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1510 lines
52 KiB
C++
1510 lines
52 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_assimp.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "editor_scene_importer_assimp.h"
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#include "core/io/image_loader.h"
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#include "editor/import/resource_importer_scene.h"
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#include "import_utils.h"
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#include "scene/3d/camera.h"
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#include "scene/3d/light.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/main/node.h"
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#include "scene/resources/material.h"
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#include "scene/resources/surface_tool.h"
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#include <assimp/matrix4x4.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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#include <assimp/LogStream.hpp>
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#include <string>
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// move into assimp
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aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) {
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for (unsigned int mesh_id = 0; mesh_id < scene->mNumMeshes; ++mesh_id) {
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aiMesh *mesh = scene->mMeshes[mesh_id];
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// iterate over all the bones on the mesh for this node only!
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for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
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aiBone *bone = mesh->mBones[boneIndex];
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if (bone->mName == bone_name) {
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printf("matched bone by name: %s\n", bone->mName.C_Str());
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return bone;
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}
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}
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}
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return NULL;
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}
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void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const {
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const String import_setting_string = "filesystem/import/open_asset_import/";
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Map<String, ImportFormat> import_format;
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{
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Vector<String> exts;
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exts.push_back("fbx");
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ImportFormat import = { exts, true };
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import_format.insert("fbx", import);
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}
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for (Map<String, ImportFormat>::Element *E = import_format.front(); E; E = E->next()) {
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_register_project_setting_import(E->key(), import_setting_string, E->get().extensions, r_extensions,
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E->get().is_default);
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}
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}
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void EditorSceneImporterAssimp::_register_project_setting_import(const String generic, const String import_setting_string,
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const Vector<String> &exts, List<String> *r_extensions,
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const bool p_enabled) const {
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const String use_generic = "use_" + generic;
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_GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true);
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if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) {
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for (int32_t i = 0; i < exts.size(); i++) {
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r_extensions->push_back(exts[i]);
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}
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}
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}
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uint32_t EditorSceneImporterAssimp::get_import_flags() const {
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return IMPORT_SCENE;
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}
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void EditorSceneImporterAssimp::_bind_methods() {
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}
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Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps,
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List<String> *r_missing_deps, Error *r_err) {
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Assimp::Importer importer;
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std::wstring w_path = ProjectSettings::get_singleton()->globalize_path(p_path).c_str();
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std::string s_path(w_path.begin(), w_path.end());
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importer.SetPropertyBool(AI_CONFIG_PP_FD_REMOVE, true);
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// Cannot remove pivot points because the static mesh will be in the wrong place
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importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false);
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int32_t max_bone_weights = 4;
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//if (p_flags & IMPORT_ANIMATION_EIGHT_WEIGHTS) {
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// const int eight_bones = 8;
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// importer.SetPropertyBool(AI_CONFIG_PP_LBW_MAX_WEIGHTS, eight_bones);
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// max_bone_weights = eight_bones;
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//}
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importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT);
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//importer.SetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD, 1.0f);
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int32_t post_process_Steps = aiProcess_CalcTangentSpace |
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aiProcess_GlobalScale |
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// imports models and listens to their file scale for CM to M conversions
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//aiProcess_FlipUVs |
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aiProcess_FlipWindingOrder |
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// very important for culling so that it is done in the correct order.
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//aiProcess_DropNormals |
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//aiProcess_GenSmoothNormals |
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//aiProcess_JoinIdenticalVertices |
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aiProcess_ImproveCacheLocality |
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//aiProcess_RemoveRedundantMaterials | // Causes a crash
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//aiProcess_SplitLargeMeshes |
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aiProcess_Triangulate |
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aiProcess_GenUVCoords |
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//aiProcess_FindDegenerates |
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//aiProcess_SortByPType |
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// aiProcess_FindInvalidData |
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aiProcess_TransformUVCoords |
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aiProcess_FindInstances |
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//aiProcess_FixInfacingNormals |
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//aiProcess_ValidateDataStructure |
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aiProcess_OptimizeMeshes |
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aiProcess_PopulateArmatureData |
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//aiProcess_OptimizeGraph |
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//aiProcess_Debone |
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// aiProcess_EmbedTextures |
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//aiProcess_SplitByBoneCount |
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0;
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aiScene *scene = (aiScene *)importer.ReadFile(s_path.c_str(), post_process_Steps);
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ERR_FAIL_COND_V_MSG(scene == NULL, NULL, String("Open Asset Import failed to open: ") + String(importer.GetErrorString()));
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return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights);
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}
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template <class T>
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struct EditorSceneImporterAssetImportInterpolate {
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T lerp(const T &a, const T &b, float c) const {
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return a + (b - a) * c;
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}
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T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
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float t2 = t * t;
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float t3 = t2 * t;
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return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
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}
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T bezier(T start, T control_1, T control_2, T end, float t) {
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/* Formula from Wikipedia article on Bezier curves. */
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real_t omt = (1.0 - t);
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real_t omt2 = omt * omt;
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real_t omt3 = omt2 * omt;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
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}
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};
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//thank you for existing, partial specialization
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template <>
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struct EditorSceneImporterAssetImportInterpolate<Quat> {
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Quat lerp(const Quat &a, const Quat &b, float c) const {
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ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quat(), "The quaternion \"a\" must be normalized.");
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ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quat(), "The quaternion \"b\" must be normalized.");
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return a.slerp(b, c).normalized();
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}
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Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
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ERR_FAIL_COND_V_MSG(!p1.is_normalized(), Quat(), "The quaternion \"p1\" must be normalized.");
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ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quat(), "The quaternion \"p2\" must be normalized.");
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return p1.slerp(p2, c).normalized();
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}
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Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
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ERR_FAIL_COND_V_MSG(!start.is_normalized(), Quat(), "The start quaternion must be normalized.");
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ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quat(), "The end quaternion must be normalized.");
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return start.slerp(end, t).normalized();
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}
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};
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template <class T>
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T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time,
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AssetImportAnimation::Interpolation p_interp) {
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//could use binary search, worth it?
