diff options
Diffstat (limited to 'modules/assimp')
-rw-r--r-- | modules/assimp/editor_scene_importer_assimp.cpp | 2443 | ||||
-rw-r--r-- | modules/assimp/editor_scene_importer_assimp.h | 76 |
2 files changed, 1066 insertions, 1453 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp index ee66097ffd..8d82fb2eeb 100644 --- a/modules/assimp/editor_scene_importer_assimp.cpp +++ b/modules/assimp/editor_scene_importer_assimp.cpp @@ -113,7 +113,7 @@ Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_f std::string s_path(w_path.begin(), w_path.end()); importer.SetPropertyBool(AI_CONFIG_PP_FD_REMOVE, true); // Cannot remove pivot points because the static mesh will be in the wrong place - importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true); + importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false); int32_t max_bone_weights = 4; //if (p_flags & IMPORT_ANIMATION_EIGHT_WEIGHTS) { // const int eight_bones = 8; @@ -126,8 +126,8 @@ Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_f int32_t post_process_Steps = aiProcess_CalcTangentSpace | //aiProcess_FlipUVs | //aiProcess_FlipWindingOrder | - aiProcess_DropNormals | - aiProcess_GenSmoothNormals | + //aiProcess_DropNormals | + //aiProcess_GenSmoothNormals | aiProcess_JoinIdenticalVertices | aiProcess_ImproveCacheLocality | aiProcess_LimitBoneWeights | @@ -282,673 +282,438 @@ T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, co ERR_FAIL_V(p_values[0]); } -Spatial *EditorSceneImporterAssimp::_generate_scene(const String &p_path, const 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); - Spatial *root = memnew(Spatial); - AnimationPlayer *ap = NULL; - if (p_flags & IMPORT_ANIMATION) { - ap = memnew(AnimationPlayer); - root->add_child(ap); - ap->set_owner(root); - ap->set_name(TTR("AnimationPlayer")); - } - Set<String> bone_names; - Set<String> light_names; - Set<String> camera_names; - real_t factor = 1.0f; - String ext = p_path.get_file().get_extension().to_lower(); - if ((ext == "fbx")) { - if (scene->mMetaData != NULL) { - scene->mMetaData->Get("UnitScaleFactor", factor); - factor = factor * 0.01f; +void EditorSceneImporterAssimp::_generate_bone_groups(ImportState &state, const aiNode *p_assimp_node, Map<String, int> &ownership, Map<String, Transform> &bind_xforms) { + + Transform mesh_offset = _get_global_assimp_node_transform(p_assimp_node); + //mesh_offset.basis = Basis(); + for (uint32_t i = 0; i < p_assimp_node->mNumMeshes; i++) { + const aiMesh *mesh = state.assimp_scene->mMeshes[i]; + int owned_by = -1; + for (uint32_t j = 0; j < mesh->mNumBones; j++) { + const aiBone *bone = mesh->mBones[j]; + String name = _assimp_get_string(bone->mName); + + if (ownership.has(name)) { + owned_by = ownership[name]; + break; + } } - } - for (size_t l = 0; l < scene->mNumLights; l++) { - Light *light = NULL; - aiLight *ai_light = scene->mLights[l]; - ERR_CONTINUE(ai_light == NULL); - if (ai_light->mType == aiLightSource_DIRECTIONAL) { - light = memnew(DirectionalLight); - Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z); - dir.normalize(); - Transform xform; - Quat quat; - quat.set_euler(dir); - Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); - pos = factor * pos; - xform.origin = pos; - light->set_transform(xform); - } else if (ai_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; - pos = factor * pos; - light->set_transform(xform); - // No idea for energy - light->set_param(Light::PARAM_ATTENUATION, 0.0f); - } else if (ai_light->mType == aiLightSource_SPOT) { - light = memnew(SpotLight); - Vector3 pos = Vector3(ai_light->mPosition.x, ai_light->mPosition.y, ai_light->mPosition.z); - pos = factor * pos; - Transform xform; - xform.origin = pos; - Vector3 dir = Vector3(ai_light->mDirection.y, ai_light->mDirection.x, ai_light->mDirection.z); - dir.normalize(); - Quat quat; - quat.set_euler(dir); - xform.basis = quat; - light->set_transform(xform); - // No idea for energy - light->set_param(Light::PARAM_ATTENUATION, 0.0f); + + if (owned_by == -1) { //no owned, create new unique id + owned_by = 1; + for (Map<String, int>::Element *E = ownership.front(); E; E = E->next()) { + owned_by = MAX(E->get() + 1, owned_by); + } } - ERR_CONTINUE(light == NULL); - light->set_color(Color(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b)); - root->add_child(light); - light->set_name(_ai_string_to_string(ai_light->mName)); - light->set_owner(root); - light_names.insert(_ai_string_to_string(scene->mLights[l]->mName)); - } - for (size_t c = 0; c < scene->mNumCameras; c++) { - aiCamera *ai_camera = scene->mCameras[c]; - Camera *camera = memnew(Camera); - float near = ai_camera->mClipPlaneNear; - if (Math::is_equal_approx(near, 0.0f)) { - near = 0.1f; + + for (uint32_t j = 0; j < mesh->mNumBones; j++) { + const aiBone *bone = mesh->mBones[j]; + String name = _assimp_get_string(bone->mName); + ownership[name] = owned_by; + //store the actuall full path for the bone transform + //when skeleton finds it's place in the tree, it will be restored + bind_xforms[name] = mesh_offset * _assimp_matrix_transform(bone->mOffsetMatrix); } - camera->set_perspective(Math::rad2deg(ai_camera->mHorizontalFOV) * 2.0f, near, ai_camera->mClipPlaneFar); - 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(); - Quat quat; - quat.set_euler(look_at); - Transform xform; - xform.basis = quat; - xform.set_origin(pos); - root->add_child(camera); - camera->set_transform(xform); - camera->set_name(_ai_string_to_string(ai_camera->mName)); - camera->set_owner(root); - camera_names.insert(_ai_string_to_string(scene->mCameras[c]->mName)); - } - Map<Skeleton *, MeshInstance *> skeletons; - Map<String, Transform> bone_rests; - Vector<MeshInstance *> meshes; - int32_t mesh_count = 0; - Skeleton *s = memnew(Skeleton); - Set<String> removed_bones; - Map<String, Map<uint32_t, String> > path_morph_mesh_names; - _generate_node(p_path, scene, scene->mRootNode, root, root, bone_names, light_names, camera_names, skeletons, bone_rests, meshes, mesh_count, s, p_max_bone_weights, removed_bones, path_morph_mesh_names); - for (Map<Skeleton *, MeshInstance *>::Element *E = skeletons.front(); E; E = E->next()) { - E->key()->localize_rests(); - } - Set<String> removed_nodes; - Set<Node *> keep_nodes; - _keep_node(p_path, root, root, keep_nodes); - _fill_kept_node(keep_nodes); - _filter_node(p_path, root, root, keep_nodes, removed_nodes); - if (p_flags & IMPORT_ANIMATION) { - for (size_t i = 0; i < scene->mNumAnimations; i++) { - _import_animation(p_path, meshes, scene, ap, i, p_bake_fps, skeletons, removed_nodes, removed_bones, path_morph_mesh_names); - } - List<StringName> animation_names; - ap->get_animation_list(&animation_names); - if (animation_names.empty()) { - root->remove_child(ap); - memdelete(ap); - } - } - return root; + for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { + _generate_bone_groups(state, p_assimp_node->mChildren[i], ownership, bind_xforms); + } } -void EditorSceneImporterAssimp::_fill_kept_node(Set<Node *> &keep_nodes) { - for (Set<Node *>::Element *E = keep_nodes.front(); E; E = E->next()) { - Node *node = E->get(); - while (node != NULL) { - if (keep_nodes.has(node) == false) { - keep_nodes.insert(node); +void EditorSceneImporterAssimp::_fill_node_relationships(ImportState &state, const aiNode *p_assimp_node, Map<String, int> &ownership, Map<int, int> &skeleton_map, int p_skeleton_id, Skeleton *p_skeleton, const String &p_parent_name, int &holecount, const Vector<SkeletonHole> &p_holes, const Map<String, Transform> &bind_xforms) { + + String name = _assimp_get_string(p_assimp_node->mName); + if (name == String()) { + name = "AuxiliaryBone" + itos(holecount++); + } + + Transform pose = _assimp_matrix_transform(p_assimp_node->mTransformation); + + if (!ownership.has(name)) { + //not a bone, it's a hole + Vector<SkeletonHole> holes = p_holes; + SkeletonHole hole; //add a new one + hole.name = name; + hole.pose = pose; + hole.node = p_assimp_node; + hole.parent = p_parent_name; + holes.push_back(hole); + + for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { + _fill_node_relationships(state, p_assimp_node->mChildren[i], ownership, skeleton_map, p_skeleton_id, p_skeleton, name, holecount, holes, bind_xforms); + } + + return; + } else if (ownership[name] != p_skeleton_id) { + //oh, it's from another skeleton? fine.. reparent all bones to this skeleton. + int prev_owner = ownership[name]; + ERR_EXPLAIN("A previous skeleton exists for bone '" + name + "', this type of skeleton layout is unsupported."); + ERR_FAIL_COND(skeleton_map.has(prev_owner)); + for (Map<String, int>::Element *E = ownership.front(); E; E = E->next()) { + if (E->get() == prev_owner) { + E->get() = p_skeleton_id; } - node = node->get_parent(); } } -} -String EditorSceneImporterAssimp::_find_skeleton_bone_root(Map<Skeleton *, MeshInstance *> &skeletons, Map<MeshInstance *, String> &meshes, Spatial *root) { - for (Map<Skeleton *, MeshInstance *>::Element *E = skeletons.front(); E; E = E->next()) { - if (meshes.has(E->get())) { - String name = meshes[E->get()]; - if (name != "") { - return name; - } + //valid bone, first fill holes if needed + for (int i = 0; i < p_holes.size(); i++) { + + int bone_idx = p_skeleton->get_bone_count(); + p_skeleton->add_bone(p_holes[i].name); + int parent_idx = p_skeleton->find_bone(p_holes[i].parent); + if (parent_idx >= 0) { + p_skeleton->set_bone_parent(bone_idx, parent_idx); } + + Transform pose_transform = _get_global_assimp_node_transform(p_holes[i].node); + p_skeleton->set_bone_rest(bone_idx, pose_transform); + + state.bone_owners[p_holes[i].name] = skeleton_map[p_skeleton_id]; + } + + //finally fill bone + + int bone_idx = p_skeleton->get_bone_count(); + p_skeleton->add_bone(name); + int parent_idx = p_skeleton->find_bone(p_parent_name); + if (parent_idx >= 0) { + p_skeleton->set_bone_parent(bone_idx, parent_idx); + } + //p_skeleton->set_bone_pose(bone_idx, pose); + if (bind_xforms.has(name)) { + //for now this is the full path to the bone in rest pose + //when skeleton finds it's place in the tree, it will get fixed + p_skeleton->set_bone_rest(bone_idx, bind_xforms[name]); + } + state.bone_owners[name] = skeleton_map[p_skeleton_id]; + //go to children + for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { + _fill_node_relationships(state, p_assimp_node->mChildren[i], ownership, skeleton_map, p_skeleton_id, p_skeleton, name, holecount, Vector<SkeletonHole>(), bind_xforms); } - return ""; } -void EditorSceneImporterAssimp::_set_bone_parent(Skeleton *s, Node *p_owner, aiNode *p_node) { - for (int32_t j = 0; j < s->get_bone_count(); j++) { - String bone_name = s->get_bone_name(j); - const aiNode *ai_bone_node = _ai_find_node(p_node, bone_name); - if (ai_bone_node == NULL) { - continue; - } - ai_bone_node = ai_bone_node->mParent; - while (ai_bone_node != NULL) { - int32_t node_parent_index = -1; - String parent_bone_name = _ai_string_to_string(ai_bone_node->mName); - node_parent_index = s->find_bone(parent_bone_name); - if (node_parent_index != -1) { - s->set_bone_parent(j, node_parent_index); - break; +void EditorSceneImporterAssimp::_generate_skeletons(ImportState &state, const aiNode *p_assimp_node, Map<String, int> &ownership, Map<int, int> &skeleton_map, const Map<String, Transform> &bind_xforms) { + + //find skeletons at this level, there may be multiple root nodes for each + Map<int, List<aiNode *> > skeletons_found; + for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { + String name = _assimp_get_string(p_assimp_node->mChildren[i]->mName); + if (ownership.has(name)) { + int skeleton = ownership[name]; + if (!skeletons_found.has(skeleton)) { + skeletons_found[skeleton] = List<aiNode *>(); } - ai_bone_node = ai_bone_node->mParent; + skeletons_found[skeleton].push_back(p_assimp_node->mChildren[i]); } } + + //go via the potential skeletons found and generate the actual skeleton + for (Map<int, List<aiNode *> >::Element *E = skeletons_found.front(); E; E = E->next()) { + ERR_CONTINUE(skeleton_map.has(E->key())); //skeleton already exists? this can't be.. skip + Skeleton *skeleton = memnew(Skeleton); + //this the only way to reliably use multiple meshes with one skeleton, at the cost of less precision + skeleton->set_use_bones_in_world_transform(true); + skeleton_map[E->key()] = state.skeletons.size(); + state.skeletons.push_back(skeleton); + int holecount = 1; + //fill the bones and their relationships + for (List<aiNode *>::Element *F = E->get().front(); F; F = F->next()) { + _fill_node_relationships(state, F->get(), ownership, skeleton_map, E->key(), skeleton, "", holecount, Vector<SkeletonHole>(), bind_xforms); + } + } + + //go to the children + for (uint32_t i = 0; i < p_assimp_node->mNumChildren; i++) { + String name = _assimp_get_string(p_assimp_node->mChildren[i]->mName); + if (ownership.has(name)) { + continue; //a bone, so don't bother with this + } + _generate_skeletons(state, p_assimp_node->mChildren[i], ownership, skeleton_map, bind_xforms); + } } -void EditorSceneImporterAssimp::_insert_animation_track(const aiScene *p_scene, const String p_path, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, float length, const Skeleton *sk, const aiNodeAnim *track, String node_name, NodePath node_path) { +Spatial *EditorSceneImporterAssimp::_generate_scene(const String &p_path, const 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); - if (track->mNumRotationKeys || track->mNumPositionKeys || track->mNumScalingKeys) { - //make transform track - int track_idx = animation->get_track_count(); - animation->add_track(Animation::TYPE_TRANSFORM); - animation->track_set_path(track_idx, node_path); - //first determine animation length + 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; - for (size_t i = 0; i < track->mNumRotationKeys; i++) { - length = MAX(length, track->mRotationKeys[i].mTime / ticks_per_second); - } - for (size_t i = 0; i < track->mNumPositionKeys; i++) { - length = MAX(length, track->mPositionKeys[i].mTime / ticks_per_second); - } - for (size_t i = 0; i < track->mNumScalingKeys; i++) { - length = MAX(length, track->mScalingKeys[i].mTime / ticks_per_second); + real_t scale_factor = 1.0f; + { + //handle scale + String ext = p_path.get_file().get_extension().to_lower(); + if (ext == "fbx") { + if (scene->mMetaData != NULL) { + float factor = 1.0; + scene->mMetaData->Get("UnitScaleFactor", factor); + scale_factor = factor * 0.01f; + } + state.fbx = true; } + } - float increment = 1.0 / float(p_bake_fps); - float time = 0.0; + state.root->set_scale(Vector3(scale_factor, scale_factor, scale_factor)); - Vector3 base_pos; - Quat base_rot; - Vector3 base_scale = Vector3(1, 1, 1); + //fill light map cache + for (size_t l = 0; l < scene->mNumLights; l++) { - if (track->mNumRotationKeys != 0) { - aiQuatKey key = track->mRotationKeys[0]; - real_t x = key.mValue.x; - real_t y = key.mValue.y; - real_t z = key.mValue.z; - real_t w = key.mValue.w; - Quat q(x, y, z, w); - q = q.normalized(); - base_rot = q; - } + aiLight *ai_light = scene->mLights[l]; + ERR_CONTINUE(ai_light == NULL); + state.light_cache[_assimp_get_string(ai_light->mName)] = l; + } - if (track->mNumPositionKeys != 0) { - aiVectorKey key = track->mPositionKeys[0]; - real_t x = key.mValue.x; - real_t y = key.mValue.y; - real_t z = key.mValue.z; - base_pos = Vector3(x, y, z); + //fill camera cache + for (size_t c = 0; c < scene->mNumCameras; c++) { + aiCamera *ai_camera = scene->mCameras[c]; + ERR_CONTINUE(ai_camera == NULL); + state.camera_cache[_assimp_get_string(ai_camera->mName)] = c; + } + + if (scene->mRootNode) { + Map<String, Transform> bind_xforms; //temporary map to store bind transforms + //guess the skeletons, since assimp does not really support them directly + Map<String, int> ownership; //bone names to groups + //fill this map with bone names and which group where they detected to, going mesh by mesh + _generate_bone_groups(state, state.assimp_scene->mRootNode, ownership, bind_xforms); + Map<int, int> skeleton_map; //maps previously created groups to actual skeletons + //generates the skeletons when bones are found in the hierarchy, and follows them (including gaps/holes). + _generate_skeletons(state, state.assimp_scene->mRootNode, ownership, skeleton_map, bind_xforms); + + //generate nodes + for (uint32_t i = 0; i < scene->mRootNode->mNumChildren; i++) { + _generate_node(state, scene->mRootNode->mChildren[i], state.root); } - if (track->mNumScalingKeys != 0) { - aiVectorKey key = track->mScalingKeys[0]; - real_t x = key.mValue.x; - real_t y = key.mValue.y; - real_t z = key.mValue.z; - base_scale = Vector3(x, y, z); + //assign skeletons to nodes + + for (Map<MeshInstance *, Skeleton *>::Element *E = state.mesh_skeletons.front(); E; E = E->next()) { + MeshInstance *mesh = E->key(); + Skeleton *skeleton = E->get(); + NodePath skeleton_path = mesh->get_path_to(skeleton); + mesh->set_skeleton_path(skeleton_path); } + } - bool last = false; + if (p_flags & IMPORT_ANIMATION && scene->mNumAnimations) { - Vector<Vector3> pos_values; - Vector<float> pos_times; - Vector<Vector3> scale_values; - Vector<float> scale_times; - Vector<Quat> rot_values; - Vector<float> rot_times; + state.animation_player = memnew(AnimationPlayer); + state.root->add_child(state.animation_player); + state.animation_player->set_owner(state.root); - for (size_t p = 0; p < track->mNumPositionKeys; p++) { - aiVector3D pos = track->mPositionKeys[p].mValue; - pos_values.push_back(Vector3(pos.x, pos.y, pos.z)); - pos_times.push_back(track->mPositionKeys[p].mTime / ticks_per_second); + for (uint32_t i = 0; i < scene->mNumAnimations; i++) { + _import_animation(state, i, p_bake_fps); } + } + + 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]; + //make transform track + int track_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_TRANSFORM); + animation->track_set_path(track_idx, p_path); + //first determine animation length - for (size_t r = 0; r < track->mNumRotationKeys; r++) { - aiQuaternion quat = track->mRotationKeys[r].mValue; - rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized()); - rot_times.push_back(track->mRotationKeys[r].mTime / ticks_per_second); + float increment = 1.0 / float(p_bake_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; + Vector<float> scale_times; + Vector<Quat> rot_values; + Vector<float> rot_times; + + for (size_t p = 0; p < assimp_track->mNumPositionKeys; p++) { + aiVector3D pos = assimp_track->mPositionKeys[p].mValue; + pos_values.push_back(Vector3(pos.x, pos.y, pos.z)); + pos_times.push_back(assimp_track->mPositionKeys[p].mTime / ticks_per_second); + } + + for (size_t r = 0; r < assimp_track->mNumRotationKeys; r++) { + aiQuaternion quat = assimp_track->mRotationKeys[r].mValue; + rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized()); + rot_times.push_back(assimp_track->mRotationKeys[r].mTime / ticks_per_second); + } + + for (size_t sc = 0; sc < assimp_track->mNumScalingKeys; sc++) { + aiVector3D scale = assimp_track->mScalingKeys[sc].mValue; + 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; + Vector3 scale(1, 1, 1); + + if (pos_values.size()) { + pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR); } - for (size_t sc = 0; sc < track->mNumScalingKeys; sc++) { - aiVector3D scale = track->mScalingKeys[sc].mValue; - scale_values.push_back(Vector3(scale.x, scale.y, scale.z)); - scale_times.push_back(track->mScalingKeys[sc].mTime / ticks_per_second); + if (rot_values.size()) { + rot = _interpolate_track<Quat>(rot_times, rot_values, time, AssetImportAnimation::INTERP_LINEAR).normalized(); } - while (true) { - Vector3 pos = base_pos; - Quat rot = base_rot; - Vector3 scale = base_scale; - if (pos_values.size()) { - pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR); - } + if (scale_values.size()) { + scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR); + } - if (rot_values.size()) { - rot = _interpolate_track<Quat>(rot_times, rot_values, time, AssetImportAnimation::INTERP_LINEAR).normalized(); - } + if (skeleton_bone >= 0) { + Transform xform; + xform.basis.set_quat_scale(rot, scale); + xform.origin = pos; - if (scale_values.size()) { - scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR); - } + 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 (sk != NULL && sk->find_bone(node_name) != -1) { - Transform xform; - xform.basis.set_quat_scale(rot, scale); - xform.origin = pos; - - int bone = sk->find_bone(node_name); - Transform rest_xform = sk->get_bone_rest(bone); - xform = rest_xform.affine_inverse() * xform; - rot = xform.basis.get_rotation_quat(); - scale = xform.basis.get_scale(); - pos = xform.origin; - } - { - Transform xform; - xform.basis.set_quat_scale(rot, scale); - xform.origin = pos; - Transform anim_xform; - String ext = p_path.get_file().get_extension().to_lower(); - if (ext == "fbx") { - real_t factor = 1.0f; - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("UnitScaleFactor", factor); - } - anim_xform = anim_xform.scaled(Vector3(factor, factor, factor)); - } - xform = anim_xform * xform; - rot = xform.basis.get_rotation_quat(); - scale = xform.basis.get_scale(); - pos = xform.origin; - } - rot.normalize(); + rot.normalize(); - animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR); - animation->transform_track_insert_key(track_idx, time, pos, rot, scale); + animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR); + animation->transform_track_insert_key(track_idx, time, pos, rot, scale); - if (last) { - break; - } - time += increment; - if (time >= length) { - last = true; - time = length; - } + if (last) { //done this way so a key is always inserted past the end (for proper interpolation) + break; + } + time += increment; + if (time >= animation->get_length()) { + last = true; } } } -void EditorSceneImporterAssimp::_import_animation(const String p_path, const Vector<MeshInstance *> p_meshes, const aiScene *p_scene, AnimationPlayer *ap, int32_t p_index, int p_bake_fps, Map<Skeleton *, MeshInstance *> p_skeletons, const Set<String> p_removed_nodes, const Set<String> removed_bones, const Map<String, Map<uint32_t, String> > p_path_morph_mesh_names) { - String name = "Animation"; - aiAnimation const *anim = NULL; - if (p_index != -1) { - anim = p_scene->mAnimations[p_index]; - if (anim->mName.length > 0) { - name = _ai_anim_string_to_string(anim->mName); - } +void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_animation_index, int p_bake_fps) { + + ERR_FAIL_INDEX(p_animation_index, (int)state.assimp_scene->mNumAnimations); + + const aiAnimation *anim = state.assimp_scene->mAnimations[p_animation_index]; + String name = _assimp_anim_string_to_string(anim->mName); + if (name == String()) { + name = "Animation " + itos(p_animation_index + 1); } - Ref<Animation> animation; - animation.instance(); - float length = 0.0f; - animation->set_name(name); - float ticks_per_second = p_scene->mAnimations[p_index]->mTicksPerSecond; + float ticks_per_second = anim->mTicksPerSecond; - if (p_scene->mMetaData != NULL && Math::is_equal_approx(ticks_per_second, 0.0f)) { + if (state.assimp_scene->mMetaData != NULL && Math::is_equal_approx(ticks_per_second, 0.0f)) { int32_t time_mode = 0; - p_scene->mMetaData->Get("TimeMode", time_mode); - ticks_per_second = _get_fbx_fps(time_mode, p_scene); + state.assimp_scene->mMetaData->Get("TimeMode", time_mode); + ticks_per_second = _get_fbx_fps(time_mode, state.assimp_scene); } - if ((p_path.get_file().get_extension().to_lower() == "glb" || p_path.get_file().get_extension().to_lower() == "gltf") && Math::is_equal_approx(ticks_per_second, 0.0f)) { - ticks_per_second = 1000.0f; - } + //? + //if ((p_path.get_file().get_extension().to_lower() == "glb" || p_path.get_file().get_extension().to_lower() == "gltf") && Math::is_equal_approx(ticks_per_second, 0.0f)) { + // ticks_per_second = 1000.0f; + //} if (Math::is_equal_approx(ticks_per_second, 0.0f)) { ticks_per_second = 25.0f; } - length = anim->mDuration / ticks_per_second; - if (anim) { - Map<String, Vector<const aiNodeAnim *> > node_tracks; - for (size_t i = 0; i < anim->mNumChannels; i++) { - const aiNodeAnim *track = anim->mChannels[i]; - String node_name = _ai_string_to_string(track->mNodeName); - NodePath node_path = node_name; - bool is_bone = false; - if (node_name.split(ASSIMP_FBX_KEY).size() > 1) { - String p_track_type = node_name.split(ASSIMP_FBX_KEY)[1]; - if (p_track_type == "_Translation" || p_track_type == "_Rotation" || p_track_type == "_Scaling") { - continue; - } - } - for (Map<Skeleton *, MeshInstance *>::Element *E = p_skeletons.front(); E; E = E->next()) { - Skeleton *sk = E->key(); - const String path = ap->get_owner()->get_path_to(sk); - if (path.empty()) { - continue; - } - if (sk->find_bone(node_name) == -1) { - continue; - } - node_path = path + ":" + node_name; - ERR_CONTINUE(ap->get_owner()->has_node(node_path) == false); - _insert_animation_track(p_scene, p_path, p_bake_fps, animation, ticks_per_second, length, sk, track, node_name, node_path); - is_bone = true; - } - if (is_bone) { - continue; - } - Node *node = ap->get_owner()->find_node(node_name); - if (node == NULL) { - continue; - } - if (p_removed_nodes.has(node_name)) { - continue; - } - const String path = ap->get_owner()->get_path_to(node); - if (path.empty()) { - print_verbose("Can't animate path"); - continue; - } - node_path = path; - if (ap->get_owner()->has_node(node_path) == false) { - continue; - } - _insert_animation_track(p_scene, p_path, p_bake_fps, animation, ticks_per_second, length, NULL, track, node_name, node_path); - } - for (size_t i = 0; i < anim->mNumChannels; i++) { - const aiNodeAnim *track = anim->mChannels[i]; - String node_name = _ai_string_to_string(track->mNodeName); - Vector<String> split_name = node_name.split(ASSIMP_FBX_KEY); - String bare_name = split_name[0]; - Node *node = ap->get_owner()->find_node(bare_name); - if (node != NULL && split_name.size() > 1) { - Map<String, Vector<const aiNodeAnim *> >::Element *E = node_tracks.find(bare_name); - Vector<const aiNodeAnim *> ai_tracks; - if (E) { - ai_tracks = E->get(); - ai_tracks.push_back(anim->mChannels[i]); - } else { - ai_tracks.push_back(anim->mChannels[i]); - } - node_tracks.insert(bare_name, ai_tracks); - } - } - for (Map<Skeleton *, MeshInstance *>::Element *E = p_skeletons.front(); E; E = E->next()) { - Skeleton *sk = E->key(); - Map<String, Vector<const aiNodeAnim *> > anim_tracks; - for (int32_t i = 0; i < sk->get_bone_count(); i++) { - String _bone_name = sk->get_bone_name(i); - Vector<const aiNodeAnim *> ai_tracks; + Ref<Animation> animation; + animation.instance(); + animation->set_name(name); + animation->set_length(anim->mDuration / ticks_per_second); - if (sk->find_bone(_bone_name) == -1) { - continue; - } - for (size_t j = 0; j < anim->mNumChannels; j++) { - if (_ai_string_to_string(anim->mChannels[j]->mNodeName).split(ASSIMP_FBX_KEY).size() == 1) { - continue; - } - String track_name = _ai_string_to_string(anim->mChannels[j]->mNodeName).split(ASSIMP_FBX_KEY)[0]; - if (track_name != _bone_name) { - continue; - } - if (sk->find_bone(_bone_name) == -1) { - continue; - } - ai_tracks.push_back(anim->mChannels[j]); - } - if (ai_tracks.size() == 0) { - continue; - } - anim_tracks.insert(_bone_name, ai_tracks); - } - for (Map<String, Vector<const aiNodeAnim *> >::Element *F = anim_tracks.front(); F; F = F->next()) { - _insert_pivot_anim_track(p_meshes, F->key(), F->get(), ap, sk, length, ticks_per_second, animation, p_bake_fps, p_path, p_scene); - } - } - for (Map<String, Vector<const aiNodeAnim *> >::Element *E = node_tracks.front(); E; E = E->next()) { - if (p_removed_nodes.has(E->key())) { - continue; - } - if (removed_bones.find(E->key())) { + //regular tracks + + for (size_t i = 0; i < anim->mNumChannels; i++) { + const aiNodeAnim *track = anim->mChannels[i]; + String node_name = _assimp_get_string(track->mNodeName); + /* + if (node_name.find(ASSIMP_FBX_KEY) != -1) { + String p_track_type = node_name.get_slice(ASSIMP_FBX_KEY, 1); + if (p_track_type == "_Translation" || p_track_type == "_Rotation" || p_track_type == "_Scaling") { continue; } - _insert_pivot_anim_track(p_meshes, E->key(), E->get(), ap, NULL, length, ticks_per_second, animation, p_bake_fps, p_path, p_scene); } - for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) { - const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i]; - const String prop_name = _ai_string_to_string(anim_mesh->mName); - const String mesh_name = prop_name.split("*")[0]; - if (p_removed_nodes.has(mesh_name)) { - continue; - } - ERR_CONTINUE(prop_name.split("*").size() != 2); - const MeshInstance *mesh_instance = Object::cast_to<MeshInstance>(ap->get_owner()->find_node(mesh_name)); - ERR_CONTINUE(mesh_instance == NULL); - if (ap->get_owner()->find_node(mesh_instance->get_name()) == NULL) { - print_verbose("Can't find mesh in scene: " + mesh_instance->get_name()); - continue; - } - const String path = ap->get_owner()->get_path_to(mesh_instance); - if (path.empty()) { - print_verbose("Can't find mesh in scene"); - continue; - } - Ref<Mesh> mesh = mesh_instance->get_mesh(); - ERR_CONTINUE(mesh.is_null()); - const Map<String, Map<uint32_t, String> >::Element *E = p_path_morph_mesh_names.find(mesh_name); - ERR_CONTINUE(E == NULL); - for (size_t k = 0; k < anim_mesh->mNumKeys; k++) { - for (size_t j = 0; j < anim_mesh->mKeys[k].mNumValuesAndWeights; j++) { - const Map<uint32_t, String>::Element *F = E->get().find(anim_mesh->mKeys[k].mValues[j]); - ERR_CONTINUE(F == NULL); - const String prop = "blend_shapes/" + F->get(); - const NodePath node_path = String(path) + ":" + prop; - ERR_CONTINUE(ap->get_owner()->has_node(node_path) == false); - int32_t blend_track_idx = -1; - if (animation->find_track(node_path) == -1) { - blend_track_idx = animation->get_track_count(); - animation->add_track(Animation::TYPE_VALUE); - animation->track_set_interpolation_type(blend_track_idx, Animation::INTERPOLATION_LINEAR); - animation->track_set_path(blend_track_idx, node_path); - } else { - blend_track_idx = animation->find_track(node_path); - } - float t = anim_mesh->mKeys[k].mTime / ticks_per_second; - float w = anim_mesh->mKeys[k].mWeights[j]; - animation->track_insert_key(blend_track_idx, t, w); - } - } +*/ + if (track->mNumRotationKeys == 0 && track->mNumPositionKeys == 0 && track->mNumScalingKeys == 0) { + continue; //do not bother } - } - animation->set_length(length); - if (animation->get_track_count()) { - ap->add_animation(name, animation); - } -} -void EditorSceneImporterAssimp::_insert_pivot_anim_track(const Vector<MeshInstance *> p_meshes, const String p_node_name, Vector<const aiNodeAnim *> F, AnimationPlayer *ap, Skeleton *sk, float &length, float ticks_per_second, Ref<Animation> animation, int p_bake_fps, const String &p_path, const aiScene *p_scene) { - NodePath node_path; - if (sk != NULL) { - const String path = ap->get_owner()->get_path_to(sk); - if (path.empty()) { - return; - } - if (sk->find_bone(p_node_name) == -1) { - return; - } - node_path = path + ":" + p_node_name; - } else { - Node *node = ap->get_owner()->find_node(p_node_name); - if (node == NULL) { - return; - } - const String path = ap->get_owner()->get_path_to(node); - node_path = path; - } - if (node_path.is_empty()) { - return; - } + bool is_bone = state.bone_owners.has(node_name); + NodePath node_path; + Skeleton *skeleton = NULL; - Vector<Vector3> pos_values; - Vector<float> pos_times; - Vector<Vector3> scale_values; - Vector<float> scale_times; - Vector<Quat> rot_values; - Vector<float> rot_times; - Vector3 base_pos; - Quat base_rot; - Vector3 base_scale = Vector3(1, 1, 1); - bool is_translation = false; - bool is_rotation = false; - bool is_scaling = false; - for (int32_t k = 0; k < F.size(); k++) { - String p_track_type = _ai_string_to_string(F[k]->mNodeName).split(ASSIMP_FBX_KEY)[1]; - if (p_track_type == "_Translation") { - is_translation = is_translation || true; - } else if (p_track_type == "_Rotation") { - is_rotation = is_rotation || true; - } else if (p_track_type == "_Scaling") { - is_scaling = is_scaling || true; + if (is_bone) { + skeleton = state.skeletons[state.bone_owners[node_name]]; + String path = state.root->get_path_to(skeleton); + path += ":" + node_name; + node_path = path; } else { - continue; + + ERR_CONTINUE(!state.node_map.has(node_name)); + Node *node = state.node_map[node_name]; + node_path = state.root->get_path_to(node); } - ERR_CONTINUE(ap->get_owner()->has_node(node_path) == false); - if (F[k]->mNumRotationKeys || F[k]->mNumPositionKeys || F[k]->mNumScalingKeys) { + _insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton, node_path, node_name); + } - if (is_rotation) { - for (size_t i = 0; i < F[k]->mNumRotationKeys; i++) { - length = MAX(length, F[k]->mRotationKeys[i].mTime / ticks_per_second); - } - } - if (is_translation) { - for (size_t i = 0; i < F[k]->mNumPositionKeys; i++) { - length = MAX(length, F[k]->mPositionKeys[i].mTime / ticks_per_second); - } - } - if (is_scaling) { - for (size_t i = 0; i < F[k]->mNumScalingKeys; i++) { - length = MAX(length, F[k]->mScalingKeys[i].mTime / ticks_per_second); - } - } + //blend shape tracks - if (is_rotation == false && is_translation == false && is_scaling == false) { - return; - } + for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) { - if (is_rotation) { - if (F[k]->mNumRotationKeys != 0) { - aiQuatKey key = F[k]->mRotationKeys[0]; - real_t x = key.mValue.x; - real_t y = key.mValue.y; - real_t z = key.mValue.z; - real_t w = key.mValue.w; - Quat q(x, y, z, w); - q = q.normalized(); - base_rot = q; - } - } + const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i]; - if (is_translation) { - if (F[k]->mNumPositionKeys != 0) { - aiVectorKey key = F[k]->mPositionKeys[0]; - real_t x = key.mValue.x; - real_t y = key.mValue.y; - real_t z = key.mValue.z; - base_pos = Vector3(x, y, z); - } - } + const String prop_name = _assimp_get_string(anim_mesh->mName); + const String mesh_name = prop_name.split("*")[0]; - if (is_scaling) { - if (F[k]->mNumScalingKeys != 0) { - aiVectorKey key = F[k]->mScalingKeys[0]; - real_t x = key.mValue.x; - real_t y = key.mValue.y; - real_t z = key.mValue.z; - base_scale = Vector3(x, y, z); - } - } - if (is_translation) { - for (size_t p = 0; p < F[k]->mNumPositionKeys; p++) { - aiVector3D pos = F[k]->mPositionKeys[p].mValue; - pos_values.push_back(Vector3(pos.x, pos.y, pos.z)); - pos_times.push_back(F[k]->mPositionKeys[p].mTime / ticks_per_second); - } - } + ERR_CONTINUE(prop_name.split("*").size() != 2); - if (is_rotation) { - for (size_t r = 0; r < F[k]->mNumRotationKeys; r++) { - aiQuaternion quat = F[k]->mRotationKeys[r].mValue; - rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized()); - rot_times.push_back(F[k]->mRotationKeys[r].mTime / ticks_per_second); - } - } + ERR_CONTINUE(!state.node_map.has(mesh_name)); - if (is_scaling) { - for (size_t sc = 0; sc < F[k]->mNumScalingKeys; sc++) { - aiVector3D scale = F[k]->mScalingKeys[sc].mValue; - scale_values.push_back(Vector3(scale.x, scale.y, scale.z)); - scale_times.push_back(F[k]->mScalingKeys[sc].mTime / ticks_per_second); - } - } + const MeshInstance *mesh_instance = Object::cast_to<MeshInstance>(state.node_map[mesh_name]); + + ERR_CONTINUE(mesh_instance == NULL); + + String base_path = state.root->get_path_to(mesh_instance); + + Ref<Mesh> mesh = mesh_instance->get_mesh(); + ERR_CONTINUE(mesh.is_null()); + + //add the tracks for this mesh + int base_track = animation->get_track_count(); + for (int j = 0; j < mesh->get_blend_shape_count(); j++) { + + animation->add_track(Animation::TYPE_VALUE); + animation->track_set_path(base_track + j, base_path + ":blend_shapes/" + mesh->get_blend_shape_name(j)); } - } - int32_t track_idx = animation->get_track_count(); - animation->add_track(Animation::TYPE_TRANSFORM); - animation->track_set_path(track_idx, node_path); - float increment = 1.0 / float(p_bake_fps); - float time = 0.0; - bool last = false; - while (true) { - Vector3 pos = Vector3(); - Quat rot = Quat(); - Vector3 scale = Vector3(1.0f, 1.0f, 1.0f); - if (is_translation && pos_values.size()) { - pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR); - Transform anim_xform; - String ext = p_path.get_file().get_extension().to_lower(); - if (ext == "fbx") { - aiNode *ai_node = _ai_find_node(p_scene->mRootNode, p_node_name); - Transform mesh_xform = _get_global_ai_node_transform(p_scene, ai_node); - pos = mesh_xform.origin + pos; - real_t factor = 1.0f; - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("UnitScaleFactor", factor); - factor = factor * 0.01f; - } - pos = pos * factor; + + for (size_t k = 0; k < anim_mesh->mNumKeys; k++) { + for (size_t j = 0; j < anim_mesh->mKeys[k].mNumValuesAndWeights; j++) { + + float t = anim_mesh->mKeys[k].mTime / ticks_per_second; + float w = anim_mesh->mKeys[k].mWeights[j]; + + animation->track_insert_key(base_track + j, t, w); } } - if (is_rotation && rot_values.size()) { - rot = _interpolate_track<Quat>(rot_times, rot_values, time, AssetImportAnimation::INTERP_LINEAR).normalized(); - } - if (is_scaling && scale_values.size()) { - scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR); - } - animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR); - animation->transform_track_insert_key(track_idx, time, pos, rot, scale); + } - if (last) { - break; - } - time += increment; - if (time >= length) { - last = true; - time = length; - } + if (animation->get_track_count()) { + state.animation_player->add_animation(name, animation); } } @@ -976,611 +741,320 @@ float