godot/modules/assimp/import_state.h
Gordon MacPherson ad214c0356 Assimp FBX Import support
Issues fixed:
- Updated assimp to latest and backported fixes into godot.
- Fixed file scale being ignored from FBX file.
- Fixed bone removal
- Implemented proper armature binding
- Fixed recursion not always going through the entire path
- Implemented assimp global scaling system
- Fixed assimp global scale process to support unit conversion
- Implemented proper fbx scaling
- Fixed asserts caused by missing faces in some models which could crash
- Fixed valid bone removal
- Fixed root node being overwriten by assimp which caused data loss
- Fixed armature construction so that it works with multiple roots
- Implemented basic support for FBX standard materials
- Refactoring to improve code quality and improve function reuse.
- Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone.
- Creating meshes is now done after hierarchy is created so that the skeleton is always available.
- Added support to assimp to support file scale in all formats which call SetFileScale.
- Many other fixes provided into assimp.

Known issues:
- FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks)
- Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node.
- When an animated mesh has not executed any animation the rest pose is wrong.

Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2019-09-01 19:08:34 +01:00

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/*************************************************************************/
/* import_state.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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#ifndef EDITOR_SCENE_IMPORT_STATE_H
#define EDITOR_SCENE_IMPORT_STATE_H
#include "core/bind/core_bind.h"
#include "core/io/resource_importer.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 <assimp/matrix4x4.h>
#include <assimp/scene.h>
#include <assimp/types.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/LogStream.hpp>
#include <assimp/Logger.hpp>
namespace AssimpImporter {
/** Import state is for global scene import data
* This makes the code simpler and contains useful lookups.
*/
struct ImportState {
String path;
const aiScene *assimp_scene;
uint32_t max_bone_weights;
Spatial *root;
Map<String, Ref<Mesh> > mesh_cache;
Map<int, Ref<Material> > material_cache;
Map<String, int> light_cache;
Map<String, int> camera_cache;
//Vector<Skeleton *> skeletons;
Map<Skeleton *, const Spatial *> armature_skeletons; // maps skeletons based on their armature nodes.
Map<const aiBone *, Skeleton *> bone_to_skeleton_lookup; // maps bones back into their skeleton
// very useful for when you need to ask assimp for the bone mesh
Map<String, Node *> node_map;
Map<const aiNode *, const Node *> assimp_node_map;
Map<String, Ref<Image> > path_to_image_cache;
bool fbx; //for some reason assimp does some things different for FBX
AnimationPlayer *animation_player;
};
struct AssimpImageData {
Ref<Image> raw_image;
Ref<ImageTexture> texture;
aiTextureMapMode *map_mode = NULL;
};
/** Recursive state is used to push state into functions instead of specifying them
* This makes the code easier to handle too and add extra arguments without breaking things
*/
struct RecursiveState {
RecursiveState(
Transform &_node_transform,
Skeleton *_skeleton,
Spatial *_new_node,
const String &_node_name,
const aiNode *_assimp_node,
Node *_parent_node,
const aiBone *_bone) :
node_transform(_node_transform),
skeleton(_skeleton),
new_node(_new_node),
node_name(_node_name),
assimp_node(_assimp_node),
parent_node(_parent_node),
bone(_bone) {}
Transform &node_transform;
Skeleton *skeleton;
Spatial *new_node;
const String &node_name;
const aiNode *assimp_node;
Node *parent_node;
const aiBone *bone;
};
} // namespace AssimpImporter
#endif // EDITOR_SCENE_IMPORT_STATE_H