diff options
Diffstat (limited to 'modules/assimp/editor_scene_importer_assimp.cpp')
-rw-r--r-- | modules/assimp/editor_scene_importer_assimp.cpp | 971 |
1 files changed, 568 insertions, 403 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp index 1ea9399c02..830e6e7e0c 100644 --- a/modules/assimp/editor_scene_importer_assimp.cpp +++ b/modules/assimp/editor_scene_importer_assimp.cpp @@ -29,35 +29,42 @@ /*************************************************************************/ #include "editor_scene_importer_assimp.h" - -#include "core/bind/core_bind.h" #include "core/io/image_loader.h" -#include "editor/editor_file_system.h" -#include "editor/editor_settings.h" #include "editor/import/resource_importer_scene.h" #include "import_utils.h" #include "scene/3d/camera.h" #include "scene/3d/light.h" #include "scene/3d/mesh_instance.h" -#include "scene/animation/animation_player.h" #include "scene/main/node.h" #include "scene/resources/material.h" #include "scene/resources/surface_tool.h" -#include <assimp/SceneCombiner.h> -#include <assimp/cexport.h> -#include <assimp/cimport.h> #include <assimp/matrix4x4.h> -#include <assimp/pbrmaterial.h> #include <assimp/postprocess.h> #include <assimp/scene.h> -#include <zutil.h> -#include <assimp/DefaultLogger.hpp> #include <assimp/Importer.hpp> #include <assimp/LogStream.hpp> -#include <assimp/Logger.hpp> #include <string> +// move into assimp +aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) { + for (unsigned int mesh_id = 0; mesh_id < scene->mNumMeshes; ++mesh_id) { + aiMesh *mesh = 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]; + if (bone->mName == bone_name) { + printf("matched bone by name: %s\n", bone->mName.C_Str()); + return bone; + } + } + } + + return NULL; +} + void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const { const String import_setting_string = "filesystem/import/open_asset_import/"; @@ -69,18 +76,15 @@ void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const ImportFormat import = { exts, true }; import_format.insert("fbx", import); } - { - Vector<String> exts; - exts.push_back("pmx"); - ImportFormat import = { exts, true }; - import_format.insert("mmd", import); - } for (Map<String, ImportFormat>::Element *E = import_format.front(); E; E = E->next()) { - _register_project_setting_import(E->key(), import_setting_string, E->get().extensions, r_extensions, E->get().is_default); + _register_project_setting_import(E->key(), import_setting_string, E->get().extensions, r_extensions, + E->get().is_default); } } -void EditorSceneImporterAssimp::_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 { +void EditorSceneImporterAssimp::_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 { const String use_generic = "use_" + generic; _GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true); if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) { @@ -97,7 +101,8 @@ uint32_t EditorSceneImporterAssimp::get_import_flags() const { void EditorSceneImporterAssimp::_bind_methods() { } -Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) { +Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, + List<String> *r_missing_deps, Error *r_err) { Assimp::Importer importer; std::wstring w_path = ProjectSettings::get_singleton()->globalize_path(p_path).c_str(); std::string s_path(w_path.begin(), w_path.end()); @@ -115,9 +120,11 @@ Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_f //importer.SetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD, 1.0f); int32_t post_process_Steps = aiProcess_CalcTangentSpace | - aiProcess_GlobalScale | // imports models and listens to their file scale for CM to M conversions + aiProcess_GlobalScale | + // imports models and listens to their file scale for CM to M conversions //aiProcess_FlipUVs | - aiProcess_FlipWindingOrder | // very important for culling so that it is done in the correct order. + aiProcess_FlipWindingOrder | + // very important for culling so that it is done in the correct order. //aiProcess_DropNormals | //aiProcess_GenSmoothNormals | //aiProcess_JoinIdenticalVertices | @@ -132,8 +139,9 @@ Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_f aiProcess_TransformUVCoords | aiProcess_FindInstances | //aiProcess_FixInfacingNormals | - aiProcess_ValidateDataStructure | + //aiProcess_ValidateDataStructure | aiProcess_OptimizeMeshes | + aiProcess_PopulateArmatureData | //aiProcess_OptimizeGraph | //aiProcess_Debone | // aiProcess_EmbedTextures | @@ -158,7 +166,8 @@ struct EditorSceneImporterAssetImportInterpolate { float t2 = t * t; float t3 = t2 * t; - return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3); + return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 + + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3); } T bezier(T start, T control_1, T control_2, T end, float t) { @@ -200,7 +209,8 @@ struct EditorSceneImporterAssetImportInterpolate<Quat> { }; template <class T> -T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp) { +T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, + AssetImportAnimation::Interpolation p_interp) { //could use binary search, worth it? int idx = -1; for (int i = 0; i < p_times.size(); i++) { @@ -272,48 +282,257 @@ T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, co ERR_FAIL_V(p_values[0]); } -Spatial *EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights) { +aiBone *EditorSceneImporterAssimp::get_bone_from_stack(ImportState &state, aiString name) { + List<aiBone *>::Element *iter; + aiBone *bone = NULL; + for (iter = state.bone_stack.front(); iter; iter = iter->next()) { + bone = (aiBone *)iter->get(); + + if (bone && bone->mName == name) { + state.bone_stack.erase(bone); + return bone; + } + } + + return NULL; +} + +Spatial * +EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, + const int32_t p_max_bone_weights) { ERR_FAIL_COND_V(scene == NULL, NULL); ImportState state; state.path = p_path; state.assimp_scene = scene; state.max_bone_weights = p_max_bone_weights; - state.root = memnew(Spatial); - state.fbx = false; state.animation_player = NULL; - //fill light map cache - for (size_t l = 0; l < scene->mNumLights; l++) { + // populate light map + for (unsigned int l = 0; l < scene->mNumLights; l++) { aiLight *ai_light = scene->mLights[l]; ERR_CONTINUE(ai_light == NULL); state.light_cache[AssimpUtils::get_assimp_string(ai_light->mName)] = l; } - //fill camera cache - for (size_t c = 0; c < scene->mNumCameras; c++) { + // fill camera cache + for (unsigned int c = 0; c < scene->mNumCameras; c++) { aiCamera *ai_camera = scene->mCameras[c]; ERR_CONTINUE(ai_camera == NULL); state.camera_cache[AssimpUtils::get_assimp_string(ai_camera->mName)] = c; } if (scene->mRootNode) { + state.nodes.push_back(scene->mRootNode); - //generate nodes - for (uint32_t i = 0; i < scene->mRootNode->mNumChildren; i++) { - _generate_node(state, NULL, scene->mRootNode->mChildren[i], state.root); + // make flat node tree - in order to make processing deterministic + for (unsigned int i = 0; i < scene->mRootNode->mNumChildren; i++) { + _generate_node(state, scene->mRootNode->mChildren[i]); } - // finalize skeleton - for (Map<Skeleton *, const Spatial *>::Element *key_value_pair = state.armature_skeletons.front(); key_value_pair; key_value_pair = key_value_pair->next()) { - Skeleton *skeleton = key_value_pair->key(); - // convert world to local for skeleton bone rests - skeleton->localize_rests(); + RegenerateBoneStack(state); + + Node *last_valid_parent = NULL; + + List<const aiNode *>::Element *iter; + for (iter = state.nodes.front(); iter; iter = iter->next()) { + const aiNode *element_assimp_node = iter->get(); + const aiNode *parent_assimp_node = element_assimp_node->mParent; + + String node_name = AssimpUtils::get_assimp_string(element_assimp_node->mName); + //print_verbose("node: " + node_name); + + Spatial *spatial = NULL; + Transform transform = AssimpUtils::assimp_matrix_transform(element_assimp_node->mTransformation); + + // retrieve this node bone + aiBone *bone = get_bone_from_stack(state, element_assimp_node->mName); + + if (state.light_cache.has(node_name)) { + spatial = create_light(state, node_name, transform); + } else if (state.camera_cache.has(node_name)) { + spatial = create_camera(state, node_name, transform); + } else if (state.armature_nodes.find(element_assimp_node)) { + // create skeleton + print_verbose("Making skeleton: " + node_name); + Skeleton *skeleton = memnew(Skeleton); + spatial = skeleton; + if (!state.armature_skeletons.has(element_assimp_node)) { + state.armature_skeletons.insert(element_assimp_node, skeleton); + } + } else if (bone != NULL) { + continue; + } else if (element_assimp_node->mNumMeshes > 0) { + spatial = memnew(Spatial); + } else { + spatial = memnew(Spatial); + } + + ERR_CONTINUE_MSG(spatial == NULL, "FBX Import - are we out of ram?"); + // we on purpose set the transform and name after creating the node. + + spatial->set_name(node_name); + spatial->set_global_transform(transform); + + // first element is root + if (iter == state.nodes.front()) { + state.root = spatial; + } + + // flat node map parent lookup tool + state.flat_node_map.insert(element_assimp_node, spatial); + + Map<const aiNode *, Spatial *>::Element *parent_lookup = state.flat_node_map.find(parent_assimp_node); + + // note: this always fails on the root node :) keep that in mind this is by design + if (parent_lookup) { + Spatial *parent_node = parent_lookup->value(); + + ERR_FAIL_COND_V_MSG(parent_node == NULL, state.root, + "Parent node invalid even though lookup successful, out of ram?") + + if (parent_node && spatial != state.root) { + parent_node->add_child(spatial); + spatial->set_owner(state.root); + } else if (spatial == state.root) { + // required - think about it root never has a parent yet is valid, anything else without a parent is not valid. + } else // Safety for instances + { + WARN_PRINT( + "Failed to find parent node instance after lookup, serious warning report to godot with model"); + memdelete(spatial); // this node is broken + } + } else if (spatial != state.root) { + // if the ainode is not in the tree + // parent it to the last good parent found + if (last_valid_parent) { + last_valid_parent->add_child(spatial); + spatial->set_owner(state.root); + } else { + // this is a serious error? + memdelete(spatial); + } + } + + // update last valid parent + last_valid_parent = spatial; + } + print_verbose("node counts: " + itos(state.nodes.size())); + + // make clean bone stack + RegenerateBoneStack(state); + + print_verbose("generating godot bone data"); + + print_verbose("Godot bone stack count: " + itos(state.bone_stack.size())); + + // This is a list of bones, duplicates are from other meshes and must be dealt with properly + for (List<aiBone *>::Element *element = state.bone_stack.front(); element; element = element->next()) { + aiBone *bone = element->get(); + + ERR_CONTINUE_MSG(!bone, "invalid bone read from assimp?"); + + // Utilities for armature lookup - for now only FBX makes these + aiNode *armature_for_bone = bone->mArmature; + + // Utilities for bone node lookup - for now only FBX makes these + aiNode *bone_node = bone->mNode; + aiNode *parent_node = bone_node->mParent; + + String bone_name = AssimpUtils::get_anim_string_from_assimp(bone->mName); + ERR_CONTINUE_MSG(armature_for_bone == NULL, "Armature for bone invalid: " + bone_name); + Skeleton *skeleton = state.armature_skeletons[armature_for_bone]; + + state.skeleton_bone_map[bone] = skeleton; + + if (bone_name.empty()) { + bone_name = "untitled_bone_name"; + WARN_PRINT("Untitled bone name detected... report with file please"); + } + + // todo: this is where skin support goes + if (skeleton && skeleton->find_bone(bone_name) == -1) { + print_verbose("[Godot Glue] Imported bone" + bone_name); + int boneIdx = skeleton->get_bone_count(); + + 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"); - generate_mesh_phase_from_skeletal_mesh(state); + + 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(); + Node *parent_node = mesh_template->get_parent(); + + ERR_CONTINUE(assimp_node == NULL); + ERR_CONTINUE(mesh_template == NULL); + + 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) { @@ -327,29 +546,39 @@ Spatial *EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScen } } + // + // 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 p_track, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name) { - - const aiNodeAnim *assimp_track = assimp_anim->mChannels[p_track]; +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, p_path); + animation->track_set_path(track_idx, node_path); //first determine