diff options
Diffstat (limited to 'modules/assimp/import_utils.h')
-rw-r--r-- | modules/assimp/import_utils.h | 448 |
1 files changed, 448 insertions, 0 deletions
diff --git a/modules/assimp/import_utils.h b/modules/assimp/import_utils.h new file mode 100644 index 0000000000..4be76ade0f --- /dev/null +++ b/modules/assimp/import_utils.h @@ -0,0 +1,448 @@ +/*************************************************************************/ +/* import_utils.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 IMPORT_UTILS_IMPORTER_ASSIMP_H +#define IMPORT_UTILS_IMPORTER_ASSIMP_H + +#include "core/io/image_loader.h" +#include "import_state.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 <assimp/DefaultLogger.hpp> +#include <assimp/Importer.hpp> +#include <assimp/LogStream.hpp> +#include <assimp/Logger.hpp> +#include <string> + +using namespace AssimpImporter; + +#define AI_PROPERTIES aiTextureType_UNKNOWN, 0 +#define AI_NULL 0, 0 +#define AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR "$raw.Maya|baseColor" +#define AI_MATKEY_FBX_MAYA_METALNESS_FACTOR "$raw.Maya|metalness" +#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR "$raw.Maya|diffuseRoughness" + +#define AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE "$raw.Maya|emissionColor|file" +#define AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR "$raw.Maya|emission" +#define AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE "$raw.Maya|metalness|file" +#define AI_MATKEY_FBX_MAYA_METALNESS_UV_XFORM "$raw.Maya|metalness|uvtrafo" +#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE "$raw.Maya|diffuseRoughness|file" +#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_UV_XFORM "$raw.Maya|diffuseRoughness|uvtrafo" +#define AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE "$raw.Maya|baseColor|file" +#define AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM "$raw.Maya|baseColor|uvtrafo" +#define AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE "$raw.Maya|normalCamera|file" +#define AI_MATKEY_FBX_MAYA_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo" + +#define AI_MATKEY_FBX_NORMAL_TEXTURE "$raw.Maya|normalCamera|file" +#define AI_MATKEY_FBX_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo" + +#define AI_MATKEY_FBX_MAYA_STINGRAY_DISPLACEMENT_SCALING_FACTOR "$raw.Maya|displacementscaling" +#define AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR "$raw.Maya|base_color" +#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR "$raw.Maya|emissive" +#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR "$raw.Maya|metallic" +#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR "$raw.Maya|roughness" +#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR "$raw.Maya|emissive_intensity" + +#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE "$raw.Maya|TEX_normal_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_UV_XFORM "$raw.Maya|TEX_normal_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE "$raw.Maya|TEX_color_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM "$raw.Maya|TEX_color_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE "$raw.Maya|TEX_metallic_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_UV_XFORM "$raw.Maya|TEX_metallic_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE "$raw.Maya|TEX_roughness_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_UV_XFORM "$raw.Maya|TEX_roughness_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE "$raw.Maya|TEX_emissive_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_UV_XFORM "$raw.Maya|TEX_emissive_map|uvtrafo" +#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_TEXTURE "$raw.Maya|TEX_ao_map|file" +#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_UV_XFORM "$raw.Maya|TEX_ao_map|uvtrafo" + +/** + * Assimp Utils + * Conversion tools / glue code to convert from assimp to godot +*/ +class AssimpUtils { +public: + /** + * calculate tangents for mesh data from assimp data + */ + static void calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w) { + const aiVector3D normals = ai_mesh->mAnimMeshes[i]->mNormals[tri_index]; + const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z); + const aiVector3D tangent = ai_mesh->mAnimMeshes[i]->mTangents[tri_index]; + const Vector3 godot_tangent = Vector3(tangent.x, tangent.y, tangent.z); + const aiVector3D bitangent = ai_mesh->mAnimMeshes[i]->mBitangents[tri_index]; + const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z); + float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f; + Color plane_tangent = Color(tangent.x, tangent.y, tangent.z, d); + w[index] = plane_tangent; + } + + 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 assimp string + * automatically filters the string data + */ + static String get_assimp_string(const aiString &p_string) { + //convert an assimp String to a Godot String + String