ad214c0356
Issues fixed: - Updated assimp to latest and backported fixes into godot. - Fixed file scale being ignored from FBX file. - Fixed bone removal - Implemented proper armature binding - Fixed recursion not always going through the entire path - Implemented assimp global scaling system - Fixed assimp global scale process to support unit conversion - Implemented proper fbx scaling - Fixed asserts caused by missing faces in some models which could crash - Fixed valid bone removal - Fixed root node being overwriten by assimp which caused data loss - Fixed armature construction so that it works with multiple roots - Implemented basic support for FBX standard materials - Refactoring to improve code quality and improve function reuse. - Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone. - Creating meshes is now done after hierarchy is created so that the skeleton is always available. - Added support to assimp to support file scale in all formats which call SetFileScale. - Many other fixes provided into assimp. Known issues: - FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks) - Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node. - When an animated mesh has not executed any animation the rest pose is wrong. Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
153 lines
6.8 KiB
C++
153 lines
6.8 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_assimp.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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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_ASSIMP_H
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#define EDITOR_SCENE_IMPORTER_ASSIMP_H
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#ifdef TOOLS_ENABLED
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#include "core/bind/core_bind.h"
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#include "core/io/resource_importer.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 <assimp/matrix4x4.h>
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#include <assimp/scene.h>
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#include <assimp/types.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/LogStream.hpp>
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#include <assimp/Logger.hpp>
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#include "import_state.h"
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#include "import_utils.h"
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using namespace AssimpImporter;
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class AssimpStream : public Assimp::LogStream {
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public:
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// Constructor
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AssimpStream() {}
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// Destructor
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~AssimpStream() {}
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// Write something using your own functionality
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void write(const char *message) {
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print_verbose(String("Open Asset Import: ") + String(message).strip_edges());
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}
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};
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class EditorSceneImporterAssimp : public EditorSceneImporter {
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private:
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GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter);
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const String ASSIMP_FBX_KEY = "_$AssimpFbx$";
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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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struct BoneInfo {
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uint32_t bone;
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float weight;
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};
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struct SkeletonHole { //nodes may be part of the skeleton by used by vertex
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String name;
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String parent;
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Transform pose;
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const aiNode *node;
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};
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void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w);
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void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<Texture> texture);
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Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices, const aiNode *assimp_node, Skeleton *p_skeleton = NULL);
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// utility for node creation
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void attach_new_node(ImportState &state, Spatial *new_node, const aiNode *node, Node *parent_node, String Name, Transform &transform);
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// simple object creation functions
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void create_light(ImportState &state, RecursiveState &recursive_state);
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void create_camera(ImportState &state, RecursiveState &recursive_state);
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void create_bone(ImportState &state, RecursiveState &recursive_state);
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// non recursive - linear so must not use recursive arguments
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void create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *current_node, Node *parent_node, Transform node_transform);
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// recursive node generator
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void _generate_node(ImportState &state, Skeleton *skeleton, const aiNode *assimp_node, Node *parent_node);
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// runs after _generate_node as it must then use pre-created godot skeleton.
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void generate_mesh_phase_from_skeletal_mesh(ImportState &state);
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void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int p_track, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name);
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void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps);
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Spatial *_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
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String _assimp_anim_string_to_string(const aiString &p_string) const;
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String _assimp_raw_string_to_string(const aiString &p_string) const;
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float _get_fbx_fps(int32_t time_mode, const aiScene *p_scene);
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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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struct ImportFormat {
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Vector<String> extensions;
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bool is_default;
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};
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protected:
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static void _bind_methods();
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public:
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EditorSceneImporterAssimp() {
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Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE);
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unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn;
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Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity);
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}
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~EditorSceneImporterAssimp() {
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Assimp::DefaultLogger::kill();
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}
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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, List<String> *r_missing_deps, Error *r_err = NULL);
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Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path);
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};
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#endif
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#endif
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