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Diffstat (limited to 'modules/fbx/fbx_document.cpp')
-rw-r--r-- | modules/fbx/fbx_document.cpp | 2373 |
1 files changed, 2373 insertions, 0 deletions
diff --git a/modules/fbx/fbx_document.cpp b/modules/fbx/fbx_document.cpp new file mode 100644 index 0000000000..2f8fd79be5 --- /dev/null +++ b/modules/fbx/fbx_document.cpp @@ -0,0 +1,2373 @@ +/**************************************************************************/ +/* fbx_document.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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 "fbx_document.h" + +#include "core/config/project_settings.h" +#include "core/crypto/crypto_core.h" +#include "core/io/config_file.h" +#include "core/io/file_access.h" +#include "core/io/file_access_memory.h" +#include "core/io/image.h" +#include "core/math/color.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/resources/image_texture.h" +#include "scene/resources/material.h" +#include "scene/resources/portable_compressed_texture.h" +#include "scene/resources/surface_tool.h" + +#include "modules/gltf/extensions/gltf_light.h" +#include "modules/gltf/gltf_defines.h" +#include "modules/gltf/skin_tool.h" +#include "modules/gltf/structures/gltf_animation.h" +#include "modules/gltf/structures/gltf_camera.h" + +#ifdef TOOLS_ENABLED +#include "editor/editor_file_system.h" +#endif + +// FIXME: Hardcoded to avoid editor dependency. +#define FBX_IMPORT_USE_NAMED_SKIN_BINDS 16 +#define FBX_IMPORT_DISCARD_MESHES_AND_MATERIALS 32 +#define FBX_IMPORT_FORCE_DISABLE_MESH_COMPRESSION 64 + +#include <ufbx.h> + +static size_t _file_access_read_fn(void *user, void *data, size_t size) { + FileAccess *file = static_cast<FileAccess *>(user); + return (size_t)file->get_buffer((uint8_t *)data, (uint64_t)size); +} + +static bool _file_access_skip_fn(void *user, size_t size) { + FileAccess *file = static_cast<FileAccess *>(user); + file->seek(file->get_position() + size); + return true; +} + +static Vector2 _as_vec2(const ufbx_vec2 &p_vector) { + return Vector2(real_t(p_vector.x), real_t(p_vector.y)); +} + +static Color _as_color(const ufbx_vec4 &p_vector) { + return Color(real_t(p_vector.x), real_t(p_vector.y), real_t(p_vector.z), real_t(p_vector.w)); +} + +static Quaternion _as_quaternion(const ufbx_quat &p_quat) { + return Quaternion(real_t(p_quat.x), real_t(p_quat.y), real_t(p_quat.z), real_t(p_quat.w)); +} + +static Color _material_color(const ufbx_material_map &p_map) { + if (p_map.value_components == 1) { + float r = float(p_map.value_real); + return Color(r, r, r); + } else if (p_map.value_components == 3) { + float r = float(p_map.value_vec3.x); + float g = float(p_map.value_vec3.y); + float b = float(p_map.value_vec3.z); + return Color(r, g, b); + } else { + float r = float(p_map.value_vec4.x); + float g = float(p_map.value_vec4.y); + float b = float(p_map.value_vec4.z); + float a = float(p_map.value_vec4.z); + return Color(r, g, b, a); + } +} + +static Color _material_color(const ufbx_material_map &p_map, const ufbx_material_map &p_factor) { + Color color = _material_color(p_map); + if (p_factor.has_value) { + float factor = float(p_factor.value_real); + color.r *= factor; + color.g *= factor; + color.b *= factor; + } + return color; +} + +static const ufbx_texture *_get_file_texture(const ufbx_texture *p_texture) { + if (!p_texture) { + return nullptr; + } + for (const ufbx_texture *texture : p_texture->file_textures) { + if (texture->file_index != UFBX_NO_INDEX) { + return texture; + } + } + return nullptr; +} + +static Ref<Image> _get_decompressed_image(Ref<Texture2D> texture) { + if (texture.is_null()) { + return Ref<Image>(); + } + Ref<Image> image = texture->get_image(); + if (image.is_null()) { + return Ref<Image>(); + } + image = image->duplicate(); + image->decompress(); + return image; +} + +static Vector<Vector2> _decode_vertex_attrib_vec2(const ufbx_vertex_vec2 &p_attrib, const Vector<uint32_t> &p_indices) { + Vector<Vector2> ret; + + int num_indices = p_indices.size(); + ret.resize(num_indices); + for (int i = 0; i < num_indices; i++) { + ret.write[i] = _as_vec2(p_attrib[p_indices[i]]); + } + return ret; +} + +static Vector<Vector3> _decode_vertex_attrib_vec3(const ufbx_vertex_vec3 &p_attrib, const Vector<uint32_t> &p_indices) { + Vector<Vector3> ret; + + int num_indices = p_indices.size(); + ret.resize(num_indices); + for (int i = 0; i < num_indices; i++) { + ret.write[i] = FBXDocument::_as_vec3(p_attrib[p_indices[i]]); + } + return ret; +} + +static Vector<float> _decode_vertex_attrib_vec3_as_tangent(const ufbx_vertex_vec3 &p_attrib, const Vector<uint32_t> &p_indices) { + Vector<float> ret; + + int num_indices = p_indices.size(); + ret.resize(num_indices * 4); + for (int i = 0; i < num_indices; i++) { + Vector3 v = FBXDocument::_as_vec3(p_attrib[p_indices[i]]); + ret.write[i * 4 + 0] = v.x; + ret.write[i * 4 + 1] = v.y; + ret.write[i * 4 + 2] = v.z; + ret.write[i * 4 + 3] = 1.0f; + } + return ret; +} + +static Vector<Color> _decode_vertex_attrib_color(const ufbx_vertex_vec4 &p_attrib, const Vector<uint32_t> &p_indices) { + Vector<Color> ret; + + int num_indices = p_indices.size(); + ret.resize(num_indices); + for (int i = 0; i < num_indices; i++) { + ret.write[i] = _as_color(p_attrib[p_indices[i]]); + } + return ret; +} + +static Vector3 _encode_vertex_index(uint32_t p_index) { + return Vector3(real_t(p_index & 0xffff), real_t(p_index >> 16), 0.0f); +} + +static uint32_t _decode_vertex_index(const Vector3 &p_vertex) { + return uint32_t(p_vertex.x) | uint32_t(p_vertex.y) << 16; +} + +struct ThreadPoolFBX { + struct Group { + ufbx_thread_pool_context ctx = {}; + WorkerThreadPool::GroupID task_id = {}; + uint32_t start_index = 0; + }; + + WorkerThreadPool *pool = nullptr; + Group groups[UFBX_THREAD_GROUP_COUNT] = {}; +}; + +static void _thread_pool_task(void *user, uint32_t index) { + ThreadPoolFBX::Group *group = (ThreadPoolFBX::Group *)user; + ufbx_thread_pool_run_task(group->ctx, group->start_index + index); +} + +static bool _thread_pool_init_fn(void *user, ufbx_thread_pool_context ctx, const ufbx_thread_pool_info *info) { + ThreadPoolFBX *pool = (ThreadPoolFBX *)user; + for (ThreadPoolFBX::Group &group : pool->groups) { + group.ctx = ctx; + } + return true; +} + +static bool _thread_pool_run_fn(void *user, ufbx_thread_pool_context ctx, uint32_t group, uint32_t start_index, uint32_t count) { + ThreadPoolFBX *pool = (ThreadPoolFBX *)user; + ThreadPoolFBX::Group &pool_group = pool->groups[group]; + pool_group.start_index = start_index; + pool_group.task_id = pool->pool->add_native_group_task(_thread_pool_task, &pool_group, (int)count, -1, true, "ufbx"); + return true; +} + +static bool _thread_pool_wait_fn(void *user, ufbx_thread_pool_context ctx, uint32_t group, uint32_t max_index) { + ThreadPoolFBX *pool = (ThreadPoolFBX *)user; + pool->pool->wait_for_group_task_completion(pool->groups[group].task_id); + return true; +} + +String FBXDocument::_gen_unique_name(HashSet<String> &unique_names, const String &p_name) { + const String s_name = p_name.validate_node_name(); + + String u_name; + int index = 1; + while (true) { + u_name = s_name; + + if (index > 1) { + u_name += itos(index); + } + if (!unique_names.has(u_name)) { + break; + } + index++; + } + + unique_names.insert(u_name); + + return u_name; +} + +String FBXDocument::_sanitize_animation_name(const String &p_name) { + // Animations disallow the normal node invalid characters as well as "," and "[" + // (See animation/animation_player.cpp::add_animation) + + // TODO: Consider adding invalid_characters or a validate_animation_name to animation_player to mirror Node. + String anim_name = p_name.validate_node_name(); + anim_name = anim_name.replace(",", ""); + anim_name = anim_name.replace("[", ""); + return anim_name; +} + +String FBXDocument::_gen_unique_animation_name(Ref<FBXState> p_state, const String &p_name) { + const String s_name = _sanitize_animation_name(p_name); + + String u_name; + int index = 1; + while (true) { + u_name = s_name; + + if (index > 1) { + u_name += itos(index); + } + if (!p_state->unique_animation_names.has(u_name)) { + break; + } + index++; + } + + p_state->unique_animation_names.insert(u_name); + + return u_name; +} + +Error FBXDocument::_parse_scenes(Ref<FBXState> p_state) { + p_state->unique_names.insert("Skeleton3D"); // Reserve skeleton name. + + const ufbx_scene *fbx_scene = p_state->scene.get(); + + // TODO: Multi-document support, would need test files for structure + p_state->scene_name = ""; + + // TODO: Append the root node directly if we use root-based space conversion + for (const ufbx_node *root_node : fbx_scene->root_node->children) { + p_state->root_nodes.push_back(int(root_node->typed_id)); + } + + return OK; +} + +Error FBXDocument::_parse_nodes(Ref<FBXState> p_state) { + const ufbx_scene *fbx_scene = p_state->scene.get(); + + for (int node_i = 0; node_i < static_cast<int>(fbx_scene->nodes.count); node_i++) { + const ufbx_node *fbx_node = fbx_scene->nodes[node_i]; + + Ref<GLTFNode> node; + node.instantiate(); + + node->height = int(fbx_node->node_depth); + + if (fbx_node->name.length > 0) { + node->set_name(_as_string(fbx_node->name)); + node->set_original_name(node->get_name()); + } else if (fbx_node->is_root) { + node->set_name("Root"); + } + if (fbx_node->camera) { + node->camera = fbx_node->camera->typed_id; + } + if (fbx_node->light) { + node->light = fbx_node->light->typed_id; + } + if (fbx_node->mesh) { + node->mesh = fbx_node->mesh->typed_id; + } + + { + node->transform.origin = _as_vec3(fbx_node->local_transform.translation); + node->transform.basis.set_quaternion_scale(_as_quaternion(fbx_node->local_transform.rotation), _as_vec3(fbx_node->local_transform.scale)); + + if (fbx_node->bind_pose) { + ufbx_bone_pose *pose = ufbx_get_bone_pose(fbx_node->bind_pose, fbx_node); + ufbx_transform rest_transform = ufbx_matrix_to_transform(&pose->bone_to_parent); + + Vector3 rest_position = _as_vec3(rest_transform.translation); + Quaternion rest_rotation = _as_quaternion(rest_transform.rotation); + Vector3 rest_scale = _as_vec3(rest_transform.scale); + Transform3D godot_rest_xform; + godot_rest_xform.basis.set_quaternion_scale(rest_rotation, rest_scale); + godot_rest_xform.origin = rest_position; + node->set_additional_data("GODOT_rest_transform", godot_rest_xform); + } else { + node->set_additional_data("GODOT_rest_transform", node->transform); + } + } + + for (const ufbx_node *child : fbx_node->children) { + node->children.push_back(child->typed_id); + } + + p_state->nodes.push_back(node); + } + + // build the hierarchy + for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) { + for (int j = 0; j < p_state->nodes[node_i]->children.size(); j++) { + GLTFNodeIndex child_i = p_state->nodes[node_i]->children[j]; + + ERR_FAIL_INDEX_V(child_i, p_state->nodes.size(), ERR_FILE_CORRUPT); + ERR_CONTINUE(p_state->nodes[child_i]->parent != -1); //node already has a parent, wtf. + + p_state->nodes.write[child_i]->parent = node_i; + } + } + + return OK; +} + +Error FBXDocument::_parse_meshes(Ref<FBXState> p_state) { + ufbx_scene *fbx_scene = p_state->scene.get(); + + LocalVector<int> nodes_by_mesh_id; + nodes_by_mesh_id.reserve(fbx_scene->meshes.count); + for (size_t i = 0; i < fbx_scene->meshes.count; i++) { + nodes_by_mesh_id.push_back(-1); + } + for (int i = 0; i < p_state->nodes.size(); i++) { + const Ref<GLTFNode> &node = p_state->nodes[i]; + if (node->mesh >= 0 && (unsigned)node->mesh < nodes_by_mesh_id.size()) { + nodes_by_mesh_id[node->mesh] = i; + } + } + + for (const ufbx_mesh *fbx_mesh : fbx_scene->meshes) { + print_verbose("FBX: Parsing mesh: " + itos(int64_t(fbx_mesh->typed_id))); + + static const Mesh::PrimitiveType primitive_types[] = { + Mesh::PRIMITIVE_TRIANGLES, + Mesh::PRIMITIVE_POINTS, + Mesh::PRIMITIVE_LINES, + }; + + Ref<ImporterMesh> import_mesh; + import_mesh.instantiate(); + String mesh_name = "mesh"; + String original_name; + if (fbx_mesh->name.length > 0) { + mesh_name = _as_string(fbx_mesh->name); + original_name = mesh_name; + } else if (fbx_mesh->typed_id < (unsigned)p_state->nodes.size() && nodes_by_mesh_id[fbx_mesh->typed_id] != -1) { + const Ref<GLTFNode> &node = p_state->nodes[nodes_by_mesh_id[fbx_mesh->typed_id]]; + original_name = node->get_original_name(); + mesh_name = node->get_name(); + } + import_mesh->set_name(_gen_unique_name(p_state->unique_mesh_names, mesh_name)); + + bool use_blend_shapes = false; + if (fbx_mesh->blend_deformers.count > 0) { + use_blend_shapes = true; + } + + Vector<float> blend_weights; + Vector<int> blend_channels; + if (use_blend_shapes) { + print_verbose("FBX: Mesh has targets"); + + import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); + + for (const ufbx_blend_deformer *fbx_deformer : fbx_mesh->blend_deformers) { + for (const ufbx_blend_channel *fbx_channel : fbx_deformer->channels) { + if (fbx_channel->keyframes.count == 0) { + continue; + } + String bs_name; + if (fbx_channel->name.length > 0) { + bs_name = _as_string(fbx_channel->name); + } else { + bs_name = String("morph_") + itos(blend_channels.size()); + } + import_mesh->add_blend_shape(bs_name); + blend_weights.push_back(float(fbx_channel->weight)); + blend_channels.push_back(float(fbx_channel->typed_id)); + } + } + } + + for (const ufbx_mesh_part &fbx_mesh_part : fbx_mesh->material_parts) { + for (Mesh::PrimitiveType primitive : primitive_types) { + uint32_t num_indices = 0; + switch (primitive) { + case Mesh::PRIMITIVE_POINTS: + num_indices = fbx_mesh_part.num_point_faces * 1; + break; + case Mesh::PRIMITIVE_LINES: + num_indices = fbx_mesh_part.num_line_faces * 2; + break; + case Mesh::PRIMITIVE_TRIANGLES: + num_indices = fbx_mesh_part.num_triangles * 3; + break; + case Mesh::PRIMITIVE_TRIANGLE_STRIP: + // FIXME 2021-09-15 fire + break; + case Mesh::PRIMITIVE_LINE_STRIP: + // FIXME 2021-09-15 fire + break; + default: + // FIXME 2021-09-15 fire + break; + } + if (num_indices == 0) { + continue; + } + + Vector<uint32_t> indices; + indices.resize(num_indices); + + uint32_t offset = 0; + for (uint32_t face_index : fbx_mesh_part.face_indices) { + ufbx_face face = fbx_mesh->faces[face_index]; + switch (primitive) { + case Mesh::PRIMITIVE_POINTS: { + if (face.num_indices == 1) { + indices.write[offset] = face.index_begin; + offset += 1; + } + } break; + case Mesh::PRIMITIVE_LINES: + if (face.num_indices == 2) { + indices.write[offset] = face.index_begin; + indices.write[offset + 1] = face.index_begin + 1; + offset += 2; + } + break; + case Mesh::PRIMITIVE_TRIANGLES: + if (face.num_indices >= 3) { + uint32_t *dst = indices.ptrw() + offset; + size_t space = indices.size() - offset; + uint32_t num_triangles = ufbx_triangulate_face(dst, space, fbx_mesh, face); + offset += num_triangles * 3; + + // Godot uses clockwise winding order! + for (uint32_t i = 0; i < num_triangles; i++) { + SWAP(dst[i * 3 + 0], dst[i * 3 + 2]); + } + } + break; + case Mesh::PRIMITIVE_TRIANGLE_STRIP: + // FIXME 2021-09-15 fire + break; + case Mesh::PRIMITIVE_LINE_STRIP: + // FIXME 2021-09-15 fire + break; + default: + // FIXME 2021-09-15 fire + break; + } + } + ERR_CONTINUE((uint64_t)offset != (uint64_t)indices.size()); + + int32_t vertex_num = indices.size(); + bool has_vertex_color = false; + + uint32_t flags = 0; + + Array array; + array.resize(Mesh::ARRAY_MAX); + + // HACK: If we have blend shapes we cannot merge vertices at identical positions + // if they have different indices in the file. To avoid this encode the vertex index + // into the vertex position for the time being. + // Ideally this would be an extra channel in the vertex but as the vertex format is + // fixed and we already use user data for extra UV channels this'll do. + if (use_blend_shapes) { + Vector<Vector3> vertex_indices; + int num_blend_shape_indices = indices.size(); + vertex_indices.resize(num_blend_shape_indices); + for (int i = 0; i < num_blend_shape_indices; i++) { + vertex_indices.write[i] = _encode_vertex_index(fbx_mesh->vertex_indices[indices[i]]); + } + array[Mesh::ARRAY_VERTEX] = vertex_indices; + } else { + array[Mesh::ARRAY_VERTEX] = _decode_vertex_attrib_vec3(fbx_mesh->vertex_position, indices); + } + + // Normals always exist as they're generated if missing, + // see `ufbx_load_opts.generate_missing_normals`. + Vector<Vector3> normals = _decode_vertex_attrib_vec3(fbx_mesh->vertex_normal, indices); + array[Mesh::ARRAY_NORMAL] = normals; + + if (fbx_mesh->vertex_tangent.exists) { + Vector<float> tangents = _decode_vertex_attrib_vec3_as_tangent(fbx_mesh->vertex_tangent, indices); + + // Patch bitangent sign if available + if (fbx_mesh->vertex_bitangent.exists) { + for (int i = 0; i < vertex_num; i++) { + Vector3 tangent = Vector3(tangents[i * 4], tangents[i * 4 + 1], tangents[i * 4 + 2]); + Vector3 bitangent = _as_vec3(fbx_mesh->vertex_bitangent[indices[i]]); + Vector3 generated_bitangent = normals[i].cross(tangent); + if (generated_bitangent.dot(bitangent) < 0.0f) { + tangents.write[i * 4 + 3] = -1.0f; + } + } + } + + array[Mesh::ARRAY_TANGENT] = tangents; + } + + if (fbx_mesh->vertex_uv.exists) { + PackedVector2Array uv_array = _decode_vertex_attrib_vec2(fbx_mesh->vertex_uv, indices); + _process_uv_set(uv_array); + array[Mesh::ARRAY_TEX_UV] = uv_array; + } + + if (fbx_mesh->uv_sets.count >= 2 && fbx_mesh->uv_sets[1].vertex_uv.exists) { + PackedVector2Array uv2_array = _decode_vertex_attrib_vec2(fbx_mesh->uv_sets[1].vertex_uv, indices); + _process_uv_set(uv2_array); + array[Mesh::ARRAY_TEX_UV2] = uv2_array; + } + + for (int uv_i = 2; uv_i < 8; uv_i += 2) { + Vector<float> cur_custom; + Vector<Vector2> texcoord_first; + Vector<Vector2> texcoord_second; + + int texcoord_i = uv_i; + int texcoord_next = texcoord_i + 1; + int num_channels = 0; + if (texcoord_i < static_cast<int>(fbx_mesh->uv_sets.count) && fbx_mesh->uv_sets[texcoord_i].vertex_uv.exists) { + texcoord_first = _decode_vertex_attrib_vec2(fbx_mesh->uv_sets[texcoord_i].vertex_uv, indices); + _process_uv_set(texcoord_first); + num_channels = 2; + } + if (texcoord_next < static_cast<int>(fbx_mesh->uv_sets.count) && fbx_mesh->uv_sets[texcoord_next].vertex_uv.exists) { + texcoord_second = _decode_vertex_attrib_vec2(fbx_mesh->uv_sets[texcoord_next].vertex_uv, indices); + _process_uv_set(texcoord_second); + num_channels = 4; + } + if (!num_channels) { + break; + } + cur_custom.resize(vertex_num * num_channels); + for (int32_t uv_first_i = 0; uv_first_i < texcoord_first.size() && uv_first_i < vertex_num; uv_first_i++) { + int index = uv_first_i * num_channels; + cur_custom.write[index] = texcoord_first[uv_first_i].x; + cur_custom.write[index + 1] = texcoord_first[uv_first_i].y; + } + if (num_channels == 4) { + for (int32_t uv_second_i = 0; uv_second_i < texcoord_second.size() && uv_second_i < vertex_num; uv_second_i++) { + int index = uv_second_i * num_channels; + cur_custom.write[index + 2] = texcoord_second[uv_second_i].x; + cur_custom.write[index + 3] = texcoord_second[uv_second_i].y; + } + _zero_unused_elements(cur_custom, texcoord_second.size(), vertex_num, num_channels); + } else if (num_channels == 2) { + _zero_unused_elements(cur_custom, texcoord_first.size(), vertex_num, num_channels); + } + if (!cur_custom.is_empty()) { + array[Mesh::ARRAY_CUSTOM0 + ((uv_i - 2) / 2)] = cur_custom; // Map uv2-uv7 to custom0-custom2 + int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + ((uv_i - 2) / 2) * Mesh::ARRAY_FORMAT_CUSTOM_BITS; + flags |= (num_channels == 2 ? Mesh::ARRAY_CUSTOM_RG_FLOAT : Mesh::ARRAY_CUSTOM_RGBA_FLOAT) << custom_shift; + } + } + + if (fbx_mesh->vertex_color.exists) { + array[Mesh::ARRAY_COLOR] = _decode_vertex_attrib_color(fbx_mesh->vertex_color, indices); + has_vertex_color = true; + } + + int32_t num_skin_weights = 0; + + // Find the first imported skin deformer + for (ufbx_skin_deformer *fbx_skin : fbx_mesh->skin_deformers) { + if (!p_state->skin_indices.has(fbx_skin->typed_id)) { + continue; + } + GLTFSkinIndex skin_i = p_state->skin_indices[fbx_skin->typed_id]; + if (skin_i < 0) { + continue; + } + + // Tag all nodes to use the skin + for (const ufbx_node *node : fbx_mesh->instances) { + p_state->nodes[node->typed_id]->skin = skin_i; + } + + num_skin_weights = fbx_skin->max_weights_per_vertex > 4 ? 