godot/modules/gltf/skin_tool.h
K. S. Ernest (iFire) Lee 04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00

99 lines
5.0 KiB
C++

/**************************************************************************/
/* skin_tool.h */
/**************************************************************************/
/* 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. */
/* */
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/**************************************************************************/
#ifndef SKIN_TOOL_H
#define SKIN_TOOL_H
#include "gltf_defines.h"
#include "structures/gltf_node.h"
#include "structures/gltf_skeleton.h"
#include "structures/gltf_skin.h"
#include "core/math/disjoint_set.h"
#include "core/templates/rb_set.h"
using SkinNodeIndex = int;
using SkinSkeletonIndex = int;
class SkinTool {
public:
static String _sanitize_bone_name(const String &p_name);
static String _gen_unique_bone_name(HashSet<String> &r_unique_names, const String &p_name);
static SkinNodeIndex _find_highest_node(Vector<Ref<GLTFNode>> &r_nodes, const Vector<SkinNodeIndex> &p_subset);
static bool _capture_nodes_in_skin(const Vector<Ref<GLTFNode>> &p_nodes, Ref<GLTFSkin> p_skin, const SkinNodeIndex p_node_index);
static void _capture_nodes_for_multirooted_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
static void _recurse_children(
Vector<Ref<GLTFNode>> &r_nodes,
const SkinNodeIndex p_node_index,
RBSet<SkinNodeIndex> &r_all_skin_nodes,
HashSet<SkinNodeIndex> &r_child_visited_set);
static Error _reparent_non_joint_skeleton_subtrees(
Vector<Ref<GLTFNode>> &r_nodes,
Ref<GLTFSkeleton> p_skeleton,
const Vector<SkinNodeIndex> &p_non_joints);
static Error _determine_skeleton_roots(
Vector<Ref<GLTFNode>> &r_nodes,
Vector<Ref<GLTFSkeleton>> &r_skeletons,
const SkinSkeletonIndex p_skel_i);
static Error _map_skin_joints_indices_to_skeleton_bone_indices(
Vector<Ref<GLTFSkin>> &r_skins,
Vector<Ref<GLTFSkeleton>> &r_skeletons,
Vector<Ref<GLTFNode>> &r_nodes);
static String _gen_unique_name(HashSet<String> &unique_names, const String &p_name);
static bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
static void _remove_duplicate_skins(Vector<Ref<GLTFSkin>> &r_skins);
public:
static Error _expand_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
static Error _verify_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
static Error _asset_parse_skins(
const Vector<SkinNodeIndex> &p_input_skin_indices,
const Vector<Ref<GLTFSkin>> &p_input_skins,
const Vector<Ref<GLTFNode>> &p_input_nodes,
Vector<SkinNodeIndex> &r_output_skin_indices,
Vector<Ref<GLTFSkin>> &r_output_skins,
HashMap<GLTFNodeIndex, bool> &r_joint_mapping);
static Error _determine_skeletons(
Vector<Ref<GLTFSkin>> &r_skins,
Vector<Ref<GLTFNode>> &r_nodes,
Vector<Ref<GLTFSkeleton>> &r_skeletons);
static Error _create_skeletons(
HashSet<String> &r_unique_names,
Vector<Ref<GLTFSkin>> &r_skins,
Vector<Ref<GLTFNode>> &r_nodes,
HashMap<ObjectID, GLTFSkeletonIndex> &r_skeleton3d_to_fbx_skeleton,
Vector<Ref<GLTFSkeleton>> &r_skeletons,
HashMap<GLTFNodeIndex, Node *> &r_scene_nodes);
static Error _create_skins(Vector<Ref<GLTFSkin>> &skins, Vector<Ref<GLTFNode>> &nodes, bool use_named_skin_binds, HashSet<String> &unique_names);
};
#endif // SKIN_TOOL_H