virtualx-engine/modules/gltf/structures/gltf_skin.cpp
K. S. Ernest (iFire) Lee 04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00

278 lines
11 KiB
C++

/**************************************************************************/
/* gltf_skin.cpp */
/**************************************************************************/
/* 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 */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/**************************************************************************/
#include "gltf_skin.h"
#include "../gltf_template_convert.h"
#include "core/variant/typed_array.h"
#include "scene/resources/skin.h"
void GLTFSkin::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
ClassDB::bind_method(D_METHOD("get_joints_original"), &GLTFSkin::get_joints_original);
ClassDB::bind_method(D_METHOD("set_joints_original", "joints_original"), &GLTFSkin::set_joints_original);
ClassDB::bind_method(D_METHOD("get_inverse_binds"), &GLTFSkin::get_inverse_binds);
ClassDB::bind_method(D_METHOD("set_inverse_binds", "inverse_binds"), &GLTFSkin::set_inverse_binds);
ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkin::get_joints);
ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkin::set_joints);
ClassDB::bind_method(D_METHOD("get_non_joints"), &GLTFSkin::get_non_joints);
ClassDB::bind_method(D_METHOD("set_non_joints", "non_joints"), &GLTFSkin::set_non_joints);
ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkin::get_roots);
ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkin::set_roots);
ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFSkin::get_skeleton);
ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFSkin::set_skeleton);
ClassDB::bind_method(D_METHOD("get_joint_i_to_bone_i"), &GLTFSkin::get_joint_i_to_bone_i);
ClassDB::bind_method(D_METHOD("set_joint_i_to_bone_i", "joint_i_to_bone_i"), &GLTFSkin::set_joint_i_to_bone_i);
ClassDB::bind_method(D_METHOD("get_joint_i_to_name"), &GLTFSkin::get_joint_i_to_name);
ClassDB::bind_method(D_METHOD("set_joint_i_to_name", "joint_i_to_name"), &GLTFSkin::set_joint_i_to_name);
ClassDB::bind_method(D_METHOD("get_godot_skin"), &GLTFSkin::get_godot_skin);
ClassDB::bind_method(D_METHOD("set_godot_skin", "godot_skin"), &GLTFSkin::set_godot_skin);
ADD_PROPERTY(PropertyInfo(Variant::INT, "skin_root"), "set_skin_root", "get_skin_root"); // GLTFNodeIndex
ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector<GLTFNodeIndex>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector<Transform3D>
ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector<GLTFNodeIndex>
ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // int
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_bone_i", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_bone_i", "get_joint_i_to_bone_i"); // RBMap<int,
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_name", "get_joint_i_to_name"); // RBMap<int,
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_godot_skin", "get_godot_skin"); // Ref<Skin>
}
GLTFNodeIndex GLTFSkin::get_skin_root() {
return skin_root;
}
void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) {
skin_root = p_skin_root;
}
Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() {
return joints_original;
}
void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
joints_original = p_joints_original;
}
TypedArray<Transform3D> GLTFSkin::get_inverse_binds() {
return GLTFTemplateConvert::to_array(inverse_binds);
}
void GLTFSkin::set_inverse_binds(TypedArray<Transform3D> p_inverse_binds) {
GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
}
Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
return joints;
}
void GLTFSkin::set_joints(Vector<GLTFNodeIndex> p_joints) {
joints = p_joints;
}
Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() {
return non_joints;
}
void GLTFSkin::set_non_joints(Vector<GLTFNodeIndex> p_non_joints) {
non_joints = p_non_joints;
}
Vector<GLTFNodeIndex> GLTFSkin::get_roots() {
return roots;
}
void GLTFSkin::set_roots(Vector<GLTFNodeIndex> p_roots) {
roots = p_roots;
}
int GLTFSkin::get_skeleton() {
return skeleton;
}
void GLTFSkin::set_skeleton(int p_skeleton) {
skeleton = p_skeleton;
}
Dictionary GLTFSkin::get_joint_i_to_bone_i() {
return GLTFTemplateConvert::to_dictionary(joint_i_to_bone_i);