name; + name.parse_utf8(p_string.C_Str() /*,p_string.length*/); + if (name.find(":") != -1) { + String replaced_name = name.split(":")[1]; + print_verbose("Replacing " + name + " containing : with " + replaced_name); + name = replaced_name; + } + + return name; + } + + static String get_anim_string_from_assimp(const aiString &p_string) { + + String name; + name.parse_utf8(p_string.C_Str() /*,p_string.length*/); + if (name.find(":") != -1) { + String replaced_name = name.split(":")[1]; + print_verbose("Replacing " + name + " containing : with " + replaced_name); + name = replaced_name; + } + return name; + } + + /** + * No filter logic get_raw_string_from_assimp + * This just convers the aiString to a parsed utf8 string + * Without removing special chars etc + */ + static String get_raw_string_from_assimp(const aiString &p_string) { + String name; + name.parse_utf8(p_string.C_Str() /*,p_string.length*/); + return name; + } + + static Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) { + return Ref<Animation>(); + } + + /** + * Converts aiMatrix4x4 to godot Transform + */ + static const Transform assimp_matrix_transform(const aiMatrix4x4 p_matrix) { + aiMatrix4x4 matrix = p_matrix; + Transform xform; + xform.set(matrix.a1, matrix.a2, matrix.a3, matrix.b1, matrix.b2, matrix.b3, matrix.c1, matrix.c2, matrix.c3, matrix.a4, matrix.b4, matrix.c4); + return xform; + } + + /** Get fbx fps for time mode meta data + */ + static float get_fbx_fps(int32_t time_mode, const aiScene *p_scene) { + switch (time_mode) { + case AssetImportFbx::TIME_MODE_DEFAULT: return 24; //hack + 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: + int32_t frame_rate = -1; + p_scene->mMetaData->Get("FrameRate", frame_rate); + return frame_rate; + } + return 0; + } + + /** + * Get global transform for the current node - so we can use world space rather than + * local space coordinates + * useful if you need global - although recommend using local wherever possible over global + * as you could break fbx scaling :) + */ + static Transform _get_global_assimp_node_transform(const aiNode *p_current_node) { + aiNode const *current_node = p_current_node; + Transform xform; + while (current_node != NULL) { + xform = assimp_matrix_transform(current_node->mTransformation) * xform; + current_node = current_node->mParent; + } + return xform; + } + + /** + * Find hardcoded textures from assimp which could be in many different directories + */ + static void find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension) { + Vector<String> paths; + paths.push_back(path.get_basename() + extension); + paths.push_back(path + extension); + paths.push_back(path); + paths.push_back(p_path.get_base_dir().plus_file(path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file(path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file(path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file())); + paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file().get_basename() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file() + extension)); + paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file())); + for (int i = 0; i < paths.size(); i++) { + if (dir.file_exists(paths[i])) { + found = true; + path = paths[i]; + return; + } + } + } + + /** find the texture path for the supplied fbx path inside godot + * very simple lookup for subfolders etc for a texture which may or may not be in a directory + */ + static void find_texture_path(const String &r_p_path, String &r_path, bool &r_found) { + _Directory dir; + + List<String> exts; + ImageLoader::get_recognized_extensions(&exts); + + Vector<String> split_path = r_path.get_basename().split("*"); + if (split_path.size() == 2) { + r_found = true; + return; + } + + if (dir.file_exists(r_p_path.get_base_dir() + r_path.get_file())) { + r_path = r_p_path.get_base_dir() + r_path.get_file(); + r_found = true; + return; + } + + for (int32_t i = 0; i < exts.size(); i++) { + if (r_found) { + return; + } + if (r_found == false) { + find_texture_path(r_p_path, dir, r_path, r_found, "." + exts[i]); + } + } + } + + /** + * 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 == NULL); + aiTextureMapMode tex_mode = aiTextureMapMode::aiTextureMapMode_Wrap; + + 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 :) + */ + 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_EXPLAIN("Open Asset Import: Embedded dds not implemented"); + ERR_FAIL_COND_V(true, Ref<Image>()); + } + } else { + Ref<Image> img; + img.instance(); + 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); + Ref<Image> image = texture->get_data(); + 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.instance(); + 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, NULL, NULL, NULL, NULL, image_state.map_mode)) { + return CreateAssimpTexture(state, ai_filename, filename, path, image_state); + } + + return false; + } +}; + +#endif // IMPORT_UTILS_IMPORTER_ASSIMP_H |