virtualx-engine/modules/fbx/editor_scene_importer_fbx.h
Gordon MacPherson de61cfe7c5 [fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version

Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.

Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688

Validation tools added for validating large projects

Provide package name, vendor and FBX vendor in the log.

Implemented metadata properties so we can read extra document
info required for bug reporting

**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.

Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
2020-12-10 19:30:17 +00:00

135 lines
6.1 KiB
C++

/*************************************************************************/
/* editor_scene_importer_fbx.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 EDITOR_SCENE_IMPORTER_FBX_H
#define EDITOR_SCENE_IMPORTER_FBX_H
#ifdef TOOLS_ENABLED
#include "data/import_state.h"
#include "tools/import_utils.h"
#include "core/bind/core_bind.h"
#include "core/dictionary.h"
#include "core/io/resource_importer.h"
#include "core/local_vector.h"
#include "core/ustring.h"
#include "core/vector.h"
#include "editor/import/resource_importer_scene.h"
#include "editor/project_settings_editor.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/surface_tool.h"
#include "fbx_parser/FBXDocument.h"
#include "fbx_parser/FBXImportSettings.h"
#include "fbx_parser/FBXMeshGeometry.h"
#include "fbx_parser/FBXUtil.h"
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
class EditorSceneImporterFBX : public EditorSceneImporter {
private:
GDCLASS(EditorSceneImporterFBX, EditorSceneImporter);
struct AssetImportAnimation {
enum Interpolation {
INTERP_LINEAR,
INTERP_STEP,
INTERP_CATMULLROMSPLINE,
INTERP_CUBIC_SPLINE
};
};
// ------------------------------------------------------------------------------------------------
template <typename T>
const T *ProcessDOMConnection(
const FBXDocParser::Document *doc,
uint64_t current_element,
bool reverse_lookup = false) {
const std::vector<const FBXDocParser::Connection *> &conns = reverse_lookup ? doc->GetConnectionsByDestinationSequenced(current_element) : doc->GetConnectionsBySourceSequenced(current_element);
//print_verbose("[doc] looking for " + String(element_to_find));
// using the temp pattern here so we can debug before it returns
// in some cases we return too early, with 'deformer object base class' in wrong place
// in assimp this means we can accidentally return too early...
const T *return_obj = nullptr;
for (const FBXDocParser::Connection *con : conns) {
const FBXDocParser::Object *source_object = con->SourceObject();
const FBXDocParser::Object *dest_object = con->DestinationObject();
if (source_object && dest_object != nullptr) {
//print_verbose("[doc] connection name: " + String(source_object->Name().c_str()) + ", dest: " + String(dest_object->Name().c_str()));
const T *temp = dynamic_cast<const T *>(reverse_lookup ? source_object : dest_object);
if (temp) {
return_obj = temp;
}
}
}
if (return_obj != nullptr) {
//print_verbose("[doc] returned valid element");
//print_verbose("Found object for bone");
return return_obj;
}
// safe to return nothing, need to use nullptr here as nullptr is used internally for FBX document.
return nullptr;
}
void BuildDocumentBones(Ref<FBXBone> p_parent_bone,
ImportState &state, const FBXDocParser::Document *p_doc,
uint64_t p_id);
void BuildDocumentNodes(Ref<PivotTransform> parent_transform, ImportState &state, const FBXDocParser::Document *doc, uint64_t id, Ref<FBXNode> fbx_parent);
Spatial *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document,
const uint32_t p_flags,
int p_bake_fps, const int32_t p_max_bone_weights);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
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;
public:
EditorSceneImporterFBX() {}
~EditorSceneImporterFBX() {}
virtual void get_extensions(List<String> *r_extensions) const;
virtual uint32_t get_import_flags() const;
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);
void create_mesh_data_skin(ImportState &state, const Ref<FBXNode> &fbx_node, uint64_t mesh_id);
};
#endif // TOOLS_ENABLED
#endif // EDITOR_SCENE_IMPORTER_FBX_H