main/node.h"
#include "scene/resources/material.h"
#include "fbx_parser/FBXDocument.h"
#include "fbx_parser/FBXImportSettings.h"
#include "fbx_parser/FBXMeshGeometry.h"
#include "fbx_parser/FBXParser.h"
#include "fbx_parser/FBXProperties.h"
#include "fbx_parser/FBXTokenizer.h"
#include <string>
void EditorSceneImporterFBX::get_extensions(List<String> *r_extensions) const {
// register FBX as the one and only format for FBX importing
const String import_setting_string = "filesystem/import/fbx/";
const String fbx_str = "fbx";
Vector<String> exts;
exts.push_back(fbx_str);
_register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions,
true);
}
void EditorSceneImporterFBX::_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 {
const String use_generic = "use_" + generic;
_GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true);
if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) {
for (int32_t i = 0; i < exts.size(); i++) {
r_extensions->push_back(exts[i]);
}
}
}
uint32_t EditorSceneImporterFBX::get_import_flags() const {
return IMPORT_SCENE;
}
Node *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps,
List<String> *r_missing_deps, Error *r_err) {
// done for performance when re-importing lots of files when testing importer in verbose only!
if (OS::get_singleton()->is_stdout_verbose()) {
EditorLog *log = EditorNode::get_log();
log->clear();
}
Error err;
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
ERR_FAIL_COND_V(!f, NULL);
{
PoolByteArray data;
// broadphase tokenizing pass in which we identify the core
// syntax elements of FBX (brackets, commas, key:value mappings)
FBXDocParser::TokenList tokens;
bool is_binary = false;
data.resize(f->get_len());
f->get_buffer(data.write().ptr(), data.size());
PoolByteArray fbx_header;
fbx_header.resize(64);
for (int32_t byte_i = 0; byte_i < 64; byte_i++) {
fbx_header.write()[byte_i] = data.read()[byte_i];
}
String fbx_header_string;
if (fbx_header.size() >= 0) {
PoolByteArray::Read r = fbx_header.read();
fbx_header_string.parse_utf8((const char *)r.ptr(), fbx_header.size());
}
print_verbose("[doc] opening fbx file: " + p_path);
print_verbose("[doc] fbx header: " + fbx_header_string);
// safer to check this way as there can be different formatted headers
if (fbx_header_string.find("Kaydara FBX Binary", 0) != -1) {
is_binary = true;
print_verbose("[doc] is binary");
FBXDocParser::TokenizeBinary(tokens, (const char *)data.write().ptr(), (size_t)data.size());
} else {
print_verbose("[doc] is ascii");
FBXDocParser::Tokenize(tokens, (const char *)data.write().ptr());
}
// The import process explained:
// 1. Tokens are made, these are then taken into the 'parser' below
// 2. The parser constructs 'Elements' and all 'real' FBX Types.
// 3. This creates a problem: shared_ptr ownership, should Elements later 'take ownership'
// 4. No, it shouldn't so we should either a.) use weak ref for elements; but this is not correct.
// use this information to construct a very rudimentary
// parse-tree representing the FBX scope structure
FBXDocParser::Parser parser(tokens, is_binary);
FBXDocParser::ImportSettings settings;
settings.strictMode = false;
// this function leaks a lot
FBXDocParser::Document doc(parser, settings);
// yeah so closing the file is a good idea (prevents readonly states)
f->close();
// safety for version handling
if (doc.IsSafeToImport()) {
Spatial *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8);
// todo: move to document shutdown (will need to be validated after moving; this code has been validated already)
for (FBXDocParser::TokenPtr token : tokens) {
if (token) {
delete token;
token = nullptr;
}
}
return spatial;
} else {
print_error("Cannot import file: " + p_path + " version of file is unsupported, please re-export in your modelling package file version is: " + itos(doc.FBXVersion()));
}
}
return memnew(Spatial);
}
template <class T>
struct EditorSceneImporterAssetImportInterpolate {
T lerp(const T &a, const T &b, float c) const {
return a + (b - a) * c;
}
T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
float t2 = t * t;
float t3 = t2 * t;
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);
}
T bezier(T start, T control_1, T control_2, T end, float t) {
/* Formula from Wikipedia article on Bezier curves. */
real_t omt = (1.0 - t);
real_t omt2 = omt * omt;
real_t omt3 = omt2 * omt;
real_t t2 = t * t;
real_t t3 = t2 * t;
return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
}
};
//thank you for existing, partial specialization
template <>
struct EditorSceneImporterAssetImportInterpolate<Quat> {
Quat lerp(const Quat &a, const Quat &b, float c) const {
ERR_FAIL_COND_V(!a.is_normalized(), Quat());
ERR_FAIL_COND_V(!b.is_normalized(), Quat());
return a.slerp(b, c).normalized();
}
Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
ERR_FAIL_COND_V(!p1.is_normalized(), Quat());
ERR_FAIL_COND_V(!p2.is_normalized(), Quat());
return p1.slerp(p2, c).normalized();
}
Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
ERR_FAIL_COND_V(!start.is_normalized(), Quat());
ERR_FAIL_COND_V(!end.is_normalized(), Quat());
return start.slerp(end, t).normalized();
}
};
template <class T>
T EditorSceneImporterFBX::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time,
AssetImportAnimation::Interpolation p_interp) {
//could use binary search, worth it?
int idx = -1;
for (int i = 0; i < p_times.size(); i++) {
if (p_times[i] > p_time)
break;
idx++;
}
EditorSceneImporterAssetImportInterpolate<T> interp;
switch (p_interp) {
case AssetImportAnimation::INTERP_LINEAR: {
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
return p_values[p_times.size() - 1];
}
float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
return interp.lerp(p_values[idx], p_values[idx + 1], c);
} break;
case AssetImportAnimation::INTERP_STEP: {
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
return p_values[p_times.size() - 1];
}
return p_values[idx];
} break;
case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
return p_values[1 + p_times.size() - 1];
}
float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
} break;
case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
return p_values[(p_times.size() - 1) * 3 + 1];
}
float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
T from = p_values[idx * 3 + 1];
T c1 = from + p_values[idx * 3 + 2];
T to = p_values[idx * 3 + 4];
T c2 = to + p_values[idx * 3 + 3];
return interp.bezier(from, c1, c2, to, c);
} break;
}
ERR_FAIL_V(p_values[0]);
}
void set_owner_recursive(Node *root, Node *current_node) {
current_node->set_owner(root);
for (int child_id = 0; child_id < current_node->get_child_count(); child_id++) {
Node *child = current_node->get_child(child_id);
set_owner_recursive(root, child); // recursive
}
}
// tool which can get the global transform for a scene which isn't loaded.
