mirror of
https://github.com/godotengine/godot.git
synced 2024-12-15 10:12:40 +08:00
ad214c0356
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>
154 lines
6.8 KiB
C++
154 lines
6.8 KiB
C++
/*************************************************************************/
|
|
/* editor_scene_importer_assimp.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef EDITOR_SCENE_IMPORTER_ASSIMP_H
|
|
#define EDITOR_SCENE_IMPORTER_ASSIMP_H
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
#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>
|
|
|
|
#include "import_state.h"
|
|
#include "import_utils.h"
|
|
|
|
using namespace AssimpImporter;
|
|
|
|
class AssimpStream : public Assimp::LogStream {
|
|
public:
|
|
// Constructor
|
|
AssimpStream() {}
|
|
|
|
// Destructor
|
|
~AssimpStream() {}
|
|
// Write something using your own functionality
|
|
void write(const char *message) {
|
|
print_verbose(String("Open Asset Import: ") + String(message).strip_edges());
|
|
}
|
|
};
|
|
|
|
class EditorSceneImporterAssimp : public EditorSceneImporter {
|
|
private:
|
|
GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter);
|
|
const String ASSIMP_FBX_KEY = "_$AssimpFbx$";
|
|
|
|
struct AssetImportAnimation {
|
|
enum Interpolation {
|
|
INTERP_LINEAR,
|
|
INTERP_STEP,
|
|
INTERP_CATMULLROMSPLINE,
|
|
INTERP_CUBIC_SPLINE
|
|
};
|
|
};
|
|
|
|
struct BoneInfo {
|
|
uint32_t bone;
|
|
float weight;
|
|
};
|
|
|
|
struct SkeletonHole { //nodes may be part of the skeleton by used by vertex
|
|
String name;
|
|
String parent;
|
|
Transform pose;
|
|
const aiNode *node;
|
|
};
|
|
|
|
void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w);
|
|
void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<Texture> texture);
|
|
|
|
Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices, const aiNode *assimp_node, Skeleton *p_skeleton = NULL);
|
|
|
|
// utility for node creation
|
|
void attach_new_node(ImportState &state, Spatial *new_node, const aiNode *node, Node *parent_node, String Name, Transform &transform);
|
|
// simple object creation functions
|
|
void create_light(ImportState &state, RecursiveState &recursive_state);
|
|
void create_camera(ImportState &state, RecursiveState &recursive_state);
|
|
void create_bone(ImportState &state, RecursiveState &recursive_state);
|
|
// non recursive - linear so must not use recursive arguments
|
|
void create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *current_node, Node *parent_node, Transform node_transform);
|
|
|
|
// recursive node generator
|
|
void _generate_node(ImportState &state, Skeleton *skeleton, const aiNode *assimp_node, Node *parent_node);
|
|
// runs after _generate_node as it must then use pre-created godot skeleton.
|
|
void generate_mesh_phase_from_skeletal_mesh(ImportState &state);
|
|
void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int p_track, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name);
|
|
|
|
void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps);
|
|
|
|
Spatial *_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
|
|
|
|
String _assimp_anim_string_to_string(const aiString &p_string) const;
|
|
String _assimp_raw_string_to_string(const aiString &p_string) const;
|
|
float _get_fbx_fps(int32_t time_mode, const aiScene *p_scene);
|
|
template <class T>
|
|
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
|
|
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;
|
|
|
|
struct ImportFormat {
|
|
Vector<String> extensions;
|
|
bool is_default;
|
|
};
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
EditorSceneImporterAssimp() {
|
|
Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE);
|
|
unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn;
|
|
Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity);
|
|
}
|
|
~EditorSceneImporterAssimp() {
|
|
Assimp::DefaultLogger::kill();
|
|
}
|
|
|
|
virtual void get_extensions(List<String> *r_extensions) const;
|
|
virtual uint32_t get_import_flags() const;
|
|
virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = NULL);
|
|
Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path);
|
|
};
|
|
#endif
|
|
#endif
|