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-/*************************************************************************/
-/* import_utils.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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, Color *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 != nullptr) {
- 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;
- }
- 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 == nullptr);
- // FIXME: Commented out during Vulkan port.
- /*
- aiTextureMapMode tex_mode = map_mode[0];
-
- int32_t flags = Texture2D::FLAGS_DEFAULT;
- if (tex_mode == aiTextureMapMode_Wrap) {
- //Default
- } else if (tex_mode == aiTextureMapMode_Clamp) {
- flags = flags & ~Texture2D::FLAG_REPEAT;
- } else if (tex_mode == aiTextureMapMode_Mirror) {
- flags = flags | Texture2D::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")) {
- ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, Ref<Image>());
- 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")) {
- ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, Ref<Image>());
- 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.instance();
- PackedByteArray arr;
- uint32_t size = tex->mWidth * tex->mHeight;
- arr.resize(size);
- memcpy(arr.ptrw(), 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.ptrw()[(4 * i) + 3] = arr[(4 * i) + 0];
- arr.ptrw()[(4 * i) + 0] = arr[(4 * i) + 1];
- arr.ptrw()[(4 * i) + 1] = arr[(4 * i) + 2];
- arr.ptrw()[(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<Texture2D> texture = ResourceLoader::load(p_path);
- ERR_FAIL_COND_V(texture.is_null(), Ref<Image>());
- Ref<Image> image = texture->get_data();
- 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.instance();
- image_state.texture->create_from_image(image_state.raw_image);
- // FIXME: Commented out during Vulkan port.
- //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;
- }
-};
-
-#endif // IMPORT_UTILS_IMPORTER_ASSIMP_H