Transform get_global_transform(Spatial *root, Spatial *child_node) {
// state.root is armature and you are using this for an armature check.
if (root == child_node) {
return root->get_transform();
}
Transform t = Transform();
Node *iter = child_node;
while (iter != nullptr && iter != root) {
Spatial *spatial = Object::cast_to<Spatial>(iter);
if (spatial) {
t *= spatial->get_transform();
}
iter = iter->get_parent();
}
return t;
}
Spatial *EditorSceneImporterFBX::_generate_scene(
const String &p_path,
const FBXDocParser::Document *p_document,
const uint32_t p_flags,
int p_bake_fps,
const int32_t p_max_bone_weights) {
ImportState state;
state.path = p_path;
state.animation_player = NULL;
// create new root node for scene
Spatial *scene_root = memnew(Spatial);
state.root = memnew(Spatial);
state.root_owner = scene_root; // the real scene root... sorry compatibility code is painful...
state.root->set_name("RootNode");
scene_root->add_child(state.root);
state.root->set_owner(scene_root);
state.fbx_root_node.instance();
state.fbx_root_node->godot_node = state.root;
// Size relative to cm.
const real_t fbx_unit_scale = p_document->GlobalSettingsPtr()->UnitScaleFactor();
// Set FBX file scale is relative to CM must be converted to M
state.scale = fbx_unit_scale / 100.0;
print_verbose("FBX unit scale is: " + rtos(state.scale));
// Enabled by default.
state.enable_material_import = true;
// Enabled by default.
state.enable_animation_import = true;
Ref<FBXNode> root_node;
root_node.instance();
root_node->node_name = "root node";
root_node->current_node_id = 0;
root_node->godot_node = state.root;
// cache this node onto the fbx_target map.
state.fbx_target_map.insert(0, root_node);
// cache basic node information from FBX document
// grabs all FBX bones
BuildDocumentBones(Ref<FBXBone>(), state, p_document, 0L);
BuildDocumentNodes(nullptr, state, p_document, 0L, nullptr);
// Build document skinning information
for (uint64_t skin_id : p_document->GetSkinIDs()) {
// Validate the parser
FBXDocParser::LazyObject *lazy_skin = p_document->GetObject(skin_id);
ERR_CONTINUE_MSG(lazy_skin == nullptr, "invalid lazy object [serious parser bug]");
// Validate the parser
const FBXDocParser::Skin *skin = lazy_skin->Get<FBXDocParser::Skin>();
ERR_CONTINUE_MSG(skin == nullptr, "invalid skin added to skin list [parser bug]");
const std::vector<const FBXDocParser::Connection *> source_to_destination = p_document->GetConnectionsBySourceSequenced(skin_id);
const std::vector<const FBXDocParser::Connection *> destination_to_source = p_document->GetConnectionsByDestinationSequenced(skin_id);
FBXDocParser::MeshGeometry *mesh = nullptr;
uint64_t mesh_id = 0;
// Most likely only contains the mesh link for the skin
// The mesh geometry.
for (const FBXDocParser::Connection *con : source_to_destination) {
// do something
print_verbose("src: " + itos(con->src));
FBXDocParser::Object *ob = con->DestinationObject();
mesh = dynamic_cast<FBXDocParser::MeshGeometry *>(ob);
if (mesh) {
mesh_id = mesh->ID();
break;
}
}
// Validate the mesh exists and was retrieved
ERR_CONTINUE_MSG(mesh_id == 0, "mesh id is invalid");
// NOTE: this will ONLY work on skinned bones (it is by design.)
// A cluster is a skinned bone so SKINS won't contain unskinned bones so we need to pre-add all bones and parent them in a step beforehand.
for (const FBXDocParser::Connection *con : destination_to_source) {
FBXDocParser::Object *ob = con->SourceObject();
//
// Read the FBX Document bone information
//
// Get bone weight data
const FBXDocParser::Cluster *deformer = dynamic_cast<const FBXDocParser::Cluster *>(ob);
ERR_CONTINUE_MSG(deformer == nullptr, "invalid bone cluster");
const uint64_t deformer_id = deformer->ID();
std::vector<const FBXDocParser::Connection *> connections = p_document->GetConnectionsByDestinationSequenced(deformer_id);
// Weight data always has a node in the scene lets grab the limb's node in the scene :) (reverse set to true since it's the opposite way around)
const FBXDocParser::ModelLimbNode *limb_node = ProcessDOMConnection<FBXDocParser::ModelLimbNode>(p_document, deformer_id, true);
ERR_CONTINUE_MSG(limb_node == nullptr, "unable to resolve model for skinned bone");
const uint64_t model_id = limb_node->ID();
// This will never happen, so if it does you know you fucked up.
ERR_CONTINUE_MSG(!state.fbx_bone_map.has(model_id), "missing LimbNode detected");
// new bone instance
Ref<FBXBone> bone_element = state.fbx_bone_map[model_id];
//
// Bone Weight Information Configuration
//
// Cache Weight Information into bone for later usage if you want the raw data.
const std::vector<unsigned int> &indexes = deformer->GetIndices();
const std::vector<float> &weights = deformer->GetWeights();
Ref<FBXMeshData> mesh_vertex_data;
// this data will pre-exist if vertex weight information is found
if (state.renderer_mesh_data.has(mesh_id)) {
mesh_vertex_data = state.renderer_mesh_data[mesh_id];
} else {
mesh_vertex_data.instance();
state.renderer_mesh_data.insert(mesh_id, mesh_vertex_data);
}
mesh_vertex_data->armature_id = bone_element->armature_id;
mesh_vertex_data->valid_armature_id = true;
//print_verbose("storing mesh vertex data for mesh to use later");
ERR_CONTINUE_MSG(indexes.size() != weights.size(), "[doc] error mismatch between weight info");
for (size_t idx = 0; idx < indexes.size(); idx++) {
const size_t vertex_index = indexes[idx];
const real_t influence_weight = weights[idx];
VertexWeightMapping &vm = mesh_vertex_data->vertex_weights[vertex_index];
vm.weights.push_back(influence_weight);
vm.bones.push_back(0);
vm.bones_ref.push_back(bone_element);
}
for (const int *vertex_index = mesh_vertex_data->vertex_weights.next(nullptr);
vertex_index != nullptr;
vertex_index = mesh_vertex_data->vertex_weights.next(vertex_index)) {
VertexWeightMapping *vm = mesh_vertex_data->vertex_weights.getptr(*vertex_index);
const int influence_count = vm->weights.size();
if (influence_count > mesh_vertex_data->max_weight_count) {
mesh_vertex_data->max_weight_count = influence_count;
mesh_vertex_data->valid_weight_count = true;
}
}
if (mesh_vertex_data->max_weight_count > 4) {
if (mesh_vertex_data->max_weight_count > 8) {
ERR_PRINT("[doc] Serious: maximum bone influences is 8 in this branch.");
}
// Clamp to 8 bone vertex influences.
