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- /*************************************************************************/
- /* editor_scene_importer_fbx.h */
- /*************************************************************************/
- /* 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. */
- /*************************************************************************/
- #ifndef EDITOR_SCENE_IMPORTER_FBX_H
- #define EDITOR_SCENE_IMPORTER_FBX_H
- #ifdef TOOLS_ENABLED
- #include "data/import_state.h"
- #include "tools/import_utils.h"
- #include "core/bind/core_bind.h"
- #include "core/dictionary.h"
- #include "core/io/resource_importer.h"
- #include "core/local_vector.h"
- #include "core/ustring.h"
- #include "core/vector.h"
- #include "editor/import/resource_importer_scene.h"
- #include "editor/project_settings_editor.h"
- #include "scene/3d/mesh_instance.h"
- #include "scene/3d/skeleton.h"
- #include "scene/3d/spatial.h"
- #include "scene/animation/animation_player.h"
- #include "scene/resources/animation.h"
- #include "scene/resources/surface_tool.h"
- #include "fbx_parser/FBXDocument.h"
- #include "fbx_parser/FBXImportSettings.h"
- #include "fbx_parser/FBXMeshGeometry.h"
- #include "fbx_parser/FBXUtil.h"
- #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
- class EditorSceneImporterFBX : public EditorSceneImporter {
- private:
- GDCLASS(EditorSceneImporterFBX, EditorSceneImporter);
- struct AssetImportAnimation {
- enum Interpolation {
- INTERP_LINEAR,
- INTERP_STEP,
- INTERP_CATMULLROMSPLINE,
- INTERP_CUBIC_SPLINE
- };
- };
- // ------------------------------------------------------------------------------------------------
- template <typename T>
- const T *ProcessDOMConnection(
- const FBXDocParser::Document *doc,
- uint64_t current_element,
- bool reverse_lookup = false) {
- const std::vector<const FBXDocParser::Connection *> &conns = reverse_lookup ? doc->GetConnectionsByDestinationSequenced(current_element) : doc->GetConnectionsBySourceSequenced(current_element);
- //print_verbose("[doc] looking for " + String(element_to_find));
- // using the temp pattern here so we can debug before it returns
- // in some cases we return too early, with 'deformer object base class' in wrong place
- // in assimp this means we can accidentally return too early...
- const T *return_obj = nullptr;
- for (const FBXDocParser::Connection *con : conns) {
- const FBXDocParser::Object *source_object = con->SourceObject();
- const FBXDocParser::Object *dest_object = con->DestinationObject();
- if (source_object && dest_object != nullptr) {
- //print_verbose("[doc] connection name: " + String(source_object->Name().c_str()) + ", dest: " + String(dest_object->Name().c_str()));
- const T *temp = dynamic_cast<const T *>(reverse_lookup ? source_object : dest_object);
- if (temp) {
- return_obj = temp;
- }
- }
- }
- if (return_obj != nullptr) {
- //print_verbose("[doc] returned valid element");
- //print_verbose("Found object for bone");
- return return_obj;
- }
- // safe to return nothing, need to use nullptr here as nullptr is used internally for FBX document.
- return nullptr;
- }
- void BuildDocumentBones(Ref<FBXBone> p_parent_bone,
- ImportState &state, const FBXDocParser::Document *p_doc,
- uint64_t p_id);
- void BuildDocumentNodes(Ref<PivotTransform> parent_transform, ImportState &state, const FBXDocParser::Document *doc, uint64_t id, Ref<FBXNode> fbx_parent);
- Spatial *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document,
- const uint32_t p_flags,
- int p_bake_fps,
- const uint32_t p_compress_flags,
- const int32_t p_max_bone_weights,
- bool p_is_blender_fbx);
- template <class T>
- T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
- void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
- public:
- EditorSceneImporterFBX() {}
- ~EditorSceneImporterFBX() {}
- virtual void get_extensions(List<String> *r_extensions) const;
- virtual uint32_t get_import_flags() const;
- virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags, List<String> *r_missing_deps, Error *r_err = nullptr);
- void create_mesh_data_skin(ImportState &state, const Ref<FBXNode> &fbx_node, uint64_t mesh_id);
- };
- #endif // TOOLS_ENABLED
- #endif // EDITOR_SCENE_IMPORTER_FBX_H
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