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diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
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-/*************************************************************************/
-/* editor_scene_importer_fbx.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
-
-#include "editor_scene_importer_fbx.h"
-
-#include "data/fbx_anim_container.h"
-#include "data/fbx_material.h"
-#include "data/fbx_mesh_data.h"
-#include "data/fbx_skeleton.h"
-#include "tools/import_utils.h"
-
-#include "core/io/image_loader.h"
-#include "editor/editor_log.h"
-#include "editor/editor_node.h"
-#include "editor/import/resource_importer_scene.h"
-#include "scene/3d/bone_attachment_3d.h"
-#include "scene/3d/camera_3d.h"
-#include "scene/3d/importer_mesh_instance_3d.h"
-#include "scene/3d/light_3d.h"
-#include "scene/main/node.h"
-#include "scene/resources/material.h"
-
-#include "fbx_parser/FBXDocument.h"
-#include "fbx_parser/FBXImportSettings.h"
-#include "fbx_parser/FBXMeshGeometry.h"
-#include "fbx_parser/FBXParser.h"
-#include "fbx_parser/FBXProperties.h"
-#include "fbx_parser/FBXTokenizer.h"
-
-#include <string>
-
-void EditorSceneFormatImporterFBX::get_extensions(List<String> *r_extensions) const {
- // register FBX as the one and only format for FBX importing
- if (GLOBAL_GET("filesystem/import/fbx/use_fbx")) {
- r_extensions->push_back("fbx");
- }
-}
-
-uint32_t EditorSceneFormatImporterFBX::get_import_flags() const {
- return IMPORT_SCENE;
-}
-
-Node3D *EditorSceneFormatImporterFBX::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) {
- // done for performance when re-importing lots of files when testing importer in verbose only!
- if (OS::get_singleton()->is_stdout_verbose()) {
- EditorLog *log = EditorNode::get_log();
- log->clear();
- }
- Error err;
- FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
-
- ERR_FAIL_COND_V(!f, nullptr);
-
- {
- PackedByteArray data;
- // broadphase tokenizing pass in which we identify the core
- // syntax elements of FBX (brackets, commas, key:value mappings)
- FBXDocParser::TokenList tokens;
-
- bool is_binary = false;
- data.resize(f->get_length());
-
- ERR_FAIL_COND_V(data.size() < 64, nullptr);
-
- f->get_buffer(data.ptrw(), data.size());
- PackedByteArray fbx_header;
- fbx_header.resize(64);
- for (int32_t byte_i = 0; byte_i < 64; byte_i++) {
- fbx_header.ptrw()[byte_i] = data.ptr()[byte_i];
- }
-
- String fbx_header_string;
- if (fbx_header.size() >= 0) {
- fbx_header_string.parse_utf8((const char *)fbx_header.ptr(), fbx_header.size());
- }
-
- print_verbose("[doc] opening fbx file: " + p_path);
- print_verbose("[doc] fbx header: " + fbx_header_string);
- bool corrupt = false;
-
- // safer to check this way as there can be different formatted headers
- if (fbx_header_string.contains("Kaydara FBX Binary")) {
- is_binary = true;
- print_verbose("[doc] is binary");
-
- FBXDocParser::TokenizeBinary(tokens, (const char *)data.ptrw(), (size_t)data.size(), corrupt);
-
- } else {
- print_verbose("[doc] is ascii");
- FBXDocParser::Tokenize(tokens, (const char *)data.ptrw(), (size_t)data.size(), corrupt);
- }
-
- if (corrupt) {
- for (FBXDocParser::TokenPtr token : tokens) {
- delete token;
- }
- tokens.clear();
- ERR_PRINT(vformat("Cannot import FBX file: %s the file is corrupt so we safely exited parsing the file.", p_path));
- return memnew(Node3D);
- }
-
- // The import process explained:
- // 1. Tokens are made, these are then taken into the 'parser' below
- // 2. The parser constructs 'Elements' and all 'real' FBX Types.
- // 3. This creates a problem: shared_ptr ownership, should Elements later 'take ownership'
- // 4. No, it shouldn't so we should either a.) use weak ref for elements; but this is not correct.
-
- // use this information to construct a very rudimentary
- // parse-tree representing the FBX scope structure
- FBXDocParser::Parser parser(tokens, is_binary);
-
- if (parser.IsCorrupt()) {
- for (FBXDocParser::TokenPtr token : tokens) {
- delete token;
- }
- tokens.clear();
- ERR_PRINT(vformat("Cannot import FBX file: %s the file is corrupt so we safely exited parsing the file.", p_path));
- return memnew(Node3D);
- }
-
- FBXDocParser::ImportSettings settings;
- settings.strictMode = false;
-
- // this function leaks a lot
- FBXDocParser::Document doc(parser, settings);
-
- // yeah so closing the file is a good idea (prevents readonly states)
- f->close();
-
- // safety for version handling
- if (doc.IsSafeToImport()) {
- bool is_blender_fbx = false;
- const FBXDocParser::PropertyTable &import_props = doc.GetMetadataProperties();
- const FBXDocParser::PropertyPtr app_name = import_props.Get("Original|ApplicationName");
- const FBXDocParser::PropertyPtr app_vendor = import_props.Get("Original|ApplicationVendor");
- const FBXDocParser::PropertyPtr app_version = import_props.Get("Original|ApplicationVersion");
- //
- if (app_name) {
- const FBXDocParser::TypedProperty<std::string> *app_name_string = dynamic_cast<const FBXDocParser::TypedProperty<std::string> *>(app_name);
- if (app_name_string) {
- print_verbose("FBX App Name: " + String(app_name_string->Value().c_str()));
- }
- }
-
- if (app_vendor) {
- const FBXDocParser::TypedProperty<std::string> *app_vendor_string = dynamic_cast<const FBXDocParser::TypedProperty<std::string> *>(app_vendor);
- if (app_vendor_string) {
- print_verbose("FBX App Vendor: " + String(app_vendor_string->Value().c_str()));
- is_blender_fbx = app_vendor_string->Value().find("Blender") != std::string::npos;
- }
- }
-
- if (app_version) {
- const FBXDocParser::TypedProperty<std::string> *app_version_string = dynamic_cast<const FBXDocParser::TypedProperty<std::string> *>(app_version);
- if (app_version_string) {
- print_verbose("FBX App Version: " + String(app_version_string->Value().c_str()));
- }
- }
-
- if (is_blender_fbx) {
- WARN_PRINT("We don't officially support Blender FBX animations yet, due to issues with upstream Blender,\n"
- "so please wait for us to work around remaining issues. We will continue to import the file but it may be broken.\n"
- "For minimal breakage, please export FBX from Blender with -Z forward, and Y up.");
- }
-
- Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8, is_blender_fbx);
- // todo: move to document shutdown (will need to be validated after moving; this code has been validated already)
- for (FBXDocParser::TokenPtr token : tokens) {
- if (token) {
- delete token;
- token = nullptr;
- }
- }
-
- return spatial;
-
- } else {
- for (FBXDocParser::TokenPtr token : tokens) {
- delete token;
- }
- tokens.clear();
-
- ERR_PRINT(vformat("Cannot import FBX file: %s. It uses file format %d which is unsupported by Godot. Please re-export it or convert it to a newer format.", p_path, doc.FBXVersion()));
- }
- }
-
- return memnew(Node3D);
-}
-
-template <class T>
-struct EditorSceneFormatImporterAssetImportInterpolate {
- T lerp(const T &a, const T &b, float c) const {
- return a + (b - a) * c;
- }
-
- T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
- const float t2 = t * t;
- const float t3 = t2 * t;
-
- return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
- }
-
- T bezier(T start, T control_1, T control_2, T end, float t) {
- /* Formula from Wikipedia article on Bezier curves. */
- const real_t omt = (1.0 - t);
- const real_t omt2 = omt * omt;
- const real_t omt3 = omt2 * omt;
- const real_t t2 = t * t;
- const real_t t3 = t2 * t;
-
- return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
- }
-};
-
-//thank you for existing, partial specialization
-template <>
-struct EditorSceneFormatImporterAssetImportInterpolate<Quaternion> {
- Quaternion lerp(const Quaternion &a, const Quaternion &b, float c) const {
- ERR_FAIL_COND_V(!a.is_normalized(), Quaternion());
- ERR_FAIL_COND_V(!b.is_normalized(), Quaternion());
-
- return a.slerp(b, c).normalized();
- }
-
- Quaternion catmull_rom(const Quaternion &p0, const Quaternion &p1, const Quaternion &p2, const Quaternion &p3, float c) {
- ERR_FAIL_COND_V(!p1.is_normalized(), Quaternion());
- ERR_FAIL_COND_V(!p2.is_normalized(), Quaternion());
-
- return p1.slerp(p2, c).normalized();
- }
-
- Quaternion bezier(Quaternion start, Quaternion control_1, Quaternion control_2, Quaternion end, float t) {
- ERR_FAIL_COND_V(!start.is_normalized(), Quaternion());
- ERR_FAIL_COND_V(!end.is_normalized(), Quaternion());
-
- return start.slerp(end, t).normalized();
- }
-};
-
-template <class T>
-T EditorSceneFormatImporterFBX::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time,
- AssetImportAnimation::Interpolation p_interp) {
- //could use binary search, worth it?