mesh_vertex_data->max_weight_count = 8;
print_verbose("[doc] Using 8 vertex bone influences configuration.");
} else {
mesh_vertex_data->max_weight_count = 4;
print_verbose("[doc] Using 4 vertex bone influences configuration.");
}
}
}
// do we globally allow for import of materials
// (prevents overwrite of materials; so you can handle them explicitly)
if (state.enable_material_import) {
const std::vector<uint64_t> &materials = p_document->GetMaterialIDs();
for (uint64_t material_id : materials) {
FBXDocParser::LazyObject *lazy_material = p_document->GetObject(material_id);
const FBXDocParser::Material *mat = lazy_material->Get<FBXDocParser::Material>();
ERR_CONTINUE_MSG(!mat, "Could not convert fbx material by id: " + itos(material_id));
Ref<FBXMaterial> material;
material.instance();
material->set_imported_material(mat);
Ref<SpatialMaterial> godot_material = material->import_material(state);
state.cached_materials.insert(material_id, godot_material);
}
}
// build skin and skeleton information
print_verbose("[doc] Skeleton Bone count: " + itos(state.fbx_bone_map.size()));
// Importing bones using document based method from FBX directly
// We do not use the assimp bone format to determine this information anymore.
if (state.fbx_bone_map.size() > 0) {
// We are using a single skeleton only method here
// this is because we really have no concept of skeletons in FBX
// their are bones in a scene but they have no specific armature
// we can detect armatures but the issue lies in the complexity
// we opted to merge the entire scene onto one skeleton for now
// if we need to change this we have an archive of the old code.
const std::vector<uint64_t> &bind_pose_ids = p_document->GetBindPoseIDs();
for (uint64_t skin_id : bind_pose_ids) {
FBXDocParser::LazyObject *lazy_skin = p_document->GetObject(skin_id);
const FBXDocParser::FbxPose *active_skin = lazy_skin->Get<FBXDocParser::FbxPose>();
if (active_skin) {
const std::vector<FBXDocParser::FbxPoseNode *> &bind_poses = active_skin->GetBindPoses();
for (FBXDocParser::FbxPoseNode *pose_node : bind_poses) {
Transform t = pose_node->GetBindPose();
uint64_t fbx_node_id = pose_node->GetNodeID();
if (state.fbx_bone_map.has(fbx_node_id)) {
Ref<FBXBone> bone = state.fbx_bone_map[fbx_node_id];
if (bone.is_valid()) {
print_verbose("assigned skin pose from the file for bone " + bone->bone_name + ", transform: " + t);
bone->pose_node = t;
bone->assigned_pose_node = true;
}
}
}
}
}
// bind pose normally only has 1 per mesh but can have more than one
// this is the point of skins
// in FBX first bind pose is the master for the first skin
// In order to handle the FBX skeleton we must also inverse any parent transforms on the bones
// just to rule out any parent node transforms in the bone data
// this is trivial to do and allows us to use the single skeleton method and merge them
// this means that the nodes from maya kLocators will be preserved as bones
// in the same rig without having to match this across skeletons and merge by detection
// we can just merge and undo any parent transforms
for (Map<uint64_t, Ref<FBXBone> >::Element *bone_element = state.fbx_bone_map.front(); bone_element; bone_element = bone_element->next()) {
Ref<FBXBone> bone = bone_element->value();
Ref<FBXSkeleton> fbx_skeleton_inst;
uint64_t armature_id = bone->armature_id;
if (state.skeleton_map.has(armature_id)) {
fbx_skeleton_inst = state.skeleton_map[armature_id];
} else {
fbx_skeleton_inst.instance();
state.skeleton_map.insert(armature_id, fbx_skeleton_inst);
}
print_verbose("populating skeleton with bone: " + bone->bone_name);
// // populate bone skeleton - since fbx has no DOM for the skeleton just a node.
// bone->bone_skeleton = fbx_skeleton_inst;
// now populate bone on the armature node list
fbx_skeleton_inst->skeleton_bones.push_back(bone);
// we need to have a valid armature id and the model configured for the bone to be assigned fully.
// happens once per skeleton
if (state.fbx_target_map.has(armature_id) && !fbx_skeleton_inst->has_model()) {
Ref<FBXNode> node = state.fbx_target_map[armature_id];
fbx_skeleton_inst->set_model(node->get_model());
fbx_skeleton_inst->fbx_node = node;
print_verbose("allocated fbx skeleton primary / armature node for the level: " + node->node_name);
} else if (!state.fbx_target_map.has(armature_id) && !fbx_skeleton_inst->has_model()) {
print_error("bones are not mapped to an armature node for armature id: " + itos(armature_id) + " bone: " + bone->bone_name);
// this means bone will be removed and not used, which is safe actually and no skeleton will be created.