EditorSceneImporterAssimp::_get_fbx_fps(int32_t time_mode, const aiScene * return 0; } -Transform EditorSceneImporterAssimp::_get_global_ai_node_transform(const aiScene *p_scene, const aiNode *p_current_node) { +Transform EditorSceneImporterAssimp::_get_global_assimp_node_transform(const aiNode *p_current_node) { aiNode const *current_node = p_current_node; Transform xform; while (current_node != NULL) { - xform = _ai_matrix_transform(current_node->mTransformation) * xform; + xform = _assimp_matrix_transform(current_node->mTransformation) * xform; current_node = current_node->mParent; } return xform; } -void EditorSceneImporterAssimp::_generate_node_bone(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const String p_path, const int32_t p_max_bone_weights) { - for (size_t i = 0; i < p_node->mNumMeshes; i++) { - const unsigned int mesh_idx = p_node->mMeshes[i]; - const aiMesh *ai_mesh = p_scene->mMeshes[mesh_idx]; - for (size_t j = 0; j < ai_mesh->mNumBones; j++) { - String bone_name = _ai_string_to_string(ai_mesh->mBones[j]->mName); - if (p_skeleton->find_bone(bone_name) != -1) { - continue; - } - p_mesh_bones.insert(bone_name, true); - p_skeleton->add_bone(bone_name); - int32_t idx = p_skeleton->find_bone(bone_name); - Transform xform = _ai_matrix_transform(ai_mesh->mBones[j]->mOffsetMatrix); - String ext = p_path.get_file().get_extension().to_lower(); - if (ext == "fbx") { - Transform mesh_xform = _get_global_ai_node_transform(p_scene, p_node); - mesh_xform.basis = Basis(); - xform = mesh_xform.affine_inverse() * xform; - } - p_skeleton->set_bone_rest(idx, xform.affine_inverse()); - } - } -} +Ref<Texture> EditorSceneImporterAssimp::_load_texture(ImportState &state, String p_path) { + 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 >= state.assimp_scene->mNumTextures, Ref<Texture>()); + aiTexture *tex = state.assimp_scene->mTextures[texture_idx]; + String filename = _assimp_raw_string_to_string(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<Texture>()); -void EditorSceneImporterAssimp::_generate_node_bone_parents(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const MeshInstance *p_mi) { - for (size_t i = 0; i < p_node->mNumMeshes; i++) { - const unsigned int mesh_idx = p_node->mMeshes[i]; - const aiMesh *ai_mesh = p_scene->mMeshes[mesh_idx]; - - for (size_t j = 0; j < ai_mesh->mNumBones; j++) { - aiNode *bone_node = p_scene->mRootNode->FindNode(ai_mesh->mBones[j]->mName); - ERR_CONTINUE(bone_node == NULL); - aiNode *bone_node_parent = bone_node->mParent; - while (bone_node_parent != NULL) { - String bone_parent_name = _ai_string_to_string(bone_node_parent->mName); - bone_parent_name = bone_parent_name.split(ASSIMP_FBX_KEY)[0]; - if (bone_parent_name == p_mi->get_name()) { - break; - } - if (p_mi->get_parent() == NULL) { - break; - } - if (bone_parent_name == p_mi->get_parent()->get_name()) { - break; - } - if (bone_node_parent->mParent == p_scene->mRootNode) { - break; - } - if (p_skeleton->find_bone(bone_parent_name) == -1) { - p_mesh_bones.insert(bone_parent_name, true); - } - bone_node_parent = bone_node_parent->mParent; - } - } - } -} -void EditorSceneImporterAssimp::_calculate_skeleton_root(Skeleton *s, const aiScene *p_scene, aiNode *&p_ai_skeleton_root, Map<String, bool> &mesh_bones, const aiNode *p_node) { - if (s->get_bone_count() > 0) { - String bone_name = s->get_bone_name(0); - p_ai_skeleton_root = _ai_find_node(p_scene->mRootNode, bone_name); - for (size_t i = 0; i < p_scene->mRootNode->mNumChildren; i++) { - if (p_ai_skeleton_root == NULL) { - break; + Ref<ImageTexture> t; + t.instance(); + t->create_from_image(img); + t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); + return t; + } 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<Texture>()); + Ref<ImageTexture> t; + t.instance(); + t->create_from_image(img); + t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); + return t; + } else if (tex->CheckFormat("dds")) { + ERR_EXPLAIN("Open Asset Import: Embedded dds not implemented"); + ERR_FAIL_COND_V(true, Ref<Texture>()); + //Ref<Image> img = Image::_dds_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth); + //ERR_FAIL_COND_V(img.is_null(), Ref<Texture>()); + //Ref<ImageTexture> t; + //t.instance(); + //t->create_from_image(img); + //t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); + //return t; } - aiNode *found = p_scene->mRootNode->mChildren[i]->FindNode(p_ai_skeleton_root->mName); - if (found) { - p_ai_skeleton_root = p_scene->mRootNode->mChildren[i]; - break; + } 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<Texture>()); + //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<Texture>()); - if (p_ai_skeleton_root == NULL) { - p_ai_skeleton_root = p_scene->mRootNode->FindNode(p_node->mName); - while (p_ai_skeleton_root && p_ai_skeleton_root->mParent && p_ai_skeleton_root->mParent != p_scene->mRootNode) { - p_ai_skeleton_root = p_scene->mRootNode->FindNode(p_ai_skeleton_root->mName)->mParent; + Ref<ImageTexture> t; + t.instance(); + t->create_from_image(img); + t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); + return t; } + return Ref<Texture>(); } - p_ai_skeleton_root = _ai_find_node(p_scene->mRootNode, _ai_string_to_string(p_ai_skeleton_root->mName).split(ASSIMP_FBX_KEY)[0]); -} - -void EditorSceneImporterAssimp::_fill_skeleton(const aiScene *p_scene, const aiNode *p_node, Spatial *p_current, Node *p_owner, Skeleton *p_skeleton, const Map<String, bool> p_mesh_bones, const Map<String, Transform> &p_bone_rests, Set<String> p_tracks, const String p_path, Set<String> &r_removed_bones) { - String node_name = _ai_string_to_string(p_node->mName); - if (p_mesh_bones.find(node_name) != NULL && p_skeleton->find_bone(node_name) == -1) { - r_removed_bones.insert(node_name); - p_skeleton->add_bone(node_name); - int32_t idx = p_skeleton->find_bone(node_name); - Transform xform = _get_global_ai_node_transform(p_scene, p_node); - xform = _format_rot_xform(p_path, p_scene) * xform; - p_skeleton->set_bone_rest(idx, xform); - } - - for (size_t i = 0; i < p_node->mNumChildren; i++) { - _fill_skeleton(p_scene, p_node->mChildren[i], p_current, p_owner, p_skeleton, p_mesh_bones, p_bone_rests, p_tracks, p_path, r_removed_bones); - } + Ref<Texture> p_texture = ResourceLoader::load(p_path, "Texture"); + return p_texture; } -void EditorSceneImporterAssimp::_keep_node(const String &p_path, Node *p_current, Node *p_owner, Set<Node *> &r_keep_nodes) { - if (p_current == p_owner) { - r_keep_nodes.insert(p_current); - } - - if (p_current->get_class() != Spatial().get_class()) { - r_keep_nodes.insert(p_current); - } - - for (int i = 0; i < p_current->get_child_count(); i++) { - _keep_node(p_path, p_current->get_child(i), p_owner, r_keep_nodes); - } -} +Ref<Material> EditorSceneImporterAssimp::_generate_material_from_index(ImportState &state, int p_index, bool p_double_sided) { -void EditorSceneImporterAssimp::_filter_node(const String &p_path, Node *p_current, Node *p_owner, const Set<Node *> p_keep_nodes, Set<String> &r_removed_nodes) { - if (p_keep_nodes.has(p_current) == false) { - r_removed_nodes.insert(p_current->get_name()); - p_current->queue_delete(); - } - for (int i = 0; i < p_current->get_child_count(); i++) { - _filter_node(p_path, p_current->get_child(i), p_owner, p_keep_nodes, r_removed_nodes); - } -} + ERR_FAIL_INDEX_V(p_index, (int)state.assimp_scene->mNumMaterials, Ref<Material>()); -void EditorSceneImporterAssimp::_generate_node(const String &p_path, const aiScene *p_scene, const aiNode *p_node, Node *p_parent, Node *p_owner, Set<String> &r_bone_name, Set<String> p_light_names, Set<String> p_camera_names, Map<Skeleton *, MeshInstance *> &r_skeletons, const Map<String, Transform> &p_bone_rests, Vector<MeshInstance *> &r_mesh_instances, int32_t &r_mesh_count, Skeleton *p_skeleton, const int32_t p_max_bone_weights, Set<String> &r_removed_bones, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names) { - Spatial *child_node = NULL; - if (p_node == NULL) { - return; - } - String node_name = _ai_string_to_string(p_node->mName); - real_t factor = 1.0f; - String ext = p_path.get_file().get_extension().to_lower(); - if (ext == "fbx") { - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("UnitScaleFactor", factor); - factor = factor * 0.01f; - } - } - { - Transform xform = _ai_matrix_transform(p_node->mTransformation); - - child_node = memnew(Spatial); - p_parent->add_child(child_node); - child_node->set_owner(p_owner); - if (p_node == p_scene->mRootNode) { - if ((ext == "fbx") && p_node == p_scene->mRootNode) { - xform = xform.scaled(Vector3(factor, factor, factor)); - Transform format_xform = _format_rot_xform(p_path, p_scene); - xform = format_xform * xform; - } - } - child_node->set_transform(xform * child_node->get_transform()); - } + aiMaterial *ai_material = state.assimp_scene->mMaterials[p_index]; + Ref<SpatialMaterial> mat; + mat.instance(); - if (p_node->mNumMeshes > 0) { - MeshInstance *mesh_node = memnew(MeshInstance); - p_parent->add_child(mesh_node); - mesh_node->set_owner(p_owner); - mesh_node->set_transform(child_node->get_transform()); - { - Map<String, bool> mesh_bones; - p_skeleton->set_use_bones_in_world_transform(true); - _generate_node_bone(p_scene, p_node, mesh_bones, p_skeleton, p_path, p_max_bone_weights); - Set<String> tracks; - _get_track_set(p_scene, tracks); - aiNode *skeleton_root = NULL; - _calculate_skeleton_root(p_skeleton, p_scene, skeleton_root, mesh_bones, p_node); - _generate_node_bone_parents(p_scene, p_node, mesh_bones, p_skeleton, mesh_node); - if (p_skeleton->get_bone_count() > 0) { - _fill_skeleton(p_scene, skeleton_root, mesh_node, p_owner, p_skeleton, mesh_bones, p_bone_rests, tracks, p_path, r_removed_bones); - _set_bone_parent(p_skeleton, p_owner, p_scene->mRootNode); - } - MeshInstance *mi = Object::cast_to<MeshInstance>(mesh_node); - if (mi) { - r_mesh_instances.push_back(mi); - } - _add_mesh_to_mesh_instance(p_node, p_scene, p_skeleton, p_path, mesh_node, p_owner, r_bone_name, r_mesh_count, p_max_bone_weights, r_name_morph_mesh_names); - } - if (mesh_node != NULL && p_skeleton->get_bone_count() > 0 && p_owner->find_node(p_skeleton->get_name()) == NULL) { - Node *node = p_owner->find_node(_ai_string_to_string(p_scene->mRootNode->mName)); - ERR_FAIL_COND(node == NULL); - node->add_child(p_skeleton); - p_skeleton->set_owner(p_owner); - if (ext == "fbx") { - Transform mesh_xform = _get_global_ai_node_transform(p_scene, p_node); - mesh_xform.origin = Vector3(); - p_skeleton->set_transform(mesh_xform); - } - r_skeletons.insert(p_skeleton, mesh_node); - } - for (size_t i = 0; i < p_node->mNumMeshes; i++) { - if (p_scene->mMeshes[p_node->mMeshes[i]]->HasBones()) { - mesh_node->set_name(node_name); - // Meshes without skeletons must not have skeletons - mesh_node->set_skeleton_path(String(mesh_node->get_path_to(p_owner)) + "/" + p_owner->get_path_to(p_skeleton)); - } + int32_t mat_two_sided = 0; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) { + if (mat_two_sided > 0) { + mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); } - child_node->get_parent()->remove_child(child_node); - memdelete(child_node); - child_node = mesh_node; - } else if (p_light_names.has(node_name)) { - Spatial *light_node = Object::cast_to<Light>(p_owner->find_node(node_name)); - ERR_FAIL_COND(light_node == NULL); - if (!p_parent->has_node(light_node->get_path())) { - p_parent->add_child(light_node); - } - light_node->set_owner(p_owner); - light_node->set_transform(child_node->get_transform().scaled(Vector3(factor, factor, factor)) * - light_node->get_transform().scaled(Vector3(factor, factor, factor))); - child_node->get_parent()->remove_child(child_node); - memdelete(child_node); - child_node = light_node; - } else if (p_camera_names.has(node_name)) { - Spatial *camera_node = Object::cast_to<Camera>(p_owner->find_node(node_name)); - ERR_FAIL_COND(camera_node == NULL); - if (!p_parent->has_node(camera_node->get_path())) { - p_parent->add_child(camera_node); - } - camera_node->set_owner(p_owner); - camera_node->set_transform(child_node->get_transform().scaled(Vector3(factor, factor, factor)) * - camera_node->get_transform().scaled(Vector3(factor, factor, factor))); - camera_node->scale(Vector3(factor, factor, factor)); - child_node->get_parent()->remove_child(child_node); - memdelete(child_node); - child_node = camera_node; - } - child_node->set_name(node_name); - for (size_t i = 0; i < p_node->mNumChildren; i++) { - _generate_node(p_path, p_scene, p_node->mChildren[i], child_node, p_owner, r_bone_name, p_light_names, p_camera_names, r_skeletons, p_bone_rests, r_mesh_instances, r_mesh_count, p_skeleton, p_max_bone_weights, r_removed_bones, r_name_morph_mesh_names); } -} - -aiNode *EditorSceneImporterAssimp::_ai_find_node(aiNode *ai_child_node, const String bone_name) { - if (_ai_string_to_string(ai_child_node->mName) == bone_name) { - return ai_child_node; + //const String mesh_name = _assimp_get_string(ai_mesh->mName); + aiString mat_name; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) { + mat->set_name(_assimp_get_string(mat_name)); } - aiNode *target = NULL; - for (size_t i = 0; i < ai_child_node->mNumChildren; i++) { - target = _ai_find_node(ai_child_node->mChildren[i], bone_name); - if (target != NULL) { - return target; - } - } - return target; -} + aiTextureType tex_normal = aiTextureType_NORMALS; + { + aiString ai_filename = aiString(); + String filename = ""; + aiTextureMapMode map_mode[2]; -Transform EditorSceneImporterAssimp::_format_rot_xform(const String p_path, const aiScene *p_scene) { - String ext = p_path.get_file().get_extension().to_lower(); + if (AI_SUCCESS == ai_material->GetTexture(tex_normal, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) { + filename = _assimp_raw_string_to_string(ai_filename); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); - Transform xform; - int32_t up_axis = 0; - Vector3 up_axis_vec3 = Vector3(); - - int32_t front_axis = 0; - Vector3 front_axis_vec3 = Vector3(); - - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("UpAxis", up_axis); - if (up_axis == AssetImportFbx::UP_VECTOR_AXIS_X) { - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("FrontAxis", front_axis); - if (front_axis == AssetImportFbx::FRONT_PARITY_EVEN) { - // y - } else if (front_axis == AssetImportFbx::FRONT_PARITY_ODD) { - // z - //front_axis_vec3 = Vector3(0.0f, Math::deg2rad(-180.f), 0.0f); - } - } - } else if (up_axis == AssetImportFbx::UP_VECTOR_AXIS_Y) { - up_axis_vec3 = Vector3(Math::deg2rad(-90.f), 0.0f, 0.0f); - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("FrontAxis", front_axis); - if (front_axis == AssetImportFbx::FRONT_PARITY_EVEN) { - // x - } else if (front_axis == AssetImportFbx::FRONT_PARITY_ODD) { - // z - } - } - } else if (up_axis == AssetImportFbx::UP_VECTOR_AXIS_Z) { - up_axis_vec3 = Vector3(0.0f, Math ::deg2rad(90.f), 0.0f); - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("FrontAxis", front_axis); - if (front_axis == AssetImportFbx::FRONT_PARITY_EVEN) { - // x - } else if (front_axis == AssetImportFbx::FRONT_PARITY_ODD) { - // y + if (texture != NULL) { + if (map_mode != NULL) { + _set_texture_mapping_mode(map_mode, texture); + } + mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); + mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); } } } } - int32_t up_axis_sign = 0; - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("UpAxisSign", up_axis_sign); - up_axis_vec3 = up_axis_vec3 * up_axis_sign; - } - - int32_t front_axis_sign = 0; - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("FrontAxisSign", front_axis_sign); - front_axis_vec3 = front_axis_vec3 * front_axis_sign; - } + { + aiString ai_filename = aiString(); + String filename = ""; - int32_t coord_axis = 0; - Vector3 coord_axis_vec3 = Vector3(); - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("CoordAxis", coord_axis); - if (coord_axis == AssetImportFbx::COORD_LEFT) { - } else if (coord_axis == AssetImportFbx::COORD_RIGHT) { + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, ai_filename)) { + filename = _assimp_raw_string_to_string(ai_filename); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + if (texture != NULL) { + mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); + mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); + } + } } } - int32_t coord_axis_sign = 0; - if (p_scene->mMetaData != NULL) { - p_scene->mMetaData->Get("CoordAxisSign", coord_axis_sign); - } - - Quat up_quat; - up_quat.set_euler(up_axis_vec3); - - Quat coord_quat; - coord_quat.set_euler(coord_axis_vec3); - - Quat front_quat; - front_quat.set_euler(front_axis_vec3); + aiTextureType tex_emissive = aiTextureType_EMISSIVE; - xform.basis.set_quat(up_quat * coord_quat * front_quat); - return xform; -} + if (ai_material->GetTextureCount(tex_emissive) > 0) { -void EditorSceneImporterAssimp::_get_track_set(const aiScene *p_scene, Set<String> &tracks) { - for (size_t i = 0; i < p_scene->mNumAnimations; i++) { - for (size_t j = 0; j < p_scene->mAnimations[i]->mNumChannels; j++) { - aiString ai_name = p_scene->mAnimations[i]->mChannels[j]->mNodeName; - String name = _ai_string_to_string(ai_name); - tracks.insert(name); - } - } -} + aiString ai_filename = aiString(); + String filename = ""; + aiTextureMapMode map_mode[2]; -void EditorSceneImporterAssimp::_add_mesh_to_mesh_instance(const aiNode *p_node, const aiScene *p_scene, Skeleton *s, const String &p_path, MeshInstance *p_mesh_instance, Node *p_owner, Set<String> &r_bone_name, int32_t &r_mesh_count, int32_t p_max_bone_weights, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names) { - Ref<ArrayMesh> mesh; - mesh.instance(); - bool has_uvs = false; - for (size_t i = 0; i < p_node->mNumMeshes; i++) { - const unsigned int mesh_idx = p_node->mMeshes[i]; - const aiMesh *ai_mesh = p_scene->mMeshes[mesh_idx]; - - Map<uint32_t, Vector<float> > vertex_weight; - Map<uint32_t, Vector<String> > vertex_bone_name; - for (size_t b = 0; b < ai_mesh->mNumBones; b++) { - aiBone *bone = ai_mesh->mBones[b]; - for (size_t w = 0; w < bone->mNumWeights; w++) { - String name = _ai_string_to_string(bone->mName); - aiVertexWeight ai_weights = bone->mWeights[w]; - uint32_t vertexId = ai_weights.mVertexId; - Map<uint32_t, Vector<float> >::Element *result = vertex_weight.find(vertexId); - Vector<float> weights; - if (result != NULL) { - weights.append_array(result->value()); - } - weights.push_back(ai_weights.mWeight); - if (vertex_weight.has(vertexId)) { - vertex_weight[vertexId] = weights; - } else { - vertex_weight.insert(vertexId, weights); - } - Map<uint32_t, Vector<String> >::Element *bone_result = vertex_bone_name.find(vertexId); - Vector<String> bone_names; - if (bone_result != NULL) { - bone_names.append_array(bone_result->value()); - } - bone_names.push_back(name); - if (vertex_bone_name.has(vertexId)) { - vertex_bone_name[vertexId] = bone_names; - } else { - vertex_bone_name.insert(vertexId, bone_names); + if (AI_SUCCESS == ai_material->GetTexture(tex_emissive, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) { + filename = _assimp_raw_string_to_string(ai_filename); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + if (texture != NULL) { + _set_texture_mapping_mode(map_mode, texture); + mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true); + mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, texture); } } } + } - Ref<SurfaceTool> st; - st.instance(); - st->begin(Mesh::PRIMITIVE_TRIANGLES); - - for (size_t j = 0; j < ai_mesh->mNumVertices; j++) { - if (ai_mesh->HasTextureCoords(0)) { - has_uvs = true; - st->add_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y)); - } - if (ai_mesh->HasTextureCoords(1)) { - has_uvs = true; - st->add_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y)); - } - 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); - st->add_color(color); - } - if (ai_mesh->mNormals != NULL) { - const aiVector3D normals = ai_mesh->mNormals[j]; - const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z); - st->add_normal(godot_normal); - if (ai_mesh->HasTangentsAndBitangents()) { - const aiVector3D tangents = ai_mesh->mTangents[j]; - const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z); - const aiVector3D bitangent = ai_mesh->mBitangents[j]; - 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; - st->add_tangent(Plane(tangents.x, tangents.y, tangents.z, d)); - } - } + aiTextureType tex_albedo = aiTextureType_DIFFUSE; + if (ai_material->GetTextureCount(tex_albedo) > 0) { - if (s != NULL && s->get_bone_count() > 0) { - Map<uint32_t, Vector<String> >::Element *I = vertex_bone_name.find(j); - Vector<int32_t> bones; - if (I != NULL) { - Vector<String> bone_names; - bone_names.append_array(I->value()); - for (int32_t f = 0; f < bone_names.size(); f++) { - int32_t bone = s->find_bone(bone_names[f]); - ERR_EXPLAIN("Asset Importer: Mesh can't find bone " + bone_names[f]); - ERR_FAIL_COND(bone == -1); - bones.push_back(bone); - } - if (s->get_bone_count()) { - int32_t add = CLAMP(p_max_bone_weights - bones.size(), 0, p_max_bone_weights); - for (int32_t f = 0; f < add; f++) { - bones.push_back(0); - } - } - st->add_bones(bones); - Map<uint32_t, Vector<float> >::Element *E = vertex_weight.find(j); - Vector<float> weights; - if (E != NULL) { - weights = E->value(); - if (weights.size() != p_max_bone_weights) { - int32_t add = CLAMP(p_max_bone_weights - weights.size(), 0, p_max_bone_weights); - for (int32_t f = 0; f < add; f++) { - weights.push_back(0.0f); - } - } + aiString ai_filename = aiString(); + String filename = ""; + aiTextureMapMode map_mode[2]; + if (AI_SUCCESS == ai_material->GetTexture(tex_albedo, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) { + filename = _assimp_raw_string_to_string(ai_filename); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + if (texture != NULL) { + if (texture->get_data()->detect_alpha() != Image::ALPHA_NONE) { + _set_texture_mapping_mode(map_mode, texture); + mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); } - ERR_CONTINUE(weights.size() == 0); - st->add_weights(weights); + mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); } } - const aiVector3D pos = ai_mesh->mVertices[j]; - Vector3 godot_pos = Vector3(pos.x, pos.y, pos.z); - st->add_vertex(godot_pos); } - for (size_t j = 0; j < ai_mesh->mNumFaces; j++) { - const aiFace face = ai_mesh->mFaces[j]; - ERR_FAIL_COND(face.mNumIndices != 3); - Vector<size_t> order; - order.push_back(2); - order.push_back(1); - order.push_back(0); - for (int32_t k = 0; k < order.size(); k++) { - st->add_index(face.mIndices[order[k]]); + } else { + aiColor4D clr_diffuse; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) { + 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_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a)); + } + } + + aiString tex_gltf_base_color_path = aiString(); + aiTextureMapMode map_mode[2]; + if (AI_SUCCESS == ai_material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, &tex_gltf_base_color_path, NULL, NULL, NULL, NULL, map_mode)) { + String filename = _assimp_raw_string_to_string(tex_gltf_base_color_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + _find_texture_path(state.path, path, found); + if (texture != NULL) { + if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { + _set_texture_mapping_mode(map_mode, texture); + mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); + } + mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); } } - if (ai_mesh->HasTangentsAndBitangents() == false && has_uvs) { - st->generate_tangents(); - } - aiMaterial *ai_material = p_scene->mMaterials[ai_mesh->mMaterialIndex]; - Ref<SpatialMaterial> mat; - mat.instance(); - - int32_t mat_two_sided = 0; - 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 { + aiColor4D pbr_base_color; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR, pbr_base_color)) { + if (Math::is_equal_approx(pbr_base_color.