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int idx = -1;
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for (int i = 0; i < p_times.size(); i++) {
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if (p_times[i] > p_time)
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break;
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idx++;
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}
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EditorSceneImporterAssetImportInterpolate<T> interp;
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switch (p_interp) {
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case AssetImportAnimation::INTERP_LINEAR: {
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if (idx == -1) {
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return p_values[0];
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} else if (idx >= p_times.size() - 1) {
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return p_values[p_times.size() - 1];
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}
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float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
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return interp.lerp(p_values[idx], p_values[idx + 1], c);
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} break;
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case AssetImportAnimation::INTERP_STEP: {
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if (idx == -1) {
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return p_values[0];
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} else if (idx >= p_times.size() - 1) {
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return p_values[p_times.size() - 1];
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}
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return p_values[idx];
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} break;
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case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
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if (idx == -1) {
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return p_values[1];
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} else if (idx >= p_times.size() - 1) {
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return p_values[1 + p_times.size() - 1];
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}
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float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
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return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
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} break;
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case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
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if (idx == -1) {
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return p_values[1];
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} else if (idx >= p_times.size() - 1) {
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return p_values[(p_times.size() - 1) * 3 + 1];
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}
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float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
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T from = p_values[idx * 3 + 1];
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T c1 = from + p_values[idx * 3 + 2];
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T to = p_values[idx * 3 + 4];
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T c2 = to + p_values[idx * 3 + 3];
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return interp.bezier(from, c1, c2, to, c);
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} break;
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}
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ERR_FAIL_V(p_values[0]);
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}
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aiBone *EditorSceneImporterAssimp::get_bone_from_stack(ImportState &state, aiString name) {
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List<aiBone *>::Element *iter;
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aiBone *bone = NULL;
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for (iter = state.bone_stack.front(); iter; iter = iter->next()) {
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bone = (aiBone *)iter->get();
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if (bone && bone->mName == name) {
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state.bone_stack.erase(bone);
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return bone;
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}
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}
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return NULL;
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}
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Spatial *
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EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps,
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const int32_t p_max_bone_weights) {
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ERR_FAIL_COND_V(scene == NULL, NULL);
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ImportState state;
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state.path = p_path;
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state.assimp_scene = scene;
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state.max_bone_weights = p_max_bone_weights;
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state.animation_player = NULL;
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// populate light map
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for (unsigned int l = 0; l < scene->mNumLights; l++) {
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aiLight *ai_light = scene->mLights[l];
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ERR_CONTINUE(ai_light == NULL);
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state.light_cache[AssimpUtils::get_assimp_string(ai_light->mName)] = l;
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}
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// fill camera cache
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for (unsigned int c = 0; c < scene->mNumCameras; c++) {
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aiCamera *ai_camera = scene->mCameras[c];
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ERR_CONTINUE(ai_camera == NULL);
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state.camera_cache[AssimpUtils::get_assimp_string(ai_camera->mName)] = c;
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}
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if (scene->mRootNode) {
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state.nodes.push_back(scene->mRootNode);
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// make flat node tree - in order to make processing deterministic
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for (unsigned int i = 0; i < scene->mRootNode->mNumChildren; i++) {
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_generate_node(state, scene->mRootNode->mChildren[i]);
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}
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RegenerateBoneStack(state);
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Node *last_valid_parent = NULL;
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List<const aiNode *>::Element *iter;
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for (iter = state.nodes.front(); iter; iter = iter->next()) {
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const aiNode *element_assimp_node = iter->get();
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const aiNode *parent_assimp_node = element_assimp_node->mParent;
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String node_name = AssimpUtils::get_assimp_string(element_assimp_node->mName);
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//print_verbose("node: " + node_name);
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Spatial *spatial = NULL;
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Transform transform = AssimpUtils::assimp_matrix_transform(element_assimp_node->mTransformation);
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// retrieve this node bone
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aiBone *bone = get_bone_from_stack(state, element_assimp_node->mName);
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if (state.light_cache.has(node_name)) {
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spatial = create_light(state, node_name, transform);
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} else if (state.camera_cache.has(node_name)) {
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spatial = create_camera(state, node_name, transform);
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} else if (state.armature_nodes.find(element_assimp_node)) {
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// create skeleton
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print_verbose("Making skeleton: " + node_name);
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Skeleton *skeleton = memnew(Skeleton);
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spatial = skeleton;
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if (!state.armature_skeletons.has(element_assimp_node)) {
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state.armature_skeletons.insert(element_assimp_node, skeleton);
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}
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} else if (bone != NULL) {
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continue;
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} else {
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spatial = memnew(Spatial);
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}
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ERR_CONTINUE_MSG(spatial == NULL, "FBX Import - are we out of ram?");
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// we on purpose set the transform and name after creating the node.
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spatial->set_name(node_name);
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spatial->set_global_transform(transform);
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// first element is root
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if (iter == state.nodes.front()) {
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state.root = spatial;
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}
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// flat node map parent lookup tool
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state.flat_node_map.insert(element_assimp_node, spatial);
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Map<const aiNode *, Spatial *>::Element *parent_lookup = state.flat_node_map.find(parent_assimp_node);
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// note: this always fails on the root node :) keep that in mind this is by design
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if (parent_lookup) {
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Spatial *parent_node = parent_lookup->value();
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ERR_FAIL_COND_V_MSG(parent_node == NULL, state.root,
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"Parent node invalid even though lookup successful, out of ram?");
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if (spatial != state.root) {
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parent_node->add_child(spatial);
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spatial->set_owner(state.root);
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} else {
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// required - think about it root never has a parent yet is valid, anything else without a parent is not valid.
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}
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} else if (spatial != state.root) {
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// if the ainode is not in the tree
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// parent it to the last good parent found
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if (last_valid_parent) {
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last_valid_parent->add_child(spatial);
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spatial->set_owner(state.root);
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} else {
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// this is a serious error?