- int idx = -1;
- for (int i = 0; i < p_times.size(); i++) {
- if (p_times[i] > p_time) {
- break;
- }
- idx++;
- }
-
- EditorSceneFormatImporterAssetImportInterpolate<T> interp;
-
- switch (p_interp) {
- case AssetImportAnimation::INTERP_LINEAR: {
- if (idx == -1) {
- return p_values[0];
- } else if (idx >= p_times.size() - 1) {
- return p_values[p_times.size() - 1];
- }
-
- float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
-
- return interp.lerp(p_values[idx], p_values[idx + 1], c);
-
- } break;
- case AssetImportAnimation::INTERP_STEP: {
- if (idx == -1) {
- return p_values[0];
- } else if (idx >= p_times.size() - 1) {
- return p_values[p_times.size() - 1];
- }
-
- return p_values[idx];
-
- } break;
- case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
- if (idx == -1) {
- return p_values[1];
- } else if (idx >= p_times.size() - 1) {
- return p_values[1 + p_times.size() - 1];
- }
-
- float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
-
- return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
-
- } break;
- case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
- if (idx == -1) {
- return p_values[1];
- } else if (idx >= p_times.size() - 1) {
- return p_values[(p_times.size() - 1) * 3 + 1];
- }
-
- float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
-
- T from = p_values[idx * 3 + 1];
- T c1 = from + p_values[idx * 3 + 2];
- T to = p_values[idx * 3 + 4];
- T c2 = to + p_values[idx * 3 + 3];
-
- return interp.bezier(from, c1, c2, to, c);
-
- } break;
- }
-
- ERR_FAIL_V(p_values[0]);
-}
-
-Node3D *EditorSceneFormatImporterFBX::_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,
- bool p_is_blender_fbx) {
- ImportState state;
- state.is_blender_fbx = p_is_blender_fbx;
- state.path = p_path;
- state.animation_player = nullptr;
-
- // create new root node for scene
- Node3D *scene_root = memnew(Node3D);
- state.root = memnew(Node3D);
- state.root_owner = scene_root; // the real scene root... sorry compatibility code is painful...
-
- state.root->set_name("RootNode");
- scene_root->add_child(state.root);
- state.root->set_owner(scene_root);
-
- state.fbx_root_node.instantiate();
- state.fbx_root_node->godot_node = state.root;
-
- // Size relative to cm.
- const real_t fbx_unit_scale = p_document->GlobalSettingsPtr()->UnitScaleFactor();
-
- print_verbose("FBX unit scale import value: " + rtos(fbx_unit_scale));
- // Set FBX file scale is relative to CM must be converted to M
- state.scale = fbx_unit_scale / 100.0;
- print_verbose("FBX unit scale is: " + rtos(state.scale));
-
- // Enabled by default.
- state.enable_material_import = true;
- // Enabled by default.
- state.enable_animation_import = true;
- Ref<FBXNode> root_node;
- root_node.instantiate();
-
- // make sure fake noFBXDocParser::PropertyPtr ptrde always has a transform too ;)
- Ref<PivotTransform> pivot_transform;
- pivot_transform.instantiate();
- root_node->pivot_transform = pivot_transform;
- root_node->node_name = "root node";
- root_node->current_node_id = 0;
- root_node->godot_node = state.root;
-
- // cache this node onto the fbx_target map.
- state.fbx_target_map.insert(0, root_node);
-
- // cache basic node information from FBX document
- // grabs all FBX bones
- BuildDocumentBones(Ref<FBXBone>(), state, p_document, 0L);
- BuildDocumentNodes(Ref<PivotTransform>(), state, p_document, 0L, nullptr);
-
- // Build document skinning information
-
- // Algorithm is this:
- // Get Deformer: object with "Skin" class.
- // Deformer:: has link to Geometry:: (correct mesh for skin)
- // Deformer:: has Source which is the SubDeformer:: (e.g. the Cluster)
- // Notes at the end it configures the vertex weight mapping.
-
- for (uint64_t skin_id : p_document->GetSkinIDs()) {
- // Validate the parser
- FBXDocParser::LazyObject *lazy_skin = p_document->GetObject(skin_id);
- ERR_CONTINUE_MSG(lazy_skin == nullptr, "invalid lazy object [serious parser bug]");
-
- // Validate the parser
- const FBXDocParser::Skin *skin = lazy_skin->Get<FBXDocParser::Skin>();
- ERR_CONTINUE_MSG(skin == nullptr, "invalid skin added to skin list [parser bug]");
-
- const std::vector<const FBXDocParser::Connection *> source_to_destination = p_document->GetConnectionsBySourceSequenced(skin_id);
- FBXDocParser::MeshGeometry *mesh = nullptr;
- uint64_t mesh_id = 0;
-
- // Most likely only contains the mesh link for the skin
- // The mesh geometry.
- for (const FBXDocParser::Connection *con : source_to_destination) {
- // do something
- print_verbose("src: " + itos(con->src));
- FBXDocParser::Object *ob = con->DestinationObject();
- mesh = dynamic_cast<FBXDocParser::MeshGeometry *>(ob);
-
- if (mesh) {
- mesh_id = mesh->ID();
- break;
- }
- }
-
- // Validate the mesh exists and was retrieved
- ERR_CONTINUE_MSG(mesh_id == 0, "mesh id is invalid");
- const std::vector<const FBXDocParser::Cluster *> clusters = skin->Clusters();
-
- // NOTE: this will ONLY work on skinned bones (it is by design.)
- // A cluster is a skinned bone so SKINS won't contain unskinned bones so we need to pre-add all bones and parent them in a step beforehand.
