0bd877780f
Basic skin support Various fixes - Fixes bind mount id and mesh index - Fixed duplicate nodes being created - Prevented leak when instances being freed during re-import. - Improved camera and light transform import - skeleton handling and technical debt removal - ASSIMP: bone nodes were unlinked from bones by this code - bone_add working can distinguish between armatutes - Updated transform to be the correct offset - Added safety for state.root node errors - Fixed memory leak with leaf bones - Implemented children re-parenting for mesh template - import_animation fixes to basic skeleton data - Adds some more debug messages - Fixed Godot import segfault - Fix build failing on mono - Clear resources we use which are no longer required after import - Fixed bone duplication issue - Working skeleton_bone_map which can lookup armatures properly now. - Fixed stack being used up when mesh swapped & Fixed bone ID Additional notes: We use a mesh template which is a fake node to instance the initial mesh nodes . This is to ensure the entire tree can be built. We replace mesh node templates with the real mesh after the skeleton is available, since this makes it ensure that the fully built skeleton exists with all bones, all nodes, etc. The bone stack is a stack which pops when it finds bones, this overcomes duplicate bones with the same names. FBX has lots of these because animation armature has bone names like bone001 and another armature will also have bone001 Fixed errors in node path assignment Simple explanation: - Every mesh uses a node from the stack - Node stack was empties before completed - Every time node not found, stack must be rebuilt to maintain correct armature order :) Additional fixes: - Fixes destructor in assimp - Implements aiNode* mArmature in bone data - Implements aiNode* mParent in bone data - Fixes parent ID on bones. Implemented skeleton assignment in generate_mesh_indicies This is the only place we can safely do a lookup for the skeleton for the mesh.h I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function. Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification. Fixed import_animation spawning tracks per skin
198 lines
7.1 KiB
C++
198 lines
7.1 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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r
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file FBXImporter.cpp
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* @brief Implementation of the FBX importer.
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*/
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXImporter.h"
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#include "FBXConverter.h"
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#include "FBXDocument.h"
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#include "FBXParser.h"
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#include "FBXTokenizer.h"
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#include "FBXUtil.h"
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#include <assimp/MemoryIOWrapper.h>
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#include <assimp/StreamReader.h>
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#include <assimp/importerdesc.h>
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#include <assimp/Importer.hpp>
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namespace Assimp {
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template <>
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const char *LogFunctions<FBXImporter>::Prefix() {
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static auto prefix = "FBX: ";
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return prefix;
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}
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} // namespace Assimp
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using namespace Assimp;
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using namespace Assimp::Formatter;
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using namespace Assimp::FBX;
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namespace {
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static const aiImporterDesc desc = {
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"Autodesk FBX Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"fbx"
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};
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by #Importer
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FBXImporter::FBXImporter() {
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FBXImporter::~FBXImporter() {
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool FBXImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
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const std::string &extension = GetExtension(pFile);
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if (extension == std::string(desc.mFileExtensions)) {
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return true;
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}
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else if ((!extension.length() || checkSig) && pIOHandler) {
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// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
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const char *tokens[] = { "fbx" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// List all extensions handled by this loader
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const aiImporterDesc *FBXImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the loader
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void FBXImporter::SetupProperties(const Importer *pImp) {
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settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
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settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
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settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
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settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
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settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
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settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
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settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
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settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
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settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
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settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
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settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
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settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
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settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
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if (!stream) {
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ThrowException("Could not open file for reading");
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}
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// read entire file into memory - no streaming for this, fbx
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// files can grow large, but the assimp output data structure
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// then becomes very large, too. Assimp doesn't support
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// streaming for its output data structures so the net win with
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// streaming input data would be very low.
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std::vector<char> contents;
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contents.resize(stream->FileSize() + 1);
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stream->Read(&*contents.begin(), 1, contents.size() - 1);
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contents[contents.size() - 1] = 0;
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const char *const begin = &*contents.begin();
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// broadphase tokenizing pass in which we identify the core
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// syntax elements of FBX (brackets, commas, key:value mappings)
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TokenList tokens;
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try {
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bool is_binary = false;
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if (!strncmp(begin, "Kaydara FBX Binary", 18)) {
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is_binary = true;
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TokenizeBinary(tokens, begin, contents.size());
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} else {
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Tokenize(tokens, begin);
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}
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// use this information to construct a very rudimentary
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// parse-tree representing the FBX scope structure
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Parser parser(tokens, is_binary);
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// take the raw parse-tree and convert it to a FBX DOM
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Document doc(parser, settings);
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// convert the FBX DOM to aiScene
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ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
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// size relative to cm
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float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
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// Set FBX file scale is relative to CM must be converted to M for
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// assimp universal format (M)
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SetFileScale(size_relative_to_cm * 0.01f);
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std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
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} catch (std::exception &) {
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std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
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throw;
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}
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}
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#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER
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