}
}
// setup skeleton instances if required :)
for (Map<uint64_t, Ref<FBXSkeleton> >::Element *skeleton_node = state.skeleton_map.front(); skeleton_node; skeleton_node = skeleton_node->next()) {
skeleton_node->value()->init_skeleton(state);
}
}
// build godot node tree
if (state.fbx_node_list.size() > 0) {
for (List<Ref<FBXNode> >::Element *node_element = state.fbx_node_list.front();
node_element;
node_element = node_element->next()) {
Ref<FBXNode> fbx_node = node_element->get();
MeshInstance *mesh_node = nullptr;
Ref<FBXMeshData> mesh_data_precached;
// check for valid geometry
if (fbx_node->fbx_model == nullptr) {
print_error("[doc] fundamental flaw, submit bug immediately with full import log with verbose logging on");
} else {
const std::vector<const FBXDocParser::Geometry *> &geometry = fbx_node->fbx_model->GetGeometry();
for (const FBXDocParser::Geometry *mesh : geometry) {
print_verbose("[doc] [" + itos(mesh->ID()) + "] mesh: " + fbx_node->node_name);
if (mesh == nullptr)
continue;
const FBXDocParser::MeshGeometry *mesh_geometry = dynamic_cast<const FBXDocParser::MeshGeometry *>(mesh);
if (mesh_geometry) {
uint64_t mesh_id = mesh_geometry->ID();
// this data will pre-exist if vertex weight information is found
if (state.renderer_mesh_data.has(mesh_id)) {
mesh_data_precached = state.renderer_mesh_data[mesh_id];
} else {
mesh_data_precached.instance();
state.renderer_mesh_data.insert(mesh_id, mesh_data_precached);
}
// mesh node, mesh id
mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model);
if (!state.MeshNodes.has(mesh_id)) {
state.MeshNodes.insert(mesh_id, fbx_node);
}
}
const FBXDocParser::ShapeGeometry *shape_geometry = dynamic_cast<const FBXDocParser::ShapeGeometry *>(mesh);
if (shape_geometry != nullptr) {
print_verbose("[doc] valid shape geometry converted");
}
}
}
Ref<FBXSkeleton> node_skeleton = fbx_node->skeleton_node;
if (node_skeleton.is_valid()) {
Skeleton *skel = node_skeleton->skeleton;
fbx_node->godot_node = skel;
} else if (mesh_node == nullptr) {
fbx_node->godot_node = memnew(Spatial);
} else {
fbx_node->godot_node = mesh_node;
}
fbx_node->godot_node->set_name(fbx_node->node_name);
// assign parent if valid
if (fbx_node->fbx_parent.is_valid()) {
fbx_node->fbx_parent->godot_node->add_child(fbx_node->godot_node);
fbx_node->godot_node->set_owner(state.root_owner);
}
// Node Transform debug, set local xform data.
fbx_node->godot_node->set_transform(get_unscaled_transform(fbx_node->pivot_transform->LocalTransform, state.scale));
// populate our mesh node reference
if (mesh_node != nullptr && mesh_data_precached.is_valid()) {
mesh_data_precached->godot_mesh_instance = mesh_node;
}
}
}
for (Map<uint64_t, Ref<FBXNode> >::Element *skin_mesh = state.MeshNodes.front(); skin_mesh; skin_mesh = skin_mesh->next()) {
const uint64_t mesh_id = skin_mesh->key();
Ref<FBXNode> fbx_node = skin_mesh->value();
ERR_CONTINUE_MSG(state.MeshSkins.has(skin_mesh->key()), "invalid skin already exists for this mesh?");
print_verbose("[doc] caching skin for " + itos(mesh_id) + ", mesh node name: " + fbx_node->node_name);
Ref<Skin> skin;
skin.instance();
for (Map<uint64_t, Ref<FBXBone> >::Element *elem = state.fbx_bone_map.front(); elem; elem = elem->next()) {
Ref<FBXBone> bone = elem->value();
Transform ignore_t;
Ref<FBXSkeleton> skeleton = bone->fbx_skeleton;
if (!bone->cluster) {
continue; // some bones have no skin this is OK.
}
Ref<FBXNode> bone_link = bone->get_link(state);
ERR_CONTINUE_MSG(bone_link.is_null(), "invalid skin pose bone link");
bool valid_bind = false;
Transform bind = bone->get_vertex_skin_xform(state, fbx_node->pivot_transform->GlobalTransform, valid_bind);
ERR_CONTINUE_MSG(!valid_bind, "invalid bind");
if (bind.basis.determinant() == 0) {
bind = Transform(Basis(), bind.origin);
}
skin->add_named_bind(bone->bone_name, get_unscaled_transform(bind, state.scale));
}
state.MeshSkins.insert(mesh_id, skin);
}
// mesh data iteration for populating skeleton mapping
for (Map<uint64_t, Ref<FBXMeshData> >::Element *mesh_data = state.renderer_mesh_data.front(); mesh_data; mesh_data = mesh_data->next()) {
Ref<FBXMeshData> mesh = mesh_data->value();
const uint64_t mesh_id = mesh_data->key();
MeshInstance *mesh_instance = mesh->godot_mesh_instance;
const int mesh_weights = mesh->max_weight_count;
Ref<FBXSkeleton> skeleton;
const bool valid_armature = mesh->valid_armature_id;
const uint64_t armature = mesh->armature_id;
if (mesh_weights > 0) {
// this is a bug, it means the weights were found but the skeleton wasn't
ERR_CONTINUE_MSG(!valid_armature, "[doc] fbx armature is missing");
} else {
continue; // safe to continue not a bug just a normal mesh
}
if (state.skeleton_map.has(armature)) {
skeleton = state.skeleton_map[armature];
print_verbose("[doc] armature mesh to skeleton mapping has been allocated");
} else {
print_error("[doc] unable to find armature mapping");
}
ERR_CONTINUE_MSG(!mesh_instance, "[doc] invalid mesh mapping for skeleton assignment");
ERR_CONTINUE_MSG(skeleton.is_null(), "[doc] unable to resolve the correct skeleton but we have weights!");
mesh_instance->set_skeleton_path(mesh_instance->get_path_to(skeleton->skeleton));
print_verbose("[doc] allocated skeleton to mesh " + mesh_instance->get_name());
// do we have a mesh skin for this mesh
ERR_CONTINUE_MSG(!state.MeshSkins.has(mesh_id), "no skin found for mesh");
Ref<Skin> mesh_skin = state.MeshSkins[mesh_id];
ERR_CONTINUE_MSG(mesh_skin.is_null(), "invalid skin stored in map");
print_verbose("[doc] allocated skin to mesh " + mesh_instance->get_name());
mesh_instance->set_skin(mesh_skin);
}
// build skin and skeleton information
print_verbose("[doc] Skeleton Bone count: " + itos(state.fbx_bone_map.size()));
const FBXDocParser::FileGlobalSettings *FBXSettings = p_document->GlobalSettingsPtr();
// Configure constraints
// NOTE: constraints won't be added quite yet, we don't have a real need for them *yet*. (they can be supported later on)
// const std::vector<uint64_t> fbx_constraints = p_document->GetConstraintStackIDs();
// get the animation FPS
float fps_setting = ImportUtils::get_fbx_fps(FBXSettings);
// enable animation import, only if local animation is enabled
if (state.enable_animation_import && (p_flags & IMPORT_ANIMATION)) {
// document animation stack list - get by ID so we can unload any non used animation stack
const std::vector<uint64_t> animation_stack = p_document->GetAnimationStackIDs();
for (uint64_t anim_id : animation_stack) {
FBXDocParser::LazyObject *lazyObject = p_document->GetObject(anim_id);
const FBXDocParser::AnimationStack *stack = lazyObject->Get<FBXDocParser::AnimationStack>();
if (stack != nullptr) {
String animation_name = ImportUtils::FBXNodeToName(stack->Name());
print_verbose("Valid animation stack has been found: " + animation_name);
// ReferenceTime is the same for some animations?
