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authorRémi Verschelde <rverschelde@gmail.com>2022-03-30 13:04:16 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-03-30 13:04:31 +0200
commit33d477498edfb4ab1b925cb2fc643180f96de3ee (patch)
tree420cfa085d0def07096718d715ca6731a101b072 /modules/fbx/tools
parent60f8df380df7ddc5dde4de4384b488e8a342ce79 (diff)
Remove ad-hoc FBX importer
This importer was the fruit of a lot of amazing reverse engineering work by RevoluPowered, based on the original Assimp importer that was introduced by fire. While promising and well tuned for a specific type of FBX scenes, it was found to have many flaws to support the many FBX exporters and legacy models that Godot users want to use. As we currently lack a maintainer to improve it, those issues are left unresolved and FBX import is still sub-par in the current Godot releases. After some experimentation, we're instead adding a new importer that relies on Facebook's `fbx2gltf` command line tool to convert FBX to glTF, so that we can then use our well-maintained glTF importer. See #59653 and https://github.com/facebookincubator/FBX2glTF for details.
Diffstat (limited to 'modules/fbx/tools')
-rw-r--r--modules/fbx/tools/import_utils.cpp151
-rw-r--r--modules/fbx/tools/import_utils.h400
-rw-r--r--modules/fbx/tools/validation_tools.cpp48
-rw-r--r--modules/fbx/tools/validation_tools.h92
4 files changed, 0 insertions, 691 deletions
diff --git a/modules/fbx/tools/import_utils.cpp b/modules/fbx/tools/import_utils.cpp
deleted file mode 100644
index 5a49f24c00..0000000000
--- a/modules/fbx/tools/import_utils.cpp
+++ /dev/null
@@ -1,151 +0,0 @@
-/*************************************************************************/
-/* import_utils.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
-
-#include "import_utils.h"
-
-Vector3 ImportUtils::deg2rad(const Vector3 &p_rotation) {
- return p_rotation / 180.0 * Math_PI;
-}
-
-Vector3 ImportUtils::rad2deg(const Vector3 &p_rotation) {
- return p_rotation / Math_PI * 180.0;
-}
-
-Basis ImportUtils::EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
- Basis ret;
-
- // FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
- // by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
- switch (mode) {
- case FBXDocParser::Model::RotOrder_EulerXYZ:
- ret.set_euler(p_rotation, Basis::EULER_ORDER_XYZ);
- break;
-
- case FBXDocParser::Model::RotOrder_EulerXZY:
- ret.set_euler(p_rotation, Basis::EULER_ORDER_XZY);
- break;
-
- case FBXDocParser::Model::RotOrder_EulerYZX:
- ret.set_euler(p_rotation, Basis::EULER_ORDER_YZX);
- break;
-
- case FBXDocParser::Model::RotOrder_EulerYXZ:
- ret.set_euler(p_rotation, Basis::EULER_ORDER_YXZ);
- break;
-
- case FBXDocParser::Model::RotOrder_EulerZXY:
- ret.set_euler(p_rotation, Basis::EULER_ORDER_ZXY);
- break;
-
- case FBXDocParser::Model::RotOrder_EulerZYX:
- ret.set_euler(p_rotation, Basis::EULER_ORDER_ZYX);
- break;
-
- case FBXDocParser::Model::RotOrder_SphericXYZ:
- // TODO do this.
- break;
-
- default:
- // If you land here, Please integrate all enums.
- CRASH_NOW_MSG("This is not unreachable.");
- }
-
- return ret;
-}
-
-Quaternion ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
- return ImportUtils::EulerToBasis(mode, p_rotation);
-}
-
-Vector3 ImportUtils::BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation) {
- // FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
- // by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
- switch (mode) {
- case FBXDocParser::Model::RotOrder_EulerXYZ:
- return p_rotation.get_euler(Basis::EULER_ORDER_XYZ);
-
- case FBXDocParser::Model::RotOrder_EulerXZY:
- return p_rotation.get_euler(Basis::EULER_ORDER_XZY);
-
- case FBXDocParser::Model::RotOrder_EulerYZX:
- return p_rotation.get_euler(Basis::EULER_ORDER_YZX);
-
- case FBXDocParser::Model::RotOrder_EulerYXZ:
- return p_rotation.get_euler(Basis::EULER_ORDER_YXZ);
-
- case FBXDocParser::Model::RotOrder_EulerZXY:
- return p_rotation.get_euler(Basis::EULER_ORDER_ZXY);
-
- case FBXDocParser::Model::RotOrder_EulerZYX:
- return p_rotation.get_euler(Basis::EULER_ORDER_ZYX);
-
- case FBXDocParser::Model::RotOrder_SphericXYZ:
- // TODO
- return Vector3();
-
- default:
- // If you land here, Please integrate all enums.
