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authorK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2021-12-13 21:34:18 -0800
committerRémi Verschelde <rverschelde@gmail.com>2022-03-30 15:22:46 +0200
commit0a6889d834f44b8875a2a7969812824399764abb (patch)
treed1b162a0d3cdd6050cc3cf3b246d20909b89b68a /modules/gltf/editor/editor_scene_importer_blend.cpp
parent118f29694b12d771e67349e4d6838ae479a6552e (diff)
downloadredot-engine-0a6889d834f44b8875a2a7969812824399764abb.tar.gz
Add fbx2gltf support for importing .fbx files
Lets you drag or place .fbx files in the project folder and it will import the files. An editor setting sets the location of the fbx2gltf binary. Enables .fbx and .blend by default. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Diffstat (limited to 'modules/gltf/editor/editor_scene_importer_blend.cpp')
-rw-r--r--modules/gltf/editor/editor_scene_importer_blend.cpp37
1 files changed, 12 insertions, 25 deletions
diff --git a/modules/gltf/editor/editor_scene_importer_blend.cpp b/modules/gltf/editor/editor_scene_importer_blend.cpp
index 931b2bc73b..2587c095e1 100644
--- a/modules/gltf/editor/editor_scene_importer_blend.cpp
+++ b/modules/gltf/editor/editor_scene_importer_blend.cpp
@@ -36,7 +36,6 @@
#include "../gltf_state.h"
#include "core/config/project_settings.h"
-#include "core/io/json.h"
#include "editor/editor_settings.h"
#include "scene/main/node.h"
#include "scene/resources/animation.h"
@@ -52,26 +51,12 @@ void EditorSceneFormatImporterBlend::get_extensions(List<String> *r_extensions)
Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_t p_flags,
const Map<StringName, Variant> &p_options, int p_bake_fps,
List<String> *r_missing_deps, Error *r_err) {
- // Parse JSON config.
+ // Get global paths for source and sink.
- const String source_global = ProjectSettings::get_singleton()->globalize_path(p_path).c_escape();
+ const String source_global = ProjectSettings::get_singleton()->globalize_path(p_path);
const String sink = ProjectSettings::get_singleton()->get_imported_files_path().plus_file(
vformat("%s-%s.gltf", p_path.get_file().get_basename(), p_path.md5_text()));
- const String sink_global = ProjectSettings::get_singleton()->globalize_path(sink).c_escape();
- const String json_parameters = vformat("{\"source\": \"%s\", \"sink\": \"%s\"}", source_global, sink_global);
-
- Ref<JSON> json;
- json.instantiate();
- Error err = json->parse(json_parameters);
- if (err != OK) {
- if (r_err) {
- *r_err = err;
- }
- ERR_PRINT(vformat("Blend config can't be read at line %s with error: %s",
- json->get_error_line(), json->get_error_message()));
- return nullptr;
- }
- Dictionary parameters = json->get_data();
+ const String sink_global = ProjectSettings::get_singleton()->globalize_path(sink);
// Handle configuration options.
@@ -170,14 +155,14 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
// Prepare Blender export script.
- String common_args = vformat("filepath='%s',", parameters["sink"]) +
+ String common_args = vformat("filepath='%s',", sink_global) +
"export_format='GLTF_SEPARATE',"
"export_yup=True," +
parameters_arg;
String script =
String("import bpy, sys;") +
"print('Blender 3.0 or higher is required.', file=sys.stderr) if bpy.app.version < (3, 0, 0) else None;" +
- vformat("bpy.ops.wm.open_mainfile(filepath='%s');", parameters["source"]) +
+ vformat("bpy.ops.wm.open_mainfile(filepath='%s');", source_global) +
unpack_all +
vformat("bpy.ops.export_scene.gltf(export_keep_originals=True,%s);", common_args);
print_verbose(script);
@@ -192,20 +177,22 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
args.push_back(script);
String standard_out;
- int32_t ret = OS::get_singleton()->execute(blender_path, args, &standard_out, &ret, true);
+ int ret;
+ OS::get_singleton()->execute(blender_path, args, &standard_out, &ret, true);
+ print_verbose(blender_path);
print_verbose(standard_out);
- if (ret != OK) {
+ if (ret != 0) {
if (r_err) {
*r_err = ERR_SCRIPT_FAILED;
}
- ERR_PRINT(vformat("Blend import failed with error: %d.", ret));
+ ERR_PRINT(vformat("Blend export to glTF failed with error: %d.", ret));
return nullptr;
}
// Import the generated glTF.
- // Use GLTFDocument instead of gltf importer to keep image references.
+ // Use GLTFDocument instead of glTF importer to keep image references.
Ref<GLTFDocument> gltf;
gltf.instantiate();
Ref<GLTFState> state;
@@ -214,7 +201,7 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
if (p_options.has(SNAME("blender/materials/unpack_enabled")) && p_options[SNAME("blender/materials/unpack_enabled")]) {
base_dir = sink.get_base_dir();
}
- err = gltf->append_from_file(sink.get_basename() + ".gltf", state, p_flags, p_bake_fps, base_dir);
+ Error err = gltf->append_from_file(sink.get_basename() + ".gltf", state, p_flags, p_bake_fps, base_dir);
if (err != OK) {
if (r_err) {
*r_err = FAILED;