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- /*************************************************************************/
- /* import_utils.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 IMPORT_UTILS_FBX_IMPORTER_H
- #define IMPORT_UTILS_FBX_IMPORTER_H
- #include "core/io/image_loader.h"
- #include "data/import_state.h"
- #include "fbx_parser/FBXDocument.h"
- #include <string>
- #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
- /**
- * Import Utils
- * Conversion tools / glue code to convert from FBX to Godot
- */
- class ImportUtils {
- public:
- /// Convert a vector from degrees to radians.
- static Vector3 deg2rad(const Vector3 &p_rotation);
- /// Convert a vector from radians to degrees.
- static Vector3 rad2deg(const Vector3 &p_rotation);
- /// Converts rotation order vector (in rad) to quaternion.
- static Basis EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
- /// Converts rotation order vector (in rad) to quaternion.
- static Quat EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
- /// Converts basis into rotation order vector (in rad).
- static Vector3 BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation);
- /// Converts quaternion into rotation order vector (in rad).
- static Vector3 QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quat &p_rotation);
- static void debug_xform(String name, const Transform &t) {
- print_verbose(name + " " + t.origin + " rotation: " + (t.basis.get_euler() * (180 / Math_PI)));
- }
- static String FBXNodeToName(const std::string &name) {
- // strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
- // this causes ambiguities, well possible between empty identifiers,
- // such as "Model::" and ""). Make sure the behaviour is consistent
- // across multiple calls to FixNodeName().
- // We must remove this from the name
- // Some bones have this
- // SubDeformer::
- // Meshes, Joints have this, some other IK elements too.
- // Model::
- String node_name = String(name.c_str());
- if (node_name.substr(0, 7) == "Model::") {
- node_name = node_name.substr(7, node_name.length() - 7);
- return node_name.replace(":", "");
- }
- if (node_name.substr(0, 13) == "SubDeformer::") {
- node_name = node_name.substr(13, node_name.length() - 13);
- return node_name.replace(":", "");
- }
- if (node_name.substr(0, 11) == "AnimStack::") {
- node_name = node_name.substr(11, node_name.length() - 11);
- return node_name.replace(":", "");
- }
- if (node_name.substr(0, 15) == "AnimCurveNode::") {
- node_name = node_name.substr(15, node_name.length() - 15);
- return node_name.replace(":", "");
- }
- if (node_name.substr(0, 11) == "AnimCurve::") {
- node_name = node_name.substr(11, node_name.length() - 11);
- return node_name.replace(":", "");
- }
- if (node_name.substr(0, 10) == "Geometry::") {
- node_name = node_name.substr(10, node_name.length() - 10);
- return node_name.replace(":", "");
- }
- if (node_name.substr(0, 10) == "Material::") {
- node_name = node_name.substr(10, node_name.length() - 10);
- return node_name.replace(":", "");
- }
- if (node_name.substr(0, 9) == "Texture::") {
- node_name = node_name.substr(9, node_name.length() - 9);
- return node_name.replace(":", "");
- }
