671bd64e4a
Fix sub-optimal uses of is_equal_approx
400 lines
14 KiB
C++
400 lines
14 KiB
C++
/*************************************************************************/
|
|
/* import_utils.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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 */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef IMPORT_UTILS_FBX_IMPORTER_H
|
|
#define IMPORT_UTILS_FBX_IMPORTER_H
|
|
|
|
#include "core/io/image_loader.h"
|
|
|
|
#include "data/import_state.h"
|
|
#include "fbx_parser/FBXDocument.h"
|
|
|
|
#include <string>
|
|
|
|
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
|
|
|
|
/**
|
|
* Import Utils
|
|
* Conversion tools / glue code to convert from FBX to Godot
|
|
*/
|
|
class ImportUtils {
|
|
public:
|
|
/// Convert a vector from degrees to radians.
|
|
static Vector3 deg2rad(const Vector3 &p_rotation);
|
|
|
|
/// Convert a vector from radians to degrees.
|
|
static Vector3 rad2deg(const Vector3 &p_rotation);
|
|
|
|
/// Converts rotation order vector (in rad) to quaternion.
|
|
static Basis EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
|
|
|
|
/// Converts rotation order vector (in rad) to quaternion.
|
|
static Quaternion EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
|
|
|
|
/// Converts basis into rotation order vector (in rad).
|
|
static Vector3 BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation);
|
|
|
|
/// Converts quaternion into rotation order vector (in rad).
|
|
static Vector3 QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quaternion &p_rotation);
|
|
|
|
static void debug_xform(String name, const Transform3D &t) {
|
|
print_verbose(name + " " + t.origin + " rotation: " + (t.basis.get_euler() * (180 / Math_PI)));
|
|
}
|
|
|
|
static String FBXNodeToName(const std::string &name) {
|
|
// strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
|
|
// this causes ambiguities, well possible between empty identifiers,
|
|
// such as "Model::" and ""). Make sure the behaviour is consistent
|
|
// across multiple calls to FixNodeName().
|
|
|
|
// We must remove this from the name
|
|
// Some bones have this
|
|
// SubDeformer::
|
|
// Meshes, Joints have this, some other IK elements too.
|
|
// Model::
|
|
|
|
String node_name = String(name.c_str());
|
|
|
|
if (node_name.substr(0, 7) == "Model::") {
|
|
node_name = node_name.substr(7, node_name.length() - 7);
|
|
return node_name.replace(":", "");
|
|
}
|
|
|
|
if (node_name.substr(0, 13) == "SubDeformer::") {
|
|
node_name = node_name.substr(13, node_name.length() - 13);
|
|
return node_name.replace(":", "");
|
|
}
|
|
|
|
if (node_name.substr(0, 11) == "AnimStack::") {
|
|
node_name = node_name.substr(11, node_name.length() - 11);
|
|
return node_name.replace(":", "");
|
|
}
|
|
|
|
if (node_name.substr(0, 15) == "AnimCurveNode::") {
|
|
node_name = node_name.substr(15, node_name.length() - 15);
|
|
return node_name.replace(":", "");
|
|
}
|
|
|
|
if (node_name.substr(0, 11) == "AnimCurve::") {
|
|
node_name = node_name.substr(11, node_name.length() - 11);
|
|
return node_name.replace(":", "");
|
|
}
|
|
|
|
if (node_name.substr(0, 10) == "Geometry::") {
|
|
node_name = node_name.substr(10, node_name.length() - 10);
|
|
return node_name.replace(":", "");
|
|
}
|
|
|
|
if (node_name.substr(0, 10) == "Material::") {
|
|
node_name = node_name.substr(10, node_name.length() - 10);
|
|
return node_name.replace(":", "");