// LocalStop time is the start and end time
float r_start = CONVERT_FBX_TIME(stack->ReferenceStart());
float r_stop = CONVERT_FBX_TIME(stack->ReferenceStop());
float start_time = CONVERT_FBX_TIME(stack->LocalStart());
float end_time = CONVERT_FBX_TIME(stack->LocalStop());
float duration = end_time - start_time;
print_verbose("r_start " + rtos(r_start) + ", r_stop " + rtos(r_stop));
print_verbose("start_time" + rtos(start_time) + " end_time " + rtos(end_time));
print_verbose("anim duration : " + rtos(duration));
// we can safely create the animation player
if (state.animation_player == nullptr) {
print_verbose("Creating animation player");
state.animation_player = memnew(AnimationPlayer);
state.root->add_child(state.animation_player);
state.animation_player->set_owner(state.root_owner);
}
Ref<Animation> animation;
animation.instance();
animation->set_name(animation_name);
animation->set_length(duration);
print_verbose("Animation length: " + rtos(animation->get_length()) + " seconds");
// i think assimp was duplicating things, this lets me know to just reference or ignore this to prevent duplicate information in tracks
// this would mean that we would be doing three times as much work per track if my theory is correct.
// this was not the case but this is a good sanity check for the animation handler from the document.
// it also lets us know if the FBX specification massively changes the animation system, in theory such a change would make this show
// an fbx specification error, so best keep it in
// the overhead is tiny.
Map<uint64_t, const FBXDocParser::AnimationCurve *> CheckForDuplication;
const std::vector<const FBXDocParser::AnimationLayer *> &layers = stack->Layers();
print_verbose("FBX Animation layers: " + itos(layers.size()));
for (const FBXDocParser::AnimationLayer *layer : layers) {
std::vector<const FBXDocParser::AnimationCurveNode *> node_list = layer->Nodes();
print_verbose("Layer: " + ImportUtils::FBXNodeToName(layer->Name()) + ", " + " AnimCurveNode count " + itos(node_list.size()));
// first thing to do here is that i need to first get the animcurvenode to a Vector3
// we now need to put this into the track information for godot.
// to do this we need to know which track is what?
// target id, [ track name, [time index, vector] ]
// new map needs to be [ track name, keyframe_data ]
Map<uint64_t, Map<StringName, FBXTrack> > AnimCurveNodes;
// struct AnimTrack {
// // Animation track can be
// // visible, T, R, S
// Map<StringName, Map<uint64_t, Vector3> > animation_track;
// };
// Map<uint64_t, AnimTrack> AnimCurveNodes;
// so really, what does this mean to make an animtion track.
// we need to know what object the curves are for.
// we need the target ID and the target name for the track reduction.
FBXDocParser::Model::RotOrder quat_rotation_order = FBXDocParser::Model::RotOrder_EulerXYZ;
// T:: R:: S:: Visible:: Custom::
for (const FBXDocParser::AnimationCurveNode *curve_node : node_list) {
// when Curves() is called the curves are actually read, we could replace this with our own ProcessDomConnection code here if required.
// We may need to do this but ideally we use Curves
// note: when you call this there might be a delay in opening it
// uses mutable type to 'cache' the response until the AnimationCurveNode is cleaned up.
std::map<std::string, const FBXDocParser::AnimationCurve *> curves = curve_node->Curves();
const FBXDocParser::Object *object = curve_node->Target();
const FBXDocParser::Model *target = curve_node->TargetAsModel();
if (target == nullptr) {
if (object != nullptr) {
print_error("[doc] warning failed to find a target Model for curve: " + String(object->Name().c_str()));
} else {
//print_error("[doc] failed to resolve object");
continue;
}
continue;
} else {
//print_verbose("[doc] applied rotation order: " + itos(target->RotationOrder()));
quat_rotation_order = target->RotationOrder();
}
uint64_t target_id = target->ID();
String target_name = ImportUtils::FBXNodeToName(target->Name());
const FBXDocParser::PropertyTable *properties = curve_node->Props();
bool got_x = false, got_y = false, got_z = false;
float offset_x = FBXDocParser::PropertyGet<float>(properties, "d|X", got_x);
float offset_y = FBXDocParser::PropertyGet<float>(properties, "d|Y", got_y);
float offset_z = FBXDocParser::PropertyGet<float>(properties, "d|Z", got_z);
String curve_node_name = ImportUtils::FBXNodeToName(curve_node->Name());
// Reduce all curves for this node into a single container
// T, R, S is what we expect, although other tracks are possible
// like for example visibility tracks.
// We are not ordered here, we don't care about ordering, this happens automagically by godot when we insert with the
// key time :), so order is unimportant because the insertion will happen at a time index
// good to know: we do not need a list of these in another format :)
//Map<String, Vector<const Assimp::FBX::AnimationCurve *> > unordered_track;
// T
// R
// S
// Map[String, List<VECTOR>]
// So this is a reduction of the animation curve nodes
// We build this as a lookup, this is essentially our 'animation track'
//AnimCurveNodes.insert(curve_node_name, Map<uint64_t, Vector3>());
// create the animation curve information with the target id
// so the point of this makes a track with the name "T" for example
// the target ID is also set here, this means we don't need to do anything extra when we are in the 'create all animation tracks' step
FBXTrack &keyframe_map = AnimCurveNodes[target_id][StringName(curve_node_name)];
if (got_x && got_y && got_z) {
Vector3 default_value = Vector3(offset_x, offset_y, offset_z);
keyframe_map.default_value = default_value;
keyframe_map.has_default = true;
//print_verbose("track name: " + curve_node_name);
//print_verbose("xyz default: " + default_value);
}
// target id, [ track name, [time index, vector] ]
// Map<uint64_t, Map<StringName, Map<uint64_t, Vector3> > > AnimCurveNodes;
// we probably need the target id here.