- return node_name.replace(":", "");
- }
- static std::string FBXAnimMeshName(const std::string &name) {
- if (name.length()) {
- size_t indexOf = name.find_first_of("::");
- if (indexOf != std::string::npos && indexOf < name.size() - 2) {
- return name.substr(indexOf + 2);
- }
- }
- return name.length() ? name : "AnimMesh";
- }
- static Vector3 safe_import_vector3(const Vector3 &p_vec) {
- Vector3 vector = p_vec;
- if (Math::is_equal_approx(0, vector.x)) {
- vector.x = 0;
- }
- if (Math::is_equal_approx(0, vector.y)) {
- vector.y = 0;
- }
- if (Math::is_equal_approx(0, vector.z)) {
- vector.z = 0;
- }
- return vector;
- }
- static void debug_xform(String name, const Basis &t) {
- //print_verbose(name + " rotation: " + (t.get_euler() * (180 / Math_PI)));
- }
- static Vector3 FixAxisConversions(Vector3 input) {
- return Vector3(input.x, input.y, input.z);
- }
- static void AlignMeshAxes(std::vector<Vector3> &vertex_data) {
- for (size_t x = 0; x < vertex_data.size(); x++) {
- vertex_data[x] = FixAxisConversions(vertex_data[x]);
- }
- }
- struct AssetImportFbx {
- enum ETimeMode {
- TIME_MODE_DEFAULT = 0,
- TIME_MODE_120 = 1,
- TIME_MODE_100 = 2,
- TIME_MODE_60 = 3,
- TIME_MODE_50 = 4,
- TIME_MODE_48 = 5,
- TIME_MODE_30 = 6,
- TIME_MODE_30_DROP = 7,
- TIME_MODE_NTSC_DROP_FRAME = 8,
- TIME_MODE_NTSC_FULL_FRAME = 9,
- TIME_MODE_PAL = 10,
- TIME_MODE_CINEMA = 11,
- TIME_MODE_1000 = 12,
- TIME_MODE_CINEMA_ND = 13,
- TIME_MODE_CUSTOM = 14,
- TIME_MODE_TIME_MODE_COUNT = 15
- };
- enum UpAxis {
- UP_VECTOR_AXIS_X = 1,
- UP_VECTOR_AXIS_Y = 2,
- UP_VECTOR_AXIS_Z = 3
- };
- enum FrontAxis {
- FRONT_PARITY_EVEN = 1,
- FRONT_PARITY_ODD = 2,
- };
- enum CoordAxis {
- COORD_RIGHT = 0,
- COORD_LEFT = 1
- };
- };
- /** Get fbx fps for time mode meta data
- */
- static float get_fbx_fps(int32_t time_mode) {
- switch (time_mode) {
- case AssetImportFbx::TIME_MODE_DEFAULT:
- return 24;
- case AssetImportFbx::TIME_MODE_120:
- return 120;
- case AssetImportFbx::TIME_MODE_100:
- return 100;
- case AssetImportFbx::TIME_MODE_60:
- return 60;
- case AssetImportFbx::TIME_MODE_50:
- return 50;
- case AssetImportFbx::TIME_MODE_48:
- return 48;
- case AssetImportFbx::TIME_MODE_30:
- return 30;
- case AssetImportFbx::TIME_MODE_30_DROP:
- return 30;
- case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME:
- return 29.9700262f;
- case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME:
- return 29.9700262f;
- case AssetImportFbx::TIME_MODE_PAL:
- return 25;
- case AssetImportFbx::TIME_MODE_CINEMA:
- return 24;
- case AssetImportFbx::TIME_MODE_1000:
- return 1000;
- case AssetImportFbx::TIME_MODE_CINEMA_ND:
- return 23.976f;
- case AssetImportFbx::TIME_MODE_CUSTOM:
- return -1;
- }
- return 0;
- }
- static float get_fbx_fps(const FBXDocParser::FileGlobalSettings *FBXSettings) {
- int time_mode = FBXSettings->TimeMode();
- // get the animation FPS
- float frames_per_second = get_fbx_fps(time_mode);
- // handle animation custom FPS time.
- if (time_mode == ImportUtils::AssetImportFbx::TIME_MODE_CUSTOM) {
- print_verbose("FBX Animation has custom FPS setting");
- frames_per_second = FBXSettings->CustomFrameRate();
- // not our problem this is the modeller, we can print as an error so they can fix the source.