|
|
}
|
|
|
|
if (node_name.substr(0, 9) == "Texture::") {
|
|
node_name = node_name.substr(9, node_name.length() - 9);
|
|
return node_name.replace(":", "");
|
|
}
|
|
|
|
return node_name.replace(":", "");
|
|
}
|
|
|
|
static std::string FBXAnimMeshName(const std::string &name) {
|
|
if (name.length()) {
|
|
size_t indexOf = name.find_first_of("::");
|
|
if (indexOf != std::string::npos && indexOf < name.size() - 2) {
|
|
return name.substr(indexOf + 2);
|
|
}
|
|
}
|
|
return name.length() ? name : "AnimMesh";
|
|
}
|
|
|
|
static Vector3 safe_import_vector3(const Vector3 &p_vec) {
|
|
Vector3 vector = p_vec;
|
|
if (Math::is_zero_approx(vector.x)) {
|
|
vector.x = 0;
|
|
}
|
|
|
|
if (Math::is_zero_approx(vector.y)) {
|
|
vector.y = 0;
|
|
}
|
|
|
|
if (Math::is_zero_approx(vector.z)) {
|
|
vector.z = 0;
|
|
}
|
|
return vector;
|
|
}
|
|
|
|
static void debug_xform(String name, const Basis &t) {
|
|
//print_verbose(name + " rotation: " + (t.get_euler() * (180 / Math_PI)));
|
|
}
|
|
|
|
static Vector3 FixAxisConversions(Vector3 input) {
|
|
return Vector3(input.x, input.y, input.z);
|
|
}
|
|
|
|
static void AlignMeshAxes(std::vector<Vector3> &vertex_data) {
|
|
for (size_t x = 0; x < vertex_data.size(); x++) {
|
|
vertex_data[x] = FixAxisConversions(vertex_data[x]);
|
|
}
|
|
}
|
|
|
|
struct AssetImportFbx {
|
|
enum ETimeMode {
|
|
TIME_MODE_DEFAULT = 0,
|
|
TIME_MODE_120 = 1,
|
|
TIME_MODE_100 = 2,
|
|
TIME_MODE_60 = 3,
|
|
TIME_MODE_50 = 4,
|
|
TIME_MODE_48 = 5,
|
|
TIME_MODE_30 = 6,
|
|
TIME_MODE_30_DROP = 7,
|
|
TIME_MODE_NTSC_DROP_FRAME = 8,
|
|
TIME_MODE_NTSC_FULL_FRAME = 9,
|
|
TIME_MODE_PAL = 10,
|
|
TIME_MODE_CINEMA = 11,
|
|
TIME_MODE_1000 = 12,
|
|
TIME_MODE_CINEMA_ND = 13,
|
|
TIME_MODE_CUSTOM = 14,
|
|
TIME_MODE_TIME_MODE_COUNT = 15
|
|
};
|
|
enum UpAxis {
|
|
UP_VECTOR_AXIS_X = 1,
|
|
UP_VECTOR_AXIS_Y = 2,
|
|
UP_VECTOR_AXIS_Z = 3
|
|
};
|
|
enum FrontAxis {
|
|
FRONT_PARITY_EVEN = 1,
|
|
FRONT_PARITY_ODD = 2,
|
|
};
|
|
|
|
enum CoordAxis {
|
|
COORD_RIGHT = 0,
|
|
COORD_LEFT = 1
|
|
};
|
|
};
|
|
|
|
/** Get fbx fps for time mode meta data
|
|
*/
|
|
static float get_fbx_fps(int32_t time_mode) {
|
|
switch (time_mode) {
|
|
case AssetImportFbx::TIME_MODE_DEFAULT:
|
|
return 24;
|
|
case AssetImportFbx::TIME_MODE_120:
|
|
return 120;
|
|
case AssetImportFbx::TIME_MODE_100:
|
|
return 100;
|
|
case AssetImportFbx::TIME_MODE_60:
|
|
return 60;
|
|
case AssetImportFbx::TIME_MODE_50:
|
|
return 50;
|
|
case AssetImportFbx::TIME_MODE_48:
|
|
return 48;
|
|
case AssetImportFbx::TIME_MODE_30:
|
|
return 30;
|
|
case AssetImportFbx::TIME_MODE_30_DROP:
|
|
return 30;
|
|
case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME:
|
|
return 29.9700262f;
|
|
case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME:
|
|
return 29.9700262f;
|
|
case AssetImportFbx::TIME_MODE_PAL:
|
|
return 25;
|
|
case AssetImportFbx::TIME_MODE_CINEMA:
|
|
return 24;
|
|
case AssetImportFbx::TIME_MODE_1000:
|
|
return 1000;
|
|
case AssetImportFbx::TIME_MODE_CINEMA_ND:
|
|
return 23.976f;
|
|
case AssetImportFbx::TIME_MODE_CUSTOM:
|
|
return -1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static float get_fbx_fps(const FBXDocParser::FileGlobalSettings *FBXSettings) {
|
|
int time_mode = FBXSettings->TimeMode();
|
|
|
|
// get the animation FPS
|
|
float frames_per_second = get_fbx_fps(time_mode);
|
|
|
|
// handle animation custom FPS time.
