virtualx-engine/modules/fbx/data/import_state.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

112 lines
5.2 KiB
C++

/*************************************************************************/
/* import_state.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 IMPORT_STATE_H
#define IMPORT_STATE_H
#include "fbx_mesh_data.h"
#include "tools/import_utils.h"
#include "tools/validation_tools.h"
#include "pivot_transform.h"
#include "core/bind/core_bind.h"
#include "core/io/resource_importer.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 "modules/fbx/fbx_parser/FBXDocument.h"
#include "modules/fbx/fbx_parser/FBXImportSettings.h"
#include "modules/fbx/fbx_parser/FBXMeshGeometry.h"
#include "modules/fbx/fbx_parser/FBXParser.h"
#include "modules/fbx/fbx_parser/FBXTokenizer.h"
#include "modules/fbx/fbx_parser/FBXUtil.h"
struct FBXBone;
struct FBXMeshData;
struct FBXNode;
struct FBXSkeleton;
struct ImportState {
bool enable_material_import = true;
bool enable_animation_import = true;
Map<StringName, Ref<Texture> > cached_image_searches;
Map<uint64_t, Ref<SpatialMaterial> > cached_materials;
String path = String();
Spatial *root_owner = nullptr;
Spatial *root = nullptr;
real_t scale = 0.01;
Ref<FBXNode> fbx_root_node = Ref<FBXNode>();
// skeleton map - merged automatically when they are on the same x node in the tree so we can merge them automatically.
Map<uint64_t, Ref<FBXSkeleton> > skeleton_map = Map<uint64_t, Ref<FBXSkeleton> >();
// nodes on the same level get merged automatically.
//Map<uint64_t, Skeleton *> armature_map;
AnimationPlayer *animation_player = nullptr;
// Generation 4 - Raw document accessing for bone/skin/joint/kLocators
// joints are not necessarily bones but must be merged into the skeleton
// (bone id), bone
Map<uint64_t, Ref<FBXBone> > fbx_bone_map = Map<uint64_t, Ref<FBXBone> >(); // this is the bone name and setup information required for joints
// this will never contain joints only bones attached to a mesh.
// Generation 4 - Raw document for creating the nodes transforms in the scene
// this is a list of the nodes in the scene
// (id, node)
List<Ref<FBXNode> > fbx_node_list = List<Ref<FBXNode> >();
// All nodes which have been created in the scene
// this will not contain the root node of the scene
Map<uint64_t, Ref<FBXNode> > fbx_target_map = Map<uint64_t, Ref<FBXNode> >();
// mesh nodes which are created in node / mesh step - used for populating skin poses in MeshSkins
Map<uint64_t, Ref<FBXNode> > MeshNodes = Map<uint64_t, Ref<FBXNode> >();
// mesh skin map
Map<uint64_t, Ref<Skin> > MeshSkins = Map<uint64_t, Ref<Skin> >();
// this is the container for the mesh weight information and eventually
// any mesh data
// but not the skin, just stuff important for rendering
// skin is applied to mesh instance so not really required to be in here yet.
// maybe later
// fbx mesh id, FBXMeshData
Map<uint64_t, Ref<FBXMeshData> > renderer_mesh_data = Map<uint64_t, Ref<FBXMeshData> >();
};
#endif // IMPORT_STATE_H