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memdelete(spatial);
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}
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}
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// update last valid parent
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last_valid_parent = spatial;
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}
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print_verbose("node counts: " + itos(state.nodes.size()));
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// make clean bone stack
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RegenerateBoneStack(state);
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print_verbose("generating godot bone data");
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print_verbose("Godot bone stack count: " + itos(state.bone_stack.size()));
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// This is a list of bones, duplicates are from other meshes and must be dealt with properly
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for (List<aiBone *>::Element *element = state.bone_stack.front(); element; element = element->next()) {
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aiBone *bone = element->get();
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ERR_CONTINUE_MSG(!bone, "invalid bone read from assimp?");
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// Utilities for armature lookup - for now only FBX makes these
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aiNode *armature_for_bone = bone->mArmature;
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// Utilities for bone node lookup - for now only FBX makes these
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aiNode *bone_node = bone->mNode;
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aiNode *parent_node = bone_node->mParent;
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String bone_name = AssimpUtils::get_anim_string_from_assimp(bone->mName);
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ERR_CONTINUE_MSG(armature_for_bone == NULL, "Armature for bone invalid: " + bone_name);
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Skeleton *skeleton = state.armature_skeletons[armature_for_bone];
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state.skeleton_bone_map[bone] = skeleton;
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if (bone_name.empty()) {
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bone_name = "untitled_bone_name";
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WARN_PRINT("Untitled bone name detected... report with file please");
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}
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// todo: this is where skin support goes
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if (skeleton && skeleton->find_bone(bone_name) == -1) {
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print_verbose("[Godot Glue] Imported bone" + bone_name);
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int boneIdx = skeleton->get_bone_count();
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Transform pform = AssimpUtils::assimp_matrix_transform(bone->mNode->mTransformation);
|
|
skeleton->add_bone(bone_name);
|
|
skeleton->set_bone_rest(boneIdx, pform);
|
|
skeleton->set_bone_pose(boneIdx, pform);
|
|
|
|
if (parent_node != NULL) {
|
|
int parent_bone_id = skeleton->find_bone(AssimpUtils::get_anim_string_from_assimp(parent_node->mName));
|
|
int current_bone_id = boneIdx;
|
|
skeleton->set_bone_parent(current_bone_id, parent_bone_id);
|
|
}
|
|
}
|
|
}
|
|
|
|
print_verbose("generating mesh phase from skeletal mesh");
|
|
|
|
List<Spatial *> cleanup_template_nodes;
|
|
|
|
for (Map<const aiNode *, Spatial *>::Element *key_value_pair = state.flat_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
|
|
const aiNode *assimp_node = key_value_pair->key();
|
|
Spatial *mesh_template = key_value_pair->value();
|
|
|
|
ERR_CONTINUE(assimp_node == NULL);
|
|
ERR_CONTINUE(mesh_template == NULL);
|
|
|
|
Node *parent_node = mesh_template->get_parent();
|
|
|
|
if (mesh_template == state.root) {
|
|
continue;
|
|
}
|
|
|
|
if (parent_node == NULL) {
|
|
print_error("Found invalid parent node!");
|
|
continue; // root node
|
|
}
|
|
|
|
String node_name = AssimpUtils::get_assimp_string(assimp_node->mName);
|
|
Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation);
|
|
|
|
if (assimp_node->mNumMeshes > 0) {
|
|
MeshInstance *mesh = create_mesh(state, assimp_node, node_name, parent_node, node_transform);
|
|
if (mesh) {
|
|
|
|
parent_node->remove_child(mesh_template);
|
|
|
|
// re-parent children
|
|
List<Node *> children;
|
|
// re-parent all children to new node
|
|
// note: since get_child_count will change during execution we must build a list first to be safe.
|
|
for (int childId = 0; childId < mesh_template->get_child_count(); childId++) {
|
|
// get child
|
|
Node *child = mesh_template->get_child(childId);
|
|
children.push_back(child);
|
|
}
|
|
|
|
for (List<Node *>::Element *element = children.front(); element; element = element->next()) {
|
|
// reparent the children to the real mesh node.
|
|
mesh_template->remove_child(element->get());
|
|
mesh->add_child(element->get());
|
|
element->get()->set_owner(state.root);
|
|
}
|
|
|
|
// update mesh in list so that each mesh node is available
|
|
// this makes the template unavailable which is the desired behaviour
|
|
state.flat_node_map[assimp_node] = mesh;
|
|
|
|
cleanup_template_nodes.push_back(mesh_template);
|
|
|
|
// clean up this list we don't need it
|
|
children.clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
for (List<Spatial *>::Element *element = cleanup_template_nodes.front(); element; element = element->next()) {
|
|
if (element->get()) {
|
|
memdelete(element->get());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (p_flags & IMPORT_ANIMATION && scene->mNumAnimations) {
|
|
|
|
state.animation_player = memnew(AnimationPlayer);
|
|
state.root->add_child(state.animation_player);
|
|
state.animation_player->set_owner(state.root);
|
|
|
|
for (uint32_t i = 0; i < scene->mNumAnimations; i++) {
|
|
_import_animation(state, i, p_bake_fps);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Cleanup operations
|
|
//
|
|
|
|
state.mesh_cache.clear();
|
|
state.material_cache.clear();
|
|
state.light_cache.clear();
|
|
state.camera_cache.clear();
|
|
state.assimp_node_map.clear();
|
|
state.path_to_image_cache.clear();
|
|
state.nodes.clear();
|
|
state.flat_node_map.clear();
|
|
state.armature_skeletons.clear();
|
|
state.bone_stack.clear();
|
|
return state.root;
|
|
}
|
|
|
|
void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int track_id,
|
|
int anim_fps, Ref<Animation> animation, float ticks_per_second,
|
|
Skeleton *skeleton, const NodePath &node_path,
|
|
const String &node_name, aiBone *track_bone) {
|
|
const aiNodeAnim *assimp_track = assimp_anim->mChannels[track_id];
|
|
//make transform track
|
|
int track_idx = animation->get_track_count();
|
|
animation->add_track(Animation::TYPE_TRANSFORM);
|
|
animation->track_set_path(track_idx, node_path);
|
|
//first determine animation length
|
|
|
|
float increment = 1.0 / float(anim_fps);
|
|
float time = 0.0;
|
|
|
|
bool last = false;
|
|
|
|
Vector<Vector3> pos_values;
|
|
Vector<float> pos_times;
|
|
Vector<Vector3> scale_values;
|
|
Vector<float> scale_times;
|
|
Vector<Quat> rot_values;
|
|
Vector<float> rot_times;
|
|
|
|
for (size_t p = 0; p < assimp_track->mNumPositionKeys; p++) {
|
|
aiVector3D pos = assimp_track->mPositionKeys[p].mValue;
|
|
pos_values.push_back(Vector3(pos.x, pos.y, pos.z));
|
|
pos_times.push_back(assimp_track->mPositionKeys[p].mTime / ticks_per_second);
|
|
}
|
|
|
|
for (size_t r = 0; r < assimp_track->mNumRotationKeys; r++) {
|
|
aiQuaternion quat = assimp_track->mRotationKeys[r].mValue;
|
|
rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized());
|
|
rot_times.push_back(assimp_track->mRotationKeys[r].mTime / ticks_per_second);
|
|
}
|
|
|
|
for (size_t sc = 0; sc < assimp_track->mNumScalingKeys; sc++) {
|
|
aiVector3D scale = assimp_track->mScalingKeys[sc].mValue;
|
|
scale_values.push_back(Vector3(scale.x, scale.y, scale.z));
|
|
scale_times.push_back(assimp_track->mScalingKeys[sc].mTime / ticks_per_second);
|
|
}
|
|
|
|
while (true) {
|
|
Vector3 pos;
|
|
Quat rot;
|
|
Vector3 scale(1, 1, 1);
|
|
|
|
if (pos_values.size()) {
|
|
pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR);
|
|
}
|
|
|
|
if (rot_values.size()) {
|
|
rot = _interpolate_track<Quat>(rot_times, rot_values, time,
|
|
AssetImportAnimation::INTERP_LINEAR)
|
|
.normalized();
|
|
}
|
|
|
|
if (scale_values.size()) {
|
|
scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR);
|
|
}
|
|
|
|
if (skeleton) {
|
|
int skeleton_bone = skeleton->find_bone(node_name);
|
|
|
|
if (skeleton_bone >= 0 && track_bone) {
|
|
|
|
Transform xform;
|
|
xform.basis.set_quat_scale(rot, scale);
|
|
xform.origin = pos;
|
|
|
|
xform = skeleton->get_bone_pose(skeleton_bone).inverse() * xform;
|
|
|
|
rot = xform.basis.get_rotation_quat();
|
|
rot.normalize();
|
|
scale = xform.basis.get_scale();
|
|
pos = xform.origin;
|
|
} else {
|
|
ERR_FAIL_MSG("Skeleton bone lookup failed for skeleton: " + skeleton->get_name());
|
|
}
|
|
}
|
|
|
|
animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR);
|
|
animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
|
|
|
|
if (last) { //done this way so a key is always inserted past the end (for proper interpolation)
|
|
break;
|
|
}
|
|
time += increment;
|
|
if (time >= animation->get_length()) {
|
|
last = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// I really do not like this but need to figure out a better way of removing it later.