- for (const FBXDocParser::Cluster *cluster : clusters) {
- ERR_CONTINUE_MSG(cluster == nullptr, "invalid bone cluster");
- const uint64_t deformer_id = cluster->ID();
- std::vector<const FBXDocParser::Connection *> connections = p_document->GetConnectionsByDestinationSequenced(deformer_id);
-
- // Weight data always has a node in the scene lets grab the limb's node in the scene :) (reverse set to true since it's the opposite way around)
- const FBXDocParser::ModelLimbNode *limb_node = ProcessDOMConnection<FBXDocParser::ModelLimbNode>(p_document, deformer_id, true);
-
- ERR_CONTINUE_MSG(limb_node == nullptr, "unable to resolve model for skinned bone");
-
- const uint64_t model_id = limb_node->ID();
-
- // This will never happen, so if it does you know you fucked up.
- ERR_CONTINUE_MSG(!state.fbx_bone_map.has(model_id), "missing LimbNode detected");
-
- // new bone instance
- Ref<FBXBone> bone_element = state.fbx_bone_map[model_id];
-
- //
- // Bone Weight Information Configuration
- //
-
- // Cache Weight Information into bone for later usage if you want the raw data.
- const std::vector<unsigned int> &indexes = cluster->GetIndices();
- const std::vector<float> &weights = cluster->GetWeights();
- Ref<FBXMeshData> mesh_vertex_data;
-
- // this data will pre-exist if vertex weight information is found
- if (state.renderer_mesh_data.has(mesh_id)) {
- mesh_vertex_data = state.renderer_mesh_data[mesh_id];
- } else {
- mesh_vertex_data.instantiate();
- state.renderer_mesh_data.insert(mesh_id, mesh_vertex_data);
- }
-
- mesh_vertex_data->armature_id = bone_element->armature_id;
- mesh_vertex_data->valid_armature_id = true;
-
- //print_verbose("storing mesh vertex data for mesh to use later");
- ERR_CONTINUE_MSG(indexes.size() != weights.size(), "[doc] error mismatch between weight info");
-
- for (size_t idx = 0; idx < indexes.size(); idx++) {
- const size_t vertex_index = indexes[idx];
- const real_t influence_weight = weights[idx];
-
- VertexWeightMapping &vm = mesh_vertex_data->vertex_weights[vertex_index];
- vm.weights.push_back(influence_weight);
- vm.bones.push_back(0); // bone id is pushed on here during sanitization phase
- vm.bones_ref.push_back(bone_element);
- }
-
- for (const int *vertex_index = mesh_vertex_data->vertex_weights.next(nullptr);
- vertex_index != nullptr;
- vertex_index = mesh_vertex_data->vertex_weights.next(vertex_index)) {
- VertexWeightMapping *vm = mesh_vertex_data->vertex_weights.getptr(*vertex_index);
- const int influence_count = vm->weights.size();
- if (influence_count > mesh_vertex_data->max_weight_count) {
- mesh_vertex_data->max_weight_count = influence_count;
- mesh_vertex_data->valid_weight_count = true;
- }
- }
-
- if (mesh_vertex_data->max_weight_count > 4) {
- if (mesh_vertex_data->max_weight_count > 8) {
- ERR_PRINT("[doc] Serious: maximum bone influences is 8 in this branch.");
- }
- // Clamp to 8 bone vertex influences.
- mesh_vertex_data->max_weight_count = 8;
- print_verbose("[doc] Using 8 vertex bone influences configuration.");
- } else {
- mesh_vertex_data->max_weight_count = 4;
- print_verbose("[doc] Using 4 vertex bone influences configuration.");
- }
- }
- }
-
- // do we globally allow for import of materials
- // (prevents overwrite of materials; so you can handle them explicitly)
- if (state.enable_material_import) {
- const std::vector<uint64_t> &materials = p_document->GetMaterialIDs();
-
- for (uint64_t material_id : materials) {
- FBXDocParser::LazyObject *lazy_material = p_document->GetObject(material_id);
- FBXDocParser::Material *mat = (FBXDocParser::Material *)lazy_material->Get<FBXDocParser::Material>();
- ERR_CONTINUE_MSG(!mat, "Could not convert fbx material by id: " + itos(material_id));
-
- Ref<FBXMaterial> material;
- material.instantiate();
- material->set_imported_material(mat);
-
- Ref<StandardMaterial3D> godot_material = material->import_material(state);
-
- state.cached_materials.insert(material_id, godot_material);
- }
- }
-
- // build skin and skeleton information
- print_verbose("[doc] Skeleton3D Bone count: " + itos(state.fbx_bone_map.size()));
-
- // Importing bones using document based method from FBX directly
- // We do not use the assimp bone format to determine this information anymore.
- if (state.fbx_bone_map.size() > 0) {
- // We are using a single skeleton only method here
- // this is because we really have no concept of skeletons in FBX
- // their are bones in a scene but they have no specific armature
- // we can detect armatures but the issue lies in the complexity
- // we opted to merge the entire scene onto one skeleton for now
- // if we need to change this we have an archive of the old code.
-
- // bind pose normally only has 1 per mesh but can have more than one
- // this is the point of skins
- // in FBX first bind pose is the master for the first skin
-
- // In order to handle the FBX skeleton we must also inverse any parent transforms on the bones
- // just to rule out any parent node transforms in the bone data
- // this is trivial to do and allows us to use the single skeleton method and merge them
- // this means that the nodes from maya kLocators will be preserved as bones
- // in the same rig without having to match this across skeletons and merge by detection
- // we can just merge and undo any parent transforms
- for (KeyValue<uint64_t, Ref<FBXBone>> &bone_element : state.fbx_bone_map) {
- Ref<FBXBone> bone = bone_element.value;
- Ref<FBXSkeleton> fbx_skeleton_inst;
-
- uint64_t armature_id = bone->armature_id;
- if (state.skeleton_map.has(armature_id)) {
- fbx_skeleton_inst = state.skeleton_map[armature_id];
- } else {
- fbx_skeleton_inst.instantiate();
- state.skeleton_map.insert(armature_id, fbx_skeleton_inst);
- }
-
- print_verbose("populating skeleton with bone: " + bone->bone_name);
-
- //// populate bone skeleton - since fbx has no DOM for the skeleton just a node.
- //bone->bone_skeleton = fbx_skeleton_inst;
-
- // now populate bone on the armature node list
- fbx_skeleton_inst->skeleton_bones.push_back(bone);
-
- CRASH_COND_MSG(!state.fbx_target_map.has(armature_id), "invalid armature [serious]");
-
- Ref<FBXNode> node = state.fbx_target_map[armature_id];
-
- CRASH_COND_MSG(node.is_null(), "invalid node [serious]");
- CRASH_COND_MSG(node->pivot_transform.is_null(), "invalid pivot transform [serious]");
- fbx_skeleton_inst->fbx_node = node;
-
- ERR_CONTINUE_MSG(fbx_skeleton_inst->fbx_node.is_null(), "invalid skeleton node [serious]");
-
- // we need to have a valid armature id and the model configured for the bone to be assigned fully.
- // happens once per skeleton
-
- if (state.fbx_target_map.has(armature_id) && !fbx_skeleton_inst->fbx_node->has_model()) {
- print_verbose("allocated fbx skeleton primary / armature node for the level: " + fbx_skeleton_inst->fbx_node->node_name);
- } else if (!state.fbx_target_map.has(armature_id) && !fbx_skeleton_inst->fbx_node->has_model()) {
- print_error("bones are not mapped to an armature node for armature id: " + itos(armature_id) + " bone: " + bone->bone_name);
- // this means bone will be removed and not used, which is safe actually and no skeleton will be created.