// so map[uint64_t map]...
// Map<uint64_t, Vector3D> translation_keys, rotation_keys, scale_keys;
// extra const required by C++11 colon/Range operator
// note: do not use C++17 syntax here for dicts.
// this is banned in Godot.
for (std::pair<const std::string, const FBXDocParser::AnimationCurve *> &kvp : curves) {
String curve_element = ImportUtils::FBXNodeToName(kvp.first);
const FBXDocParser::AnimationCurve *curve = kvp.second;
String curve_name = ImportUtils::FBXNodeToName(curve->Name());
uint64_t curve_id = curve->ID();
if (CheckForDuplication.has(curve_id)) {
print_error("(FBX spec changed?) We found a duplicate curve being used for an alternative node - report to godot issue tracker");
} else {
CheckForDuplication.insert(curve_id, curve);
}
// FBX has no name for AnimCurveNode::, most of the time, not seen any with valid name here.
const std::map<int64_t, float> track_time = curve->GetValueTimeTrack();
if (track_time.size() > 0) {
for (std::pair<int64_t, float> keyframe : track_time) {
if (curve_element == "d|X") {
keyframe_map.keyframes[keyframe.first].x = keyframe.second;
} else if (curve_element == "d|Y") {
keyframe_map.keyframes[keyframe.first].y = keyframe.second;
} else if (curve_element == "d|Z") {
keyframe_map.keyframes[keyframe.first].z = keyframe.second;
} else {
//print_error("FBX Unsupported element: " + curve_element);
}
//print_verbose("[" + itos(target_id) + "] Keyframe added: " + itos(keyframe_map.size()));
//print_verbose("Keyframe t:" + rtos(animation_track_time) + " v: " + rtos(keyframe.second));
}
}
}
}
// Map<uint64_t, Map<StringName, Map<uint64_t, Vector3> > > AnimCurveNodes;
// add this animation track here
// target id, [ track name, [time index, vector] ]
//std::map<uint64_t, std::map<StringName, FBXTrack > > AnimCurveNodes;
for (Map<uint64_t, Map<StringName, FBXTrack> >::Element *track = AnimCurveNodes.front(); track; track = track->next()) {
// 5 tracks
// current track index
// track count is 5
// track count is 5.
// next track id is 5.
const uint64_t target_id = track->key();
int track_idx = animation->add_track(Animation::TYPE_TRANSFORM);
// animation->track_set_path(track_idx, node_path);
// animation->track_set_path(track_idx, node_path);
Ref<FBXBone> bone;
// note we must not run the below code if the entry doesn't exist, it will create dummy entries which is very bad.
// remember that state.fbx_bone_map[target_id] will create a new entry EVEN if you only read.
// this would break node animation targets, so if you change this be warned. :)
if (state.fbx_bone_map.has(target_id)) {
bone = state.fbx_bone_map[target_id];
}
Transform target_transform;
if (state.fbx_target_map.has(target_id)) {
Ref<FBXNode> node_ref = state.fbx_target_map[target_id];
target_transform = node_ref->pivot_transform->GlobalTransform;
//print_verbose("[doc] allocated animation node transform");
}
//int size_targets = state.fbx_target_map.size();
//print_verbose("Target ID map: " + itos(size_targets));
//print_verbose("[doc] debug bone map size: " + itos(state.fbx_bone_map.size()));
// if this is a skeleton mapped track we can just set the path for the track.
// todo: implement node paths here at some
if (state.fbx_bone_map.size() > 0 && state.fbx_bone_map.has(target_id)) {
if (bone->fbx_skeleton.is_valid() && bone.is_valid()) {
Ref<FBXSkeleton> fbx_skeleton = bone->fbx_skeleton;
String bone_path = state.root->get_path_to(fbx_skeleton->skeleton);
bone_path += ":" + fbx_skeleton->skeleton->get_bone_name(bone->godot_bone_id);
print_verbose("[doc] track bone path: " + bone_path);
NodePath path = bone_path;
animation->track_set_path(track_idx, path);
}
} else if (state.fbx_target_map.has(target_id)) {
//print_verbose("[doc] we have a valid target for a node animation");
Ref<FBXNode> target_node = state.fbx_target_map[target_id];
if (target_node.is_valid() && target_node->godot_node != nullptr) {
String node_path = state.root->get_path_to(target_node->godot_node);
NodePath path = node_path;
animation->track_set_path(track_idx, path);
//print_verbose("[doc] node animation path: " + node_path);
}
} else {
// note: this could actually be unsafe this means we should be careful about continuing here, if we see bizzare effects later we should disable this.
// I am not sure if this is unsafe or not, testing will tell us this.
print_error("[doc] invalid fbx target detected for this track");
continue;
}
// everything in FBX and Maya is a node therefore if this happens something is seriously broken.