|
|
Node *EditorSceneImporterAssimp::get_node_by_name(ImportState &state, String name) {
|
|
for (Map<const aiNode *, Spatial *>::Element *key_value_pair = state.flat_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
|
|
const aiNode *assimp_node = key_value_pair->key();
|
|
Spatial *node = key_value_pair->value();
|
|
|
|
String node_name = AssimpUtils::get_assimp_string(assimp_node->mName);
|
|
if (name == node_name && node) {
|
|
return node;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */
|
|
void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state) {
|
|
|
|
state.bone_stack.clear();
|
|
// build bone stack list
|
|
for (unsigned int mesh_id = 0; mesh_id < state.assimp_scene->mNumMeshes; ++mesh_id) {
|
|
aiMesh *mesh = state.assimp_scene->mMeshes[mesh_id];
|
|
|
|
// iterate over all the bones on the mesh for this node only!
|
|
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
|
|
aiBone *bone = mesh->mBones[boneIndex];
|
|
|
|
// doubtful this is required right now but best to check
|
|
if (!state.bone_stack.find(bone)) {
|
|
//print_verbose("[assimp] bone stack added: " + String(bone->mName.C_Str()) );
|
|
state.bone_stack.push_back(bone);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */
|
|
void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state, aiMesh *mesh) {
|
|
state.bone_stack.clear();
|
|
// iterate over all the bones on the mesh for this node only!
|
|
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
|
|
aiBone *bone = mesh->mBones[boneIndex];
|
|
if (state.bone_stack.find(bone) == NULL) {
|
|
state.bone_stack.push_back(bone);
|
|
}
|
|
}
|
|
}
|
|
|
|
// animation tracks are per bone
|
|
|
|
void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_animation_index, int p_bake_fps) {
|
|
|
|
ERR_FAIL_INDEX(p_animation_index, (int)state.assimp_scene->mNumAnimations);
|
|
|
|
const aiAnimation *anim = state.assimp_scene->mAnimations[p_animation_index];
|
|
String name = AssimpUtils::get_anim_string_from_assimp(anim->mName);
|
|
if (name == String()) {
|
|
name = "Animation " + itos(p_animation_index + 1);
|
|
}
|
|
print_verbose("import animation: " + name);
|
|
float ticks_per_second = anim->mTicksPerSecond;
|
|
|
|
if (state.assimp_scene->mMetaData != NULL && Math::is_equal_approx(ticks_per_second, 0.0f)) {
|
|
int32_t time_mode = 0;
|
|
state.assimp_scene->mMetaData->Get("TimeMode", time_mode);
|
|
ticks_per_second = AssimpUtils::get_fbx_fps(time_mode, state.assimp_scene);
|
|
}
|
|
|
|
//?
|
|
//if ((p_path.get_file().get_extension().to_lower() == "glb" || p_path.get_file().get_extension().to_lower() == "gltf") && Math::is_equal_approx(ticks_per_second, 0.0f)) {
|
|
// ticks_per_second = 1000.0f;
|
|
//}
|
|
|
|
if (Math::is_equal_approx(ticks_per_second, 0.0f)) {
|
|
ticks_per_second = 25.0f;
|
|
}
|
|
|
|
Ref<Animation> animation;
|
|
animation.instance();
|
|
animation->set_name(name);
|
|
animation->set_length(anim->mDuration / ticks_per_second);
|
|
|
|
if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
|
|
animation->set_loop(true);
|
|
}
|
|
|
|
// generate bone stack for animation import
|
|
RegenerateBoneStack(state);
|
|
|
|
//regular tracks
|
|
for (size_t i = 0; i < anim->mNumChannels; i++) {
|
|
const aiNodeAnim *track = anim->mChannels[i];
|
|
String node_name = AssimpUtils::get_assimp_string(track->mNodeName);
|
|
print_verbose("track name import: " + node_name);
|
|
if (track->mNumRotationKeys == 0 && track->mNumPositionKeys == 0 && track->mNumScalingKeys == 0) {
|
|
continue; //do not bother
|
|
}
|
|
|
|
Skeleton *skeleton = NULL;
|
|
NodePath node_path;
|
|
aiBone *bone = NULL;
|
|
|
|
// Import skeleton bone animation for this track
|
|
// Any bone will do, no point in processing more than just what is in the skeleton
|
|
{
|
|
bone = get_bone_from_stack(state, track->mNodeName);
|
|
|
|
if (bone) {
|
|
// get skeleton by bone
|
|
skeleton = state.armature_skeletons[bone->mArmature];
|
|
|
|
if (skeleton) {
|
|
String path = state.root->get_path_to(skeleton);
|
|
path += ":" + node_name;
|
|
node_path = path;
|
|
|
|
if (node_path != NodePath()) {
|
|
_insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton,
|
|
node_path, node_name, bone);
|
|
} else {
|
|
print_error("Failed to find valid node path for animation");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// not a bone
|
|
// note this is flaky it uses node names which is unreliable
|
|
Node *allocated_node = get_node_by_name(state, node_name);
|
|
// todo: implement skeleton grabbing for node based animations too :)
|
|
// check if node exists, if it does then also apply animation track for node and bones above are all handled.
|
|
// this is now inclusive animation handling so that
|
|
// we import all the data and do not miss anything.