- }
- }
-
- // setup skeleton instances if required :)
- for (KeyValue<uint64_t, Ref<FBXSkeleton>> &skeleton_node : state.skeleton_map) {
- Ref<FBXSkeleton> &skeleton = skeleton_node.value;
- skeleton->init_skeleton(state);
-
- ERR_CONTINUE_MSG(skeleton->fbx_node.is_null(), "invalid fbx target map, missing skeleton");
- }
-
- // This list is not populated
- for (Map<uint64_t, Ref<FBXNode>>::Element *skin_mesh = state.MeshNodes.front(); skin_mesh; skin_mesh = skin_mesh->next()) {
- }
- }
-
- // build godot node tree
- if (state.fbx_node_list.size() > 0) {
- for (List<Ref<FBXNode>>::Element *node_element = state.fbx_node_list.front();
- node_element;
- node_element = node_element->next()) {
- Ref<FBXNode> fbx_node = node_element->get();
- ImporterMeshInstance3D *mesh_node = nullptr;
- Ref<FBXMeshData> mesh_data_precached;
-
- // check for valid geometry
- if (fbx_node->fbx_model == nullptr) {
- print_error("[doc] fundamental flaw, submit bug immediately with full import log with verbose logging on");
- } else {
- const std::vector<const FBXDocParser::Geometry *> &geometry = fbx_node->fbx_model->GetGeometry();
- for (const FBXDocParser::Geometry *mesh : geometry) {
- print_verbose("[doc] [" + itos(mesh->ID()) + "] mesh: " + fbx_node->node_name);
-
- if (mesh == nullptr) {
- continue;
- }
-
- const FBXDocParser::MeshGeometry *mesh_geometry = dynamic_cast<const FBXDocParser::MeshGeometry *>(mesh);
- if (mesh_geometry) {
- uint64_t mesh_id = mesh_geometry->ID();
-
- // this data will pre-exist if vertex weight information is found
- if (state.renderer_mesh_data.has(mesh_id)) {
- mesh_data_precached = state.renderer_mesh_data[mesh_id];
- } else {
- mesh_data_precached.instantiate();
- state.renderer_mesh_data.insert(mesh_id, mesh_data_precached);
- }
-
- mesh_data_precached->mesh_node = fbx_node;
-
- // mesh node, mesh id
- mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, false);
- if (!state.MeshNodes.has(mesh_id)) {
- state.MeshNodes.insert(mesh_id, fbx_node);
- }
- }
-
- const FBXDocParser::ShapeGeometry *shape_geometry = dynamic_cast<const FBXDocParser::ShapeGeometry *>(mesh);
- if (shape_geometry != nullptr) {
- print_verbose("[doc] valid shape geometry converted");
- }
- }
- }
-
- Ref<FBXSkeleton> node_skeleton = fbx_node->skeleton_node;
-
- if (node_skeleton.is_valid()) {
- Skeleton3D *skel = node_skeleton->skeleton;
- fbx_node->godot_node = skel;
- } else if (mesh_node == nullptr) {
- fbx_node->godot_node = memnew(Node3D);
- } else {
- fbx_node->godot_node = mesh_node;
- }
-
- fbx_node->godot_node->set_name(fbx_node->node_name);
-
- // assign parent if valid
- if (fbx_node->fbx_parent.is_valid()) {
- fbx_node->fbx_parent->godot_node->add_child(fbx_node->godot_node);
- fbx_node->godot_node->set_owner(state.root_owner);
- }
-
- // Node Transform debug, set local xform data.
- fbx_node->godot_node->set_transform(get_unscaled_transform(fbx_node->pivot_transform->LocalTransform, state.scale));
-
- // populate our mesh node reference
- if (mesh_node != nullptr && mesh_data_precached.is_valid()) {
- mesh_data_precached->godot_mesh_instance = mesh_node;
- }
- }
- }
-
- for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) {
- const uint64_t mesh_id = mesh_data.key;
- Ref<FBXMeshData> mesh = mesh_data.value;
-
- const FBXDocParser::MeshGeometry *mesh_geometry = p_document->GetObject(mesh_id)->Get<FBXDocParser::MeshGeometry>();
-
- ERR_CONTINUE_MSG(mesh->mesh_node.is_null(), "invalid mesh allocation");
-
- const FBXDocParser::Skin *mesh_skin = mesh_geometry->DeformerSkin();
-
- if (!mesh_skin) {
- continue; // safe to continue
- }
-
- //
- // Skin bone configuration
- //
-
- //
- // Get Mesh Node Xform only
- //
- //ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
- //Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
-
- if (!mesh_skin) {
- continue; // not a deformer.
- }
-
- if (mesh_skin->Clusters().size() == 0) {
- continue; // possibly buggy mesh
- }
-
- // Lookup skin or create it if it's not found.
- Ref<Skin> skin;
- if (!state.MeshSkins.has(mesh_id)) {
- print_verbose("Created new skin");
- skin.instantiate();
- state.MeshSkins.insert(mesh_id, skin);
- } else {
- print_verbose("Grabbed skin");
- skin = state.MeshSkins[mesh_id];
- }
-
- for (const FBXDocParser::Cluster *cluster : mesh_skin->Clusters()) {
- // node or bone this cluster targets (in theory will only be a bone target)
- uint64_t skin_target_id = cluster->TargetNode()->ID();
-
- print_verbose("adding cluster [" + itos(cluster->ID()) + "] " + String(cluster->Name().c_str()) + " for target: [" + itos(skin_target_id) + "] " + String(cluster->TargetNode()->Name().c_str()));
- ERR_CONTINUE_MSG(!state.fbx_bone_map.has(skin_target_id), "no bone found by that ID? locator");
-
- const Ref<FBXBone> bone = state.fbx_bone_map[skin_target_id];
- const Ref<FBXSkeleton> skeleton = bone->fbx_skeleton;
- const Ref<FBXNode> skeleton_node = skeleton->fbx_node;
-
- skin->add_named_bind(
- bone->bone_name,
- get_unscaled_transform(
- skeleton_node->pivot_transform->GlobalTransform.affine_inverse() * cluster->TransformLink().affine_inverse(), state.scale));
- }
-
- print_verbose("cluster name / id: " + String(mesh_skin->Name().c_str()) + " [" + itos(mesh_skin->ID()) + "]");
- print_verbose("skeleton has " + itos(state.fbx_bone_map.size()) + " binds");
- print_verbose("fbx skin has " + itos(mesh_skin->Clusters().size()) + " binds");
- }
-
- // mesh data iteration for populating skeleton mapping
- for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) {
- Ref<FBXMeshData> mesh = mesh_data.value;
- const uint64_t mesh_id = mesh_data.key;
- ImporterMeshInstance3D *mesh_instance = mesh->godot_mesh_instance;
- const int mesh_weights = mesh->max_weight_count;
- Ref<FBXSkeleton> skeleton;
- const bool valid_armature = mesh->valid_armature_id;
- const uint64_t armature = mesh->armature_id;
-
- if (mesh_weights > 0) {
- // this is a bug, it means the weights were found but the skeleton wasn't
- ERR_CONTINUE_MSG(!valid_armature, "[doc] fbx armature is missing");
- } else {
- continue; // safe to continue not a bug just a normal mesh
- }
-
- if (state.skeleton_map.has(armature)) {
- skeleton = state.skeleton_map[armature];
- print_verbose("[doc] armature mesh to skeleton mapping has been allocated");
- } else {
- print_error("[doc] unable to find armature mapping");
- }
-
- ERR_CONTINUE_MSG(!mesh_instance, "[doc] invalid mesh mapping for skeleton assignment");
- ERR_CONTINUE_MSG(skeleton.is_null(), "[doc] unable to resolve the correct skeleton but we have weights!");
-