- CRASH_NOW_MSG("This is not unreachable.");
- return Vector3();
- }
-}
-
-Vector3 ImportUtils::QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quaternion &p_rotation) {
- return BasisToEuler(mode, p_rotation);
-}
-
-Transform3D get_unscaled_transform(const Transform3D &p_initial, real_t p_scale) {
- Transform3D unscaled = Transform3D(p_initial.basis, p_initial.origin * p_scale);
- ERR_FAIL_COND_V_MSG(unscaled.basis.determinant() == 0, Transform3D(), "det is zero unscaled?");
- return unscaled;
-}
-
-Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices) {
- ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necessary");
- // Using long double to make sure that normal is computed for even really tiny objects.
- typedef long double ldouble;
- ldouble x = 0.0;
- ldouble y = 0.0;
- ldouble z = 0.0;
- for (size_t i = 0; i < p_vertices.size(); i += 1) {
- const Vector3 current = p_vertices[i];
- const Vector3 next = p_vertices[(i + 1) % p_vertices.size()];
- x += (ldouble(current.y) - ldouble(next.y)) * (ldouble(current.z) + ldouble(next.z));
- y += (ldouble(current.z) - ldouble(next.z)) * (ldouble(current.x) + ldouble(next.x));
- z += (ldouble(current.x) - ldouble(next.x)) * (ldouble(current.y) + ldouble(next.y));
- }
- const ldouble l2 = x * x + y * y + z * z;
- if (l2 == 0.0) {
- return (p_vertices[0] - p_vertices[1]).normalized().cross((p_vertices[0] - p_vertices[2]).normalized()).normalized();
- } else {
- const double l = Math::sqrt(double(l2));
- return Vector3(x / l, y / l, z / l);
- }
-}
diff --git a/modules/fbx/tools/import_utils.h b/modules/fbx/tools/import_utils.h
deleted file mode 100644
index b52263c2ac..0000000000
--- a/modules/fbx/tools/import_utils.h
+++ /dev/null
@@ -1,400 +0,0 @@
-/*************************************************************************/
-/* import_utils.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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 IMPORT_UTILS_FBX_IMPORTER_H
-#define IMPORT_UTILS_FBX_IMPORTER_H
-
-#include "core/io/image_loader.h"
-
-#include "data/import_state.h"
-#include "fbx_parser/FBXDocument.h"
-
-#include <string>
-
-#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
-
-/**
- * Import Utils
- * Conversion tools / glue code to convert from FBX to Godot
- */
-class ImportUtils {
-public:
- /// Convert a vector from degrees to radians.
- static Vector3 deg2rad(const Vector3 &p_rotation);
-
- /// Convert a vector from radians to degrees.
- static Vector3 rad2deg(const Vector3 &p_rotation);
-
- /// Converts rotation order vector (in rad) to quaternion.
- static Basis EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
-
- /// Converts rotation order vector (in rad) to quaternion.
- static Quaternion EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
-
- /// Converts basis into rotation order vector (in rad).
- static Vector3 BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation);
-
- /// Converts quaternion into rotation order vector (in rad).
- static Vector3 QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quaternion &p_rotation);
-
- static void debug_xform(String name, const Transform3D &t) {
- print_verbose(name + " " + t.origin + " rotation: " + (t.basis.get_euler() * (180 / Math_PI)));
- }
-
- static String FBXNodeToName(const std::string &name) {
- // strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
- // this causes ambiguities, well possible between empty identifiers,
- // such as "Model::" and ""). Make sure the behaviour is consistent
- // across multiple calls to FixNodeName().
-
- // We must remove this from the name
- // Some bones have this
- // SubDeformer::
- // Meshes, Joints have this, some other IK elements too.