animation length - float increment = 1.0 / float(p_bake_fps); + float increment = 1.0 / float(anim_fps); float time = 0.0; bool last = false; - int skeleton_bone = -1; - - if (p_skeleton) { - skeleton_bone = p_skeleton->find_bone(p_name); - } - Vector<Vector3> pos_values; Vector<float> pos_times; Vector<Vector3> scale_values; @@ -374,6 +603,7 @@ void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, cons 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; @@ -384,26 +614,34 @@ void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, cons } if (rot_values.size()) { - rot = _interpolate_track<Quat>(rot_times, rot_values, time, AssetImportAnimation::INTERP_LINEAR).normalized(); + 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_bone >= 0) { - Transform xform; - xform.basis.set_quat_scale(rot, scale); - xform.origin = pos; + if (skeleton) { + int skeleton_bone = skeleton->find_bone(node_name); - Transform rest_xform = p_skeleton->get_bone_rest(skeleton_bone); - xform = rest_xform.affine_inverse() * xform; - rot = xform.basis.get_rotation_quat(); - scale = xform.basis.get_scale(); - pos = xform.origin; - } + if (skeleton_bone >= 0 && track_bone) { - rot.normalize(); + 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); @@ -418,6 +656,53 @@ void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, cons } } +// 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) { @@ -429,7 +714,7 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim 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)) { @@ -452,34 +737,60 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim animation->set_name(name); animation->set_length(anim->mDuration / ticks_per_second); - //regular tracks + // 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 } - for (Map<Skeleton *, const Spatial *>::Element *key_value_pair = state.armature_skeletons.front(); key_value_pair; key_value_pair = key_value_pair->next()) { - Skeleton *skeleton = key_value_pair->key(); - - bool is_bone = skeleton->find_bone(node_name) != -1; - //print_verbose("Bone " + node_name + " is bone? " + (is_bone ? "Yes" : "No")); - NodePath node_path; + Skeleton *skeleton = NULL; + NodePath node_path; + aiBone *bone = NULL; - if (is_bone) { - String path = state.root->get_path_to(skeleton); - path += ":" + node_name; - node_path = path; - } else { - ERR_CONTINUE(!state.node_map.has(node_name)); - Node *node = state.node_map[node_name]; - node_path = state.root->get_path_to(node); + // 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"); + } + } } + } - _insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton, node_path, node_name); + // 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); + } } } @@ -494,10 +805,9 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim ERR_CONTINUE(prop_name.split("*").size() != 2); - ERR_CONTINUE(!state.node_map.has(mesh_name)); - - const MeshInstance *mesh_instance = Object::cast_to<MeshInstance>(state.node_map[mesh_name]); - + 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); @@ -528,15 +838,13 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim 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, - Skeleton *p_skeleton) { +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(); @@ -548,7 +856,6 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( 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); @@ -560,7 +867,6 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( } } } - // // Process Vertex Weights // @@ -570,19 +876,30 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( Map<uint32_t, Vector<BoneInfo> > vertex_weights; - if (p_skeleton) { + if (ai_mesh->mNumBones > 0) { for (size_t b = 0; b < ai_mesh->mNumBones; b++) { aiBone *bone = ai_mesh->mBones[b]; - String bone_name = AssimpUtils::get_assimp_string(bone->mName); - int bone_index = p_skeleton->find_bone(bone_name); - ERR_CONTINUE(bone_index == -1); //bone refers to an unexisting index, wtf. + 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; @@ -619,7 +936,8 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( // 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); + 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); } @@ -685,6 +1003,8 