- mesh_instance->set_skeleton_path(mesh_instance->get_path_to(skeleton->skeleton));
- print_verbose("[doc] allocated skeleton to mesh " + mesh_instance->get_name());
-
- // do we have a mesh skin for this mesh
- ERR_CONTINUE_MSG(!state.MeshSkins.has(mesh_id), "no skin found for mesh");
-
- Ref<Skin> mesh_skin = state.MeshSkins[mesh_id];
-
- ERR_CONTINUE_MSG(mesh_skin.is_null(), "invalid skin stored in map");
- print_verbose("[doc] allocated skin to mesh " + mesh_instance->get_name());
- mesh_instance->set_skin(mesh_skin);
- }
-
- // build skin and skeleton information
- print_verbose("[doc] Skeleton3D Bone count: " + itos(state.fbx_bone_map.size()));
- const FBXDocParser::FileGlobalSettings *FBXSettings = p_document->GlobalSettingsPtr();
-
- // Configure constraints
- // NOTE: constraints won't be added quite yet, we don't have a real need for them *yet*. (they can be supported later on)
- // const std::vector<uint64_t> fbx_constraints = p_document->GetConstraintStackIDs();
-
- // get the animation FPS
- float fps_setting = ImportUtils::get_fbx_fps(FBXSettings);
-
- // enable animation import, only if local animation is enabled
- if (state.enable_animation_import && (p_flags & IMPORT_ANIMATION)) {
- // document animation stack list - get by ID so we can unload any non used animation stack
- const std::vector<uint64_t> animation_stack = p_document->GetAnimationStackIDs();
-
- for (uint64_t anim_id : animation_stack) {
- FBXDocParser::LazyObject *lazyObject = p_document->GetObject(anim_id);
- const FBXDocParser::AnimationStack *stack = lazyObject->Get<FBXDocParser::AnimationStack>();
-
- if (stack != nullptr) {
- String animation_name = ImportUtils::FBXNodeToName(stack->Name());
- print_verbose("Valid animation stack has been found: " + animation_name);
- // ReferenceTime is the same for some animations?
- // LocalStop time is the start and end time
- float r_start = CONVERT_FBX_TIME(stack->ReferenceStart());
- float r_stop = CONVERT_FBX_TIME(stack->ReferenceStop());
- float start_time = CONVERT_FBX_TIME(stack->LocalStart());
- float end_time = CONVERT_FBX_TIME(stack->LocalStop());
- float duration = end_time - start_time;
-
- print_verbose("r_start " + rtos(r_start) + ", r_stop " + rtos(r_stop));
- print_verbose("start_time" + rtos(start_time) + " end_time " + rtos(end_time));
- print_verbose("anim duration : " + rtos(duration));
-
- // we can safely create the animation player
- if (state.animation_player == nullptr) {
- print_verbose("Creating animation player");
- state.animation_player = memnew(AnimationPlayer);
- state.root->add_child(state.animation_player, true);
- state.animation_player->set_owner(state.root_owner);
- }
-
- Ref<Animation> animation;
- animation.instantiate();
- animation->set_name(animation_name);
- animation->set_length(duration);
-
- print_verbose("Animation length: " + rtos(animation->get_length()) + " seconds");
-
- // i think assimp was duplicating things, this lets me know to just reference or ignore this to prevent duplicate information in tracks
- // this would mean that we would be doing three times as much work per track if my theory is correct.
- // this was not the case but this is a good sanity check for the animation handler from the document.
- // it also lets us know if the FBX specification massively changes the animation system, in theory such a change would make this show
- // an fbx specification error, so best keep it in
- // the overhead is tiny.
- Map<uint64_t, const FBXDocParser::AnimationCurve *> CheckForDuplication;
-
- const std::vector<const FBXDocParser::AnimationLayer *> &layers = stack->Layers();
- print_verbose("FBX Animation layers: " + itos(layers.size()));
- for (const FBXDocParser::AnimationLayer *layer : layers) {
- std::vector<const FBXDocParser::AnimationCurveNode *> node_list = layer->Nodes();
- print_verbose("Layer: " + ImportUtils::FBXNodeToName(layer->Name()) + ", " + " AnimCurveNode count " + itos(node_list.size()));
-
- // first thing to do here is that i need to first get the animcurvenode to a Vector3
- // we now need to put this into the track information for godot.
- // to do this we need to know which track is what?
-
- // target id, [ track name, [time index, vector] ]
- // new map needs to be [ track name, keyframe_data ]
- Map<uint64_t, Map<StringName, FBXTrack>> AnimCurveNodes;
-
- // struct AnimTrack {
- // // Animation track can be
- // // visible, T, R, S
- // Map<StringName, Map<uint64_t, Vector3> > animation_track;
- // };
-
- // Map<uint64_t, AnimTrack> AnimCurveNodes;
-
- // so really, what does this mean to make an animtion track.
- // we need to know what object the curves are for.
- // we need the target ID and the target name for the track reduction.
-
- FBXDocParser::Model::RotOrder quaternion_rotation_order = FBXDocParser::Model::RotOrder_EulerXYZ;
-
- // T:: R:: S:: Visible:: Custom::
- for (const FBXDocParser::AnimationCurveNode *curve_node : node_list) {
- // when Curves() is called the curves are actually read, we could replace this with our own ProcessDomConnection code here if required.
- // We may need to do this but ideally we use Curves
- // note: when you call this there might be a delay in opening it
- // uses mutable type to 'cache' the response until the AnimationCurveNode is cleaned up.
- std::map<std::string, const FBXDocParser::AnimationCurve *> curves = curve_node->Curves();
- const FBXDocParser::Object *object = curve_node->Target();
- const FBXDocParser::Model *target = curve_node->TargetAsModel();
- if (target == nullptr) {
- if (object != nullptr) {
- print_error("[doc] warning failed to find a target Model for curve: " + String(object->Name().c_str()));
- } else {
- //print_error("[doc] failed to resolve object");
- continue;
- }
-
- continue;
- } else {
- //print_verbose("[doc] applied rotation order: " + itos(target->RotationOrder()));
- quaternion_rotation_order = target->RotationOrder();
- }
-
- uint64_t target_id = target->ID();
- String target_name = ImportUtils::FBXNodeToName(target->Name());
-
- const FBXDocParser::PropertyTable *properties = curve_node;
- bool got_x = false, got_y = false, got_z = false;
- float offset_x = FBXDocParser::PropertyGet<float>(properties, "d|X", got_x);
- float offset_y = FBXDocParser::PropertyGet<float>(properties, "d|Y", got_y);
- float offset_z = FBXDocParser::PropertyGet<float>(properties, "d|Z", got_z);
-
- String curve_node_name = ImportUtils::FBXNodeToName(curve_node->Name());
-
- // Reduce all curves for this node into a single container
- // T, R, S is what we expect, although other tracks are possible
- // like for example visibility tracks.