- // Model::
-
- String node_name = String(name.c_str());
-
- if (node_name.substr(0, 7) == "Model::") {
- node_name = node_name.substr(7, node_name.length() - 7);
- return node_name.replace(":", "");
- }
-
- if (node_name.substr(0, 13) == "SubDeformer::") {
- node_name = node_name.substr(13, node_name.length() - 13);
- return node_name.replace(":", "");
- }
-
- if (node_name.substr(0, 11) == "AnimStack::") {
- node_name = node_name.substr(11, node_name.length() - 11);
- return node_name.replace(":", "");
- }
-
- if (node_name.substr(0, 15) == "AnimCurveNode::") {
- node_name = node_name.substr(15, node_name.length() - 15);
- return node_name.replace(":", "");
- }
-
- if (node_name.substr(0, 11) == "AnimCurve::") {
- node_name = node_name.substr(11, node_name.length() - 11);
- return node_name.replace(":", "");
- }
-
- if (node_name.substr(0, 10) == "Geometry::") {
- node_name = node_name.substr(10, node_name.length() - 10);
- return node_name.replace(":", "");
- }
-
- if (node_name.substr(0, 10) == "Material::") {
- node_name = node_name.substr(10, node_name.length() - 10);
- return node_name.replace(":", "");
- }
-
- if (node_name.substr(0, 9) == "Texture::") {
- node_name = node_name.substr(9, node_name.length() - 9);
- return node_name.replace(":", "");
- }
-
- return node_name.replace(":", "");
- }
-
- static std::string FBXAnimMeshName(const std::string &name) {
- if (name.length()) {
- size_t indexOf = name.find_first_of("::");
- if (indexOf != std::string::npos && indexOf < name.size() - 2) {
- return name.substr(indexOf + 2);
- }
- }
- return name.length() ? name : "AnimMesh";
- }
-
- static Vector3 safe_import_vector3(const Vector3 &p_vec) {
- Vector3 vector = p_vec;
- if (Math::is_zero_approx(vector.x)) {
- vector.x = 0;
- }
-
- if (Math::is_zero_approx(vector.y)) {
- vector.y = 0;
- }
-
- if (Math::is_zero_approx(vector.z)) {
- vector.z = 0;
- }
- return vector;
- }
-
- static void debug_xform(String name, const Basis &t) {
- //print_verbose(name + " rotation: " + (t.get_euler() * (180 / Math_PI)));
- }
-
- static Vector3 FixAxisConversions(Vector3 input) {
- return Vector3(input.x, input.y, input.z);
- }
-
- static void AlignMeshAxes(std::vector<Vector3> &vertex_data) {
- for (size_t x = 0; x < vertex_data.size(); x++) {
- vertex_data[x] = FixAxisConversions(vertex_data[x]);
- }
- }
-
- struct AssetImportFbx {
- enum ETimeMode {
- TIME_MODE_DEFAULT = 0,
- TIME_MODE_120 = 1,
- TIME_MODE_100 = 2,
- TIME_MODE_60 = 3,
- TIME_MODE_50 = 4,
- TIME_MODE_48 = 5,
- TIME_MODE_30 = 6,
- TIME_MODE_30_DROP = 7,
- TIME_MODE_NTSC_DROP_FRAME = 8,
- TIME_MODE_NTSC_FULL_FRAME = 9,
- TIME_MODE_PAL = 10,
- TIME_MODE_CINEMA = 11,
- TIME_MODE_1000 = 12,
- TIME_MODE_CINEMA_ND = 13,
- TIME_MODE_CUSTOM = 14,
- TIME_MODE_TIME_MODE_COUNT = 15
- };
- enum UpAxis {
- UP_VECTOR_AXIS_X = 1,
- UP_VECTOR_AXIS_Y = 2,
- UP_VECTOR_AXIS_Z = 3
- };
- enum FrontAxis {
- FRONT_PARITY_EVEN = 1,
- FRONT_PARITY_ODD = 2,
- };
-
- enum CoordAxis {
- COORD_RIGHT = 0,
- COORD_LEFT = 1
- };
- };
-
- /** Get fbx fps for time mode meta data
- */
- static float get_fbx_fps(int32_t time_mode) {
- switch (time_mode) {
- case AssetImportFbx::TIME_MODE_DEFAULT:
- return 24;
- case AssetImportFbx::TIME_MODE_120:
- return 120;
- case AssetImportFbx::TIME_MODE_100:
- return 100;
- case AssetImportFbx::TIME_MODE_60:
- return 60;
- case AssetImportFbx::TIME_MODE_50:
- return 50;
- case AssetImportFbx::TIME_MODE_48:
- return 48;
- case AssetImportFbx::TIME_MODE_30:
- return 30;
- case AssetImportFbx::TIME_MODE_30_DROP:
- return 30;
- case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME:
- return 29.9700262f;
- case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME:
- return 29.9700262f;
- case AssetImportFbx::TIME_MODE_PAL:
- return 25;
- case AssetImportFbx::TIME_MODE_CINEMA:
- return 24;
- case AssetImportFbx::TIME_MODE_1000:
- return 1000;
- case AssetImportFbx::TIME_MODE_CINEMA_ND:
- return 23.976f;
- case AssetImportFbx::TIME_MODE_CUSTOM:
- return -1;
- }
- return 0;
- }
-
- static float get_fbx_fps(const FBXDocParser::FileGlobalSettings *FBXSettings) {
- int time_mode = FBXSettings->TimeMode();
-
- // get the animation FPS
- float frames_per_second = get_fbx_fps(time_mode);
-
- // handle animation custom FPS time.
