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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"
#ifdef TOOLS_ENABLED
#include "../gltf_document.h"
#include "core/config/project_settings.h"
#include "editor/editor_settings.h"
uint32_t EditorSceneFormatImporterFBX::get_import_flags() const {
return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION;
}
void EditorSceneFormatImporterFBX::get_extensions(List<String> *r_extensions) const {
r_extensions->push_back("fbx");
}
Node *EditorSceneFormatImporterFBX::import_scene(const String &p_path, uint32_t p_flags,
const HashMap<StringName, Variant> &p_options,
List<String> *r_missing_deps, Error *r_err) {
// Get global paths for source and sink.
// Don't use `c_escape()` as it can generate broken paths. These paths will be
// enclosed in double quotes by OS::execute(), so we only need to escape those.
// `c_escape_multiline()` seems to do this (escapes `\` and `"` only).
const String source_global = ProjectSettings::get_singleton()->globalize_path(p_path).c_escape_multiline();
const String sink = ProjectSettings::get_singleton()->get_imported_files_path().path_join(
vformat("%s-%s.glb", p_path.get_file().get_basename(), p_path.md5_text()));
const String sink_global = ProjectSettings::get_singleton()->globalize_path(sink).c_escape_multiline();
// Run fbx2gltf.
String fbx2gltf_path = EDITOR_GET("filesystem/import/fbx/fbx2gltf_path");
List<String> args;
args.push_back("--pbr-metallic-roughness");
args.push_back("--input");
args.push_back(source_global);
args.push_back("--output");
args.push_back(sink_global);
args.push_back("--binary");
String standard_out;
int ret;
OS::get_singleton()->execute(fbx2gltf_path, args, &standard_out, &ret, true);
print_verbose(fbx2gltf_path);
print_verbose(standard_out);
if (ret != 0) {
if (r_err) {
*r_err = ERR_SCRIPT_FAILED;
}
ERR_PRINT(vformat("FBX conversion to glTF failed with error: %d.", ret));
return nullptr;
}
// Import the generated glTF.
// Use GLTFDocument instead of glTF importer to keep image references.
Ref<GLTFDocument> gltf;
gltf.instantiate();
Ref<GLTFState> state;
state.instantiate();
print_verbose(vformat("glTF path: %s", sink));
Error err = gltf->append_from_file(sink, state, p_flags);
if (err != OK) {
if (r_err) {
*r_err = FAILED;
}
return nullptr;
}
return gltf->generate_scene(state, (float)p_options["animation/fps"], (bool)p_options["animation/trimming"]);
}
Variant EditorSceneFormatImporterFBX::get_option_visibility(const String &p_path, bool p_for_animation,
const String &p_option, const HashMap<StringName, Variant> &p_options) {
return true;
}
void EditorSceneFormatImporterFBX::get_import_options(const String &p_path,
List<ResourceImporter::ImportOption> *r_options) {
}
#endif // TOOLS_ENABLED
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