-
- // We are not ordered here, we don't care about ordering, this happens automagically by godot when we insert with the
- // key time :), so order is unimportant because the insertion will happen at a time index
- // good to know: we do not need a list of these in another format :)
- //Map<String, Vector<const Assimp::FBX::AnimationCurve *> > unordered_track;
-
- // T
- // R
- // S
- // Map[String, List<VECTOR>]
-
- // So this is a reduction of the animation curve nodes
- // We build this as a lookup, this is essentially our 'animation track'
- //AnimCurveNodes.insert(curve_node_name, Map<uint64_t, Vector3>());
-
- // create the animation curve information with the target id
- // so the point of this makes a track with the name "T" for example
- // the target ID is also set here, this means we don't need to do anything extra when we are in the 'create all animation tracks' step
- FBXTrack &keyframe_map = AnimCurveNodes[target_id][StringName(curve_node_name)];
-
- if (got_x && got_y && got_z) {
- Vector3 default_value = Vector3(offset_x, offset_y, offset_z);
- keyframe_map.default_value = default_value;
- keyframe_map.has_default = true;
- //print_verbose("track name: " + curve_node_name);
- //print_verbose("xyz default: " + default_value);
- }
- // target id, [ track name, [time index, vector] ]
- // Map<uint64_t, Map<StringName, Map<uint64_t, Vector3> > > AnimCurveNodes;
-
- // we probably need the target id here.
- // so map[uint64_t map]...
- // Map<uint64_t, Vector3D> translation_keys, rotation_keys, scale_keys;
-
- // extra const required by C++11 colon/Range operator
- // note: do not use C++17 syntax here for dicts.
- // this is banned in Godot.
- for (const std::pair<const std::string, const FBXDocParser::AnimationCurve *> &kvp : curves) {
- const String curve_element = ImportUtils::FBXNodeToName(kvp.first);
- const FBXDocParser::AnimationCurve *curve = kvp.second;
- String curve_name = ImportUtils::FBXNodeToName(curve->Name());
- uint64_t curve_id = curve->ID();
-
- if (CheckForDuplication.has(curve_id)) {
- print_error("(FBX spec changed?) We found a duplicate curve being used for an alternative node - report to godot issue tracker");
- } else {
- CheckForDuplication.insert(curve_id, curve);
- }
-
- // FBX has no name for AnimCurveNode::, most of the time, not seen any with valid name here.
- const std::map<int64_t, float> &track_time = curve->GetValueTimeTrack();
-
- if (track_time.size() > 0) {
- for (const std::pair<const int64_t, float> &keyframe : track_time) {
- if (curve_element == "d|X") {
- keyframe_map.keyframes[keyframe.first].x = keyframe.second;
- } else if (curve_element == "d|Y") {
- keyframe_map.keyframes[keyframe.first].y = keyframe.second;
- } else if (curve_element == "d|Z") {
- keyframe_map.keyframes[keyframe.first].z = keyframe.second;
- } else {
- //print_error("FBX Unsupported element: " + curve_element);
- }
-
- //print_verbose("[" + itos(target_id) + "] Keyframe added: " + itos(keyframe_map.size()));
-
- //print_verbose("Keyframe t:" + rtos(animation_track_time) + " v: " + rtos(keyframe.second));
- }
- }
- }
- }
-
- // Map<uint64_t, Map<StringName, Map<uint64_t, Vector3> > > AnimCurveNodes;
- // add this animation track here
-
- // target id, [ track name, [time index, vector] ]
- //std::map<uint64_t, std::map<StringName, FBXTrack > > AnimCurveNodes;
- for (KeyValue<uint64_t, Map<StringName, FBXTrack>> &track : AnimCurveNodes) {
- // 5 tracks
- // current track index
- // track count is 5
- // track count is 5.
- // next track id is 5.
- const uint64_t target_id = track.key;
-
- Ref<FBXBone> bone;
-
- // note we must not run the below code if the entry doesn't exist, it will create dummy entries which is very bad.
- // remember that state.fbx_bone_map[target_id] will create a new entry EVEN if you only read.
- // this would break node animation targets, so if you change this be warned. :)
- if (state.fbx_bone_map.has(target_id)) {
- bone = state.fbx_bone_map[target_id];
- }
-
- Transform3D target_transform;
-
- if (state.fbx_target_map.has(target_id)) {
- Ref<FBXNode> node_ref = state.fbx_target_map[target_id];
- target_transform = node_ref->pivot_transform->GlobalTransform;
- //print_verbose("[doc] allocated animation node transform");
- }
-
- //int size_targets = state.fbx_target_map.size();
- //print_verbose("Target ID map: " + itos(size_targets));
- //print_verbose("[doc] debug bone map size: " + itos(state.fbx_bone_map.size()));
-
- // if this is a skeleton mapped track we can just set the path for the track.
- // todo: implement node paths here at some
- NodePath track_path;
- if (state.fbx_bone_map.size() > 0 && state.fbx_bone_map.has(target_id)) {
- if (bone->fbx_skeleton.is_valid() && bone.is_valid()) {
- Ref<FBXSkeleton> fbx_skeleton = bone->fbx_skeleton;
- String bone_path = state.root->get_path_to(fbx_skeleton->skeleton);
- bone_path += ":" + fbx_skeleton->skeleton->get_bone_name(bone->godot_bone_id);
- print_verbose("[doc] track bone path: " + bone_path);
- track_path = bone_path;
- }
- } else if (state.fbx_target_map.has(target_id)) {
- //print_verbose("[doc] we have a valid target for a node animation");
- Ref<FBXNode> target_node = state.fbx_target_map[target_id];
- if (target_node.is_valid() && target_node->godot_node != nullptr) {
- String node_path = state.root->get_path_to(target_node->godot_node);
- track_path = node_path;
- //print_verbose("[doc] node animation path: " + node_path);
- }
- } else {
- // note: this could actually be unsafe this means we should be careful about continuing here, if we see bizarre effects later we should disable this.
- // I am not sure if this is unsafe or not, testing will tell us this.
- print_error("[doc] invalid fbx target detected for this track");
- continue;
- }
-
- // everything in FBX and Maya is a node therefore if this happens something is seriously broken.