- if (time_mode == ImportUtils::AssetImportFbx::TIME_MODE_CUSTOM) {
- print_verbose("FBX Animation has custom FPS setting");
- frames_per_second = FBXSettings->CustomFrameRate();
-
- // not our problem this is the modeller, we can print as an error so they can fix the source.
- if (frames_per_second == 0) {
- print_error("Custom animation time in file is set to 0 value, animation won't play, please edit your file to correct the FPS value");
- }
- }
- return frames_per_second;
- }
-
- /**
- * Find hardcoded textures from assimp which could be in many different directories
- */
-
- /**
- * set_texture_mapping_mode
- * Helper to check the mapping mode of the texture (repeat, clamp and mirror)
- */
- // static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
- // ERR_FAIL_COND(texture.is_null());
- // ERR_FAIL_COND(map_mode == nullptr);
- // aiTextureMapMode tex_mode = map_mode[0];
-
- // int32_t flags = Texture::FLAGS_DEFAULT;
- // if (tex_mode == aiTextureMapMode_Wrap) {
- // //Default
- // } else if (tex_mode == aiTextureMapMode_Clamp) {
- // flags = flags & ~Texture::FLAG_REPEAT;
- // } else if (tex_mode == aiTextureMapMode_Mirror) {
- // flags = flags | Texture::FLAG_MIRRORED_REPEAT;
- // }
- // texture->set_flags(flags);
- // }
-
- /**
- * Load or load from cache image :)
- * We need to upgrade this in the later version :) should not be hard
- */
- //static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path){
- // Map<String, Ref<Image> >::Element *match = state.path_to_image_cache.find(p_path);
-
- // // if our cache contains this image then don't bother
- // if (match) {
- // return match->get();
- // }
-
- // Vector<String> split_path = p_path.get_basename().split("*");
- // if (split_path.size() == 2) {
- // size_t texture_idx = split_path[1].to_int();
- // ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref<Image>());
- // aiTexture *tex = p_scene->mTextures[texture_idx];
- // String filename = AssimpUtils::get_raw_string_from_assimp(tex->mFilename);
- // filename = filename.get_file();
- // print_verbose("Open Asset Import: Loading embedded texture " + filename);
- // if (tex->mHeight == 0) {
- // if (tex->CheckFormat("png")) {
- // Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
- // ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
- // state.path_to_image_cache.insert(p_path, img);
- // return img;
- // } else if (tex->CheckFormat("jpg")) {
- // Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
- // ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
- // state.path_to_image_cache.insert(p_path, img);
- // return img;
- // } else if (tex->CheckFormat("dds")) {
- // ERR_FAIL_COND_V_MSG(true, Ref<Image>(), "Open Asset Import: Embedded dds not implemented");
- // }
- // } else {
- // Ref<Image> img;
- // img.instantiate();
- // PoolByteArray arr;
- // uint32_t size = tex->mWidth * tex->mHeight;
- // arr.resize(size);
- // memcpy(arr.write().ptr(), tex->pcData, size);
- // ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref<Image>());
- // //ARGB8888 to RGBA8888
- // for (int32_t i = 0; i < arr.size() / 4; i++) {
- // arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0];
- // arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1];
- // arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2];
- // arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3];
- // }
- // img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr);
- // ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
- // state.path_to_image_cache.insert(p_path, img);
- // return img;
- // }
- // return Ref<Image>();
- // } else {
- // Ref<Texture> texture = ResourceLoader::load(p_path);
- // ERR_FAIL_COND_V(texture.is_null(), Ref<Image>());
- // Ref<Image> image = texture->get_image();
- // ERR_FAIL_COND_V(image.is_null(), Ref<Image>());
- // state.path_to_image_cache.insert(p_path, image);
- // return image;
- // }
-
- // return Ref<Image>();
- //}
-
- // /* create texture from assimp data, if found in path */
- // static bool CreateAssimpTexture(
- // AssimpImporter::ImportState &state,
- // aiString texture_path,
- // String &filename,
- // String &path,
- // AssimpImageData &image_state) {
- // filename = get_raw_string_from_assimp(texture_path);
- // path = state.path.get_base_dir().plus_file(filename.replace("\\", "/"));
- // bool found = false;
- // find_texture_path(state.path, path, found);
- // if (found) {
- // image_state.raw_image = AssimpUtils::load_image(state, state.assimp_scene, path);
- // if (image_state.raw_image.is_valid()) {
- // image_state.texture.instantiate();
- // image_state.texture->create_from_image(image_state.raw_image);
- // image_state.texture->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
- // return true;
- // }
- // }
-
- // return false;
- // }
- // /** GetAssimpTexture
- // * Designed to retrieve textures for you
- // */
- // static bool GetAssimpTexture(
- // AssimpImporter::ImportState &state,
- // aiMaterial *ai_material,
- // aiTextureType texture_type,
- // String &filename,
- // String &path,
- // AssimpImageData &image_state) {
- // aiString ai_filename = aiString();
- // if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, nullptr, nullptr, nullptr, nullptr, image_state.map_mode)) {
- // return CreateAssimpTexture(state, ai_filename, filename, path, image_state);
- // }
-
- // return false;
- // }
-};
-
-// Apply the transforms so the basis will have scale 1.