if (!state.fbx_target_map.has(target_id)) {
print_error("unable to resolve this to an FBX object.");
continue;
}
Ref<FBXNode> target_node = state.fbx_target_map[target_id];
const FBXDocParser::Model *model = target_node->fbx_model;
const FBXDocParser::PropertyTable *props = model->Props();
Map<StringName, FBXTrack> &track_data = track->value();
FBXTrack &translation_keys = track_data[StringName("T")];
FBXTrack &rotation_keys = track_data[StringName("R")];
FBXTrack &scale_keys = track_data[StringName("S")];
double increment = 1.0f / fps_setting;
double time = 0.0f;
bool last = false;
Vector<Vector3> pos_values;
Vector<float> pos_times;
Vector<Vector3> scale_values;
Vector<float> scale_times;
Vector<Quat> rot_values;
Vector<float> rot_times;
double max_duration = 0;
double anim_length = animation->get_length();
for (std::pair<int64_t, Vector3> position_key : translation_keys.keyframes) {
pos_values.push_back(position_key.second * state.scale);
double animation_track_time = CONVERT_FBX_TIME(position_key.first);
if (animation_track_time > max_duration) {
max_duration = animation_track_time;
}
//print_verbose("pos keyframe: t:" + rtos(animation_track_time) + " value " + position_key.second);
pos_times.push_back(animation_track_time);
}
for (std::pair<int64_t, Vector3> scale_key : scale_keys.keyframes) {
scale_values.push_back(scale_key.second);
double animation_track_time = CONVERT_FBX_TIME(scale_key.first);
if (animation_track_time > max_duration) {
max_duration = animation_track_time;
}
//print_verbose("scale keyframe t:" + rtos(animation_track_time));
scale_times.push_back(animation_track_time);
}
//
// Pre and Post keyframe rotation handler
// -- Required because Maya and Autodesk <3 the pain when it comes to implementing animation code! enjoy <3
bool got_pre = false;
bool got_post = false;
Quat post_rotation;
Quat pre_rotation;
// Rotation matrix
const Vector3 &PreRotation = FBXDocParser::PropertyGet<Vector3>(props, "PreRotation", got_pre);
const Vector3 &PostRotation = FBXDocParser::PropertyGet<Vector3>(props, "PostRotation", got_post);
FBXDocParser::Model::RotOrder rot_order = model->RotationOrder();
if (got_pre) {
pre_rotation = ImportUtils::EulerToQuaternion(rot_order, ImportUtils::deg2rad(PreRotation));
}
if (got_post) {
post_rotation = ImportUtils::EulerToQuaternion(rot_order, ImportUtils::deg2rad(PostRotation));
}
Quat lastQuat = Quat();
for (std::pair<int64_t, Vector3> rotation_key : rotation_keys.keyframes) {
double animation_track_time = CONVERT_FBX_TIME(rotation_key.first);
//print_verbose("euler rotation key: " + rotation_key.second);
Quat rot_key_value = ImportUtils::EulerToQuaternion(quat_rotation_order, ImportUtils::deg2rad(rotation_key.second));
if (lastQuat != Quat() && rot_key_value.dot(lastQuat) < 0) {
rot_key_value.x = -rot_key_value.x;
rot_key_value.y = -rot_key_value.y;
rot_key_value.z = -rot_key_value.z;
rot_key_value.w = -rot_key_value.w;
}
// pre_post rotation possibly could fix orientation
Quat final_rotation = pre_rotation * rot_key_value * post_rotation;
lastQuat = final_rotation;
if (animation_track_time > max_duration) {
max_duration = animation_track_time;
}
rot_values.push_back(final_rotation);
rot_times.push_back(animation_track_time);
}
bool valid_rest = false;
Transform bone_rest;
int skeleton_bone = -1;
if (state.fbx_bone_map.has(target_id)) {
if (bone.is_valid() && bone->fbx_skeleton.is_valid()) {
skeleton_bone = bone->godot_bone_id;
if (skeleton_bone >= 0) {
bone_rest = bone->fbx_skeleton->skeleton->get_bone_rest(skeleton_bone);
valid_rest = true;
}
}
if (!valid_rest) {
print_verbose("invalid rest!");
}
}
const Vector3 def_pos = translation_keys.has_default ? (translation_keys.default_value * state.scale) : bone_rest.origin;
const Quat def_rot = rotation_keys.has_default ? ImportUtils::EulerToQuaternion(quat_rotation_order, ImportUtils::deg2rad(rotation_keys.default_value)) : bone_rest.basis.get_rotation_quat();
const Vector3 def_scale = scale_keys.has_default ? scale_keys.default_value : bone_rest.basis.get_scale();
print_verbose("track defaults: p(" + def_pos + ") s(" + def_scale + ") r(" + def_rot + ")");
while (true) {
Vector3 pos = def_pos;
Quat rot = def_rot;
Vector3 scale = def_scale;
if (pos_values.size()) {
pos = _interpolate_track<Vector3>(pos_times, pos_values, time,
AssetImportAnimation::INTERP_LINEAR);
}
if (rot_values.size()) {
rot = _interpolate_track<Quat>(rot_times, rot_values, time,
AssetImportAnimation::INTERP_LINEAR);
}
if (scale_values.size()) {
scale = _interpolate_track<Vector3>(scale_times, scale_values, time,
AssetImportAnimation::INTERP_LINEAR);
}
// node animations must also include pivots
if (skeleton_bone >= 0) {
Transform xform = Transform();
xform.basis.set_quat_scale(rot, scale);
xform.origin = pos;
const Transform t = bone_rest.affine_inverse() * xform;
// populate this again
rot = t.basis.get_rotation_quat();
rot.normalize();
scale = t.basis.get_scale();
pos = t.origin;
}
animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
if (last) {
break;
}
time += increment;
if (time > anim_length) {
last = true;
time = anim_length;
break;
}
}
}
}
state.animation_player->add_animation(animation_name, animation);
}
}
// AnimStack elements contain start stop time and name of animation
// AnimLayer is the current active layer of the animation (multiple layers can be active we only support 1)
// AnimCurveNode has a OP link back to the model which is the real node.
// AnimCurveNode has a direct link to AnimationCurve (of which it may have more than one)
// Store animation stack in list
// iterate over all AnimStacks like the cache node algorithm recursively
// this can then be used with ProcessDomConnection<> to link from
// AnimStack:: <-- (OO) --> AnimLayer:: <-- (OO) --> AnimCurveNode:: (which can OP resolve) to Model::
}
//
// Cleanup operations - explicit to prevent errors on shutdown - found that ref to ref does behave badly sometimes.
//
state.renderer_mesh_data.clear();
state.MeshSkins.clear();
state.fbx_target_map.clear();
state.fbx_node_list.clear();
for (Map<uint64_t, Ref<FBXBone> >::Element *element = state.fbx_bone_map.front(); element; element = element->next()) {
Ref<FBXBone> bone = element->value();
bone->parent_bone.unref();
bone->pivot_xform.unref();
bone->fbx_skeleton.unref();
}
for (Map<uint64_t, Ref<FBXSkeleton> >::Element *element = state.skeleton_map.front(); element; element = element->next()) {
Ref<FBXSkeleton> skel = element->value();
skel->fbx_node.unref();
skel->skeleton_bones.clear();
}
state.fbx_bone_map.clear();
state.skeleton_map.clear();
state.fbx_root_node.unref();
return scene_root;
}
void EditorSceneImporterFBX::BuildDocumentBones(Ref<FBXBone> p_parent_bone,
ImportState &state, const FBXDocParser::Document *p_doc,
uint64_t p_id) {
const std::vector<const FBXDocParser::Connection *> &conns = p_doc->GetConnectionsByDestinationSequenced(p_id, "Model");
// FBX can do an join like this
// Model -> SubDeformer (bone) -> Deformer (skin pose)
// This is important because we need to somehow link skin back to bone id in skeleton :)
// The rules are:
// A subdeformer will exist if 'limbnode' class tag present
// The subdeformer will not necessarily have a deformer as joints do not have one
for (const FBXDocParser::Connection *con : conns) {
// goto: bone creation
//print_verbose("con: " + String(con->PropertyName().c_str()));
// ignore object-property links we want the object to object links nothing else
if (con->PropertyName().length()) {
continue;
}
// convert connection source object into Object base class
const FBXDocParser::Object *const object = con->SourceObject();
if (nullptr == object) {
print_verbose("failed to convert source object for Model link");
continue;
}
// FBX Model::Cube, Model::Bone001, etc elements
// This detects if we can cast the object into this model structure.
const FBXDocParser::Model *const model = dynamic_cast<const FBXDocParser::Model *>(object);
// declare our bone element reference (invalid, unless we create a bone in this step)
// this lets us pass valid armature information into children objects and this is why we moved this up here
// previously this was created .instanced() on the same line.
