virtualx-engine/modules/fbx/tools/import_utils.h
Gordon MacPherson 6607fc7da9 Port FBX module from commit 68013d2393
Ports FBX module from 3.2 branch to 4.0

This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes.

Changelog:
- fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully)
- fixed const correctness with C++/C version change
- rewrote material handling to be simpler and better
- ports from 3.2 to 4.0 the fbx importer
2020-12-23 00:45:03 +00:00

400 lines
14 KiB
C++

/*************************************************************************/
/* import_utils.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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
#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 Quat 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 Quat &p_rotation);
static void debug_xform(String name, const Transform &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_equal_approx(0, vector.x)) {
vector.x = 0;
}
if (Math::is_equal_approx(0, vector.y)) {
vector.y = 0;
}
if (Math::is_equal_approx(0, 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 == NULL);
// 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.instance();
// 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_data();
// 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.instance();
// 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, NULL, NULL, NULL, NULL, 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.
Transform get_unscaled_transform(const Transform &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