|
|
if (allocated_node) {
|
|
node_path = state.root->get_path_to(allocated_node);
|
|
|
|
if (node_path != NodePath()) {
|
|
_insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton,
|
|
node_path, node_name, nullptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
//blend shape tracks
|
|
|
|
for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) {
|
|
|
|
const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i];
|
|
|
|
const String prop_name = AssimpUtils::get_assimp_string(anim_mesh->mName);
|
|
const String mesh_name = prop_name.split("*")[0];
|
|
|
|
ERR_CONTINUE(prop_name.split("*").size() != 2);
|
|
|
|
Node *item = get_node_by_name(state, mesh_name);
|
|
ERR_CONTINUE_MSG(!item, "failed to look up node by name");
|
|
const MeshInstance *mesh_instance = Object::cast_to<MeshInstance>(item);
|
|
ERR_CONTINUE(mesh_instance == NULL);
|
|
|
|
String base_path = state.root->get_path_to(mesh_instance);
|
|
|
|
Ref<Mesh> mesh = mesh_instance->get_mesh();
|
|
ERR_CONTINUE(mesh.is_null());
|
|
|
|
//add the tracks for this mesh
|
|
int base_track = animation->get_track_count();
|
|
for (int j = 0; j < mesh->get_blend_shape_count(); j++) {
|
|
|
|
animation->add_track(Animation::TYPE_VALUE);
|
|
animation->track_set_path(base_track + j, base_path + ":blend_shapes/" + mesh->get_blend_shape_name(j));
|
|
}
|
|
|
|
for (size_t k = 0; k < anim_mesh->mNumKeys; k++) {
|
|
for (size_t j = 0; j < anim_mesh->mKeys[k].mNumValuesAndWeights; j++) {
|
|
|
|
float t = anim_mesh->mKeys[k].mTime / ticks_per_second;
|
|
float w = anim_mesh->mKeys[k].mWeights[j];
|
|
|
|
animation->track_insert_key(base_track + j, t, w);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (animation->get_track_count()) {
|
|
state.animation_player->add_animation(name, animation);
|
|
}
|
|
}
|
|
//
|
|
// Mesh Generation from indices ? why do we need so much mesh code
|
|
// [debt needs looked into]
|
|
Ref<Mesh>
|
|
EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices,
|
|
const aiNode *assimp_node, Ref<Skin> &skin,
|
|
Skeleton *&skeleton_assigned) {
|
|
|
|
Ref<ArrayMesh> mesh;
|
|
mesh.instance();
|
|
bool has_uvs = false;
|
|
|
|
Map<String, uint32_t> morph_mesh_string_lookup;
|
|
|
|
for (int i = 0; i < p_surface_indices.size(); i++) {
|
|
const unsigned int mesh_idx = p_surface_indices[0];
|
|
const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx];
|
|
for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
|
|
String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName);
|
|
if (!morph_mesh_string_lookup.has(ai_anim_mesh_name)) {
|
|
morph_mesh_string_lookup.insert(ai_anim_mesh_name, j);
|
|
mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
|
|
if (ai_anim_mesh_name.empty()) {
|
|
ai_anim_mesh_name = String("morph_") + itos(j);
|
|
}
|
|
mesh->add_blend_shape(ai_anim_mesh_name);
|
|
}
|
|
}
|
|
}
|
|
//
|
|
// Process Vertex Weights
|
|
//
|
|
for (int i = 0; i < p_surface_indices.size(); i++) {
|
|
const unsigned int mesh_idx = p_surface_indices[i];
|
|
const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx];
|
|
|
|
Map<uint32_t, Vector<BoneInfo> > vertex_weights;
|
|
|
|
if (ai_mesh->mNumBones > 0) {
|
|
for (size_t b = 0; b < ai_mesh->mNumBones; b++) {
|
|
aiBone *bone = ai_mesh->mBones[b];
|
|
|
|
if (!skeleton_assigned) {
|
|
print_verbose("Assigned mesh skeleton during mesh creation");
|
|
skeleton_assigned = state.skeleton_bone_map[bone];
|
|
|
|
if (!skin.is_valid()) {
|
|
print_verbose("Configured new skin");
|
|
skin.instance();
|
|
} else {
|
|
print_verbose("Reusing existing skin!");
|
|
}
|
|
}
|
|
// skeleton_assigned =
|
|
String bone_name = AssimpUtils::get_assimp_string(bone->mName);
|
|
int bone_index = skeleton_assigned->find_bone(bone_name);
|
|
ERR_CONTINUE(bone_index == -1);
|
|
for (size_t w = 0; w < bone->mNumWeights; w++) {
|
|
|
|
aiVertexWeight ai_weights = bone->mWeights[w];
|
|
|
|
BoneInfo bi;
|
|
uint32_t vertex_index = ai_weights.mVertexId;
|
|
bi.bone = bone_index;
|
|
bi.weight = ai_weights.mWeight;
|
|
|
|
if (!vertex_weights.has(vertex_index)) {
|
|
vertex_weights[vertex_index] = Vector<BoneInfo>();
|
|
}
|
|
|
|
vertex_weights[vertex_index].push_back(bi);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Create mesh from data from assimp
|
|
//
|
|
|
|
Ref<SurfaceTool> st;
|
|
st.instance();
|
|
st->begin(Mesh::PRIMITIVE_TRIANGLES);
|
|
|
|
for (size_t j = 0; j < ai_mesh->mNumVertices; j++) {
|
|
|
|
// Get the texture coordinates if they exist
|
|
if (ai_mesh->HasTextureCoords(0)) {
|
|
has_uvs = true;
|
|
st->add_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y));
|
|
}
|
|
|
|
if (ai_mesh->HasTextureCoords(1)) {
|
|
has_uvs = true;
|
|
st->add_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y));
|
|
}
|
|
|
|
// Assign vertex colors
|
|
if (ai_mesh->HasVertexColors(0)) {
|
|
Color color = Color(ai_mesh->mColors[0]->r, ai_mesh->mColors[0]->g, ai_mesh->mColors[0]->b,
|
|
ai_mesh->mColors[0]->a);
|
|
st->add_color(color);
|
|
}
|
|
|
|
// Work out normal calculations? - this needs work it doesn't work properly on huestos
|
|
if (ai_mesh->mNormals != NULL) {
|
|
const aiVector3D normals = ai_mesh->mNormals[j];
|
|
const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
|
|
st->add_normal(godot_normal);
|
|
if (ai_mesh->HasTangentsAndBitangents()) {
|
|
const aiVector3D tangents = ai_mesh->mTangents[j];
|
|
const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z);
|
|
const aiVector3D bitangent = ai_mesh->mBitangents[j];
|
|
const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
|
|
float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
|
|
st->add_tangent(Plane(tangents.x, tangents.y, tangents.z, d));
|
|
}
|
|
}
|
|
|
|
// We have vertex weights right?