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) { if (mat_two_sided > 0) { mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); + } else { + mat->set_cull_mode(SpatialMaterial::CULL_BACK); } } @@ -697,7 +1017,7 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( // Culling handling for meshes // cull all back faces - mat->set_cull_mode(SpatialMaterial::CULL_BACK); + mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // Now process materials aiTextureType base_color = aiTextureType_BASE_COLOR; @@ -712,7 +1032,8 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) { mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode + mat->set_cull_mode( + SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode } mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, image_data.texture); @@ -731,7 +1052,8 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) { mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode + mat->set_cull_mode( + SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode } mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, image_data.texture); @@ -742,7 +1064,8 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) { mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode + mat->set_cull_mode( + SpatialMaterial::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)); } @@ -838,7 +1161,8 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( } 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 (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(SpatialMaterial::FEATURE_EMISSION, true); mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, image_data.texture); @@ -981,62 +1305,27 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( return mesh; } -/* to be moved into assimp */ -aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) { - for (unsigned int mesh_id = 0; mesh_id < scene->mNumMeshes; ++mesh_id) { - aiMesh *mesh = 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]; - if (bone->mName == bone_name) { - printf("matched bone by name: %s\n", bone->mName.C_Str()); - return bone; - } - } - } - - return NULL; -} - /** * Create a new mesh for the node supplied */ -void EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *current_node, Node *parent_node, Transform node_transform) { +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; - Skeleton *skeleton = NULL; + Ref<Skin> skin; // see if we have mesh cache for this. Vector<int> surface_indices; - for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) { - int mesh_index = assimp_node->mMeshes[i]; - aiMesh *ai_mesh = state.assimp_scene->mMeshes[assimp_node->mMeshes[i]]; - // Map<aiBone*, Skeleton*> // this is what we need - if (ai_mesh->mNumBones > 0) { - // we only need the first bone to retrieve the skeleton - const aiBone *first = ai_mesh->mBones[0]; - - ERR_FAIL_COND(first == NULL); + RegenerateBoneStack(state); - Map<const aiBone *, Skeleton *>::Element *match = state.bone_to_skeleton_lookup.find(first); - if (match != NULL) { - skeleton = match->value(); - - if (skeleton == NULL) { - print_error("failed to find bone skeleton for bone: " + AssimpUtils::get_assimp_string(first->mName)); - } else { - print_verbose("successfully found skeleton for first bone on mesh, can properly handle animations now!"); - } - // I really need the skeleton and bone to be known as this is something flaky in model exporters. - ERR_FAIL_COND(skeleton == NULL); // should not happen if bone was successfully created in previous step. - } - } + // Configure indicies + 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(); + //surface_indices.sort(); String mesh_key; for (int i = 0; i < surface_indices.size(); i++) { if (i > 0) { @@ -1045,262 +1334,154 @@ void EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *as 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, skeleton); + mesh = _generate_mesh_from_surface_indices(state, surface_indices, assimp_node, skin, skeleton); state.mesh_cache[mesh_key] = mesh; } - //Transform transform = recursive_state.node_transform; - - // we must unfortunately overwrite mesh and skeleton transform with armature data - if (skeleton != NULL) { - print_verbose("Applying mesh and skeleton to