-Transform3D get_unscaled_transform(const Transform3D &p_initial, real_t p_scale);
-
-/// Uses the Newell's method to compute any polygon normal.
-/// The polygon must be at least size of 3 or bigger.
-Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices);
-
-#endif // IMPORT_UTILS_FBX_IMPORTER_H
diff --git a/modules/fbx/tools/validation_tools.cpp b/modules/fbx/tools/validation_tools.cpp
deleted file mode 100644
index f775480e69..0000000000
--- a/modules/fbx/tools/validation_tools.cpp
+++ /dev/null
@@ -1,48 +0,0 @@
-/*************************************************************************/
-/* validation_tools.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
-
-#include "validation_tools.h"
-
-#ifdef TOOLS_ENABLED
-
-#include "core/string/print_string.h"
-#include "core/string/ustring.h"
-
-ValidationTracker::Entries *ValidationTracker::entries_singleton = memnew(ValidationTracker::Entries);
-
-// for printing our CSV to dump validation problems of files
-// later we can make some agnostic tooling for this but this is fine for the time being.
-void ValidationTracker::Entries::add_validation_error(String asset_path, String message) {
- print_error(message);
- // note: implementation is static
- validation_entries[asset_path].push_back(message);
-}
-
-#endif // TOOLS_ENABLED
diff --git a/modules/fbx/tools/validation_tools.h b/modules/fbx/tools/validation_tools.h
deleted file mode 100644
index 69a2673197..0000000000
--- a/modules/fbx/tools/validation_tools.h
+++ /dev/null
@@ -1,92 +0,0 @@
-/*************************************************************************/
-/* validation_tools.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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 FBX_VALIDATION_TOOLS_H
-#define FBX_VALIDATION_TOOLS_H
-
-#ifdef TOOLS_ENABLED
-
-#include "core/io/file_access.h"
-#include "core/string/print_string.h"
-#include "core/templates/local_vector.h"
-#include "core/templates/map.h"
-
-class ValidationTracker {
-protected:
- struct Entries {
- Map<String, LocalVector<String>> validation_entries = Map<String, LocalVector<String>>();
-
- // for printing our CSV to dump validation problems of files
- // later we can make some agnostic tooling for this but this is fine for the time being.
- void add_validation_error(String asset_path, String message);
- void print_to_csv() {
- print_verbose("Exporting assset validation log please wait");
- String massive_log_file;
-
- String csv_header = "file_path, error message, extra data\n";
- massive_log_file += csv_header;
-
- for (const KeyValue<String, LocalVector<String>> &element : validation_entries) {
- for (unsigned int x = 0; x < element.value.size(); x++) {
- const String &line_entry = element.key + ", " + element.value[x].c_escape() + "\n";
- massive_log_file += line_entry;
- }
- }
-
- String path = "asset_validation_errors.csv";
- Error err;
- FileAccess *file = FileAccess::open(path, FileAccess::WRITE, &err);
- if (!file || err) {
- if (file) {
- memdelete(file);
- }
- print_error("ValidationTracker Error - failed to create file - path: %s\n" + path);
- return;
- }
-
- file->store_string(massive_log_file);
- if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
- print_error("ValidationTracker Error - failed to write to file - path: %s\n" + path);
- }
- file->close();
- memdelete(file);
- }
- };
- // asset path, error messages
- static Entries *entries_singleton;
-
-public:
- static Entries *get_singleton() {
- return entries_singleton;
- }
-};
-
-#endif // TOOLS_ENABLED
-#endif // FBX_VALIDATION_TOOLS_H