|
|
if (vertex_weights.has(j)) {
|
|
|
|
Vector<BoneInfo> bone_info = vertex_weights[j];
|
|
Vector<int> bones;
|
|
bones.resize(bone_info.size());
|
|
Vector<float> weights;
|
|
weights.resize(bone_info.size());
|
|
|
|
// todo? do we really need to loop over all bones? - assimp may have helper to find all influences on this vertex.
|
|
for (int k = 0; k < bone_info.size(); k++) {
|
|
bones.write[k] = bone_info[k].bone;
|
|
weights.write[k] = bone_info[k].weight;
|
|
}
|
|
|
|
st->add_bones(bones);
|
|
st->add_weights(weights);
|
|
}
|
|
|
|
// Assign vertex
|
|
const aiVector3D pos = ai_mesh->mVertices[j];
|
|
|
|
// note we must include node offset transform as this is relative to world space not local space.
|
|
Vector3 godot_pos = Vector3(pos.x, pos.y, pos.z);
|
|
st->add_vertex(godot_pos);
|
|
}
|
|
|
|
// fire replacement for face handling
|
|
for (size_t j = 0; j < ai_mesh->mNumFaces; j++) {
|
|
const aiFace face = ai_mesh->mFaces[j];
|
|
for (unsigned int k = 0; k < face.mNumIndices; k++) {
|
|
st->add_index(face.mIndices[k]);
|
|
}
|
|
}
|
|
|
|
if (ai_mesh->HasTangentsAndBitangents() == false && has_uvs) {
|
|
st->generate_tangents();
|
|
}
|
|
|
|
aiMaterial *ai_material = state.assimp_scene->mMaterials[ai_mesh->mMaterialIndex];
|
|
Ref<StandardMaterial3D> mat;
|
|
mat.instance();
|
|
|
|
int32_t mat_two_sided = 0;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) {
|
|
if (mat_two_sided > 0) {
|
|
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
|
|
} else {
|
|
mat->set_cull_mode(StandardMaterial3D::CULL_BACK);
|
|
}
|
|
}
|
|
|
|
aiString mat_name;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) {
|
|
mat->set_name(AssimpUtils::get_assimp_string(mat_name));
|
|
}
|
|
|
|
// Culling handling for meshes
|
|
|
|
// cull all back faces
|
|
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
|
|
|
|
// Now process materials
|
|
aiTextureType base_color = aiTextureType_BASE_COLOR;
|
|
{
|
|
String filename, path;
|
|
AssimpImageData image_data;
|
|
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, base_color, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
|
|
// anything transparent must be culled
|
|
if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
|
|
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
|
|
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
|
|
}
|
|
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_diffuse = aiTextureType_DIFFUSE;
|
|
{
|
|
String filename, path;
|
|
AssimpImageData image_data;
|
|
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_diffuse, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
|
|
// anything transparent must be culled
|
|
if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
|
|
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
|
|
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
|
|
}
|
|
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture);
|
|
}
|
|
|
|
aiColor4D clr_diffuse;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) {
|
|
if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) {
|
|
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
|
|
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
|
|
}
|
|
mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a));
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_normal = aiTextureType_NORMALS;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
|
|
} else {
|
|
aiString texture_path;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, AI_PROPERTIES, texture_path)) {
|
|
if (AssimpUtils::CreateAssimpTexture(state, texture_path, filename, path, image_data)) {
|
|
mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_normal_camera = aiTextureType_NORMAL_CAMERA;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal_camera, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_emission_color = aiTextureType_EMISSION_COLOR;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emission_color, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_metalness = aiTextureType_METALNESS;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_metalness, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_roughness = aiTextureType_DIFFUSE_ROUGHNESS;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_ROUGHNESS, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_emissive = aiTextureType_EMISSIVE;
|
|
{
|
|
String filename = "";
|
|
String path = "";
|
|
Ref<Image> texture;
|
|
AssimpImageData image_data;
|
|
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emissive, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture);
|
|
} else {
|
|
// Process emission textures
|
|
aiString texture_emissive_path;
|
|
if (AI_SUCCESS ==
|
|
ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE, AI_PROPERTIES, texture_emissive_path)) {
|
|
if (AssimpUtils::CreateAssimpTexture(state, texture_emissive_path, filename, path, image_data)) {
|
|
mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture);
|
|
}
|
|
} else {
|
|
float pbr_emission = 0.0f;
|
|
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR, AI_NULL, pbr_emission)) {
|
|
mat->set_emission(Color(pbr_emission, pbr_emission, pbr_emission, 1.0f));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_specular = aiTextureType_SPECULAR;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_specular, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture);
|
|
}
|
|
}
|
|
|
|
aiTextureType tex_ao_map = aiTextureType_AMBIENT_OCCLUSION;
|
|
{
|
|
String filename, path;
|
|
Ref<ImageTexture> texture;
|
|
AssimpImageData image_data;
|
|
|
|
// Process texture normal map
|
|
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_ao_map, filename, path, image_data)) {
|
|
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
|
|
mat->set_feature(StandardMaterial3D::FEATURE_AMBIENT_OCCLUSION, true);
|
|