- if (frames_per_second == 0) {
- print_error("Custom animation time in file is set to 0 value, animation won't play, please edit your file to correct the FPS value");
- }
- }
- return frames_per_second;
- }
- /**
- * Find hardcoded textures from assimp which could be in many different directories
- */
- /**
- * set_texture_mapping_mode
- * Helper to check the mapping mode of the texture (repeat, clamp and mirror)
- */
- // static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
- // ERR_FAIL_COND(texture.is_null());
- // ERR_FAIL_COND(map_mode == NULL);
- // aiTextureMapMode tex_mode = map_mode[0];
- // int32_t flags = Texture::FLAGS_DEFAULT;
- // if (tex_mode == aiTextureMapMode_Wrap) {
- // //Default
- // } else if (tex_mode == aiTextureMapMode_Clamp) {
- // flags = flags & ~Texture::FLAG_REPEAT;
- // } else if (tex_mode == aiTextureMapMode_Mirror) {
- // flags = flags | Texture::FLAG_MIRRORED_REPEAT;
- // }
- // texture->set_flags(flags);
- // }
- /**
- * Load or load from cache image :)
- * We need to upgrade this in the later version :) should not be hard
- */
- //static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path){
- // Map<String, Ref<Image> >::Element *match = state.path_to_image_cache.find(p_path);
- // // if our cache contains this image then don't bother
- // if (match) {
- // return match->get();
- // }
- // Vector<String> split_path = p_path.get_basename().split("*");
- // if (split_path.size() == 2) {
- // size_t texture_idx = split_path[1].to_int();
- // ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref<Image>());
- // aiTexture *tex = p_scene->mTextures[texture_idx];
- // String filename = AssimpUtils::get_raw_string_from_assimp(tex->mFilename);
- // filename = filename.get_file();
- // print_verbose("Open Asset Import: Loading embedded texture " + filename);
- // if (tex->mHeight == 0) {
- // if (tex->CheckFormat("png")) {
- // Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
- // ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
- // state.path_to_image_cache.insert(p_path, img);
- // return img;
- // } else if (tex->CheckFormat("jpg")) {
- // Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
- // ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
- // state.path_to_image_cache.insert(p_path, img);
- // return img;
- // } else if (tex->CheckFormat("dds")) {
- // ERR_FAIL_COND_V_MSG(true, Ref<Image>(), "Open Asset Import: Embedded dds not implemented");
- // }
- // } else {
- // Ref<Image> img;
- // img.instance();
- // PoolByteArray arr;
- // uint32_t size = tex->mWidth * tex->mHeight;
- // arr.resize(size);
- // memcpy(arr.write().ptr(), tex->pcData, size);
- // ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref<Image>());
- // //ARGB8888 to RGBA8888
- // for (int32_t i = 0; i < arr.size() / 4; i++) {
- // arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0];
- // arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1];
- // arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2];
- // arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3];
- // }
- // img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr);
- // ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
- // state.path_to_image_cache.insert(p_path, img);
- // return img;
- // }
- // return Ref<Image>();
- // } else {
- // Ref<Texture> texture = ResourceLoader::load(p_path);
- // ERR_FAIL_COND_V(texture.is_null(), Ref<Image>());
- // Ref<Image> image = texture->get_data();
- // ERR_FAIL_COND_V(image.is_null(), Ref<Image>());
- // state.path_to_image_cache.insert(p_path, image);
- // return image;
- // }
- // return Ref<Image>();
- //}
- // /* create texture from assimp data, if found in path */
- // static bool CreateAssimpTexture(
- // AssimpImporter::ImportState &state,
- // aiString texture_path,
- // String &filename,
- // String &path,
- // AssimpImageData &image_state) {
- // filename = get_raw_string_from_assimp(texture_path);
- // path = state.path.get_base_dir().plus_file(filename.replace("\\", "/"));
- // bool found = false;
- // find_texture_path(state.path, path, found);
- // if (found) {
- // image_state.raw_image = AssimpUtils::load_image(state, state.assimp_scene, path);
- // if (image_state.raw_image.is_valid()) {
- // image_state.texture.instance();
- // image_state.texture->create_from_image(image_state.raw_image);
- // image_state.texture->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
- // return true;
- // }
- // }
- // return false;
- // }
- // /** GetAssimpTexture
- // * Designed to retrieve textures for you
- // */
- // static bool GetAssimpTexture(
- // AssimpImporter::ImportState &state,
- // aiMaterial *ai_material,
- // aiTextureType texture_type,
- // String &filename,
- // String &path,
- // AssimpImageData &image_state) {
- // aiString ai_filename = aiString();
- // if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, NULL, NULL, NULL, NULL, image_state.map_mode)) {
- // return CreateAssimpTexture(state, ai_filename, filename, path, image_state);
- // }
- // return false;
- // }
- };
- // Apply the transforms so the basis will have scale 1.
- Transform get_unscaled_transform(const Transform &p_initial, real_t p_scale);
- /// Uses the Newell's method to compute any polygon normal.
- /// The polygon must be at least size of 3 or bigger.
- Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices);
- #endif // IMPORT_UTILS_FBX_IMPORTER_H
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