- if (!state.fbx_target_map.has(target_id)) {
- print_error("unable to resolve this to an FBX object.");
- continue;
- }
-
- Ref<FBXNode> target_node = state.fbx_target_map[target_id];
- const FBXDocParser::Model *model = target_node->fbx_model;
- const FBXDocParser::PropertyTable *props = dynamic_cast<const FBXDocParser::PropertyTable *>(model);
-
- Map<StringName, FBXTrack> &track_data = track.value;
- FBXTrack &translation_keys = track_data[StringName("T")];
- FBXTrack &rotation_keys = track_data[StringName("R")];
- FBXTrack &scale_keys = track_data[StringName("S")];
-
- double increment = 1.0f / fps_setting;
- double time = 0.0f;
-
- bool last = false;
-
- Vector<Vector3> pos_values;
- Vector<float> pos_times;
- Vector<Vector3> scale_values;
- Vector<float> scale_times;
- Vector<Quaternion> rot_values;
- Vector<float> rot_times;
-
- double max_duration = 0;
- double anim_length = animation->get_length();
-
- for (const std::pair<const int64_t, Vector3> &position_key : translation_keys.keyframes) {
- pos_values.push_back(position_key.second * state.scale);
- double animation_track_time = CONVERT_FBX_TIME(position_key.first);
-
- if (animation_track_time > max_duration) {
- max_duration = animation_track_time;
- }
-
- //print_verbose("pos keyframe: t:" + rtos(animation_track_time) + " value " + position_key.second);
- pos_times.push_back(animation_track_time);
- }
-
- for (const std::pair<const int64_t, Vector3> &scale_key : scale_keys.keyframes) {
- scale_values.push_back(scale_key.second);
- double animation_track_time = CONVERT_FBX_TIME(scale_key.first);
-
- if (animation_track_time > max_duration) {
- max_duration = animation_track_time;
- }
- //print_verbose("scale keyframe t:" + rtos(animation_track_time));
- scale_times.push_back(animation_track_time);
- }
-
- //
- // Pre and Post keyframe rotation handler
- // -- Required because Maya and Autodesk <3 the pain when it comes to implementing animation code! enjoy <3
-
- bool got_pre = false;
- bool got_post = false;
-
- Quaternion post_rotation;
- Quaternion pre_rotation;
-
- // Rotation matrix
- const Vector3 &PreRotation = FBXDocParser::PropertyGet<Vector3>(props, "PreRotation", got_pre);
- const Vector3 &PostRotation = FBXDocParser::PropertyGet<Vector3>(props, "PostRotation", got_post);
-
- FBXDocParser::Model::RotOrder rot_order = model->RotationOrder();
- if (got_pre) {
- pre_rotation = ImportUtils::EulerToQuaternion(rot_order, ImportUtils::deg2rad(PreRotation));
- }
- if (got_post) {
- post_rotation = ImportUtils::EulerToQuaternion(rot_order, ImportUtils::deg2rad(PostRotation));
- }
-
- Quaternion lastQuaternion = Quaternion();
-
- for (const std::pair<const int64_t, Vector3> &rotation_key : rotation_keys.keyframes) {
- double animation_track_time = CONVERT_FBX_TIME(rotation_key.first);
-
- //print_verbose("euler rotation key: " + rotation_key.second);
- Quaternion rot_key_value = ImportUtils::EulerToQuaternion(quaternion_rotation_order, ImportUtils::deg2rad(rotation_key.second));
-
- if (lastQuaternion != Quaternion() && rot_key_value.dot(lastQuaternion) < 0) {
- rot_key_value.x = -rot_key_value.x;
- rot_key_value.y = -rot_key_value.y;
- rot_key_value.z = -rot_key_value.z;
- rot_key_value.w = -rot_key_value.w;
- }
- // pre_post rotation possibly could fix orientation
- Quaternion final_rotation = pre_rotation * rot_key_value * post_rotation;
-
- lastQuaternion = final_rotation;
-
- if (animation_track_time > max_duration) {
- max_duration = animation_track_time;
- }
-
- rot_values.push_back(final_rotation.normalized());
- rot_times.push_back(animation_track_time);
- }
-
- bool valid_rest = false;
- Transform3D bone_rest;
- int skeleton_bone = -1;
- if (state.fbx_bone_map.has(target_id)) {
- if (bone.is_valid() && bone->fbx_skeleton.is_valid()) {
- skeleton_bone = bone->godot_bone_id;
- if (skeleton_bone >= 0) {
- bone_rest = bone->fbx_skeleton->skeleton->get_bone_rest(skeleton_bone);
- valid_rest = true;
- }
- }
-
- if (!valid_rest) {
- print_verbose("invalid rest!");
- }
- }
-
- const Vector3 def_pos = translation_keys.has_default ? (translation_keys.default_value * state.scale) : bone_rest.origin;
- const Quaternion def_rot = rotation_keys.has_default ? ImportUtils::EulerToQuaternion(quaternion_rotation_order, ImportUtils::deg2rad(rotation_keys.default_value)) : bone_rest.basis.get_rotation_quaternion();
- const Vector3 def_scale = scale_keys.has_default ? scale_keys.default_value : bone_rest.basis.get_scale();
- print_verbose("track defaults: p(" + def_pos + ") s(" + def_scale + ") r(" + def_rot + ")");
-
- int position_idx = -1;
- if (pos_values.size()) {
- position_idx = animation->get_track_count();
- animation->add_track(Animation::TYPE_POSITION_3D);
- animation->track_set_path(position_idx, track_path);
- animation->track_set_imported(position_idx, true);
- }
-
- int rotation_idx = -1;
- if (pos_values.size()) {
- rotation_idx = animation->get_track_count();
- animation->add_track(Animation::TYPE_ROTATION_3D);
- animation->track_set_path(rotation_idx, track_path);
- animation->track_set_imported(rotation_idx, true);
- }
-
- int scale_idx = -1;
- if (pos_values.size()) {
- scale_idx = animation->get_track_count();
- animation->add_track(Animation::TYPE_SCALE_3D);
- animation->track_set_path(scale_idx, track_path);
- animation->track_set_imported(scale_idx, true);
- }
-
- while (true) {
- Vector3 pos = def_pos;
- Quaternion rot = def_rot;
- Vector3 scale = def_scale;
-
- if (pos_values.size()) {
- pos = _interpolate_track<Vector3>(pos_times, pos_values, time,
- AssetImportAnimation::INTERP_LINEAR);
- }
-
- if (rot_values.size()) {
- rot = _interpolate_track<Quaternion>(rot_times, rot_values, time,
- AssetImportAnimation::INTERP_LINEAR);
- }
-
- if (scale_values.size()) {
- scale = _interpolate_track<Vector3>(scale_times, scale_values, time,
- AssetImportAnimation::INTERP_LINEAR);
- }
-
- if (position_idx >= 0) {
- animation->position_track_insert_key(position_idx, time, pos);
- }
- if (rotation_idx >= 0) {
- animation->rotation_track_insert_key(rotation_idx, time, rot);
- }
- if (scale_idx >= 0) {
- animation->scale_track_insert_key(scale_idx, time, scale);
- }
-
- if (last) {
- break;
- }
-
- time += increment;
- if (time > anim_length) {
- last = true;
- time = anim_length;
- break;
- }
- }
- }
- }
- state.animation_player->add_animation(animation_name, animation);
- }
- }
-
- // AnimStack elements contain start stop time and name of animation
- // AnimLayer is the current active layer of the animation (multiple layers can be active we only support 1)
- // AnimCurveNode has a OP link back to the model which is the real node.
- // AnimCurveNode has a direct link to AnimationCurve (of which it may have more than one)
-
- // Store animation stack in list
- // iterate over all AnimStacks like the cache node algorithm recursively
- // this can then be used with ProcessDomConnection<> to link from
- // AnimStack:: <-- (OO) --> AnimLayer:: <-- (OO) --> AnimCurveNode:: (which can OP resolve) to Model::
- }
-
- //
- // Cleanup operations - explicit to prevent errors on shutdown - found that ref to ref does behave badly sometimes.