8 : 4; + + Vector<int32_t> bones; + Vector<float> weights; + + bones.resize(vertex_num * num_skin_weights); + weights.resize(vertex_num * num_skin_weights); + for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) { + uint32_t fbx_vertex_index = fbx_mesh->vertex_indices[indices[vertex_i]]; + ufbx_skin_vertex skin_vertex = fbx_skin->vertices[fbx_vertex_index]; + float total_weight = 0.0f; + int32_t num_weights = MIN(int32_t(skin_vertex.num_weights), num_skin_weights); + for (int32_t i = 0; i < num_weights; i++) { + ufbx_skin_weight skin_weight = fbx_skin->weights[skin_vertex.weight_begin + i]; + int index = vertex_i * num_skin_weights + i; + float weight = float(skin_weight.weight); + bones.write[index] = int(skin_weight.cluster_index); + weights.write[index] = weight; + total_weight += weight; + } + if (total_weight > 0.0f) { + for (int32_t i = 0; i < num_weights; i++) { + int index = vertex_i * num_skin_weights + i; + weights.write[index] /= total_weight; + } + } + // Pad the rest with empty weights + for (int32_t i = num_weights; i < num_skin_weights; i++) { + int index = vertex_i * num_skin_weights + i; + bones.write[index] = 0; // TODO: What should this be padded with? + weights.write[index] = 0.0f; + } + } + array[Mesh::ARRAY_BONES] = bones; + array[Mesh::ARRAY_WEIGHTS] = weights; + + if (num_skin_weights == 8) { + flags |= Mesh::ARRAY_FLAG_USE_8_BONE_WEIGHTS; + } + + // Only use the first found skin + break; + } + + bool generate_tangents = (primitive == Mesh::PRIMITIVE_TRIANGLES && !array[Mesh::ARRAY_TANGENT] && array[Mesh::ARRAY_TEX_UV] && array[Mesh::ARRAY_NORMAL]); + + Ref<SurfaceTool> mesh_surface_tool; + mesh_surface_tool.instantiate(); + mesh_surface_tool->create_from_triangle_arrays(array); + mesh_surface_tool->set_skin_weight_count(num_skin_weights == 8 ? SurfaceTool::SKIN_8_WEIGHTS : SurfaceTool::SKIN_4_WEIGHTS); + mesh_surface_tool->index(); + if (generate_tangents) { + //must generate mikktspace tangents.. ergh.. + mesh_surface_tool->generate_tangents(); + } + array = mesh_surface_tool->commit_to_arrays(); + + Array morphs; + //blend shapes + if (use_blend_shapes) { + print_verbose("FBX: Mesh has targets"); + + import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); + + for (const ufbx_blend_deformer *fbx_deformer : fbx_mesh->blend_deformers) { + for (const ufbx_blend_channel *fbx_channel : fbx_deformer->channels) { + if (fbx_channel->keyframes.count == 0) { + continue; + } + + // Use the last shape keyframe by default + ufbx_blend_shape *fbx_shape = fbx_channel->keyframes[fbx_channel->keyframes.count - 1].shape; + + Array array_copy; + array_copy.resize(Mesh::ARRAY_MAX); + + for (int l = 0; l < Mesh::ARRAY_MAX; l++) { + array_copy[l] = array[l]; + } + + Vector<Vector3> varr; + Vector<Vector3> narr; + const Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX]; + const Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL]; + const int size = src_varr.size(); + ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR); + { + varr.resize(size); + narr.resize(size); + + Vector3 *w_varr = varr.ptrw(); + Vector3 *w_narr = narr.ptrw(); + const Vector3 *r_varr = src_varr.ptr(); + const Vector3 *r_narr = src_narr.ptr(); + for (int l = 0; l < size; l++) { + uint32_t vertex_index = _decode_vertex_index(r_varr[l]); + uint32_t offset_index = ufbx_get_blend_shape_offset_index(fbx_shape, vertex_index); + Vector3 position = _as_vec3(fbx_mesh->vertices[vertex_index]); + Vector3 normal = r_narr[l]; + + if (offset_index != UFBX_NO_INDEX && offset_index < fbx_shape->position_offsets.count) { + Vector3 blend_shape_position_offset = _as_vec3(fbx_shape->position_offsets[offset_index]); + w_varr[l] = position + blend_shape_position_offset; + } else { + w_varr[l] = position; + } + + if (offset_index != UFBX_NO_INDEX && offset_index < fbx_shape->normal_offsets.count) { + w_narr[l] = (normal.normalized() + _as_vec3(fbx_shape->normal_offsets[offset_index])).normalized(); + } else { + w_narr[l] = normal; + } + } + } + array_copy[Mesh::ARRAY_VERTEX] = varr; + array_copy[Mesh::ARRAY_NORMAL] = narr; + + Ref<SurfaceTool> blend_surface_tool; + blend_surface_tool.instantiate(); + blend_surface_tool->create_from_triangle_arrays(array_copy); + blend_surface_tool->set_skin_weight_count(num_skin_weights == 8 ? SurfaceTool::SKIN_8_WEIGHTS : SurfaceTool::SKIN_4_WEIGHTS); + if (generate_tangents) { + //must generate mikktspace tangents.. ergh.. + blend_surface_tool->generate_tangents(); + } + array_copy = blend_surface_tool->commit_to_arrays(); + + // Enforce blend shape mask array format + for (int l = 0; l < Mesh::ARRAY_MAX; l++) { + if (!(Mesh::ARRAY_FORMAT_BLEND_SHAPE_MASK & (static_cast<int64_t>(1) << l))) { + array_copy[l] = Variant(); + } + } + + morphs.push_back(array_copy); + } + } + } + + // Decode the original vertex positions now that we're done processing blend shapes. + if (use_blend_shapes) { + Vector<Vector3> varr = array[Mesh::ARRAY_VERTEX]; + Vector3 *w_varr = varr.ptrw(); + const int size = varr.size(); + for (int i = 0; i < size; i++) { + uint32_t vertex_index = _decode_vertex_index(w_varr[i]); + w_varr[i] = _as_vec3(fbx_mesh->vertices[vertex_index]); + } + array[Mesh::ARRAY_VERTEX] = varr; + } + + Ref<Material> mat; + String mat_name; + if (!p_state->discard_meshes_and_materials) { + ufbx_material *fbx_material = nullptr; + if (fbx_mesh_part.index < fbx_mesh->materials.count) { + fbx_material = fbx_mesh->materials[fbx_mesh_part.index]; + } + if (fbx_material) { + const int material = int(fbx_material->typed_id); + ERR_FAIL_INDEX_V(material, p_state->materials.size(), ERR_FILE_CORRUPT); + Ref<Material> mat3d = p_state->materials[material]; + ERR_FAIL_NULL_V(mat3d, ERR_FILE_CORRUPT); + + Ref<BaseMaterial3D> base_material = mat3d; + if (has_vertex_color && base_material.is_valid()) { + base_material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + } + mat = mat3d; + + } else { + Ref<StandardMaterial3D> mat3d; + mat3d.instantiate(); + if (has_vertex_color) { + mat3d->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + } + mat = mat3d; + } + ERR_FAIL_NULL_V(mat, ERR_FILE_CORRUPT); + mat_name = mat->get_name(); + } + import_mesh->add_surface(primitive, array, morphs, + Dictionary(), mat, mat_name, flags); + } + } + + Ref<GLTFMesh> mesh; + mesh.instantiate(); + Dictionary additional_data; + additional_data["blend_channels"] = blend_channels; + mesh->set_additional_data("GODOT_mesh_blend_channels", additional_data); + mesh->set_blend_weights(blend_weights); + mesh->set_mesh(import_mesh); + mesh->set_name(import_mesh->get_name()); + mesh->set_original_name(original_name); + + p_state->meshes.push_back(mesh); + } + + print_verbose("FBX: Total meshes: " + itos(p_state->meshes.size())); + + return OK; +} + +Ref<Image> FBXDocument::_parse_image_bytes_into_image(Ref<FBXState> p_state, const Vector<uint8_t> &p_bytes, const String &p_filename, int p_index) { + Ref<Image> r_image; + r_image.instantiate(); + // Try to import first based on filename. + String filename_lower = p_filename.to_lower(); + if (filename_lower.ends_with(".png")) { + r_image->load_png_from_buffer(p_bytes); + } else if (filename_lower.ends_with(".jpg")) { + r_image->load_jpg_from_buffer(p_bytes); + } else if (filename_lower.ends_with(".tga")) { + r_image->load_tga_from_buffer(p_bytes); + } + // If we didn't pass the above tests, try loading as each option. + if (r_image->is_empty()) { // Try PNG first. + r_image->load_png_from_buffer(p_bytes); + } + if (r_image->is_empty()) { // And then JPEG. + r_image->load_jpg_from_buffer(p_bytes); + } + if (r_image->is_empty()) { // And then TGA. + r_image->load_jpg_from_buffer(p_bytes); + } + // If it still can't be loaded, give up and insert an empty image as placeholder. + if (r_image->is_empty()) { + ERR_PRINT(vformat("FBX: Couldn't load image index '%d'", p_index)); + } + return r_image; +} + +GLTFImageIndex FBXDocument::_parse_image_save_image(Ref<FBXState> p_state, const Vector<uint8_t> &p_bytes, const String &p_file_extension, int p_index, Ref<Image> p_image) { + FBXState::GLTFHandleBinary handling = FBXState::GLTFHandleBinary(p_state->handle_binary_image); + if (p_image->is_empty() || handling == FBXState::GLTFHandleBinary::HANDLE_BINARY_DISCARD_TEXTURES) { + if (p_index < 0) { + return -1; + } + p_state->images.push_back(Ref<Texture2D>()); + p_state->source_images.push_back(Ref<Image>()); + return p_state->images.size() - 1; + } +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint() && handling == FBXState::GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES) { + if (p_state->base_path.is_empty()) { + if (p_index < 0) { + return -1; + } + p_state->images.push_back(Ref<Texture2D>()); + p_state->source_images.push_back(Ref<Image>()); + } else if (p_image->get_name().is_empty()) { + if (p_index < 0) { + return -1; + } + WARN_PRINT(vformat("FBX: Image index '%d' couldn't be named. Skipping it.", p_index)); + p_state->images.push_back(Ref<Texture2D>()); + p_state->source_images.push_back(Ref<Image>()); + } else { + bool must_import = true; + Vector<uint8_t> img_data = p_image->get_data(); + Dictionary generator_parameters; + String file_path = p_state->get_base_path().path_join(p_state->filename.get_basename() + "_" + p_image->get_name()); + file_path += p_file_extension.is_empty() ? ".png" : p_file_extension; + if (FileAccess::exists(file_path + ".import")) { + Ref<ConfigFile> config; + config.instantiate(); + config->load(file_path + ".import"); + if (config->has_section_key("remap", "generator_parameters")) { + generator_parameters = (Dictionary)config->get_value("remap", "generator_parameters"); + } + if (!generator_parameters.has("md5")) { + must_import = false; // Didn't come from a gltf document; don't overwrite. + } + } + if (must_import) { + String existing_md5 = generator_parameters["md5"]; + unsigned char md5_hash[16]; + CryptoCore::md5(img_data.ptr(), img_data.size(), md5_hash); + String new_md5 = String::hex_encode_buffer(md5_hash, 16); + generator_parameters["md5"] = new_md5; + if (new_md5 == existing_md5) { + must_import = false; + } + } + if (must_import) { + Error err = OK; + if (p_file_extension.is_empty()) { + // If a file extension was not specified, save the image data to a PNG file. + err = p_image->save_png(file_path); + ERR_FAIL_COND_V(err != OK, -1); + } else { + // If a file extension was specified, save the original bytes to a file with that extension. + Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::WRITE, &err); + ERR_FAIL_COND_V(err != OK, -1); + file->store_buffer(p_bytes); + file->close(); + } + // ResourceLoader::import will crash if not is_editor_hint(), so this case is protected above and will fall through to uncompressed. + HashMap<StringName, Variant> custom_options; + custom_options[SNAME("mipmaps/generate")] = true; + // Will only use project settings defaults if custom_importer is empty. + EditorFileSystem::get_singleton()->update_file(file_path); + EditorFileSystem::get_singleton()->reimport_append(file_path, custom_options, String(), generator_parameters); + } + Ref<Texture2D> saved_image = ResourceLoader::load(_get_texture_path(p_state->get_base_path(), file_path), "Texture2D"); + if (saved_image.is_valid()) { + p_state->images.push_back(saved_image); + p_state->source_images.push_back(saved_image->get_image()); + } else if (p_index < 0) { + return -1; + } else { + WARN_PRINT(vformat("FBX: Image index '%d' couldn't be loaded with the name: %s. Skipping it.", p_index, p_image->get_name())); + // Placeholder to keep count. + p_state->images.push_back(Ref<Texture2D>()); + p_state->source_images.push_back(Ref<Image>()); + } + } + return p_state->images.size() - 1; + } +#endif // TOOLS_ENABLED + if (handling == FBXState::HANDLE_BINARY_EMBED_AS_BASISU) { + Ref<PortableCompressedTexture2D> tex; + tex.instantiate(); + tex->set_name(p_image->get_name()); + tex->set_keep_compressed_buffer(true); + tex->create_from_image(p_image, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL); + p_state->images.push_back(tex); + p_state->source_images.push_back(p_image); + return p_state->images.size() - 1; + } + // This handles the case of HANDLE_BINARY_EMBED_AS_UNCOMPRESSED, and it also serves + // as a fallback for HANDLE_BINARY_EXTRACT_TEXTURES when this is not the editor. + Ref<ImageTexture> tex; + tex.instantiate(); + tex->set_name(p_image->get_name()); + tex->set_image(p_image); + p_state->images.push_back(tex); + p_state->source_images.push_back(p_image); + return p_state->images.size() - 1; +} + +Error FBXDocument::_parse_images(Ref<FBXState> p_state, const String &p_base_path) { + ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER); + + const ufbx_scene *fbx_scene = p_state->scene.get(); + for (int texture_i = 0; texture_i < static_cast<int>(fbx_scene->texture_files.count); texture_i++) { + const ufbx_texture_file &fbx_texture_file = fbx_scene->texture_files[texture_i]; + String path = _as_string(fbx_texture_file.filename); + path = ProjectSettings::get_singleton()->localize_path(path); + if (path.is_absolute_path() && !path.is_resource_file()) { + path = path.get_file(); + } + if (!p_base_path.is_empty()) { + path = p_base_path.path_join(path); + } + path = path.simplify_path(); + Vector<uint8_t> data; + if (fbx_texture_file.content.size > 0 && fbx_texture_file.content.size <= INT_MAX) { + data.resize(int(fbx_texture_file.content.size)); + memcpy(data.ptrw(), fbx_texture_file.content.data, fbx_texture_file.content.size); + } else { + String base_dir = p_state->get_base_path(); + Ref<Texture2D> texture = ResourceLoader::load(_get_texture_path(base_dir, path), "Texture2D"); + if (texture.is_valid()) { + p_state->images.push_back(texture); + p_state->source_images.push_back(texture->get_image()); + continue; + } + // Fallback to loading as byte array. + data = FileAccess::get_file_as_bytes(path); + if (data.size() == 0) { + WARN_PRINT(vformat("FBX: Image index '%d' couldn't be loaded from path: %s because there was no data to load. Skipping it.", texture_i, path)); + p_state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count. + p_state->source_images.push_back(Ref<Image>()); + continue; + } + } + + // Parse the image data from bytes into an Image resource and save if needed. + String file_extension; + Ref<Image> img = _parse_image_bytes_into_image(p_state, data, path, texture_i); + img->set_name(itos(texture_i)); + _parse_image_save_image(p_state, data, file_extension, texture_i, img); + } + + // Create a texture for each file texture. + for (int texture_file_i = 0; texture_file_i < static_cast<int>(fbx_scene->texture_files.count); texture_file_i++) { + Ref<GLTFTexture> texture; + texture.instantiate(); + texture->set_src_image(GLTFImageIndex(texture_file_i)); + p_state->textures.push_back(texture); + } + + print_verbose("FBX: Total images: " + itos(p_state->images.size())); + + return OK; +} + +Ref<Texture2D> FBXDocument::_get_texture(Ref<FBXState> p_state, const GLTFTextureIndex p_texture, int p_texture_types) { + ERR_FAIL_INDEX_V(p_texture, p_state->textures.size(), Ref<Texture2D>()); + const GLTFImageIndex image = p_state->textures[p_texture]->get_src_image(); + ERR_FAIL_INDEX_V(image, p_state->images.size(), Ref<Texture2D>()); + if (FBXState::GLTFHandleBinary(p_state->handle_binary_image) == FBXState::HANDLE_BINARY_EMBED_AS_BASISU) { + ERR_FAIL_INDEX_V(image, p_state->source_images.size(), Ref<Texture2D>()); + Ref<PortableCompressedTexture2D> portable_texture; + portable_texture.instantiate(); + portable_texture->set_keep_compressed_buffer(true); + Ref<Image> new_img = p_state->source_images[image]->duplicate(); + ERR_FAIL_COND_V(new_img.is_null(), Ref<Texture2D>()); + new_img->generate_mipmaps(); + if (p_texture_types) { + portable_texture->create_from_image(new_img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL, true); + } else { + portable_texture->create_from_image(new_img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL, false); + } + p_state->images.write[image] = portable_texture; + p_state->source_images.write[image] = new_img; + } + return p_state->images[image]; +} + +Error FBXDocument::_parse_materials(Ref<FBXState> p_state) { + const ufbx_scene *fbx_scene = p_state->scene.get(); + for (GLTFMaterialIndex material_i = 0; material_i < static_cast<GLTFMaterialIndex>(fbx_scene->materials.count); material_i++) { + const ufbx_material *fbx_material = fbx_scene->materials[material_i]; + + Ref<StandardMaterial3D> material; + material.instantiate(); + if (fbx_material->name.length > 0) { + material->set_name(_as_string(fbx_material->name)); + } else { + material->set_name(vformat("material_%s", itos(material_i))); + } + material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + Dictionary material_extensions; + + if (fbx_material->pbr.base_color.has_value) { + Color albedo = _material_color(fbx_material->pbr.base_color, fbx_material->pbr.base_factor); + material->set_albedo(albedo); + } + + if (fbx_material->features.double_sided.enabled) { + material->set_cull_mode(BaseMaterial3D::CULL_DISABLED); + } + + const ufbx_texture *base_texture = _get_file_texture(fbx_material->pbr.base_color.texture); + if (base_texture) { + bool wrap = base_texture->wrap_u == UFBX_WRAP_REPEAT && base_texture->wrap_v == UFBX_WRAP_REPEAT; + material->set_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT, wrap); + + Ref<Texture2D> albedo_texture = _get_texture(p_state, GLTFTextureIndex(base_texture->file_index), TEXTURE_TYPE_GENERIC); + + // Search for transparency map. + Ref<Texture2D> transparency_texture; + const ufbx_texture *transparency_sources[] = { + fbx_material->pbr.opacity.texture, + fbx_material->fbx.transparency_color.texture, + }; + for (const ufbx_texture *transparency_source : transparency_sources) { + const ufbx_texture *fbx_transparency_texture = _get_file_texture(transparency_source); + if (fbx_transparency_texture) { + transparency_texture = _get_texture(p_state, GLTFTextureIndex(fbx_transparency_texture->file_index), TEXTURE_TYPE_GENERIC); + if (transparency_texture.is_valid()) { + break; + } + } + } + + // Multiply the albedo alpha with the transparency texture if necessary. + if (albedo_texture.is_valid() && transparency_texture.is_valid() && albedo_texture != transparency_texture) { + Pair<uint64_t, uint64_t> key = { albedo_texture->get_rid().get_id(), transparency_texture->get_rid().get_id() }; + GLTFTextureIndex *texture_index_ptr = p_state->albedo_transparency_textures.getptr(key); + if (texture_index_ptr != nullptr) { + if (*texture_index_ptr >= 0) { + albedo_texture = _get_texture(p_state, *texture_index_ptr, TEXTURE_TYPE_GENERIC); + } + } else { + Ref<Image> albedo_image = _get_decompressed_image(albedo_texture); + Ref<Image> transparency_image = _get_decompressed_image(transparency_texture); + + if (albedo_image.is_valid() && transparency_image.is_valid()) { + albedo_image->convert(Image::Format::FORMAT_RGBA8); + transparency_image->resize(albedo_texture->get_width(), albedo_texture->get_height(), Image::INTERPOLATE_LANCZOS); + for (int y = 0; y < albedo_image->get_height(); y++) { + for (int x = 0; x < albedo_image->get_width(); x++) { + Color albedo_pixel = albedo_image->get_pixel(x, y); + Color transparency_pixel = transparency_image->get_pixel(x, y); + albedo_pixel.a *= transparency_pixel.r; + albedo_image->set_pixel(x, y, albedo_pixel); + } + } + + albedo_image->clear_mipmaps(); + albedo_image->generate_mipmaps(); + + albedo_image->set_name(vformat("alpha_%d", p_state->albedo_transparency_textures.size())); + + GLTFImageIndex new_image = _parse_image_save_image(p_state, PackedByteArray(), "", -1, albedo_image); + if (new_image >= 0) { + Ref<GLTFTexture> new_texture; + new_texture.instantiate(); + new_texture->set_src_image(GLTFImageIndex(new_image)); + p_state->textures.push_back(new_texture); + + GLTFTextureIndex texture_index = p_state->textures.size() - 1; + p_state->albedo_transparency_textures[key] = texture_index; + + albedo_texture = _get_texture(p_state, texture_index, TEXTURE_TYPE_GENERIC); + } else { + WARN_PRINT(vformat("FBX: Could not save modified albedo texture from RID (%d, %d).", key.first, key.second)); + p_state->albedo_transparency_textures[key] = -1; + } + } + } + } + + Image::AlphaMode alpha_mode; + if (albedo_texture.is_valid()) { + Image::AlphaMode *alpha_mode_ptr = p_state->alpha_mode_cache.getptr(albedo_texture->get_rid().get_id()); + if (alpha_mode_ptr != nullptr) { + alpha_mode = *alpha_mode_ptr; + } else { + Ref<Image> albedo_image = _get_decompressed_image(albedo_texture); + alpha_mode = albedo_image->detect_alpha(); + p_state->alpha_mode_cache[albedo_texture->get_rid().get_id()] = alpha_mode; + } + + if (alpha_mode == Image::ALPHA_BLEND) { + material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); + } else if (alpha_mode == Image::ALPHA_BIT) { + material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR); + } + material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, albedo_texture); + } + + // Combined textures and factors are very unreliable in FBX + material->set_albedo(Color(1, 1, 1)); + + // TODO: Does not support rotation, could be inverted? + material->set_uv1_offset(_as_vec3(base_texture->uv_transform.translation)); + Vector3 scale = _as_vec3(base_texture->uv_transform.scale); + material->set_uv1_scale(scale); + } + + if (fbx_material->features.pbr.enabled) { + if (fbx_material->pbr.metalness.has_value) { + material->set_metallic(float(fbx_material->pbr.metalness.value_real)); + } else { + material->set_metallic(1.0); + } + + if (fbx_material->pbr.roughness.has_value) { + material->set_roughness(float(fbx_material->pbr.roughness.value_real)); + } else { + material->set_roughness(1.0); + } + + const ufbx_texture *metalness_texture = _get_file_texture(fbx_material->pbr.metalness.texture); + if (metalness_texture) { + material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, _get_texture(p_state, GLTFTextureIndex(metalness_texture->file_index), TEXTURE_TYPE_GENERIC)); + material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED); + material->set_metallic(1.0); + } + + const ufbx_texture *roughness_texture = _get_file_texture(fbx_material->pbr.roughness.texture); + if (roughness_texture) { + material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, _get_texture(p_state, GLTFTextureIndex(roughness_texture->file_index), TEXTURE_TYPE_GENERIC)); + material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED); + material->set_roughness(1.0); + } + } + + const