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_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a)); } - - const String mesh_name = _ai_string_to_string(ai_mesh->mName); - aiString mat_name; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) { - mat->set_name(_ai_string_to_string(mat_name)); - } - - aiTextureType tex_normal = aiTextureType_NORMALS; - { - aiString ai_filename = aiString(); - String filename = ""; - aiTextureMapMode map_mode[2]; - - if (AI_SUCCESS == ai_material->GetTexture(tex_normal, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) { - filename = _ai_raw_string_to_string(ai_filename); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - - if (texture != NULL) { - if (map_mode != NULL) { - _set_texture_mapping_mode(map_mode, texture); - } - mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); + } + { + aiString tex_fbx_pbs_base_color_path = aiString(); + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE, tex_fbx_pbs_base_color_path)) { + String filename = _assimp_raw_string_to_string(tex_fbx_pbs_base_color_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + _find_texture_path(state.path, path, found); + if (texture != NULL) { + if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { + mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); } + mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); } } - } - - { - aiString ai_filename = aiString(); - String filename = ""; - - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, ai_filename)) { - filename = _ai_raw_string_to_string(ai_filename); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - if (texture != NULL) { - mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); - } - } + } else { + aiColor4D pbr_base_color; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR, pbr_base_color)) { + mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a)); } } - aiTextureType tex_emissive = aiTextureType_EMISSIVE; - - if (ai_material->GetTextureCount(tex_emissive) > 0) { - - aiString ai_filename = aiString(); - String filename = ""; - aiTextureMapMode map_mode[2]; + aiUVTransform pbr_base_color_uv_xform; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM, pbr_base_color_uv_xform)) { + mat->set_uv1_offset(Vector3(pbr_base_color_uv_xform.mTranslation.x, pbr_base_color_uv_xform.mTranslation.y, 0.0f)); + mat->set_uv1_scale(Vector3(pbr_base_color_uv_xform.mScaling.x, pbr_base_color_uv_xform.mScaling.y, 1.0f)); + } + } - if (AI_SUCCESS == ai_material->GetTexture(tex_emissive, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) { - filename = _ai_raw_string_to_string(ai_filename); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - if (texture != NULL) { - _set_texture_mapping_mode(map_mode, texture); - mat->set_feature(SpatialMaterial::FEATURE_EMISSION, true); - mat->set_texture(SpatialMaterial::TEXTURE_EMISSION, texture); - } + { + aiString tex_fbx_pbs_normal_path = aiString(); + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE, tex_fbx_pbs_normal_path)) { + String filename = _assimp_raw_string_to_string(tex_fbx_pbs_normal_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + _find_texture_path(state.path, path, found); + if (texture != NULL) { + mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); + mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); } } } + } - aiTextureType tex_albedo = aiTextureType_DIFFUSE; - if (ai_material->GetTextureCount(tex_albedo) > 0) { - - aiString ai_filename = aiString(); - String filename = ""; - aiTextureMapMode map_mode[2]; - if (AI_SUCCESS == ai_material->GetTexture(tex_albedo, 0, &ai_filename, NULL, NULL, NULL, NULL, map_mode)) { - filename = _ai_raw_string_to_string(ai_filename); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - if (texture != NULL) { - if (texture->get_data()->detect_alpha() != Image::ALPHA_NONE) { - _set_texture_mapping_mode(map_mode, texture); - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); - } - } - } - } else { - aiColor4D clr_diffuse; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) { - 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); + if (p_double_sided) { + mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); + } + + { + aiString tex_fbx_stingray_normal_path = aiString(); + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE, tex_fbx_stingray_normal_path)) { + String filename = _assimp_raw_string_to_string(tex_fbx_stingray_normal_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + _find_texture_path(state.path, path, found); + if (texture != NULL) { + mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); + mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); } - mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a)); } } + } - aiString tex_gltf_base_color_path = aiString(); - aiTextureMapMode map_mode[2]; - if (AI_SUCCESS == ai_material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, &tex_gltf_base_color_path, NULL, NULL, NULL, NULL, map_mode)) { - String filename = _ai_raw_string_to_string(tex_gltf_base_color_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); + { + aiString tex_fbx_pbs_base_color_path = aiString(); + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE, tex_fbx_pbs_base_color_path)) { + String filename = _assimp_raw_string_to_string(tex_fbx_pbs_base_color_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); bool found = false; - _find_texture_path(p_path, path, found); + _find_texture_path(state.path, path, found); if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - _find_texture_path(p_path, path, found); + Ref<Texture> texture = _load_texture(state, path); + _find_texture_path(state.path, path, found); if (texture != NULL) { if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { - _set_texture_mapping_mode(map_mode, texture); mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); } @@ -1589,263 +1063,274 @@ void EditorSceneImporterAssimp::_add_mesh_to_mesh_instance(const aiNode *p_node, } } else { aiColor4D pbr_base_color; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR, pbr_base_color)) { - if (Math::is_equal_approx(pbr_base_color.a, 1.0f) == false) { - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR, pbr_base_color)) { mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a)); } } - { - aiString tex_fbx_pbs_base_color_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE, tex_fbx_pbs_base_color_path)) { - String filename = _ai_raw_string_to_string(tex_fbx_pbs_base_color_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - _find_texture_path(p_path, path, found); - if (texture != NULL) { - if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); - } - } - } else { - aiColor4D pbr_base_color; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR, pbr_base_color)) { - mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a)); - } - } - aiUVTransform pbr_base_color_uv_xform; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM, pbr_base_color_uv_xform)) { - mat->set_uv1_offset(Vector3(pbr_base_color_uv_xform.mTranslation.x, pbr_base_color_uv_xform.mTranslation.y, 0.0f)); - mat->set_uv1_scale(Vector3(pbr_base_color_uv_xform.mScaling.x, pbr_base_color_uv_xform.mScaling.y, 1.0f)); - } + aiUVTransform pbr_base_color_uv_xform; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM, pbr_base_color_uv_xform)) { + mat->set_uv1_offset(Vector3(pbr_base_color_uv_xform.mTranslation.x, pbr_base_color_uv_xform.mTranslation.y, 0.0f)); + mat->set_uv1_scale(Vector3(pbr_base_color_uv_xform.mScaling.x, pbr_base_color_uv_xform.mScaling.y, 1.0f)); } + } - { - aiString tex_fbx_pbs_normal_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE, tex_fbx_pbs_normal_path)) { - String filename = _ai_raw_string_to_string(tex_fbx_pbs_normal_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - _find_texture_path(p_path, path, found); - if (texture != NULL) { - mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); + { + aiString tex_fbx_pbs_emissive_path = aiString(); + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE, tex_fbx_pbs_emissive_path)) { + String filename = _assimp_raw_string_to_string(tex_fbx_pbs_emissive_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + _find_texture_path(state.path, path, found); + if (texture != NULL) { + if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { + mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); } + mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); } } + } else { + aiColor4D pbr_emmissive_color; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR, pbr_emmissive_color)) { + mat->set_emission(Color(pbr_emmissive_color.r, pbr_emmissive_color.g, pbr_emmissive_color.b, pbr_emmissive_color.a)); + } } - aiString cull_mode; - if (p_node->mMetaData) { - p_node->mMetaData->Get("Culling", cull_mode); - } - if (cull_mode.length != 0 && cull_mode == aiString("CullingOff")) { - mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); + real_t pbr_emission_intensity; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR, pbr_emission_intensity)) { + mat->set_emission_energy(pbr_emission_intensity); } + } - { - aiString tex_fbx_stingray_normal_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE, tex_fbx_stingray_normal_path)) { - String filename = _ai_raw_string_to_string(tex_fbx_stingray_normal_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - _find_texture_path(p_path, path, found); - if (texture != NULL) { - mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); - } - } + aiString tex_gltf_pbr_metallicroughness_path; + if (AI_SUCCESS == ai_material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &tex_gltf_pbr_metallicroughness_path)) { + String filename = _assimp_raw_string_to_string(tex_gltf_pbr_metallicroughness_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + if (texture != NULL) { + mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture); + mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_BLUE); + mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture); + mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GREEN); } } + } else { + float pbr_roughness = 0.0f; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, pbr_roughness)) { + mat->set_roughness(pbr_roughness); + } + float pbr_metallic = 0.0f; - { - aiString tex_fbx_pbs_base_color_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE, tex_fbx_pbs_base_color_path)) { - String filename = _ai_raw_string_to_string(tex_fbx_pbs_base_color_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - _find_texture_path(p_path, path, found); - if (texture != NULL) { - if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); - } - } - } else { - aiColor4D pbr_base_color; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR, pbr_base_color)) { - mat->set_albedo(Color(pbr_base_color.r, pbr_base_color.g, pbr_base_color.b, pbr_base_color.a)); + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, pbr_metallic)) { + mat->set_metallic(pbr_metallic); + } + } + { + aiString tex_fbx_pbs_metallic_path; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE, tex_fbx_pbs_metallic_path)) { + String filename = _assimp_raw_string_to_string(tex_fbx_pbs_metallic_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + if (texture != NULL) { + mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture); + mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); } } - - aiUVTransform pbr_base_color_uv_xform; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM, pbr_base_color_uv_xform)) { - mat->set_uv1_offset(Vector3(pbr_base_color_uv_xform.mTranslation.x, pbr_base_color_uv_xform.mTranslation.y, 0.0f)); - mat->set_uv1_scale(Vector3(pbr_base_color_uv_xform.mScaling.x, pbr_base_color_uv_xform.mScaling.y, 1.0f)); + } else { + float pbr_metallic = 0.0f; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR, pbr_metallic)) { + mat->set_metallic(pbr_metallic); } } - { - aiString tex_fbx_pbs_emissive_path = aiString(); - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE, tex_fbx_pbs_emissive_path)) { - String filename = _ai_raw_string_to_string(tex_fbx_pbs_emissive_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - _find_texture_path(p_path, path, found); - if (texture != NULL) { - if (texture->get_data()->detect_alpha() == Image::ALPHA_BLEND) { - mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); - mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); - } - mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture); - } - } - } else { - aiColor4D pbr_emmissive_color; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR, pbr_emmissive_color)) { - mat->set_emission(Color(pbr_emmissive_color.r, pbr_emmissive_color.g, pbr_emmissive_color.b, pbr_emmissive_color.a)); + aiString tex_fbx_pbs_rough_path; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE, tex_fbx_pbs_rough_path)) { + String filename = _assimp_raw_string_to_string(tex_fbx_pbs_rough_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + if (texture != NULL) { + mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture); + mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); } } + } else { + float pbr_roughness = 0.04f; - real_t pbr_emission_intensity; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR, pbr_emission_intensity)) { - mat->set_emission_energy(pbr_emission_intensity); + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR, pbr_roughness)) { + mat->set_roughness(pbr_roughness); } } + } - aiString tex_gltf_pbr_metallicroughness_path; - if (AI_SUCCESS == ai_material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &tex_gltf_pbr_metallicroughness_path)) { - String