}
void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
GLTFTemplateConvert::set_from_dictionary(joint_i_to_bone_i, p_joint_i_to_bone_i);
}
Dictionary GLTFSkin::get_joint_i_to_name() {
Dictionary ret;
HashMap<int, StringName>::Iterator elem = joint_i_to_name.begin();
while (elem) {
ret[elem->key] = String(elem->value);
++elem;
}
return ret;
}
void GLTFSkin::set_joint_i_to_name(Dictionary p_joint_i_to_name) {
joint_i_to_name = HashMap<int, StringName>();
Array keys = p_joint_i_to_name.keys();
for (int i = 0; i < keys.size(); i++) {
joint_i_to_name[keys[i]] = p_joint_i_to_name[keys[i]];
}
}
Ref<Skin> GLTFSkin::get_godot_skin() {
return godot_skin;
}
void GLTFSkin::set_godot_skin(Ref<Skin> p_godot_skin) {
godot_skin = p_godot_skin;
}
Error GLTFSkin::from_dictionary(const Dictionary &dict) {
ERR_FAIL_COND_V(!dict.has("skin_root"), ERR_INVALID_DATA);
skin_root = dict["skin_root"];
ERR_FAIL_COND_V(!dict.has("joints_original"), ERR_INVALID_DATA);
Array joints_original_array = dict["joints_original"];
joints_original.clear();
for (int i = 0; i < joints_original_array.size(); ++i) {
joints_original.push_back(joints_original_array[i]);
}
ERR_FAIL_COND_V(!dict.has("inverse_binds"), ERR_INVALID_DATA);
Array inverse_binds_array = dict["inverse_binds"];
inverse_binds.clear();
for (int i = 0; i < inverse_binds_array.size(); ++i) {
ERR_FAIL_COND_V(inverse_binds_array[i].get_type() != Variant::TRANSFORM3D, ERR_INVALID_DATA);
inverse_binds.push_back(inverse_binds_array[i]);
}
ERR_FAIL_COND_V(!dict.has("joints"), ERR_INVALID_DATA);
Array joints_array = dict["joints"];
joints.clear();
for (int i = 0; i < joints_array.size(); ++i) {
joints.push_back(joints_array[i]);
}
ERR_FAIL_COND_V(!dict.has("non_joints"), ERR_INVALID_DATA);
Array non_joints_array = dict["non_joints"];
non_joints.clear();
for (int i = 0; i < non_joints_array.size(); ++i) {
non_joints.push_back(non_joints_array[i]);
}
ERR_FAIL_COND_V(!dict.has("roots"), ERR_INVALID_DATA);
Array roots_array = dict["roots"];
roots.clear();
for (int i = 0; i < roots_array.size(); ++i) {
roots.push_back(roots_array[i]);
}
ERR_FAIL_COND_V(!dict.has("skeleton"), ERR_INVALID_DATA);
skeleton = dict["skeleton"];
ERR_FAIL_COND_V(!dict.has("joint_i_to_bone_i"), ERR_INVALID_DATA);
Dictionary joint_i_to_bone_i_dict = dict["joint_i_to_bone_i"];
joint_i_to_bone_i.clear();
for (int i = 0; i < joint_i_to_bone_i_dict.keys().size(); ++i) {
int key = joint_i_to_bone_i_dict.keys()[i];
int value = joint_i_to_bone_i_dict[key];
joint_i_to_bone_i[key] = value;
}
ERR_FAIL_COND_V(!dict.has("joint_i_to_name"), ERR_INVALID_DATA);
Dictionary joint_i_to_name_dict = dict["joint_i_to_name"];
joint_i_to_name.clear();
for (int i = 0; i < joint_i_to_name_dict.keys().size(); ++i) {
int key = joint_i_to_name_dict.keys()[i];
StringName value = joint_i_to_name_dict[key];
joint_i_to_name[key] = value;
}
if (dict.has("godot_skin")) {
godot_skin = dict["godot_skin"];
}
return OK;
}
Dictionary GLTFSkin::to_dictionary() {
Dictionary dict;
dict["skin_root"] = skin_root;
Array joints_original_array;
for (int i = 0; i < joints_original.size(); ++i) {
joints_original_array.push_back(joints_original[i]);
}
dict["joints_original"] = joints_original_array;
Array inverse_binds_array;
for (int i = 0; i < inverse_binds.size(); ++i) {
inverse_binds_array.push_back(inverse_binds[i]);
}
dict["inverse_binds"] = inverse_binds_array;
Array joints_array;
for (int i = 0; i < joints.size(); ++i) {
joints_array.push_back(joints[i]);
}
dict["joints"] = joints_array;
Array non_joints_array;
for (int i = 0; i < non_joints.size(); ++i) {
non_joints_array.push_back(non_joints[i]);
}
dict["non_joints"] = non_joints_array;
Array roots_array;
for (int i = 0; i < roots.size(); ++i) {
roots_array.push_back(roots[i]);
}
dict["roots"] = roots_array;
dict["skeleton"] = skeleton;
Dictionary joint_i_to_bone_i_dict;
for (HashMap<int, int>::Iterator E = joint_i_to_bone_i.begin(); E; ++E) {
joint_i_to_bone_i_dict[E->key] = E->value;
}
dict["joint_i_to_bone_i"] = joint_i_to_bone_i_dict;
Dictionary joint_i_to_name_dict;
for (HashMap<int, StringName>::Iterator E = joint_i_to_name.begin(); E; ++E) {
joint_i_to_name_dict[E->key] = E->value;
}
dict["joint_i_to_name"] = joint_i_to_name_dict;
dict["godot_skin"] = godot_skin;
return dict;
}