ufbx_texture *normal_texture = _get_file_texture(fbx_material->pbr.normal_map.texture); + if (normal_texture) { + material->set_texture(BaseMaterial3D::TEXTURE_NORMAL, _get_texture(p_state, GLTFTextureIndex(normal_texture->file_index), TEXTURE_TYPE_NORMAL)); + material->set_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING, true); + if (fbx_material->pbr.normal_map.has_value) { + material->set_normal_scale(fbx_material->pbr.normal_map.value_real); + } + } + + const ufbx_texture *occlusion_texture = _get_file_texture(fbx_material->pbr.ambient_occlusion.texture); + if (occlusion_texture) { + material->set_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION, _get_texture(p_state, GLTFTextureIndex(occlusion_texture->file_index), TEXTURE_TYPE_GENERIC)); + material->set_ao_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED); + material->set_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION, true); + } + + if (fbx_material->pbr.emission_color.has_value) { + material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true); + material->set_emission(_material_color(fbx_material->pbr.emission_color)); + material->set_emission_energy_multiplier(float(fbx_material->pbr.emission_factor.value_real)); + } + + const ufbx_texture *emission_texture = _get_file_texture(fbx_material->pbr.ambient_occlusion.texture); + if (emission_texture) { + material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(p_state, GLTFTextureIndex(emission_texture->file_index), TEXTURE_TYPE_GENERIC)); + material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true); + material->set_emission(Color(0, 0, 0)); + } + + if (fbx_material->features.double_sided.enabled && fbx_material->features.double_sided.is_explicit) { + material->set_cull_mode(BaseMaterial3D::CULL_DISABLED); + } + p_state->materials.push_back(material); + } + + print_verbose("Total materials: " + itos(p_state->materials.size())); + + return OK; +} +Error FBXDocument::_parse_cameras(Ref<FBXState> p_state) { + const ufbx_scene *fbx_scene = p_state->scene.get(); + for (GLTFCameraIndex i = 0; i < static_cast<GLTFCameraIndex>(fbx_scene->cameras.count); i++) { + const ufbx_camera *fbx_camera = fbx_scene->cameras[i]; + + Ref<GLTFCamera> camera; + camera.instantiate(); + camera->set_name(_as_string(fbx_camera->name)); + if (fbx_camera->projection_mode == UFBX_PROJECTION_MODE_PERSPECTIVE) { + camera->set_perspective(true); + camera->set_fov(Math::deg_to_rad(real_t(fbx_camera->field_of_view_deg.y))); + } else { + camera->set_perspective(false); + camera->set_size_mag(real_t(fbx_camera->orthographic_size.y)); + } + if (fbx_camera->near_plane != 0.0f) { + camera->set_depth_near(fbx_camera->near_plane); + } + if (fbx_camera->far_plane != 0.0f) { + camera->set_depth_far(fbx_camera->far_plane); + } + p_state->cameras.push_back(camera); + } + + print_verbose("FBX: Total cameras: " + itos(p_state->cameras.size())); + + return OK; +} + +Error FBXDocument::_parse_animations(Ref<FBXState> p_state) { + const ufbx_scene *fbx_scene = p_state->scene.get(); + for (GLTFAnimationIndex animation_i = 0; animation_i < static_cast<GLTFAnimationIndex>(fbx_scene->anim_stacks.count); animation_i++) { + const ufbx_anim_stack *fbx_anim_stack = fbx_scene->anim_stacks[animation_i]; + + Ref<GLTFAnimation> animation; + animation.instantiate(); + + if (fbx_anim_stack->name.length > 0) { + const String anim_name = _as_string(fbx_anim_stack->name); + const String anim_name_lower = anim_name.to_lower(); + if (anim_name_lower.begins_with("loop") || anim_name_lower.ends_with("loop") || anim_name_lower.begins_with("cycle") || anim_name_lower.ends_with("cycle")) { + animation->set_loop(true); + } + animation->set_original_name(anim_name); + animation->set_name(_gen_unique_animation_name(p_state, anim_name)); + } + + Dictionary additional_data; + additional_data["time_begin"] = fbx_anim_stack->time_begin; + additional_data["time_end"] = fbx_anim_stack->time_end; + animation->set_additional_data("GODOT_animation_time_begin_time_end", additional_data); + ufbx_bake_opts opts = {}; + ufbx_error error; + ufbx_unique_ptr<ufbx_baked_anim> fbx_baked_anim{ ufbx_bake_anim(fbx_scene, fbx_anim_stack->anim, &opts, &error) }; + if (!fbx_baked_anim) { + char err_buf[512]; + ufbx_format_error(err_buf, sizeof(err_buf), &error); + ERR_FAIL_V_MSG(FAILED, err_buf); + } + + for (const ufbx_baked_node &fbx_baked_node : fbx_baked_anim->nodes) { + const GLTFNodeIndex node = fbx_baked_node.typed_id; + GLTFAnimation::Track &track = animation->get_tracks()[node]; + + for (const ufbx_baked_vec3 &key : fbx_baked_node.translation_keys) { + track.position_track.times.push_back(float(key.time)); + track.position_track.values.push_back(_as_vec3(key.value)); + } + + for (const ufbx_baked_quat &key : fbx_baked_node.rotation_keys) { + track.rotation_track.times.push_back(float(key.time)); + track.rotation_track.values.push_back(_as_quaternion(key.value)); + } + + for (const ufbx_baked_vec3 &key : fbx_baked_node.scale_keys) { + track.scale_track.times.push_back(float(key.time)); + track.scale_track.values.push_back(_as_vec3(key.value)); + } + } + + Dictionary blend_shape_animations; + + for (const ufbx_baked_element &fbx_baked_element : fbx_baked_anim->elements) { + const ufbx_element *fbx_element = fbx_scene->elements[fbx_baked_element.element_id]; + + for (const ufbx_baked_prop &fbx_baked_prop : fbx_baked_element.props) { + String prop_name = _as_string(fbx_baked_prop.name); + + if (fbx_element->type == UFBX_ELEMENT_BLEND_CHANNEL && prop_name == UFBX_DeformPercent) { + const ufbx_blend_channel *fbx_blend_channel = ufbx_as_blend_channel(fbx_element); + + int blend_i = fbx_blend_channel->typed_id; + Vector<real_t> track_times; + Vector<real_t> track_values; + + for (const ufbx_baked_vec3 &key : fbx_baked_prop.keys) { + track_times.push_back(float(key.time)); + track_values.push_back(real_t(key.value.x / 100.0)); + } + + Dictionary track; + track["times"] = track_times; + track["values"] = track_values; + blend_shape_animations[blend_i] = track; + } + } + } + + animation->set_additional_data("GODOT_blend_shape_animations", blend_shape_animations); + + p_state->animations.push_back(animation); + } + + print_verbose("FBX: Total animations '" + itos(p_state->animations.size()) + "'."); + + return OK; +} + +void FBXDocument::_assign_node_names(Ref<FBXState> p_state) { + for (int i = 0; i < p_state->nodes.size(); i++) { + Ref<GLTFNode> fbx_node = p_state->nodes[i]; + + // Any joints get unique names generated when the skeleton is made, unique to the skeleton + if (fbx_node->skeleton >= 0) { + continue; + } + + if (fbx_node->get_name().is_empty()) { + if (fbx_node->mesh >= 0) { + fbx_node->set_name(_gen_unique_name(p_state->unique_names, "Mesh")); + } else if (fbx_node->camera >= 0) { + fbx_node->set_name(_gen_unique_name(p_state->unique_names, "Camera3D")); + } else { + fbx_node->set_name(_gen_unique_name(p_state->unique_names, "Node")); + } + } + + fbx_node->set_name(_gen_unique_name(p_state->unique_names, fbx_node->get_name())); + } +} + +BoneAttachment3D *FBXDocument::_generate_bone_attachment(Ref<FBXState> p_state, Skeleton3D *p_skeleton, const GLTFNodeIndex p_node_index, const GLTFNodeIndex p_bone_index) { + Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; + Ref<GLTFNode> bone_node = p_state->nodes[p_bone_index]; + BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D); + print_verbose("FBX: Creating bone attachment for: " + fbx_node->get_name()); + + ERR_FAIL_COND_V(!bone_node->joint, nullptr); + + bone_attachment->set_bone_name(bone_node->get_name()); + + return bone_attachment; +} + +ImporterMeshInstance3D *FBXDocument::_generate_mesh_instance(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index) { + Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; + + ERR_FAIL_INDEX_V(fbx_node->mesh, p_state->meshes.size(), nullptr); + + ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D); + print_verbose("FBX: Creating mesh for: " + fbx_node->get_name()); + + p_state->scene_mesh_instances.insert(p_node_index, mi); + Ref<GLTFMesh> mesh = p_state->meshes.write[fbx_node->mesh]; + if (mesh.is_null()) { + return mi; + } + Ref<ImporterMesh> import_mesh = mesh->get_mesh(); + if (import_mesh.is_null()) { + return mi; + } + mi->set_mesh(import_mesh); + return mi; +} + +Camera3D *FBXDocument::_generate_camera(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index) { + Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; + + ERR_FAIL_INDEX_V(fbx_node->camera, p_state->cameras.size(), nullptr); + + print_verbose("FBX: Creating camera for: " + fbx_node->get_name()); + + Ref<GLTFCamera> c = p_state->cameras[fbx_node->camera]; + return c->to_node(); +} + +Light3D *FBXDocument::_generate_light(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index) { + Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; + + ERR_FAIL_INDEX_V(fbx_node->light, p_state->lights.size(), nullptr); + + print_verbose("FBX: Creating light for: " + fbx_node->get_name()); + + Ref<GLTFLight> l = p_state->lights[fbx_node->light]; + Light3D *light = nullptr; + + if (l->get_light_type() == "point") { + light = memnew(OmniLight3D); + } else if (l->get_light_type() == "directional") { + light = memnew(DirectionalLight3D); + } else if (l->get_light_type() == "spot") { + light = memnew(SpotLight3D); + } else { + ERR_FAIL_NULL_V(light, nullptr); + } + + if (light) { + light->set_name(l->get_name()); + light->set_color(l->get_color()); + light->set_param(Light3D::PARAM_ENERGY, l->get_intensity()); + Dictionary additional_data = l->get_additional_data("GODOT_fbx_light"); + if (additional_data.has("castShadows")) { + light->set_shadow(additional_data["castShadows"]); + } + if (additional_data.has("castLight")) { + light->set_visible(additional_data["castLight"]); + } + + Transform3D transform; + DirectionalLight3D *dir_light = Object::cast_to<DirectionalLight3D>(light); + SpotLight3D *spot_light = Object::cast_to<SpotLight3D>(light); + OmniLight3D *omni_light = Object::cast_to<OmniLight3D>(light); + if (dir_light) { + dir_light->set_transform(transform); + } else if (spot_light) { + spot_light->set_transform(transform); + spot_light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, l->get_outer_cone_angle() / 2.0f); + } + if (omni_light || spot_light) { + light->set_param(OmniLight3D::PARAM_RANGE, 4096); + } + +// This is "correct", but FBX files may have unexpected decay modes. +// Also does not match with what FBX2glTF does, so it might be better to not do any of this.. +#if 0 + if (omni_light || spot_light) { + float attenuation = 1.0f; + if (additional_data.has("decay")) { + String decay_type = additional_data["decay"]; + if (decay_type == "none") { + attenuation = 0.001f; + } else if (decay_type == "linear") { + attenuation = 1.0f; + } else if (decay_type == "quadratic") { + attenuation = 2.0f; + } else if (decay_type == "cubic") { + attenuation = 3.0f; + } + } + light->set_param(Light3D::PARAM_ATTENUATION, attenuation); + } +#endif + + if (spot_light) { + // Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b + // The points in desmos are not exact, except for (1, infinity). + float angle_ratio = l->get_inner_cone_angle() / l->get_outer_cone_angle(); + float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1; + light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation); + } + } + + return light; +} + +Node3D *FBXDocument::_generate_spatial(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index) { + Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; + + Node3D *spatial = memnew(Node3D); + print_verbose("FBX: Converting spatial: " + fbx_node->get_name()); + + return spatial; +} + +void FBXDocument::_generate_scene_node(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) { + Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; + + if (fbx_node->skeleton >= 0) { + _generate_skeleton_bone_node(p_state, p_node_index, p_scene_parent, p_scene_root); + return; + } + + Node3D *current_node = nullptr; + + // Is our parent a skeleton + Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent); + + const bool non_bone_parented_to_skeleton = active_skeleton; + + // skinned meshes must not be placed in a bone attachment. + if (non_bone_parented_to_skeleton && fbx_node->skin < 0) { + // Bone Attachment - Parent Case + BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, fbx_node->parent); + + p_scene_parent->add_child(bone_attachment, true); + bone_attachment->set_owner(p_scene_root); + + // There is no fbx_node that represent this, so just directly create a unique name + bone_attachment->set_name(fbx_node->get_name()); + + // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node + // and attach it to the bone_attachment + p_scene_parent = bone_attachment; + } + if (!current_node) { + if (fbx_node->skin >= 0 && fbx_node->mesh >= 0 && !fbx_node->children.is_empty()) { + current_node = _generate_spatial(p_state, p_node_index); + Node3D *mesh_inst = _generate_mesh_instance(p_state, p_node_index); + mesh_inst->set_name(fbx_node->get_name()); + + current_node->add_child(mesh_inst, true); + } else if (fbx_node->mesh >= 0) { + current_node = _generate_mesh_instance(p_state, p_node_index); + } else if (fbx_node->camera >= 0) { + current_node = _generate_camera(p_state, p_node_index); + } else if (fbx_node->light >= 0) { + current_node = _generate_light(p_state, p_node_index); + } else { + current_node = _generate_spatial(p_state, p_node_index); + } + } + + ERR_FAIL_NULL(current_node); + + // Add the node we generated and set the owner to the scene root. + p_scene_parent->add_child(current_node, true); + if (current_node != p_scene_root) { + Array args; + args.append(p_scene_root); + current_node->propagate_call(StringName("set_owner"), args); + } + current_node->set_transform(fbx_node->transform); + current_node->set_name(fbx_node->get_name()); + + p_state->scene_nodes.insert(p_node_index, current_node); + for (int i = 0; i < fbx_node->children.size(); ++i) { + _generate_scene_node(p_state, fbx_node->children[i], current_node, p_scene_root); + } +} + +void FBXDocument::_generate_skeleton_bone_node(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) { + Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; + + Node3D *current_node = nullptr; + + Skeleton3D *skeleton = p_state->skeletons[fbx_node->skeleton]->godot_skeleton; + // In this case, this node is already a bone in skeleton. + const bool is_skinned_mesh = (fbx_node->skin >= 0 && fbx_node->mesh >= 0); + const bool requires_extra_node = (fbx_node->mesh >= 0 || fbx_node->camera >= 0 || fbx_node->light >= 0); + + Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent); + if (active_skeleton != skeleton) { + if (active_skeleton) { + // Should no longer be possible. + ERR_PRINT(vformat("FBX: Generating scene detected direct parented Skeletons at node %d", p_node_index)); + BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, fbx_node->parent); + p_scene_parent->add_child(bone_attachment, true); + bone_attachment->set_owner(p_scene_root); + // There is no fbx_node that represent this, so just directly create a unique name + bone_attachment->set_name(_gen_unique_name(p_state->unique_names, "BoneAttachment3D")); + // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node + // and attach it to the bone_attachment + p_scene_parent = bone_attachment; + } + if (skeleton->get_parent() == nullptr) { + p_scene_parent->add_child(skeleton, true); + skeleton->set_owner(p_scene_root); + } + } + + active_skeleton = skeleton; + current_node = active_skeleton; + + if (requires_extra_node) { + current_node = nullptr; + // skinned meshes must not be placed in a bone attachment. + if (!is_skinned_mesh) { + // Bone Attachment - Same Node Case + BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, p_node_index); + + p_scene_parent->add_child(bone_attachment, true); + bone_attachment->set_owner(p_scene_root); + + // There is no fbx_node that represent this, so just directly create a unique name + bone_attachment->set_name(fbx_node->get_name()); + + // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node + // and attach it to the bone_attachment + p_scene_parent = bone_attachment; + } + // TODO: 20240118 // fire + // // Check if any GLTFDocumentExtension classes want to generate a node for us. + // for (Ref<GLTFDocumentExtension> ext : document_extensions) { + // ERR_CONTINUE(ext.is_null()); + // current_node = ext->generate_scene_node(p_state, fbx_node, p_scene_parent); + // if (current_node) { + // break; + // } + // } + // If none of our GLTFDocumentExtension classes generated us a node, we generate one. + if (!current_node) { + if (fbx_node->mesh >= 0) { + current_node = _generate_mesh_instance(p_state, p_node_index); + } else if (fbx_node->camera >= 0) { + current_node = _generate_camera(p_state, p_node_index); + } else { + current_node = _generate_spatial(p_state, p_node_index); + } + } + // Add the node we generated and set the owner to the scene root. + p_scene_parent->add_child(current_node, true); + if (current_node != p_scene_root) { + Array args; + args.append(p_scene_root); + current_node->propagate_call(StringName("set_owner"), args); + } + // Do not set transform here. Transform is already applied to our bone. + current_node->set_name(fbx_node->get_name()); + } + + p_state->scene_nodes.insert(p_node_index, current_node); + + for (int i = 0; i < fbx_node->children.size(); ++i) { + _generate_scene_node(p_state, fbx_node->children[i], active_skeleton, p_scene_root); + } +} + +void FBXDocument::_import_animation(Ref<FBXState> p_state, AnimationPlayer *p_animation_player, const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming, const bool p_remove_immutable_tracks) { + Ref<GLTFAnimation> anim = p_state->animations[p_index]; + + String anim_name = anim->get_name(); + if (anim_name.is_empty()) { + // No node represent these, and they are not in the hierarchy, so just make a unique name + anim_name = _gen_unique_name(p_state->unique_names, "Animation"); + } + + Ref<Animation> animation; + animation.instantiate(); + animation->set_name(anim_name); + + if (anim->get_loop()) { + animation->set_loop_mode(Animation::LOOP_LINEAR); + } + + Dictionary additional_animation_data = anim->get_additional_data("GODOT_animation_time_begin_time_end"); + + double anim_start_offset = p_trimming ? double(additional_animation_data["time_begin"]) : 0.0; + + for (const KeyValue<int, GLTFAnimation::Track> &track_i : anim->get_tracks()) { + const GLTFAnimation::Track &track = track_i.value; + //need to find the path: for skeletons, weight tracks will affect the mesh + NodePath node_path; + //for skeletons, transform tracks always affect bones + NodePath transform_node_path; + GLTFNodeIndex node_index = track_i.key; + Node *root = p_animation_player->get_parent(); + ERR_FAIL_NULL(root); + HashMap<GLTFNodeIndex, Node *>::Iterator node_element = p_state->scene_nodes.find(node_index); + ERR_CONTINUE_MSG(!node_element, vformat("Unable to find node %d for animation.", node_index)); + node_path = root->get_path_to(node_element->value); + + const Ref<GLTFNode> fbx_node = p_state->nodes[track_i.key]; + + if (fbx_node->skeleton >= 0) { + const Skeleton3D *sk = p_state->skeletons[fbx_node->skeleton]->godot_skeleton; + ERR_FAIL_NULL(sk); + + const String path = p_animation_player->get_parent()->get_path_to(sk); + const String bone = fbx_node->get_name(); + transform_node_path = path + ":" + bone; + } else { + transform_node_path = node_path; + } + + // Animated TRS properties will not affect a skinned mesh. + const bool transform_affects_skinned_mesh_instance = fbx_node->skeleton < 0 && fbx_node->skin >= 0; + if ((track.rotation_track.values.size() || track.position_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) { + // Make a transform track. + int base_idx = animation->get_track_count(); + int position_idx = -1; + int rotation_idx = -1; + int scale_idx = -1; + + if (track.position_track.values.size()) { + bool is_default = true; // Discard the track if all it contains is default values. + if (p_remove_immutable_tracks) { + Vector3 base_pos = p_state->nodes[track_i.key]->transform.origin; + for (int i = 0; i < track.position_track.times.size(); i++) { + Vector3 value = track.position_track.values[track.position_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i]; + if (!value.is_equal_approx(base_pos)) { + is_default = false; + break; + } + } + } + if (!p_remove_immutable_tracks || !is_default) { + position_idx = base_idx; + animation->add_track(Animation::TYPE_POSITION_3D); + animation->track_set_path(position_idx, transform_node_path); + animation->track_set_imported(position_idx, true); // Helps merging positions later. + base_idx++; + } + } + if (track.rotation_track.values.size()) { + bool is_default = true; // Discard the track if all the track contains is the default values. + if (p_remove_immutable_tracks) { + Quaternion base_rot = p_state->nodes[track_i.key]->transform.basis.get_rotation_quaternion(); + for (int i = 0; i < track.rotation_track.times.size(); i++) { + Quaternion value = track.rotation_track.values[track.rotation_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i].normalized(); + if (!value.is_equal_approx(base_rot)) { + is_default = false; + break; + } + } + } + if (!p_remove_immutable_tracks || !is_default) { + rotation_idx = base_idx; + animation->add_track(Animation::TYPE_ROTATION_3D); + animation->track_set_path(rotation_idx, transform_node_path); + animation->track_set_imported(rotation_idx, true); //helps merging later + base_idx++; + } + } + if (track.scale_track.values.size()) { + bool is_default = true; // Discard the track if all the track contains is the default values. + if (p_remove_immutable_tracks) { + Vector3 base_scale = p_state->nodes[track_i.key]->transform.basis.get_scale(); + for (int i = 0; i < track.scale_track.times.size(); i++) { + Vector3 value = track.scale_track.values[track.scale_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i]; + if (!value.is_equal_approx(base_scale)) { + is_default = false; + break; + } + } + } + if (!p_remove_immutable_tracks || !is_default) { + scale_idx = base_idx; + animation->add_track(Animation::TYPE_SCALE_3D); + animation->track_set_path(scale_idx, transform_node_path); + animation->track_set_imported(scale_idx, true); //helps merging later + base_idx++; + } + } + + if (position_idx != -1) { + animation->track_set_interpolation_type(position_idx, Animation::INTERPOLATION_LINEAR); + for (int j = 0; j < track.position_track.times.size(); j++) { + const float t = track.position_track.times[j] - anim_start_offset; + const Vector3 value = track.position_track.values[j]; + animation->position_track_insert_key(position_idx, t, value); + } + } + + if (rotation_idx != -1) { + animation->track_set_interpolation_type(rotation_idx, Animation::INTERPOLATION_LINEAR); + for (int j = 0; j < track.rotation_track.times.size(); j++) { + const float t = track.rotation_track.times[j] - anim_start_offset; + const Quaternion value = track.rotation_track.values[j]; + animation->rotation_track_insert_key(rotation_idx, t, value); + } + } + + if (scale_idx != -1) { + animation->track_set_interpolation_type(scale_idx, Animation::INTERPOLATION_LINEAR); + for (int j = 0; j < track.scale_track.times.size(); j++) { + const float t = track.scale_track.times[j] - anim_start_offset; + const Vector3 value = track.scale_track.values[j]; + animation->scale_track_insert_key(scale_idx, t, value); + } + } + } + } + + Dictionary blend_shape_animations = anim->get_additional_data("GODOT_blend_shape_animations"); + + for (GLTFNodeIndex node_index = 0; node_index < p_state->nodes.size(); node_index++) { + Ref<GLTFNode> node = p_state->nodes[node_index]; + if (node->mesh < 0) { + continue; + } + + // For meshes, especially skinned meshes, there are cases where it will be added as a child. + NodePath mesh_instance_node_path; + + Node *root = p_animation_player->get_parent(); + ERR_FAIL_NULL(root); + HashMap<GLTFNodeIndex, Node *>::Iterator node_element = p_state->scene_nodes.find(node_index); + ERR_CONTINUE_MSG(!node_element, vformat("Unable to find node %d for animation.", node_index)); + NodePath node_path = root->get_path_to(node_element->value); + HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mesh_instance_element = p_state->scene_mesh_instances.find(node_index); + if (mesh_instance_element) { + mesh_instance_node_path = root->get_path_to(mesh_instance_element->value); + } else { + mesh_instance_node_path = node_path; + } + + Ref<GLTFMesh> mesh = p_state->meshes[node->mesh]; + ERR_CONTINUE(mesh.is_null()); + ERR_CONTINUE(mesh->get_mesh().is_null()); + ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null()); + + Dictionary mesh_additional_data = mesh->get_additional_data("GODOT_mesh_blend_channels"); + Vector<int> blend_channels = mesh_additional_data["blend_channels"]; + + for (int i = 0; i < blend_channels.size(); i++) { + int blend_i = blend_channels[i]; + if (!blend_shape_animations.has(blend_i)) { + continue; + } + Dictionary blend_track = blend_shape_animations[blend_i]; + + GLTFAnimation::Channel<real_t> weights; + weights.interpolation = GLTFAnimation::INTERP_LINEAR; + weights.times = blend_track["times"]; + weights.values = blend_track["values"]; + + const String blend_path = String(mesh_instance_node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i)); + const int track_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_BLEND_SHAPE); + animation->track_set_path(track_idx, blend_path); + animation->track_set_imported(track_idx, true); // Helps merging later. + + animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR); + for (int j = 0; j < weights.times.size(); j++) { + const double t = weights.times[j] - anim_start_offset; + const real_t attribs = weights.values[j]; + animation->blend_shape_track_insert_key(track_idx, t, attribs); + } + } + } + double time_begin = additional_animation_data["time_begin"]; + double time_end = additional_animation_data["time_end"]; + double length = p_trimming ? time_end - time_begin : time_end; + animation->set_length(length); + + Ref<AnimationLibrary> library; + if (!p_animation_player->has_animation_library("")) { + library.instantiate(); + p_animation_player->add_animation_library("", library); + } else { + library = p_animation_player->get_animation_library(""); + } + library->add_animation(anim_name, animation); +} + +void FBXDocument::_process_mesh_instances(Ref<FBXState> p_state, Node *p_scene_root) { + for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) { + Ref<GLTFNode> node = p_state->nodes[node_i]; + + if (node.is_null() || !(node->skin >= 0 && node->mesh >= 0)) { + continue; + } + + const GLTFSkinIndex skin_i = node->skin; + + ImporterMeshInstance3D *mi = nullptr; + HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mi_element = p_state->scene_mesh_instances.find(node_i); + if (!mi_element) { + HashMap<GLTFNodeIndex, Node *>::Iterator si_element = p_state->scene_nodes.find(node_i); + ERR_CONTINUE_MSG(!si_element, vformat("Unable to find node %d", node_i)); + mi = Object::cast_to<ImporterMeshInstance3D>(si_element->value); + ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, si_element->value->get_class_name())); + } else { + mi = mi_element->value; + } + + bool is_skin_valid = node->skin >= 0; + bool is_skin_accessible = is_skin_valid && node->skin < p_state->skins.size(); + bool is_valid = is_skin_accessible && p_state->skins.write[node->skin]->skeleton >= 0; + + if (!is_valid) { + continue; + } + + const GLTFSkeletonIndex skel_i = p_state->skins.write[node->skin]->skeleton; + Ref<GLTFSkeleton> fbx_skeleton = p_state->skeletons.write[skel_i]; + Skeleton3D *skeleton = fbx_skeleton->godot_skeleton; + ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i)); + + mi->get_parent()->remove_child(mi); + skeleton->add_child(mi, true); + mi->set_owner(skeleton->get_owner()); + + mi->set_skin(p_state->skins.write[skin_i]->godot_skin); + mi->set_skeleton_path(mi->get_path_to(skeleton)); + mi->set_transform(Transform3D()); + } +} + +Error FBXDocument::_parse(Ref<FBXState> p_state, String p_path, Ref<FileAccess> p_file) { + p_state->scene.reset(); + + Error err = ERR_INVALID_DATA; + if (p_file.is_null()) { + return FAILED; + } + + ufbx_load_opts opts = {}; + opts.target_axes = ufbx_axes_right_handed_y_up; + opts.target_unit_meters = 1.0f; + opts.space_conversion = UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY; + if (!p_state->get_allow_geometry_helper_nodes()) { + opts.geometry_transform_handling = UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY_NO_FALLBACK; + opts.inherit_mode_handling = UFBX_INHERIT_MODE_HANDLING_IGNORE; + } else { + opts.geometry_transform_handling = UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES; + opts.inherit_mode_handling = UFBX_INHERIT_MODE_HANDLING_COMPENSATE; + } + opts.pivot_handling = UFBX_PIVOT_HANDLING_ADJUST_TO_PIVOT; + opts.geometry_transform_helper_name.data = "GeometryTransformHelper"; + opts.geometry_transform_helper_name.length = SIZE_MAX; + opts.scale_helper_name.data = "ScaleHelper"; + opts.scale_helper_name.length = SIZE_MAX; + opts.node_depth_limit = 512; + opts.target_camera_axes = ufbx_axes_right_handed_y_up; + opts.target_light_axes = ufbx_axes_right_handed_y_up; + opts.clean_skin_weights = true; + if (p_state->discard_meshes_and_materials) { + opts.ignore_geometry = true; + opts.ignore_embedded = true; + } + opts.generate_missing_normals = true; + + ThreadPoolFBX thread_pool; + thread_pool.pool = WorkerThreadPool::get_singleton(); + + opts.thread_opts.pool.init_fn = &_thread_pool_init_fn; + opts.thread_opts.pool.run_fn = &_thread_pool_run_fn; + opts.thread_opts.pool.wait_fn = &_thread_pool_wait_fn; + opts.thread_opts.pool.user = &thread_pool; + opts.thread_opts.memory_limit = 64 * 1024 * 1024; + + ufbx_error error; + ufbx_stream file_stream = {}; + file_stream.read_fn = &_file_access_read_fn; + file_stream.skip_fn = &_file_access_skip_fn; + file_stream.user = p_file.ptr(); + p_state->scene.reset(ufbx_load_stream(&file_stream, &opts, &error)); + + if (!p_state->scene.get()) { + char err_buf[512]; + ufbx_format_error(err_buf, sizeof(err_buf), &error); + ERR_FAIL_V_MSG(ERR_PARSE_ERROR, err_buf); + } + + err = _parse_fbx_state(p_state, p_path); + ERR_FAIL_COND_V(err != OK, err); + + return OK; +} + +void FBXDocument::_bind_methods() { +} + +Node *FBXDocument::generate_scene(Ref<GLTFState> p_state, float p_bake_fps, bool p_trimming, bool p_remove_immutable_tracks) { + Ref<FBXState> state = p_state; + ERR_FAIL_COND_V(state.is_null(), nullptr); + ERR_FAIL_NULL_V(state, nullptr); + ERR_FAIL_INDEX_V(0, state->root_nodes.size(), nullptr); + GLTFNodeIndex fbx_root = state->root_nodes.write[0]; + Node *fbx_root_node = state->get_scene_node(fbx_root); + Node *root = fbx_root_node; + if (fbx_root_node && fbx_root_node->get_parent()) { + root = fbx_root_node->get_parent(); + } + ERR_FAIL_NULL_V(root, nullptr); + _process_mesh_instances(state, root); + if (state->get_create_animations() && state->animations.size()) { + AnimationPlayer *ap = memnew(AnimationPlayer); + root->add_child(ap, true); + ap->set_owner(root); + for (int i = 0; i < state->animations.size(); i++) { + _import_animation(state, ap, i, p_bake_fps, p_trimming, p_remove_immutable_tracks); + } + } + ERR_FAIL_NULL_V(root, nullptr); + return root; +} + +Error FBXDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags) { + Ref<FBXState> state = p_state; + ERR_FAIL_COND_V(state.is_null(), ERR_INVALID_PARAMETER); + ERR_FAIL_NULL_V(p_bytes.ptr(), ERR_INVALID_DATA); + Error err = FAILED; + state->use_named_skin_binds = p_flags & FBX_IMPORT_USE_NAMED_SKIN_BINDS; + state->discard_meshes_and_materials = p_flags & FBX_IMPORT_DISCARD_MESHES_AND_MATERIALS; + + Ref<FileAccessMemory> file_access; + file_access.instantiate(); + file_access->open_custom(p_bytes.ptr(), p_bytes.size()); + state->base_path = p_base_path.get_base_dir(); + err = _parse(state, state->base_path, file_access); + ERR_FAIL_COND_V(err != OK, err); + // TODO: 202040118 // fire + // for (Ref<GLTFDocumentExtension> ext : get_all_gltf_document_extensions()) { + // ERR_CONTINUE(ext.is_null()); + // err = ext->import_post_parse(state); + // ERR_FAIL_COND_V(err != OK, err); + // } + return OK; +} + +Error FBXDocument::_parse_fbx_state(Ref<FBXState> p_state, const String &p_search_path) { + Error err; + + // Abort parsing if the scene is not loaded. + ERR_FAIL_NULL_V(p_state->scene.get(), ERR_PARSE_ERROR); + + /* PARSE SCENE */ + err = _parse_scenes(p_state); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* PARSE NODES */ + err = _parse_nodes(p_state); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + if (!p_state->discard_meshes_and_materials) { + /* PARSE IMAGES */ + err = _parse_images(p_state, p_search_path); + + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* PARSE MATERIALS */ + err = _parse_materials(p_state); + + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + } + + /* PARSE SKINS */ + err = _parse_skins(p_state); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* DETERMINE SKELETONS */ + err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* CREATE SKELETONS */ + err = SkinTool::_create_skeletons(p_state->unique_names, p_state->skins, p_state->nodes, p_state->skeleton3d_to_fbx_skeleton, p_state->skeletons, p_state->scene_nodes); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* CREATE SKINS */ + err = SkinTool::_create_skins(p_state->skins, p_state->nodes, p_state->use_named_skin_binds, p_state->unique_names); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* PARSE MESHES (we have enough info now) */ + err = _parse_meshes(p_state); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* PARSE LIGHTS */ + err = _parse_lights(p_state); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* PARSE CAMERAS */ + err = _parse_cameras(p_state); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* PARSE ANIMATIONS */ + err = _parse_animations(p_state); + ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); + + /* ASSIGN SCENE NAMES */ + _assign_node_names(p_state); + + Node3D *root = memnew(Node3D); + for (int32_t root_i = 0; root_i < p_state->root_nodes.size(); root_i++) { + _generate_scene_node(p_state, p_state->root_nodes[root_i], root, root); + } + + return OK; +} + +Error FBXDocument::append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags, String p_base_path) { + Ref<FBXState> state = p_state; + ERR_FAIL_COND_V(state.is_null(), ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(p_path.is_empty(), ERR_FILE_NOT_FOUND); + if (p_state == Ref<FBXState>()) { + p_state.instantiate(); + } + state->filename = p_path.get_file().get_basename(); + state->use_named_skin_binds = p_flags & FBX_IMPORT_USE_NAMED_SKIN_BINDS; + state->discard_meshes_and_materials = p_flags & FBX_IMPORT_DISCARD_MESHES_AND_MATERIALS; + Error err; + Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ, &err); + ERR_FAIL_COND_V(err != OK, ERR_FILE_CANT_OPEN); + ERR_FAIL_NULL_V(file, ERR_FILE_CANT_OPEN); + String base_path = p_base_path; + if (base_path.is_empty()) { + base_path = p_path.get_base_dir(); + } + state->base_path = base_path; + err = _parse(p_state, base_path, file); + ERR_FAIL_COND_V(err != OK, err); + // TODO: 20240118 // fire + // for (Ref<GLTFDocumentExtension> ext : document_extensions) { + // ERR_CONTINUE(ext.is_null()); + // err = ext->import_post_parse(p_state); + // ERR_FAIL_COND_V(err != OK, err); + // } + return OK; +} + +void FBXDocument::_process_uv_set(PackedVector2Array &uv_array) { + int uv_size = uv_array.size(); + for (int uv_i = 0; uv_i < uv_size; uv_i++) { + Vector2 &uv = uv_array.write[uv_i]; + uv.y = 1.0 - uv.y; + } +} + +void FBXDocument::_zero_unused_elements(Vector<float> &cur_custom, int start, int end, int num_channels) { + for (int32_t uv_i = start; uv_i < end; uv_i++) { + int index = uv_i * num_channels; + for (int channel = 0; channel < num_channels; channel++) { + cur_custom.write[index + channel] = 0; + } + } +} + +Error FBXDocument::_parse_lights(Ref<FBXState> p_state) { + const ufbx_scene *fbx_scene = p_state->scene.get(); + for (size_t i = 0; i < fbx_scene->lights.count; i++) { + const ufbx_light *fbx_light = fbx_scene->lights.data[i]; + Ref<GLTFLight> light; + light.instantiate(); + light->set_name(_as_string(fbx_light->name)); + light->set_color(Color(fbx_light->color.x, fbx_light->color.y, fbx_light->color.z)); + light->set_intensity(fbx_light->intensity); + switch (fbx_light->type) { + case UFBX_LIGHT_POINT: + light->set_light_type("point"); + break; + case UFBX_LIGHT_DIRECTIONAL: + light->set_light_type("directional"); + break; + case UFBX_LIGHT_SPOT: + light->set_light_type("spot"); + break; + case UFBX_LIGHT_AREA: + light->set_light_type("area"); + break; + case UFBX_LIGHT_VOLUME: + light->set_light_type("volume"); + break; + default: + light->set_light_type("unknown"); + break; + } + + Dictionary additional_data; + additional_data["shadow"] = fbx_light->cast_shadows; + if (fbx_light->decay == UFBX_LIGHT_DECAY_NONE) { + additional_data["decay"] = "none"; + + } else if (fbx_light->decay == UFBX_LIGHT_DECAY_LINEAR) { + additional_data["decay"] = "linear"; + + } else if (fbx_light->decay == UFBX_LIGHT_DECAY_QUADRATIC) { + additional_data["decay"] = "quadratic"; + + } else if (fbx_light->decay == UFBX_LIGHT_DECAY_CUBIC) { + additional_data["decay"] = "cubic"; + } + + if (fbx_light->area_shape == UFBX_LIGHT_AREA_SHAPE_RECTANGLE) { + additional_data["areaShape"] = "rectangle"; + } else if (fbx_light->area_shape == UFBX_LIGHT_AREA_SHAPE_SPHERE) { + additional_data["areaShape"] = "sphere"; + } + + light->set_inner_cone_angle(fbx_light->inner_angle); + light->set_outer_cone_angle(fbx_light->outer_angle); + + additional_data["castLight"] = fbx_light->cast_light; + additional_data["castShadows"] = fbx_light->cast_shadows; + light->set_additional_data("GODOT_fbx_light", additional_data); + p_state->lights.push_back(light); + } + print_verbose("FBX: Total lights: " + itos(p_state->lights.size())); + return OK; +} + +String FBXDocument::_get_texture_path(const String &p_base_dir, const String &p_source_file_path) const { + const String tex_file_name = p_source_file_path.get_file(); + const Vector<String> subdirs = { + "", "textures/", "Textures/", "images/", + "Images/", "materials/", "Materials/", + "maps/", "Maps/", "tex/", "Tex/" + }; + String base_dir = p_base_dir; + const String source_file_name = tex_file_name; + while (!base_dir.is_empty()) { + String old_base_dir = base_dir; + for (int i = 0; i < subdirs.size(); ++i) { + String full_path = base_dir.path_join(subdirs[i] + source_file_name); + if (FileAccess::exists(full_path)) { + return full_path.strip_edges(); + } + } + base_dir = base_dir.get_base_dir(); + if (base_dir == old_base_dir) { + break; + } + } + return String(); +} + +Error FBXDocument::_parse_skins(Ref<FBXState> p_state) { + const ufbx_scene *fbx_scene = p_state->scene.get(); + HashMap<GLTFNodeIndex, bool> joint_mapping; + + for (const ufbx_skin_deformer *fbx_skin : fbx_scene->skin_deformers) { + if (fbx_skin->clusters.count == 0) { + p_state->skin_indices.push_back(-1); + continue; + } + + Ref<GLTFSkin> skin; + skin.instantiate(); + + skin->inverse_binds.resize(fbx_skin->clusters.count); + for (int skin_i = 0; skin_i < static_cast<int>(fbx_skin->clusters.count); skin_i++) { + const ufbx_skin_cluster *fbx_cluster = fbx_skin->clusters[skin_i]; + skin->inverse_binds.write[skin_i] = FBXDocument::_as_xform(fbx_cluster->geometry_to_bone); + const GLTFNodeIndex node = fbx_cluster->bone_node->typed_id; + + skin->joints.push_back(node); + skin->joints_original.push_back(node); + p_state->nodes.write[node]->joint = true; + } + + if (fbx_skin->name.length > 0) { + skin->set_name(FBXDocument::_as_string(fbx_skin->name)); + } else { + skin->set_name(vformat("skin_%s", itos(fbx_skin->typed_id))); + } + p_state->skin_indices.push_back(p_state->skins.size()); + p_state->skins.push_back(skin); + } + + for (const ufbx_bone *fbx_bone : fbx_scene->bones) { + for (const ufbx_node *fbx_node : fbx_bone->instances) { + const GLTFNodeIndex node = fbx_node->typed_id; + if (!p_state->nodes.write[node]->joint) { + p_state->nodes.write[node]->joint = true; + + if (!(fbx_node->parent && fbx_node->parent->attrib_type == UFBX_ELEMENT_BONE)) { + Ref<GLTFSkin> skin; + skin.instantiate(); + skin->joints.push_back(node); + skin->joints_original.push_back(node); + skin->set_name(vformat("skin_%s", itos(p_state->skins.size()))); + p_state->skin_indices.push_back(p_state->skins.size()); + p_state->skins.push_back(skin); + } + } + } + } + Error err = SkinTool::_asset_parse_skins( + p_state->skin_indices.duplicate(), + p_state->skins.duplicate(), + p_state->nodes.duplicate(), + p_state->skin_indices, + p_state->skins, + joint_mapping); + if (err != OK) { + return err; + } + for (int i = 0; i < p_state->skins.size(); ++i) { + Ref<GLTFSkin> skin = p_state->skins.write[i]; + ERR_FAIL_COND_V(skin.is_null(), ERR_PARSE_ERROR); + // Expand and verify the skin + ERR_FAIL_COND_V(SkinTool::_expand_skin(p_state->nodes, skin), ERR_PARSE_ERROR); + ERR_FAIL_COND_V(SkinTool::_verify_skin(p_state->nodes, skin), ERR_PARSE_ERROR); + } + + print_verbose("FBX: Total skins: " + itos(p_state->skins.size())); + + for (HashMap<GLTFNodeIndex, bool>::Iterator it = joint_mapping.begin(); it != joint_mapping.end(); ++it) { + GLTFNodeIndex node_index = it->key; + bool is_joint = it->value; + if (is_joint) { + if (p_state->nodes.size() > node_index) { + p_state->nodes.write[node_index]->joint = true; + } + } + } + + return OK; +} + +PackedByteArray FBXDocument::generate_buffer(Ref<GLTFState> p_state) { + return PackedByteArray(); +} + +Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path) { + return ERR_UNAVAILABLE; +} + +Error FBXDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags) { + return ERR_UNAVAILABLE; +} + +Vector3 FBXDocument::_as_vec3(const ufbx_vec3 &p_vector) { + return Vector3(real_t(p_vector.x), real_t(p_vector.y), real_t(p_vector.z)); +} + +String FBXDocument::_as_string(const ufbx_string &p_string) { + return String::utf8(p_string.data, (int)p_string.length); +} + +Transform3D FBXDocument::_as_xform(const ufbx_matrix &p_mat) { + Transform3D xform; + xform.basis.set_column(Vector3::AXIS_X, _as_vec3(p_mat.cols[0])); + xform.basis.set_column(Vector3::AXIS_Y, _as_vec3(p_mat.cols[1])); + xform.basis.set_column(Vector3::AXIS_Z, _as_vec3(p_mat.cols[2])); + xform.set_origin(_as_vec3(p_mat.cols[3])); + return xform; +} |