filename = _ai_raw_string_to_string(tex_gltf_pbr_metallicroughness_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); + { + aiString tex_fbx_pbs_metallic_path; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE, tex_fbx_pbs_metallic_path)) { + String filename = _assimp_raw_string_to_string(tex_fbx_pbs_metallic_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); bool found = false; - _find_texture_path(p_path, path, found); + _find_texture_path(state.path, path, found); if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); + Ref<Texture> texture = _load_texture(state, path); if (texture != NULL) { mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture); - mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_BLUE); - mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture); - mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GREEN); + mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); } } } else { - float pbr_roughness = 0.0f; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, pbr_roughness)) { - mat->set_roughness(pbr_roughness); - } float pbr_metallic = 0.0f; - - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, pbr_metallic)) { + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_METALNESS_FACTOR, pbr_metallic)) { mat->set_metallic(pbr_metallic); } } - { - aiString tex_fbx_pbs_metallic_path; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE, tex_fbx_pbs_metallic_path)) { - String filename = _ai_raw_string_to_string(tex_fbx_pbs_metallic_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - if (texture != NULL) { - mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture); - mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); - } - } - } else { - float pbr_metallic = 0.0f; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR, pbr_metallic)) { - mat->set_metallic(pbr_metallic); + + aiString tex_fbx_pbs_rough_path; + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE, tex_fbx_pbs_rough_path)) { + String filename = _assimp_raw_string_to_string(tex_fbx_pbs_rough_path); + String path = state.path.get_base_dir() + "/" + filename.replace("\\", "/"); + bool found = false; + _find_texture_path(state.path, path, found); + if (found) { + Ref<Texture> texture = _load_texture(state, path); + if (texture != NULL) { + mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture); + mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); } } + } else { + float pbr_roughness = 0.04f; + + if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR, pbr_roughness)) { + mat->set_roughness(pbr_roughness); + } + } + } + + return mat; +} + +Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices, Skeleton *p_skeleton, bool p_double_sided_material) { + + Ref<ArrayMesh> mesh; + mesh.instance(); + bool has_uvs = false; - aiString tex_fbx_pbs_rough_path; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE, tex_fbx_pbs_rough_path)) { - String filename = _ai_raw_string_to_string(tex_fbx_pbs_rough_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - if (texture != NULL) { - mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture); - mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); + for (int i = 0; i < p_surface_indices.size(); i++) { + const unsigned int mesh_idx = p_surface_indices[i]; + const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx]; + + Map<uint32_t, Vector<BoneInfo> > vertex_weights; + + if (p_skeleton) { + for (size_t b = 0; b < ai_mesh->mNumBones; b++) { + aiBone *bone = ai_mesh->mBones[b]; + String bone_name = _assimp_get_string(bone->mName); + int bone_index = p_skeleton->find_bone(bone_name); + ERR_CONTINUE(bone_index == -1); //bone refers to an unexisting index, wtf. + + 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; + ; + + if (!vertex_weights.has(vertex_index)) { + vertex_weights[vertex_index] = Vector<BoneInfo>(); } - } - } else { - float pbr_roughness = 0.04f; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR, pbr_roughness)) { - mat->set_roughness(pbr_roughness); + vertex_weights[vertex_index].push_back(bi); } } } - { - aiString tex_fbx_pbs_metallic_path; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE, tex_fbx_pbs_metallic_path)) { - String filename = _ai_raw_string_to_string(tex_fbx_pbs_metallic_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - if (texture != NULL) { - mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, texture); - mat->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); - } - } - } else { - float pbr_metallic = 0.0f; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_METALNESS_FACTOR, pbr_metallic)) { - mat->set_metallic(pbr_metallic); + Ref<SurfaceTool> st; + st.instance(); + st->begin(Mesh::PRIMITIVE_TRIANGLES); + + for (size_t j = 0; j < ai_mesh->mNumVertices; j++) { + if (ai_mesh->HasTextureCoords(0)) { + has_uvs = true; + st->add_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y)); + } + if (ai_mesh->HasTextureCoords(1)) { + has_uvs = true; + st->add_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y)); + } + 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); + st->add_color(color); + } + if (ai_mesh->mNormals != NULL) { + const aiVector3D normals = ai_mesh->mNormals[j]; + const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z); + st->add_normal(godot_normal); + if (ai_mesh->HasTangentsAndBitangents()) { + const aiVector3D tangents = ai_mesh->mTangents[j]; + const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z); + const aiVector3D bitangent = ai_mesh->mBitangents[j]; + 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; + st->add_tangent(Plane(tangents.x, tangents.y, tangents.z, d)); } } - aiString tex_fbx_pbs_rough_path; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE, tex_fbx_pbs_rough_path)) { - String filename = _ai_raw_string_to_string(tex_fbx_pbs_rough_path); - String path = p_path.get_base_dir() + "/" + filename.replace("\\", "/"); - bool found = false; - _find_texture_path(p_path, path, found); - if (found) { - Ref<Texture> texture = _load_texture(p_scene, path); - if (texture != NULL) { - mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, texture); - mat->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GRAYSCALE); - } - } - } else { - float pbr_roughness = 0.04f; + if (vertex_weights.has(j)) { - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR, pbr_roughness)) { - mat->set_roughness(pbr_roughness); + Vector<BoneInfo> bone_info = vertex_weights[j]; + Vector<int> bones; + bones.resize(bone_info.size()); + Vector<float> weights; + weights.resize(bone_info.size()); + for (int k = 0; k < bone_info.size(); k++) { + bones.write[k] = bone_info[k].bone; + weights.write[k] = bone_info[k].weight; } + + st->add_bones(bones); + st->add_weights(weights); } + + const aiVector3D pos = ai_mesh->mVertices[j]; + Vector3 godot_pos = Vector3(pos.x, pos.y, pos.z); + st->add_vertex(godot_pos); + } + + for (size_t j = 0; j < ai_mesh->mNumFaces; j++) { + const aiFace face = ai_mesh->mFaces[j]; + ERR_CONTINUE(face.mNumIndices != 3); + Vector<size_t> order; + order.push_back(2); + order.push_back(1); + order.push_back(0); + for (int32_t k = 0; k < order.size(); k++) { + st->add_index(face.mIndices[order[k]]); + } + } + if (ai_mesh->HasTangentsAndBitangents() == false && has_uvs) { + st->generate_tangents(); + } + + Ref<Material> material; + + if (!state.material_cache.has(ai_mesh->mMaterialIndex)) { + material = _generate_material_from_index(state, ai_mesh->mMaterialIndex, p_double_sided_material); } Array array_mesh = st->commit_to_arrays(); @@ -1855,13 +1340,16 @@ void EditorSceneImporterAssimp::_add_mesh_to_mesh_instance(const aiNode *p_node, Map<uint32_t, String> morph_mesh_idx_names; for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) { - String ai_anim_mesh_name = _ai_string_to_string(ai_mesh->mAnimMeshes[j]->mName); - mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); - if (ai_anim_mesh_name.empty()) { - ai_anim_mesh_name = String("morph_") + itos(j); + if (i == 0) { + //only do this the first time + String ai_anim_mesh_name = _assimp_get_string(ai_mesh->mAnimMeshes[j]->mName); + mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); + if (ai_anim_mesh_name.empty()) { + ai_anim_mesh_name = String("morph_") + itos(j); + } + mesh->add_blend_shape(ai_anim_mesh_name); } - mesh->add_blend_shape(ai_anim_mesh_name); - morph_mesh_idx_names.insert(j, ai_anim_mesh_name); + Array array_copy; array_copy.resize(VisualServer::ARRAY_MAX); @@ -1945,82 +1433,192 @@ void EditorSceneImporterAssimp::_add_mesh_to_mesh_instance(const aiNode *p_node, morphs[j] = array_copy; } - r_name_morph_mesh_names.insert(_ai_string_to_string(p_node->mName), morph_mesh_idx_names); + mesh->add_surface_from_arrays(primitive, array_mesh, morphs); - mesh->surface_set_material(i, mat); - mesh->surface_set_name(i, _ai_string_to_string(ai_mesh->mName)); - r_mesh_count++; - print_line(String("Open Asset Import: Created mesh (including instances) ") + _ai_string_to_string(ai_mesh->mName) + " " + itos(r_mesh_count) + " of " + itos(p_scene->mNumMeshes)); + mesh->surface_set_material(i, material); + mesh->surface_set_name(i, _assimp_get_string(ai_mesh->mName)); } - p_mesh_instance->set_mesh(mesh); + + return mesh; } -Ref<Texture> EditorSceneImporterAssimp::_load_texture(const aiScene *p_scene, String p_path) { - 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<Texture>()); - aiTexture *tex = p_scene->mTextures[texture_idx]; - String filename = _ai_raw_string_to_string(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<Texture>()); +void EditorSceneImporterAssimp::_generate_node(ImportState &state, const aiNode *p_assimp_node, Node *p_parent) { - Ref<ImageTexture> t; - t.instance(); - t->create_from_image(img); - t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); - return t; - } 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<Texture>()); - Ref<ImageTexture> t; - t.instance(); - t->create_from_image(img); - t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); - return t; - } else if (tex->CheckFormat("dds")) { - ERR_EXPLAIN("Open Asset Import: Embedded dds not implemented"); - ERR_FAIL_COND_V(true, Ref<Texture>()); - //Ref<Image> img = Image::_dds_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth); - //ERR_FAIL_COND_V(img.is_null(), Ref<Texture>()); - //Ref<ImageTexture> t; - //t.instance(); - //t->create_from_image(img); - //t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); - //return t; + Spatial *new_node = NULL; + String node_name = _assimp_get_string(p_assimp_node->mName); + Transform node_transform = _assimp_matrix_transform(p_assimp_node->mTransformation); + + if (p_assimp_node->mNumMeshes > 0) { + /* MESH NODE */ + Ref<Mesh> mesh; + Skeleton *skeleton = NULL; + { + + //see if we have mesh cache for this. + Vector<int> surface_indices; + for (uint32_t i = 0; i < p_assimp_node->mNumMeshes; i++) { + int mesh_index = p_assimp_node->mMeshes[i]; + surface_indices.push_back(mesh_index); + + //take the chane and attempt to find the skeleton from the bones + if (!skeleton) { + aiMesh *ai_mesh = state.assimp_scene->mMeshes[p_assimp_node->mMeshes[i]]; + for (uint32_t j = 0; j < ai_mesh->mNumBones; j++) { + aiBone *bone = ai_mesh->mBones[j]; + String bone_name = _assimp_get_string(bone->mName); + if (state.bone_owners.has(bone_name)) { + skeleton = state.skeletons[state.bone_owners[bone_name]]; + break; + } + } + } } - } 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<Texture>()); - //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]; + surface_indices.sort(); + String mesh_key; + for (int i = 0; i < surface_indices.size(); i++) { + if (i > 0) { + mesh_key += ":"; + } + mesh_key += itos(surface_indices[i]); } - img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr); - ERR_FAIL_COND_V(img.is_null(), Ref<Texture>()); - Ref<ImageTexture> t; - t.instance(); - t->create_from_image(img); - t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); - return t; + if (!state.mesh_cache.has(mesh_key)) { + //adding cache + aiString cull_mode; //cull is on mesh, which is kind of stupid tbh + bool double_sided_material = false; + if (p_assimp_node->mMetaData) { + p_assimp_node->mMetaData->Get("Culling", cull_mode); + } + if (cull_mode.length != 0 && cull_mode == aiString("CullingOff")) { + double_sided_material = true; + } + + mesh = _generate_mesh_from_surface_indices(state, surface_indices, skeleton, double_sided_material); + state.mesh_cache[mesh_key] = mesh; + } + + mesh = state.mesh_cache[mesh_key]; } - return Ref<Texture>(); + + MeshInstance *mesh_node = memnew(MeshInstance); + if (skeleton) { + state.mesh_skeletons[mesh_node] = skeleton; + } + mesh_node->set_mesh(mesh); + new_node = mesh_node; + + } else if (state.light_cache.has(node_name)) { + + Light *light = NULL; + aiLight *ai_light = state.assimp_scene->mLights[state.light_cache[node_name]]; + ERR_FAIL_COND(!ai_light); + + if (ai_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); + + node_transform *= light_transform; + + } else if (ai_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; + + node_transform *= xform; + + light->set_transform(xform); + + //light->set_param(Light::PARAM_ATTENUATION, 1); + } else if (ai_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); + node_transform *= light_transform; + + //light->set_param(Light::PARAM_ATTENUATION, 0.0f); + } + ERR_FAIL_COND(light == NULL); + light->set_color(Color(ai_light->mColorDiffuse.r, ai_light->mColorDiffuse.g, ai_light->mColorDiffuse.b)); + new_node = light; + } else if (state.camera_cache.has(node_name)) { + + aiCamera *ai_camera = state.assimp_scene->mCameras[state.camera_cache[node_name]]; + ERR_FAIL_COND(!ai_camera); + + Camera *camera = memnew(Camera); + + float near = ai_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); + + 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); + + new_node = camera; + } else if (state.bone_owners.has(node_name)) { + + //have to actually put the skeleton somewhere, you know. + Skeleton *skeleton = state.skeletons[state.bone_owners[node_name]]; + if (skeleton->get_parent()) { + //a bone for a skeleton already added.. + //could go downwards here to add meshes children of skeleton bones + //but let's not support it for now. + return; + } + //restore rest poses to local, now that we know where the skeleton finally is + Transform skeleton_transform; + if (p_assimp_node->mParent) { + skeleton_transform = _get_global_assimp_node_transform(p_assimp_node->mParent); + } + for (int i = 0; i < skeleton->get_bone_count(); i++) { + Transform rest = skeleton_transform.affine_inverse() * skeleton->get_bone_rest(i); + skeleton->set_bone_rest(i, rest.affine_inverse()); + } + + skeleton->localize_rests(); + node_name = "Skeleton"; //don't use the bone root name + node_transform = Transform(); //dont transform + + new_node = skeleton; + } else { + //generic node + new_node = memnew(Spatial); + } + + { + + new_node->set_name(node_name); + new_node->set_transform(node_transform); + p_parent->add_child(new_node); + new_node->set_owner(state.root); + } + + state.node_map[node_name] = new_node; + + for (size_t i = 0; i < p_assimp_node->mNumChildren; i++) { + _generate_node(state, p_assimp_node->mChildren[i], new_node); } - Ref<Texture> p_texture = ResourceLoader::load(p_path, "Texture"); - return p_texture; } void EditorSceneImporterAssimp::_calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w) { @@ -2122,31 +1720,25 @@ void EditorSceneImporterAssimp::_find_texture_path(const String &p_path, _Direct } } -String EditorSceneImporterAssimp::_ai_string_to_string(const aiString p_string) const { - Vector<char> raw_name; - raw_name.resize(p_string.length); - memcpy(raw_name.ptrw(), p_string.C_Str(), p_string.length); +String EditorSceneImporterAssimp::_assimp_get_string(const aiString p_string) const { + //convert an assimp String to a Godot String String name; - name.parse_utf8(raw_name.ptrw(), raw_name.size()); + 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; } - if (name.find(".") != -1) { - String replaced_name = name.replace(".", ""); - print_verbose("Replacing " + name + " containing . with " + replaced_name); - name = replaced_name; - } + + name = name.replace(".", ""); //can break things, specially bone names + return name; } -String EditorSceneImporterAssimp::_ai_anim_string_to_string(const aiString p_string) const { - Vector<char> raw_name; - raw_name.resize(p_string.length); - memcpy(raw_name.ptrw(), p_string.C_Str(), p_string.length); +String EditorSceneImporterAssimp::_assimp_anim_string_to_string(const aiString p_string) const { + String name; - name.parse_utf8(raw_name.ptrw(), raw_name.size()); + 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); @@ -2155,12 +1747,9 @@ String EditorSceneImporterAssimp::_ai_anim_string_to_string(const aiString p_str return name; } -String EditorSceneImporterAssimp::_ai_raw_string_to_string(const aiString p_string) const { - Vector<char> raw_name; - raw_name.resize(p_string.length); - memcpy(raw_name.ptrw(), p_string.C_Str(), p_string.length); +String EditorSceneImporterAssimp::_assimp_raw_string_to_string(const aiString p_string) const { String name; - name.parse_utf8(raw_name.ptrw(), raw_name.size()); + name.parse_utf8(p_string.C_Str() /*,p_string.length*/); return name; } @@ -2168,14 +1757,10 @@ Ref<Animation> EditorSceneImporterAssimp::import_animation(const String &p_path, return Ref<Animation>(); } -const Transform EditorSceneImporterAssimp::_ai_matrix_transform(const aiMatrix4x4 p_matrix) { +const Transform EditorSceneImporterAssimp::_assimp_matrix_transform(const aiMatrix4x4 p_matrix) { aiMatrix4x4 matrix = p_matrix; Transform xform; - xform.set(matrix.a1, matrix.b1, matrix.c1, matrix.a2, matrix.b2, matrix.c2, matrix.a3, matrix.b3, matrix.c3, matrix.a4, matrix.b4, matrix.c4); - xform.basis.inverse(); - xform.basis.transpose(); - Vector3 scale = xform.basis.get_scale(); - Quat rot = xform.basis.get_rotation_quat(); - xform.basis.set_quat_scale(rot, scale); + //xform.set(matrix.a1, matrix.b1, matrix.c1, matrix.a2, matrix.b2, matrix.c2, matrix.a3, matrix.b3, matrix.c3, matrix.a4, matrix.b4, matrix.c4); + 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; } diff --git a/modules/assimp/editor_scene_importer_assimp.h b/modules/assimp/editor_scene_importer_assimp.h index 8f9ed434ae..598845236e 100644 --- a/modules/assimp/editor_scene_importer_assimp.h +++ b/modules/assimp/editor_scene_importer_assimp.h @@ -146,37 +146,65 @@ private: COORD_LEFT = 1 }; }; - Spatial *_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights); - void _fill_kept_node(Set<Node *> &keep_nodes); - String _find_skeleton_bone_root(Map<Skeleton *, MeshInstance *> &skeletons, Map<MeshInstance *, String> &meshes, Spatial *root); - void _set_bone_parent(Skeleton *s, Node *p_owner, aiNode *p_node); - Transform _get_global_ai_node_transform(const aiScene *p_scene, const aiNode *p_current_node); - void _generate_node_bone(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const String p_path, const int32_t p_max_bone_weights); - void _generate_node_bone_parents(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const MeshInstance *p_mi); - void _calculate_skeleton_root(Skeleton *s, const aiScene *p_scene, aiNode *&p_ai_skeleton_root, Map<String, bool> &mesh_bones, const aiNode *p_node); - void _fill_skeleton(const aiScene *p_scene, const aiNode *p_node, Spatial *p_current, Node *p_owner, Skeleton *p_skeleton, const Map<String, bool> p_mesh_bones, const Map<String, Transform> &p_bone_rests, Set<String> p_tracks, const String p_path, Set<String> &r_removed_bones); - void _keep_node(const String &p_path, Node *p_current, Node *p_owner, Set<Node *> &r_keep_nodes); - void _filter_node(const String &p_path, Node *p_current, Node *p_owner, const Set<Node *> p_keep_nodes, Set<String> &r_removed_nodes); - void _generate_node(const String &p_path, const aiScene *p_scene, const aiNode *p_node, Node *p_parent, Node *p_owner, Set<String> &r_bone_name, Set<String> p_light_names, Set<String> p_camera_names, Map<Skeleton *, MeshInstance *> &r_skeletons, const Map<String, Transform> &p_bone_rests, Vector<MeshInstance *> &r_mesh_instances, int32_t &r_mesh_count, Skeleton *p_skeleton, const int32_t p_max_bone_weights, Set<String> &r_removed_bones, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names); - aiNode *_ai_find_node(aiNode *ai_child_node, const String bone_name); - Transform _format_rot_xform(const String p_path, const aiScene *p_scene); - void _get_track_set(const aiScene *p_scene, Set<String> &tracks); - void _insert_animation_track(const aiScene *p_scene, const String p_path, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, float length, const Skeleton *sk, const aiNodeAnim *track, String node_name, NodePath node_path); - void _add_mesh_to_mesh_instance(const aiNode *p_node, const aiScene *p_scene, Skeleton *s, const String &p_path, MeshInstance *p_mesh_instance, Node *p_owner, Set<String> &r_bone_name, int32_t &r_mesh_count, int32_t p_max_bone_weights, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names); - Ref<Texture> _load_texture(const aiScene *p_scene, String p_path); + + struct ImportState { + + String path; + const aiScene *assimp_scene; + uint32_t max_bone_weights; + Spatial *root; + Map<String, Ref<Mesh> > mesh_cache; + Map<int, Ref<Material> > material_cache; + Map<String, int> light_cache; + Map<String, int> camera_cache; + Vector<Skeleton *> skeletons; + Map<String, int> bone_owners; //maps bones to skeleton index owned by + Map<String, Node *> node_map; + Map<MeshInstance *, Skeleton *> mesh_skeletons; + bool fbx; //for some reason assimp does some things different for FBX + AnimationPlayer *animation_player; + }; + + struct BoneInfo { + uint32_t bone; + float weight; + }; + + struct SkeletonHole { //nodes may be part of the skeleton by used by vertex + String name; + String parent; + Transform pose; + const aiNode *node; + }; + + const Transform _assimp_matrix_transform(const aiMatrix4x4 p_matrix); + String _assimp_get_string(const aiString p_string) const; + Transform _get_global_assimp_node_transform(const aiNode *p_current_node); + void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w); void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<Texture> texture); void _find_texture_path(const String &p_path, String &path, bool &r_found); void _find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension); - String _ai_string_to_string(const aiString p_string) const; - String _ai_anim_string_to_string(const aiString p_string) const; - String _ai_raw_string_to_string(const aiString p_string) const; - void _import_animation(const String p_path, const Vector<MeshInstance *> p_meshes, const aiScene *p_scene, AnimationPlayer *ap, int32_t p_index, int p_bake_fps, Map<Skeleton *, MeshInstance *> p_skeletons, const Set<String> p_removed_nodes, const Set<String> removed_bones, const Map<String, Map<uint32_t, String> > p_path_morph_mesh_names); - void _insert_pivot_anim_track(const Vector<MeshInstance *> p_meshes, const String p_node_name, Vector<const aiNodeAnim *> F, AnimationPlayer *ap, Skeleton *sk, float &length, float ticks_per_second, Ref<Animation> animation, int p_bake_fps, const String &p_path, const aiScene *p_scene); + + Ref<Texture> _load_texture(ImportState &state, String p_path); + Ref<Material> _generate_material_from_index(ImportState &state, int p_index, bool p_double_sided); + Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices, Skeleton *p_skeleton = NULL, bool p_double_sided_material = false); + void _generate_node(ImportState &state, const aiNode *p_assimp_node, Node *p_parent); + void _generate_bone_groups(ImportState &state, const aiNode *p_assimp_node, Map<String, int> &ownership, Map<String, Transform> &bind_xforms); + void _fill_node_relationships(ImportState &state, const aiNode *p_assimp_node, Map<String, int> &ownership, Map<int, int> &skeleton_map, int p_skeleton_id, Skeleton *p_skeleton, const String &p_parent_name, int &holecount, const Vector<SkeletonHole> &p_holes, const Map<String, Transform> &bind_xforms); + void _generate_skeletons(ImportState &state, const aiNode *p_assimp_node, Map<String, int> &ownership, Map<int, int> &skeleton_map, const Map<String, Transform> &bind_xforms); + + void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int p_track, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name); + + void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps); + + Spatial *_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights); + + String _assimp_anim_string_to_string(const aiString p_string) const; + String _assimp_raw_string_to_string(const aiString p_string) const; float _get_fbx_fps(int32_t time_mode, const aiScene *p_scene); template <class T> T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp); - const Transform _ai_matrix_transform(const aiMatrix4x4 p_matrix); void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const; struct ImportFormat { |