|
|
if (time_mode == ImportUtils::AssetImportFbx::TIME_MODE_CUSTOM) {
|
|
print_verbose("FBX Animation has custom FPS setting");
|
|
frames_per_second = FBXSettings->CustomFrameRate();
|
|
|
|
// not our problem this is the modeller, we can print as an error so they can fix the source.
|
|
if (frames_per_second == 0) {
|
|
print_error("Custom animation time in file is set to 0 value, animation won't play, please edit your file to correct the FPS value");
|
|
}
|
|
}
|
|
return frames_per_second;
|
|
}
|
|
|
|
/**
|
|
* Find hardcoded textures from assimp which could be in many different directories
|
|
*/
|
|
|
|
/**
|
|
* set_texture_mapping_mode
|
|
* Helper to check the mapping mode of the texture (repeat, clamp and mirror)
|
|
*/
|
|
// static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
|
|
// ERR_FAIL_COND(texture.is_null());
|
|
// ERR_FAIL_COND(map_mode == nullptr);
|
|
// aiTextureMapMode tex_mode = map_mode[0];
|
|
|
|
// int32_t flags = Texture::FLAGS_DEFAULT;
|
|
// if (tex_mode == aiTextureMapMode_Wrap) {
|
|
// //Default
|
|
// } else if (tex_mode == aiTextureMapMode_Clamp) {
|
|
// flags = flags & ~Texture::FLAG_REPEAT;
|
|
// } else if (tex_mode == aiTextureMapMode_Mirror) {
|
|
// flags = flags | Texture::FLAG_MIRRORED_REPEAT;
|
|
// }
|
|
// texture->set_flags(flags);
|
|
// }
|
|
|
|
/**
|
|
* Load or load from cache image :)
|
|
* We need to upgrade this in the later version :) should not be hard
|
|
*/
|
|
//static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path){
|
|
// Map<String, Ref<Image> >::Element *match = state.path_to_image_cache.find(p_path);
|
|
|
|
// // if our cache contains this image then don't bother
|
|
// if (match) {
|
|
// return match->get();
|
|
// }
|
|
|
|
// Vector<String> split_path = p_path.get_basename().split("*");
|
|
// if (split_path.size() == 2) {
|
|
// size_t texture_idx = split_path[1].to_int();
|
|
// ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref<Image>());
|
|
// aiTexture *tex = p_scene->mTextures[texture_idx];
|
|
// String filename = AssimpUtils::get_raw_string_from_assimp(tex->mFilename);
|
|
// filename = filename.get_file();
|
|
// print_verbose("Open Asset Import: Loading embedded texture " + filename);
|
|
// if (tex->mHeight == 0) {
|
|
// if (tex->CheckFormat("png")) {
|
|
// Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
|
|
// ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
|
|
// state.path_to_image_cache.insert(p_path, img);
|
|
// return img;
|
|
// } else if (tex->CheckFormat("jpg")) {
|
|
// Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
|
|
// ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
|
|
// state.path_to_image_cache.insert(p_path, img);
|
|
// return img;
|
|
// } else if (tex->CheckFormat("dds")) {
|
|
// ERR_FAIL_COND_V_MSG(true, Ref<Image>(), "Open Asset Import: Embedded dds not implemented");
|
|
// }
|
|
// } else {
|
|
// Ref<Image> img;
|
|
// img.instantiate();
|
|
// PoolByteArray arr;
|
|
// uint32_t size = tex->mWidth * tex->mHeight;