mat->set_texture(StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION, image_data.texture);
|
|
}
|
|
}
|
|
|
|
Array array_mesh = st->commit_to_arrays();
|
|
Array morphs;
|
|
morphs.resize(ai_mesh->mNumAnimMeshes);
|
|
Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
|
|
|
|
for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
|
|
|
|
String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName);
|
|
|
|
if (ai_anim_mesh_name.empty()) {
|
|
ai_anim_mesh_name = String("morph_") + itos(j);
|
|
}
|
|
|
|
Array array_copy;
|
|
array_copy.resize(VisualServer::ARRAY_MAX);
|
|
|
|
for (int l = 0; l < VisualServer::ARRAY_MAX; l++) {
|
|
array_copy[l] = array_mesh[l].duplicate(true);
|
|
}
|
|
|
|
const size_t num_vertices = ai_mesh->mAnimMeshes[j]->mNumVertices;
|
|
array_copy[Mesh::ARRAY_INDEX] = Variant();
|
|
if (ai_mesh->mAnimMeshes[j]->HasPositions()) {
|
|
PoolVector3Array vertices;
|
|
vertices.resize(num_vertices);
|
|
for (size_t l = 0; l < num_vertices; l++) {
|
|
const aiVector3D ai_pos = ai_mesh->mAnimMeshes[j]->mVertices[l];
|
|
Vector3 position = Vector3(ai_pos.x, ai_pos.y, ai_pos.z);
|
|
vertices.write()[l] = position;
|
|
}
|
|
PoolVector3Array new_vertices = array_copy[VisualServer::ARRAY_VERTEX].duplicate(true);
|
|
ERR_CONTINUE(vertices.size() != new_vertices.size());
|
|
for (int32_t l = 0; l < new_vertices.size(); l++) {
|
|
PoolVector3Array::Write w = new_vertices.write();
|
|
w[l] = vertices[l];
|
|
}
|
|
array_copy[VisualServer::ARRAY_VERTEX] = new_vertices;
|
|
}
|
|
|
|
int32_t color_set = 0;
|
|
if (ai_mesh->mAnimMeshes[j]->HasVertexColors(color_set)) {
|
|
PoolColorArray colors;
|
|
colors.resize(num_vertices);
|
|
for (size_t l = 0; l < num_vertices; l++) {
|
|
const aiColor4D ai_color = ai_mesh->mAnimMeshes[j]->mColors[color_set][l];
|
|
Color color = Color(ai_color.r, ai_color.g, ai_color.b, ai_color.a);
|
|
colors.write()[l] = color;
|
|
}
|
|
PoolColorArray new_colors = array_copy[VisualServer::ARRAY_COLOR].duplicate(true);
|
|
ERR_CONTINUE(colors.size() != new_colors.size());
|
|
for (int32_t l = 0; l < colors.size(); l++) {
|
|
PoolColorArray::Write w = new_colors.write();
|
|
w[l] = colors[l];
|
|
}
|
|
array_copy[VisualServer::ARRAY_COLOR] = new_colors;
|
|
}
|
|
|
|
if (ai_mesh->mAnimMeshes[j]->HasNormals()) {
|
|
PoolVector3Array normals;
|
|
normals.resize(num_vertices);
|
|
for (size_t l = 0; l < num_vertices; l++) {
|
|
const aiVector3D ai_normal = ai_mesh->mAnimMeshes[j]->mNormals[l];
|
|
Vector3 normal = Vector3(ai_normal.x, ai_normal.y, ai_normal.z);
|
|
normals.write()[l] = normal;
|
|
}
|
|
PoolVector3Array new_normals = array_copy[VisualServer::ARRAY_NORMAL].duplicate(true);
|
|
ERR_CONTINUE(normals.size() != new_normals.size());
|
|
for (int l = 0; l < normals.size(); l++) {
|
|
PoolVector3Array::Write w = new_normals.write();
|
|
w[l] = normals[l];
|
|
}
|
|
array_copy[VisualServer::ARRAY_NORMAL] = new_normals;
|
|
}
|
|
|
|
if (ai_mesh->mAnimMeshes[j]->HasTangentsAndBitangents()) {
|
|
PoolColorArray tangents;
|
|
tangents.resize(num_vertices);
|
|
PoolColorArray::Write w = tangents.write();
|
|
for (size_t l = 0; l < num_vertices; l++) {
|
|
AssimpUtils::calc_tangent_from_mesh(ai_mesh, j, l, l, w);
|
|
}
|
|
PoolRealArray new_tangents = array_copy[VisualServer::ARRAY_TANGENT].duplicate(true);
|
|
ERR_CONTINUE(new_tangents.size() != tangents.size() * 4);
|
|
for (int32_t l = 0; l < tangents.size(); l++) {
|
|
new_tangents.write()[l + 0] = tangents[l].r;
|
|
new_tangents.write()[l + 1] = tangents[l].g;
|
|
new_tangents.write()[l + 2] = tangents[l].b;
|
|
new_tangents.write()[l + 3] = tangents[l].a;
|
|
}
|
|
array_copy[VisualServer::ARRAY_TANGENT] = new_tangents;
|
|
}
|
|
|
|
morphs[j] = array_copy;
|
|
}
|
|
mesh->add_surface_from_arrays(primitive, array_mesh, morphs);
|
|
mesh->surface_set_material(i, mat);
|
|
mesh->surface_set_name(i, AssimpUtils::get_assimp_string(ai_mesh->mName));
|
|
}
|
|
|
|
return mesh;
|
|
}
|
|
|
|
/**
|
|
* Create a new mesh for the node supplied
|
|
*/
|
|
MeshInstance *
|
|
EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *active_node, Transform node_transform) {
|
|
/* MESH NODE */
|
|
Ref<Mesh> mesh;
|
|
Ref<Skin> skin;
|
|
// see if we have mesh cache for this.
|
|
Vector<int> surface_indices;
|
|
|
|
RegenerateBoneStack(state);
|
|
|
|
// Configure indices
|
|
for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) {
|
|
int mesh_index = assimp_node->mMeshes[i];
|
|
// create list of mesh indexes
|
|
surface_indices.push_back(mesh_index);
|
|
}
|
|
|
|
//surface_indices.sort();
|
|
String mesh_key;
|
|
for (int i = 0; i < surface_indices.size(); i++) {
|
|
if (i > 0) {
|
|
mesh_key += ":";
|
|
}
|
|
mesh_key += itos(surface_indices[i]);
|
|
}
|
|
|
|
Skeleton *skeleton = NULL;
|
|
aiNode *armature = NULL;
|
|
|
|
if (!state.mesh_cache.has(mesh_key)) {
|
|
mesh = _generate_mesh_from_surface_indices(state, surface_indices, assimp_node, skin, skeleton);
|
|
state.mesh_cache[mesh_key] = mesh;
|
|
}
|
|
|
|
MeshInstance *mesh_node = memnew(MeshInstance);
|
|
mesh = state.mesh_cache[mesh_key];
|
|
mesh_node->set_mesh(mesh);
|
|
|
|
// if we have a valid skeleton set it up
|
|
if (skin.is_valid()) {
|
|
for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) {
|
|
unsigned int mesh_index = assimp_node->mMeshes[i];
|
|
const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_index];
|
|
|
|
// please remember bone id relative to the skin is NOT the mesh relative index.
|
|
// it is the index relative to the skeleton that is why
|
|
// we have state.bone_id_map, it allows for duplicate bone id's too :)
|
|
// hope this makes sense
|
|
|
|
int bind_count = 0;
|
|
for (unsigned int boneId = 0; boneId < ai_mesh->mNumBones; ++boneId) {
|
|
aiBone *iterBone = ai_mesh->mBones[boneId];
|
|
|
|
// used to reparent mesh to the correct armature later on if assigned.
