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b3bf90b3ce
* New plugin system to control the whole import workflow * Can add options and run code at every import step (general, per node, mesh, animation, material etc.) This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
135 lines
6.1 KiB
C++
135 lines
6.1 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_fbx.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef EDITOR_SCENE_IMPORTER_FBX_H
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#define EDITOR_SCENE_IMPORTER_FBX_H
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#ifdef TOOLS_ENABLED
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#include "data/import_state.h"
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#include "tools/import_utils.h"
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#include "core/io/resource_importer.h"
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#include "core/string/ustring.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/vector.h"
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#include "core/variant/dictionary.h"
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#include "editor/import/resource_importer_scene.h"
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#include "editor/project_settings_editor.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/surface_tool.h"
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#include "fbx_parser/FBXDocument.h"
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#include "fbx_parser/FBXImportSettings.h"
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#include "fbx_parser/FBXMeshGeometry.h"
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#include "fbx_parser/FBXUtil.h"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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class EditorSceneFormatImporterFBX : public EditorSceneFormatImporter {
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private:
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GDCLASS(EditorSceneFormatImporterFBX, EditorSceneFormatImporter);
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struct AssetImportAnimation {
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enum Interpolation {
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INTERP_LINEAR,
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INTERP_STEP,
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INTERP_CATMULLROMSPLINE,
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INTERP_CUBIC_SPLINE
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};
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};
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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const T *ProcessDOMConnection(
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const FBXDocParser::Document *doc,
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uint64_t current_element,
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bool reverse_lookup = false) {
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const std::vector<const FBXDocParser::Connection *> &conns = reverse_lookup ? doc->GetConnectionsByDestinationSequenced(current_element) : doc->GetConnectionsBySourceSequenced(current_element);
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//print_verbose("[doc] looking for " + String(element_to_find));
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// using the temp pattern here so we can debug before it returns
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// in some cases we return too early, with 'deformer object base class' in wrong place
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// in assimp this means we can accidentally return too early...
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const T *return_obj = nullptr;
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for (const FBXDocParser::Connection *con : conns) {
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const FBXDocParser::Object *source_object = con->SourceObject();
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const FBXDocParser::Object *dest_object = con->DestinationObject();
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if (source_object && dest_object != nullptr) {
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//print_verbose("[doc] connection name: " + String(source_object->Name().c_str()) + ", dest: " + String(dest_object->Name().c_str()));
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const T *temp = dynamic_cast<const T *>(reverse_lookup ? source_object : dest_object);
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if (temp) {
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return_obj = temp;
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}
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}
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}
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if (return_obj != nullptr) {
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//print_verbose("[doc] returned valid element");
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//print_verbose("Found object for bone");
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return return_obj;
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}
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// safe to return nothing, need to use nullptr here as nullptr is used internally for FBX document.
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return nullptr;
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}
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void BuildDocumentBones(Ref<FBXBone> p_parent_bone,
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ImportState &state, const FBXDocParser::Document *p_doc,
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uint64_t p_id);
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void BuildDocumentNodes(Ref<PivotTransform> parent_transform, ImportState &state, const FBXDocParser::Document *doc, uint64_t id, Ref<FBXNode> fbx_parent);
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Node3D *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document,
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const uint32_t p_flags,
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int p_bake_fps,
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const int32_t p_max_bone_weights,
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bool p_is_blender_fbx);
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template <class T>
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T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
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void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
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public:
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EditorSceneFormatImporterFBX() {}
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~EditorSceneFormatImporterFBX() {}
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virtual void get_extensions(List<String> *r_extensions) const override;
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virtual uint32_t get_import_flags() const override;
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virtual Node3D *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
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};
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#endif // TOOLS_ENABLED
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#endif // EDITOR_SCENE_IMPORTER_FBX_H
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