armature"); - // required for blender, maya etc - Map<Skeleton *, const Spatial *>::Element *match = state.armature_skeletons.find(skeleton); - node_transform = match->value()->get_transform(); - } - MeshInstance *mesh_node = memnew(MeshInstance); mesh = state.mesh_cache[mesh_key]; mesh_node->set_mesh(mesh); - attach_new_node(state, - mesh_node, - assimp_node, - parent_node, - node_name, - node_transform); - - // set this once and for all - if (skeleton != NULL) { - // root must be informed of its new child - parent_node->add_child(skeleton); + // 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; + } - // owner must be set after adding to tree - skeleton->set_owner(state.root); + 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); - skeleton->set_transform(node_transform); + skin->add_bind(bind_count, t); + skin->set_bind_bone(bind_count, id); + bind_count++; + } + } + } + } - // must be done after added to tree - mesh_node->set_skeleton_path(mesh_node->get_path_to(skeleton)); + print_verbose("Finished configuring bind pose for skin mesh"); } -} - -/** generate_mesh_phase_from_skeletal_mesh - * This must be executed after generate_nodes because the skeleton doesn't exist until that has completed the first pass - */ -void EditorSceneImporterAssimp::generate_mesh_phase_from_skeletal_mesh(ImportState &state) { - // prevent more than one skeleton existing per mesh - // * multiple root bones have this - // * this simply filters the node out if it has already been added then references the skeleton so we know the actual skeleton for this node - for (Map<const aiNode *, const Node *>::Element *key_value_pair = state.assimp_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) { - const aiNode *assimp_node = key_value_pair->key(); - Node *current_node = (Node *)key_value_pair->value(); - Node *parent_node = current_node->get_parent(); - ERR_CONTINUE(assimp_node == NULL); - ERR_CONTINUE(parent_node == NULL); - - String node_name = AssimpUtils::get_assimp_string(assimp_node->mName); - Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation); + // 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 (assimp_node->mNumMeshes > 0) { - create_mesh(state, assimp_node, node_name, current_node, parent_node, node_transform); - } + 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); } -} -/** - * attach_new_node - * configures node, assigns parent node -**/ -void EditorSceneImporterAssimp::attach_new_node(ImportState &state, Spatial *new_node, const aiNode *node, Node *parent_node, String Name, Transform &transform) { - ERR_FAIL_COND(new_node == NULL); - ERR_FAIL_COND(node == NULL); - ERR_FAIL_COND(parent_node == NULL); - ERR_FAIL_COND(state.root == NULL); - - // assign properties to new godot note - new_node->set_name(Name); - new_node->set_transform(transform); - - // add element as child to parent - parent_node->add_child(new_node); - - // owner must be set after - new_node->set_owner(state.root); - - // cache node mapping results by name and then by aiNode* - state.node_map[Name] = new_node; - state.assimp_node_map[node] = new_node; + return mesh_node; } /** * Create a light for the scene * Automatically caches lights for lookup later */ -void EditorSceneImporterAssimp::create_light(ImportState &state, RecursiveState &recursive_state) { +Spatial *EditorSceneImporterAssimp::create_light( + ImportState &state, + const String &node_name, + Transform &look_at_transform) { Light *light = NULL; - aiLight *ai_light = state.assimp_scene->mLights[state.light_cache[recursive_state.node_name]]; - ERR_FAIL_COND(!ai_light); + aiLight *assimp_light = state.assimp_scene->mLights[state.light_cache[node_name]]; + ERR_FAIL_COND_V(!assimp_light, NULL); - if (ai_light->mType == aiLightSource_DIRECTIONAL) { + if (assimp_light->mType == aiLightSource_DIRECTIONAL) { light = memnew(DirectionalLight); - Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z); - dir.normalize(); - Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); - Vector3 up = Vector3(ai_light->mUp.x, ai_light->mUp.y, ai_light->mUp.z); - up.normalize(); - - Transform light_transform; - light_transform.set_look_at(pos, pos + dir, up); - - recursive_state.node_transform *= light_transform; - - } else