- //
-
- state.renderer_mesh_data.clear();
- state.MeshSkins.clear();
- state.fbx_target_map.clear();
- state.fbx_node_list.clear();
-
- for (KeyValue<uint64_t, Ref<FBXBone>> &element : state.fbx_bone_map) {
- Ref<FBXBone> bone = element.value;
- bone->parent_bone.unref();
- bone->node.unref();
- bone->fbx_skeleton.unref();
- }
-
- for (KeyValue<uint64_t, Ref<FBXSkeleton>> &element : state.skeleton_map) {
- Ref<FBXSkeleton> skel = element.value;
- skel->fbx_node.unref();
- skel->skeleton_bones.clear();
- }
-
- state.fbx_bone_map.clear();
- state.skeleton_map.clear();
- state.fbx_root_node.unref();
-
- return scene_root;
-}
-
-void EditorSceneFormatImporterFBX::BuildDocumentBones(Ref<FBXBone> p_parent_bone,
- ImportState &state, const FBXDocParser::Document *p_doc,
- uint64_t p_id) {
- const std::vector<const FBXDocParser::Connection *> &conns = p_doc->GetConnectionsByDestinationSequenced(p_id, "Model");
- // FBX can do an join like this
- // Model -> SubDeformer (bone) -> Deformer (skin pose)
- // This is important because we need to somehow link skin back to bone id in skeleton :)
- // The rules are:
- // A subdeformer will exist if 'limbnode' class tag present
- // The subdeformer will not necessarily have a deformer as joints do not have one
- for (const FBXDocParser::Connection *con : conns) {
- // goto: bone creation
- //print_verbose("con: " + String(con->PropertyName().c_str()));
-
- // ignore object-property links we want the object to object links nothing else
- if (con->PropertyName().length()) {
- continue;
- }
-
- // convert connection source object into Object base class
- const FBXDocParser::Object *const object = con->SourceObject();
-
- if (nullptr == object) {
- print_verbose("failed to convert source object for Model link");
- continue;
- }
-
- // FBX Model::Cube, Model::Bone001, etc elements
- // This detects if we can cast the object into this model structure.
- const FBXDocParser::Model *const model = dynamic_cast<const FBXDocParser::Model *>(object);
-
- // declare our bone element reference (invalid, unless we create a bone in this step)
- // this lets us pass valid armature information into children objects and this is why we moved this up here
- // previously this was created .instantiated() on the same line.
- Ref<FBXBone> bone_element;
-
- if (model != nullptr) {
- // model marked with limb node / casted.
- const FBXDocParser::ModelLimbNode *const limb_node = dynamic_cast<const FBXDocParser::ModelLimbNode *>(model);
- if (limb_node != nullptr) {
- // Write bone into bone list for FBX
-
- ERR_FAIL_COND_MSG(state.fbx_bone_map.has(limb_node->ID()), "[serious] duplicate LimbNode detected");
-
- bool parent_is_bone = state.fbx_bone_map.find(p_id);
- bone_element.instantiate();
-
- // used to build the bone hierarchy in the skeleton
- bone_element->parent_bone_id = parent_is_bone ? p_id : 0;
- bone_element->valid_parent = parent_is_bone;
- bone_element->limb_node = limb_node;
-
- // parent is a node and this is the first bone
- if (!parent_is_bone) {
- uint64_t armature_id = p_id;
- bone_element->valid_armature_id = true;
- bone_element->armature_id = armature_id;
- print_verbose("[doc] valid armature has been configured for first child: " + itos(armature_id));
- } else if (p_parent_bone.is_valid()) {
- if (p_parent_bone->valid_armature_id) {
- bone_element->valid_armature_id = true;
- bone_element->armature_id = p_parent_bone->armature_id;
- print_verbose("[doc] bone has valid armature id:" + itos(bone_element->armature_id));
- } else {
- print_error("[doc] unassigned armature id: " + String(limb_node->Name().c_str()));
- }
- } else {
- print_error("[doc] error is this a bone? " + String(limb_node->Name().c_str()));
- }
-
- if (!parent_is_bone) {
- print_verbose("[doc] Root bone: " + bone_element->bone_name);
- }
-
- uint64_t limb_id = limb_node->ID();
- bone_element->bone_id = limb_id;
- bone_element->bone_name = ImportUtils::FBXNodeToName(model->Name());
- bone_element->parent_bone = p_parent_bone;
-
- // insert limb by ID into list.
- state.fbx_bone_map.insert(limb_node->ID(), bone_element);
- }
-
- // recursion call - child nodes
- BuildDocumentBones(bone_element, state, p_doc, model->ID());
- }
- }
-}
-
-void EditorSceneFormatImporterFBX::BuildDocumentNodes(
- Ref<PivotTransform> parent_transform,
- ImportState &state,
- const FBXDocParser::Document *p_doc,
- uint64_t id,
- Ref<FBXNode> parent_node) {
- // tree
- // here we get the node 0 on the root by default
- const std::vector<const FBXDocParser::Connection *> &conns = p_doc->GetConnectionsByDestinationSequenced(id, "Model");
-
- // branch
- for (const FBXDocParser::Connection *con : conns) {
- // ignore object-property links
- if (con->PropertyName().length()) {
- // really important we document why this is ignored.
- print_verbose("ignoring property link - no docs on why this is ignored");
- continue;
- }
-
- // convert connection source object into Object base class
- // Source objects can exist with 'null connections' this means that we only for sure know the source exists.
- const FBXDocParser::Object *const source_object = con->SourceObject();
-
- if (nullptr == source_object) {
- print_verbose("failed to convert source object for Model link");
- continue;
- }
-
- // FBX Model::Cube, Model::Bone001, etc elements
- // This detects if we can cast the object into this model structure.
- const FBXDocParser::Model *const model = dynamic_cast<const FBXDocParser::Model *>(source_object);
- // model is the current node
- if (nullptr != model) {
- uint64_t current_node_id = model->ID();
-
- Ref<FBXNode> new_node;
- new_node.instantiate();
- new_node->current_node_id = current_node_id;
- new_node->node_name = ImportUtils::FBXNodeToName(model->Name());
-
- Ref<PivotTransform> fbx_transform;
- fbx_transform.instantiate();
- fbx_transform->set_parent(parent_transform);
- fbx_transform->set_model(model);
- fbx_transform->debug_pivot_xform("name: " + new_node->node_name);
- fbx_transform->Execute();
-
- new_node->set_pivot_transform(fbx_transform);
-
- // check if this node is a bone
- if (state.fbx_bone_map.has(current_node_id)) {
- Ref<FBXBone> bone = state.fbx_bone_map[current_node_id];
- if (bone.is_valid()) {
- bone->set_node(new_node);
- print_verbose("allocated bone data: " + bone->bone_name);
- }
- }
-
- // set the model, we can't just assign this safely
- new_node->set_model(model);
-
- if (parent_node.is_valid()) {
- new_node->set_parent(parent_node);
- } else {
- new_node->set_parent(state.fbx_root_node);
- }
-
- CRASH_COND_MSG(new_node->pivot_transform.is_null(), "invalid fbx target map pivot transform [serious]");
-
- // populate lookup tables with references
- // [fbx_node_id, fbx_node]
-
- state.fbx_node_list.push_back(new_node);
- if (!state.fbx_target_map.has(new_node->current_node_id)) {
- state.fbx_target_map[new_node->current_node_id] = new_node;
- }
-
- // print node name
- print_verbose("[doc] new node " + new_node->node_name);
-
- // sub branches
- BuildDocumentNodes(new_node->pivot_transform, state, p_doc, current_node_id, new_node);
- }
- }
-}
-Ref<Animation> EditorSceneFormatImporterFBX::import_animation(const String &p_path,
- uint32_t p_flags, const Map<StringName, Variant> &p_options,
- int p_bake_fps) {
- return Ref<Animation>();
-}
-
-EditorSceneFormatImporterFBX::EditorSceneFormatImporterFBX() {
- _GLOBAL_DEF("filesystem/import/fbx/use_fbx", true, true);
-}