|
|
// arr.resize(size);
|
|
// memcpy(arr.write().ptr(), tex->pcData, size);
|
|
// ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref<Image>());
|
|
// //ARGB8888 to RGBA8888
|
|
// for (int32_t i = 0; i < arr.size() / 4; i++) {
|
|
// arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0];
|
|
// arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1];
|
|
// arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2];
|
|
// arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3];
|
|
// }
|
|
// img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr);
|
|
// ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
|
|
// state.path_to_image_cache.insert(p_path, img);
|
|
// return img;
|
|
// }
|
|
// return Ref<Image>();
|
|
// } else {
|
|
// Ref<Texture> texture = ResourceLoader::load(p_path);
|
|
// ERR_FAIL_COND_V(texture.is_null(), Ref<Image>());
|
|
// Ref<Image> image = texture->get_image();
|
|
// ERR_FAIL_COND_V(image.is_null(), Ref<Image>());
|
|
// state.path_to_image_cache.insert(p_path, image);
|
|
// return image;
|
|
// }
|
|
|
|
// return Ref<Image>();
|
|
//}
|
|
|
|
// /* create texture from assimp data, if found in path */
|
|
// static bool CreateAssimpTexture(
|
|
// AssimpImporter::ImportState &state,
|
|
// aiString texture_path,
|
|
// String &filename,
|
|
// String &path,
|
|
// AssimpImageData &image_state) {
|
|
// filename = get_raw_string_from_assimp(texture_path);
|
|
// path = state.path.get_base_dir().plus_file(filename.replace("\\", "/"));
|
|
// bool found = false;
|
|
// find_texture_path(state.path, path, found);
|
|
// if (found) {
|
|
// image_state.raw_image = AssimpUtils::load_image(state, state.assimp_scene, path);
|
|
// if (image_state.raw_image.is_valid()) {
|
|
// image_state.texture.instantiate();
|
|
// image_state.texture->create_from_image(image_state.raw_image);
|
|
// image_state.texture->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
|
|
// return true;
|
|
// }
|
|
// }
|
|
|
|
// return false;
|
|
// }
|
|
// /** GetAssimpTexture
|
|
// * Designed to retrieve textures for you
|
|
// */
|
|
// static bool GetAssimpTexture(
|
|
// AssimpImporter::ImportState &state,
|
|
// aiMaterial *ai_material,
|
|
// aiTextureType texture_type,
|
|
// String &filename,
|
|
// String &path,
|
|
// AssimpImageData &image_state) {
|
|
// aiString ai_filename = aiString();
|
|
// if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, nullptr, nullptr, nullptr, nullptr, image_state.map_mode)) {
|
|
// return CreateAssimpTexture(state, ai_filename, filename, path, image_state);
|
|
// }
|
|
|
|
// return false;
|
|
// }
|
|
};
|
|
|
|
// Apply the transforms so the basis will have scale 1.
|
|
Transform3D get_unscaled_transform(const Transform3D &p_initial, real_t p_scale);
|
|
|
|
/// Uses the Newell's method to compute any polygon normal.
|
|
/// The polygon must be at least size of 3 or bigger.
|
|
Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices);
|
|
|
|
#endif // IMPORT_UTILS_FBX_IMPORTER_H
|