|
|
if (!armature) {
|
|
print_verbose("Configured mesh armature, will reparent later to armature");
|
|
armature = iterBone->mArmature;
|
|
}
|
|
|
|
if (skeleton) {
|
|
int id = skeleton->find_bone(AssimpUtils::get_assimp_string(iterBone->mName));
|
|
if (id != -1) {
|
|
print_verbose("Set bind bone: mesh: " + itos(mesh_index) + " bone index: " + itos(id));
|
|
Transform t = AssimpUtils::assimp_matrix_transform(iterBone->mOffsetMatrix);
|
|
|
|
skin->add_bind(bind_count, t);
|
|
skin->set_bind_bone(bind_count, id);
|
|
bind_count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
print_verbose("Finished configuring bind pose for skin mesh");
|
|
}
|
|
|
|
// this code parents all meshes with bones to the armature they are for
|
|
// GLTF2 specification relies on this and we are enforcing it for FBX.
|
|
if (armature && state.flat_node_map[armature]) {
|
|
Node *armature_parent = state.flat_node_map[armature];
|
|
print_verbose("Parented mesh " + node_name + " to armature " + armature_parent->get_name());
|
|
// static mesh handling
|
|
armature_parent->add_child(mesh_node);
|
|
// transform must be identity
|
|
mesh_node->set_global_transform(Transform());
|
|
mesh_node->set_name(node_name);
|
|
mesh_node->set_owner(state.root);
|
|
} else {
|
|
// static mesh handling
|
|
active_node->add_child(mesh_node);
|
|
mesh_node->set_global_transform(node_transform);
|
|
mesh_node->set_name(node_name);
|
|
mesh_node->set_owner(state.root);
|
|
}
|
|
|
|
if (skeleton) {
|
|
print_verbose("Attempted to set skeleton path!");
|
|
mesh_node->set_skeleton_path(mesh_node->get_path_to(skeleton));
|
|
mesh_node->set_skin(skin);
|
|
}
|
|
|
|
return mesh_node;
|
|
}
|
|
|
|
/**
|
|
* Create a light for the scene
|
|
* Automatically caches lights for lookup later
|
|
*/
|
|
Spatial *EditorSceneImporterAssimp::create_light(
|
|
ImportState &state,
|
|
const String &node_name,
|
|
Transform &look_at_transform) {
|
|
Light *light = NULL;
|
|
aiLight *assimp_light = state.assimp_scene->mLights[state.light_cache[node_name]];
|
|
ERR_FAIL_COND_V(!assimp_light, NULL);
|
|
|
|
if (assimp_light->mType == aiLightSource_DIRECTIONAL) {
|
|
light = memnew(DirectionalLight);
|
|
} else if (assimp_light->mType == aiLightSource_POINT) {
|
|
light = memnew(OmniLight);
|
|
} else if (assimp_light->mType == aiLightSource_SPOT) {
|
|
light = memnew(SpotLight);
|
|
}
|
|
ERR_FAIL_COND_V(light == NULL, NULL);
|
|
|
|
if (assimp_light->mType != aiLightSource_POINT) {
|
|
Vector3 pos = Vector3(
|
|
assimp_light->mPosition.x,
|
|
assimp_light->mPosition.y,
|
|
assimp_light->mPosition.z);
|
|
Vector3 look_at = Vector3(
|
|
assimp_light->mDirection.y,
|
|
assimp_light->mDirection.x,
|
|
assimp_light->mDirection.z)
|
|
.normalized();
|
|
Vector3 up = Vector3(
|
|
assimp_light->mUp.x,
|
|
assimp_light->mUp.y,
|
|
assimp_light->mUp.z);
|
|
|
|
look_at_transform.set_look_at(pos, look_at, up);
|
|
}
|
|
// properties for light variables should be put here.
|
|
// not really hugely important yet but we will need them in the future
|
|
|
|
light->set_color(
|
|
Color(assimp_light->mColorDiffuse.r, assimp_light->mColorDiffuse.g, assimp_light->mColorDiffuse.b));
|
|
|
|
return light;
|
|
}
|
|
|
|
/**
|
|
* Create camera for the scene
|
|
*/
|
|
Spatial *EditorSceneImporterAssimp::create_camera(
|
|
ImportState &state,
|
|
const String &node_name,
|
|
Transform &look_at_transform) {
|
|
aiCamera *camera = state.assimp_scene->mCameras[state.camera_cache[node_name]];
|
|
ERR_FAIL_COND_V(!camera, NULL);
|
|
|
|
Camera *camera_node = memnew(Camera);
|
|
ERR_FAIL_COND_V(!camera_node, NULL);
|
|
float near = camera->mClipPlaneNear;
|
|
if (Math::is_equal_approx(near, 0.0f)) {
|
|
near = 0.1f;
|
|
}
|
|
camera_node->set_perspective(Math::rad2deg(camera->mHorizontalFOV) * 2.0f, near, camera->mClipPlaneFar);
|
|
Vector3 pos = Vector3(camera->mPosition.x, camera->mPosition.y, camera->mPosition.z);
|
|
Vector3 look_at = Vector3(camera->mLookAt.y, camera->mLookAt.x, camera->mLookAt.z).normalized();
|
|
Vector3 up = Vector3(camera->mUp.x, camera->mUp.y, camera->mUp.z);
|
|
|
|
look_at_transform.set_look_at(pos + look_at_transform.origin, look_at, up);
|
|
return camera_node;
|
|
}
|
|
|
|
/**
|
|
* Generate node
|
|
* Recursive call to iterate over all nodes
|
|
*/
|
|
void EditorSceneImporterAssimp::_generate_node(
|
|
ImportState &state,
|
|
const aiNode *assimp_node) {
|
|
|
|
ERR_FAIL_COND(assimp_node == NULL);
|
|
state.nodes.push_back(assimp_node);
|
|
String parent_name = AssimpUtils::get_assimp_string(assimp_node->mParent->mName);
|
|
|
|
// please note
|
|
// duplicate bone names exist
|
|
// this is why we only check if the bone exists
|
|
// so everything else is useless but the name
|
|
// please do not copy any other values from get_bone_by_name.
|
|
aiBone *parent_bone = get_bone_by_name(state.assimp_scene, assimp_node->mParent->mName);
|
|
aiBone *current_bone = get_bone_by_name(state.assimp_scene, assimp_node->mName);
|
|
|
|
// is this an armature
|
|
// parent null
|
|
// and this is the first bone :)
|
|
if (parent_bone == NULL && current_bone) {
|
|
state.armature_nodes.push_back(assimp_node->mParent);
|
|
print_verbose("found valid armature: " + parent_name);
|
|
}
|
|
|
|
for (size_t i = 0; i < assimp_node->mNumChildren; i++) {
|
|
_generate_node(state, assimp_node->mChildren[i]);
|
|
}
|
|
}
|