if (ai_light->mType == aiLightSource_POINT) { + } else if (assimp_light->mType == aiLightSource_POINT) { light = memnew(OmniLight); - Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); - Transform xform; - xform.origin = pos; - - recursive_state.node_transform *= xform; - - light->set_transform(xform); - - //light->set_param(Light::PARAM_ATTENUATION, 1); - } else if (ai_light->mType == aiLightSource_SPOT) { + } else if (assimp_light->mType == aiLightSource_SPOT) { light = memnew(SpotLight); - - Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z); - dir.normalize(); - Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); - Vector3 up = Vector3(ai_light->mUp.x, ai_light->mUp.y, ai_light->mUp.z); - up.normalize(); - - Transform light_transform; - light_transform.set_look_at(pos, pos + dir, up); - recursive_state.node_transform *= light_transform; - - //light->set_param(Light::PARAM_ATTENUATION, 0.0f); } - ERR_FAIL_COND(light == NULL); + 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(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b)); - recursive_state.new_node = light; + light->set_color( + Color(assimp_light->mColorDiffuse.r, assimp_light->mColorDiffuse.g, assimp_light->mColorDiffuse.b)); - attach_new_node(state, - recursive_state.new_node, - recursive_state.assimp_node, - recursive_state.parent_node, - recursive_state.node_name, - recursive_state.node_transform); + return light; } /** * Create camera for the scene */ -void EditorSceneImporterAssimp::create_camera(ImportState &state, RecursiveState &recursive_state) { - aiCamera *ai_camera = state.assimp_scene->mCameras[state.camera_cache[recursive_state.node_name]]; - ERR_FAIL_COND(!ai_camera); - - Camera *camera = memnew(Camera); - - float near = ai_camera->mClipPlaneNear; +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->set_perspective(Math::rad2deg(ai_camera->mHorizontalFOV) * 2.0f, near, ai_camera->mClipPlaneFar); + 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); - Vector3 pos = Vector3(ai_camera->mPosition.x, ai_camera->mPosition.y, ai_camera->mPosition.z); - Vector3 look_at = Vector3(ai_camera->mLookAt.y, ai_camera->mLookAt.x, ai_camera->mLookAt.z).normalized(); - Vector3 up = Vector3(ai_camera->mUp.x, ai_camera->mUp.y, ai_camera->mUp.z); - - Transform xform; - xform.set_look_at(pos, look_at, up); - - recursive_state.new_node = camera; - - attach_new_node(state, - recursive_state.new_node, - recursive_state.assimp_node, - recursive_state.parent_node, - recursive_state.node_name, - recursive_state.node_transform); -} - -/** - * Create Bone - * Create a bone in the scene - */ -void EditorSceneImporterAssimp::create_bone(ImportState &state, RecursiveState &recursive_state) { - // for each armature node we must make a new skeleton but ensure it - // has a bone in the child to ensure we don't make too many - // the reason you must do this is because a skeleton exists per mesh? - // and duplicate bone names are very bad for determining what is going on. - aiBone *parent_bone_assimp = get_bone_by_name(state.assimp_scene, recursive_state.assimp_node->mParent->mName); - - // set to true when you want to use skeleton reference from cache. - bool do_not_create_armature = false; - - // prevent more than one skeleton existing per mesh - // * multiple root bones have this - // * this simply filters the node out if it has already been added then references the skeleton so we know the actual skeleton for this node - for (Map<Skeleton *, const Spatial *>::Element *key_value_pair = state.armature_skeletons.front(); key_value_pair; key_value_pair = key_value_pair->next()) { - if (key_value_pair->value() == recursive_state.parent_node) { - // apply the skeleton for this mesh - recursive_state.skeleton = key_value_pair->key(); - - // force this off - do_not_create_armature = true; - } - } - - // check if parent was a bone - // if parent was not a bone this is the first bone. - // therefore parent is the 'armature'? - // also for multi root bone support make sure we don't already have the skeleton cached. - // if we do we must merge them - as this is all godot supports right now. - if (!parent_bone_assimp && recursive_state.skeleton == NULL && !do_not_create_armature) { - // create new skeleton on the root. - recursive_state.skeleton = memnew(Skeleton); - - ERR_FAIL_COND(state.root == NULL); - ERR_FAIL_COND(recursive_state.skeleton == NULL); - - print_verbose("Parent armature node is called " + recursive_state.parent_node->get_name()); - // store root node for this skeleton / used in animation playback and bone detection. - - state.armature_skeletons.insert(recursive_state.skeleton, Object::cast_to<Spatial>(recursive_state.parent_node)); - - //skeleton->set_use_bones_in_world_transform(true); - print_verbose("Created new FBX skeleton for armature node"); - } - - ERR_FAIL_COND_MSG(recursive_state.skeleton == NULL, "Mesh has invalid armature detection - report this"); - - // this transform is a bone - recursive_state.skeleton->add_bone(recursive_state.node_name); - - //ERR_FAIL_COND(recursive_state.skeleton->get_name() == ""); - print_verbose("Bone added to lookup: " + AssimpUtils::get_assimp_string(recursive_state.bone->mName)); - print_verbose("Skeleton attached to: " + recursive_state.skeleton->get_name()); - // make sure to write the bone lookup inverse so we can retrieve the mesh for this bone later - state.bone_to_skeleton_lookup.insert(recursive_state.bone, recursive_state.skeleton); - - Transform xform = AssimpUtils::assimp_matrix_transform(recursive_state.bone->mOffsetMatrix); - recursive_state.skeleton->set_bone_rest(recursive_state.skeleton->get_bone_count() - 1, xform.affine_inverse()); - - // get parent node of assimp node - const aiNode *parent_node_assimp = recursive_state.assimp_node->mParent; - - // ensure we have a parent - if (parent_node_assimp != NULL) { - int parent_bone_id = recursive_state.skeleton->find_bone(AssimpUtils::get_assimp_string(parent_node_assimp->mName)); - int current_bone_id = recursive_state.skeleton->find_bone(recursive_state.node_name); - print_verbose("Parent bone id " + itos(parent_bone_id) + " current bone id" + itos(current_bone_id)); - print_verbose("Bone debug: " + AssimpUtils::get_assimp_string(parent_node_assimp->mName)); - recursive_state.skeleton->set_bone_parent(current_bone_id, parent_bone_id); - } + look_at_transform.set_look_at(pos + look_at_transform.origin, look_at, up); + return camera_node; } /** @@ -1309,46 +1490,30 @@ void EditorSceneImporterAssimp::create_bone(ImportState &state, RecursiveState & */ void EditorSceneImporterAssimp::_generate_node( ImportState &state, - Skeleton *skeleton, - const aiNode *assimp_node, Node *parent_node) { + const aiNode *assimp_node) { - // sanity check - ERR_FAIL_COND(state.root == NULL); - ERR_FAIL_COND(state.assimp_scene == NULL); ERR_FAIL_COND(assimp_node == NULL); - ERR_FAIL_COND(parent_node == NULL); - - Spatial *new_node = NULL; + state.nodes.push_back(assimp_node); String node_name = AssimpUtils::get_assimp_string(assimp_node->mName); - Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation); - - // can safely return null - is this node a bone? - aiBone *bone = get_bone_by_name(state.assimp_scene, assimp_node->mName); - - // out arguments helper - for pushing state down into creation functions - RecursiveState recursive_state(node_transform, skeleton, new_node, node_name, assimp_node, parent_node, bone); - - // Creation code - if (state.light_cache.has(node_name)) { - create_light(state, recursive_state); - } else if (state.camera_cache.has(node_name)) { - create_camera(state, recursive_state); - } else if (bone != NULL) { - create_bone(state, recursive_state); - } else { - //generic node - recursive_state.new_node = memnew(Spatial); - attach_new_node(state, - recursive_state.new_node, - recursive_state.assimp_node, - recursive_state.parent_node, - recursive_state.node_name, - recursive_state.node_transform); + 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); } - // recurse into all child elements - for (size_t i = 0; i < recursive_state.assimp_node->mNumChildren; i++) { - _generate_node(state, recursive_state.skeleton, recursive_state.assimp_node->mChildren[i], - recursive_state.new_node != NULL ? recursive_state.new_node : recursive_state.parent_node); + for (size_t i = 0; i < assimp_node->mNumChildren; i++) { + _generate_node(state, assimp_node->mChildren[i]); } } |