Ref<FBXBone> bone_element;
if (model != nullptr) {
// model marked with limb node / casted.
const FBXDocParser::ModelLimbNode *const limb_node = dynamic_cast<const FBXDocParser::ModelLimbNode *>(model);
if (limb_node != nullptr) {
// Write bone into bone list for FBX
ERR_FAIL_COND_MSG(state.fbx_bone_map.has(limb_node->ID()), "[serious] duplicate LimbNode detected");
bool parent_is_bone = state.fbx_bone_map.find(p_id);
bone_element.instance();
// used to build the bone hierarchy in the skeleton
bone_element->parent_bone_id = parent_is_bone ? p_id : 0;
bone_element->valid_parent = parent_is_bone;
bone_element->limb_node = limb_node;
// parent is a node and this is the first bone
if (!parent_is_bone) {
uint64_t armature_id = p_id;
bone_element->valid_armature_id = true;
bone_element->armature_id = armature_id;
print_verbose("[doc] valid armature has been configured for first child: " + itos(armature_id));
} else if (p_parent_bone.is_valid()) {
if (p_parent_bone->valid_armature_id) {
bone_element->valid_armature_id = true;
bone_element->armature_id = p_parent_bone->armature_id;
print_verbose("[doc] bone has valid armature id:" + itos(bone_element->armature_id));
} else {
print_error("[doc] unassigned armature id: " + String(limb_node->Name().c_str()));
}
} else {
print_error("[doc] error is this a bone? " + String(limb_node->Name().c_str()));
}
if (!parent_is_bone) {
print_verbose("[doc] Root bone: " + bone_element->bone_name);
}
uint64_t limb_id = limb_node->ID();
const FBXDocParser::Cluster *deformer = ProcessDOMConnection<FBXDocParser::Cluster>(p_doc, limb_id);
bone_element->bone_name = ImportUtils::FBXNodeToName(model->Name());
bone_element->parent_bone = p_parent_bone;
if (deformer != nullptr) {
print_verbose("[doc] Mesh Cluster: " + String(deformer->Name().c_str()) + ", " + deformer->TransformLink());
print_verbose("fbx node: debug name: " + String(model->Name().c_str()) + "bone name: " + String(deformer->Name().c_str()));
// assign FBX animation bind pose compensation data;
bone_element->transform_link = deformer->TransformLink();
bone_element->transform_matrix = deformer->GetTransform();
bone_element->cluster = deformer;
// skin configures target node ID.
bone_element->target_node_id = deformer->TargetNode()->ID();
bone_element->valid_target = true;
bone_element->bone_id = limb_id;
}
// insert limb by ID into list.
state.fbx_bone_map.insert(limb_node->ID(), bone_element);
}
// recursion call - child nodes
BuildDocumentBones(bone_element, state, p_doc, model->ID());
}
}
}
void EditorSceneImporterFBX::BuildDocumentNodes(
Ref<PivotTransform> parent_transform,
ImportState &state,
const FBXDocParser::Document *p_doc,
uint64_t id,
Ref<FBXNode> parent_node) {
// tree
// here we get the node 0 on the root by default
const std::vector<const FBXDocParser::Connection *> &conns = p_doc->GetConnectionsByDestinationSequenced(id, "Model");
// branch
for (const FBXDocParser::Connection *con : conns) {
// ignore object-property links
if (con->PropertyName().length()) {
// really important we document why this is ignored.
print_verbose("ignoring property link - no docs on why this is ignored");
continue;
}
// convert connection source object into Object base class
// Source objects can exist with 'null connections' this means that we only for sure know the source exists.
const FBXDocParser::Object *const source_object = con->SourceObject();
if (nullptr == source_object) {
print_verbose("failed to convert source object for Model link");
continue;
}
// FBX Model::Cube, Model::Bone001, etc elements
// This detects if we can cast the object into this model structure.
const FBXDocParser::Model *const model = dynamic_cast<const FBXDocParser::Model *>(source_object);
// model is the current node
if (nullptr != model) {
uint64_t current_node_id = model->ID();
Ref<FBXNode> new_node;
new_node.instance();
new_node->current_node_id = current_node_id;
new_node->node_name = ImportUtils::FBXNodeToName(model->Name());
Ref<PivotTransform> fbx_transform;
fbx_transform.instance();
fbx_transform->set_parent(parent_transform);
fbx_transform->set_model(model);
fbx_transform->debug_pivot_xform("name: " + new_node->node_name);
fbx_transform->Execute();
new_node->set_pivot_transform(fbx_transform);
// check if this node is a bone
if (state.fbx_bone_map.has(current_node_id)) {
Ref<FBXBone> bone = state.fbx_bone_map[current_node_id];
if (bone.is_valid()) {
bone->set_pivot_xform(fbx_transform);
print_verbose("allocated bone data: " + bone->bone_name);
}
}
// set the model, we can't just assign this safely
new_node->set_model(model);
if (parent_node.is_valid()) {
new_node->set_parent(parent_node);
} else {
new_node->set_parent(state.fbx_root_node);
}
// populate lookup tables with references
// [fbx_node_id, fbx_node]
state.fbx_node_list.push_back(new_node);
if (!state.fbx_target_map.has(new_node->current_node_id)) {
state.fbx_target_map[new_node->current_node_id] = new_node;
}
// print node name
print_verbose("[doc] new node " + new_node->node_name);
// sub branches
BuildDocumentNodes(new_node->pivot_transform, state, p_doc, current_node_id, new_node);
}
}
}