203295f17d
Fleshed out the "Optimize Mesh" options found in the mesh import UI Gave a checkbox to every vertex attribute that can be compressed Surfaced option to enable/disable Octahedral compression for normal/tangent vectors Also surfaces the vertex position compression option which previously inaccessible because the defaults did not compress vertex positions Supports all current importers (obj, fbx, collada, gltf)
137 lines
6.2 KiB
C++
137 lines
6.2 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_fbx.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_SCENE_IMPORTER_FBX_H
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#define EDITOR_SCENE_IMPORTER_FBX_H
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#ifdef TOOLS_ENABLED
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#include "data/import_state.h"
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#include "tools/import_utils.h"
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#include "core/bind/core_bind.h"
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#include "core/dictionary.h"
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#include "core/io/resource_importer.h"
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#include "core/local_vector.h"
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#include "core/ustring.h"
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#include "core/vector.h"
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#include "editor/import/resource_importer_scene.h"
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#include "editor/project_settings_editor.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/surface_tool.h"
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#include "fbx_parser/FBXDocument.h"
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#include "fbx_parser/FBXImportSettings.h"
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#include "fbx_parser/FBXMeshGeometry.h"
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#include "fbx_parser/FBXUtil.h"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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class EditorSceneImporterFBX : public EditorSceneImporter {
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private:
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GDCLASS(EditorSceneImporterFBX, EditorSceneImporter);
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struct AssetImportAnimation {
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enum Interpolation {
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INTERP_LINEAR,
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INTERP_STEP,
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INTERP_CATMULLROMSPLINE,
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INTERP_CUBIC_SPLINE
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};
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};
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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const T *ProcessDOMConnection(
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const FBXDocParser::Document *doc,
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uint64_t current_element,
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bool reverse_lookup = false) {
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const std::vector<const FBXDocParser::Connection *> &conns = reverse_lookup ? doc->GetConnectionsByDestinationSequenced(current_element) : doc->GetConnectionsBySourceSequenced(current_element);
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//print_verbose("[doc] looking for " + String(element_to_find));
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// using the temp pattern here so we can debug before it returns
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// in some cases we return too early, with 'deformer object base class' in wrong place
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// in assimp this means we can accidentally return too early...
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const T *return_obj = nullptr;
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for (const FBXDocParser::Connection *con : conns) {
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const FBXDocParser::Object *source_object = con->SourceObject();
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const FBXDocParser::Object *dest_object = con->DestinationObject();
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if (source_object && dest_object != nullptr) {
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//print_verbose("[doc] connection name: " + String(source_object->Name().c_str()) + ", dest: " + String(dest_object->Name().c_str()));
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const T *temp = dynamic_cast<const T *>(reverse_lookup ? source_object : dest_object);
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if (temp) {
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return_obj = temp;
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}
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}
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}
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if (return_obj != nullptr) {
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//print_verbose("[doc] returned valid element");
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//print_verbose("Found object for bone");
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return return_obj;
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}
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// safe to return nothing, need to use nullptr here as nullptr is used internally for FBX document.
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return nullptr;
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}
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void BuildDocumentBones(Ref<FBXBone> p_parent_bone,
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ImportState &state, const FBXDocParser::Document *p_doc,
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uint64_t p_id);
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void BuildDocumentNodes(Ref<PivotTransform> parent_transform, ImportState &state, const FBXDocParser::Document *doc, uint64_t id, Ref<FBXNode> fbx_parent);
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Spatial *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document,
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const uint32_t p_flags,
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int p_bake_fps,
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const uint32_t p_compress_flags,
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const int32_t p_max_bone_weights,
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bool p_is_blender_fbx);
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template <class T>
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T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
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void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
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public:
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EditorSceneImporterFBX() {}
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~EditorSceneImporterFBX() {}
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virtual void get_extensions(List<String> *r_extensions) const;
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virtual uint32_t get_import_flags() const;
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virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags, List<String> *r_missing_deps, Error *r_err = nullptr);
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void create_mesh_data_skin(ImportState &state, const Ref<FBXNode> &fbx_node, uint64_t mesh_id);
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};
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#endif // TOOLS_ENABLED
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#endif // EDITOR_SCENE_IMPORTER_FBX_H
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