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-rw-r--r--modules/assimp/SCsub95
-rw-r--r--modules/assimp/config.py5
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp1764
-rw-r--r--modules/assimp/editor_scene_importer_assimp.h234
-rw-r--r--modules/assimp/godot_update_assimp.sh261
-rw-r--r--modules/assimp/register_types.cpp59
-rw-r--r--modules/assimp/register_types.h32
7 files changed, 2450 insertions, 0 deletions
diff --git a/modules/assimp/SCsub b/modules/assimp/SCsub
new file mode 100644
index 0000000000..0da7e432e2
--- /dev/null
+++ b/modules/assimp/SCsub
@@ -0,0 +1,95 @@
+#!/usr/bin/env python
+
+Import('env')
+Import('env_modules')
+
+env_assimp = env_modules.Clone()
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/include'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/code/Importer/IFC'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/misc'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/code'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/contrib/irrXML/'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/contrib/unzip/'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/code/Importer/STEPParser'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/zlib/'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/contrib/openddlparser/include'])
+env_assimp.Prepend(CPPPATH=['#thirdparty/assimp/contrib/rapidjson/include'])
+env_assimp.Prepend(CPPPATH=['.'])
+#env_assimp.Append(CPPFLAGS=['-DASSIMP_DOUBLE_PRECISION']) # TODO default to what godot is compiled with for future double support
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_BOOST_WORKAROUND'])
+env_assimp.Append(CPPFLAGS=['-DOPENDDLPARSER_BUILD'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OWN_ZLIB'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_EXPORT'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_X_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_AMF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_3DS_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MD3_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MD5_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MDL_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MD2_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_PLY_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_ASE_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OBJ_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_HMP_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_SMD_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MDC_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MD5_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_STL_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_LWO_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_DXF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_NFF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_RAW_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_SIB_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OFF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_AC_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_BVH_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_IRRMESH_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_IRR_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_Q3D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_B3D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_COLLADA_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_TERRAGEN_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_CSM_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_3D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_LWS_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OGRE_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_OPENGEX_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_MS3D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_COB_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_BLEND_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_Q3BSP_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_NDO_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_STEP_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_IFC_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_XGL_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_ASSBIN_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_GLTF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_C4D_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_3MF_IMPORTER'])
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_NO_X3D_IMPORTER'])
+
+env_assimp.Append(CPPFLAGS=['-DASSIMP_BUILD_SINGLETHREADED'])
+
+if (not env.msvc):
+ env_assimp.Append(CXXFLAGS=['-std=c++11'])
+elif (env.msvc == False and env['platform'] == 'windows'):
+ env_assimp.Append(LDFLAGS=['-pthread'])
+
+if(env['platform'] == 'windows'):
+ env_assimp.Append(CPPFLAGS=['-DPLATFORM_WINDOWS'])
+ env_assimp.Append(CPPFLAGS=['-DPLATFORM=WINDOWS'])
+elif(env['platform'] == 'x11'):
+ env_assimp.Append(CPPFLAGS=['-DPLATFORM_LINUX'])
+ env_assimp.Append(CPPFLAGS=['-DPLATFORM=LINUX'])
+elif(env['platform'] == 'osx'):
+ env_assimp.Append(CPPFLAGS=['-DPLATFORM_DARWIN'])
+ env_assimp.Append(CPPFLAGS=['-DPLATFORM=DARWIN'])
+
+env_thirdparty = env_assimp.Clone()
+env_thirdparty.disable_warnings()
+env_thirdparty.add_source_files(env.modules_sources, Glob('#thirdparty/assimp/code/*.cpp'))
+
+# Godot's own source files
+env_assimp.add_source_files(env.modules_sources, "*.cpp")
diff --git a/modules/assimp/config.py b/modules/assimp/config.py
new file mode 100644
index 0000000000..098f1eafa9
--- /dev/null
+++ b/modules/assimp/config.py
@@ -0,0 +1,5 @@
+def can_build(env, platform):
+ return env['tools']
+
+def configure(env):
+ pass
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
new file mode 100644
index 0000000000..8c3c04674b
--- /dev/null
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -0,0 +1,1764 @@
+/*************************************************************************/
+/* editor_scene_importer_assimp.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "assimp/DefaultLogger.hpp"
+#include "assimp/Importer.hpp"
+#include "assimp/LogStream.hpp"
+#include "assimp/Logger.hpp"
+#include "assimp/SceneCombiner.h"
+#include "assimp/cexport.h"
+#include "assimp/cimport.h"
+#include "assimp/matrix4x4.h"
+#include "assimp/pbrmaterial.h"
+#include "assimp/postprocess.h"
+#include "assimp/scene.h"
+
+#include "core/bind/core_bind.h"
+#include "core/io/image_loader.h"
+#include "editor/editor_file_system.h"
+#include "editor/import/resource_importer_scene.h"
+#include "editor_scene_importer_assimp.h"
+#include "editor_settings.h"
+#include "scene/3d/camera.h"
+#include "scene/3d/light.h"
+#include "scene/3d/mesh_instance.h"
+#include "scene/animation/animation_player.h"
+#include "scene/main/node.h"
+#include "scene/resources/material.h"
+#include "scene/resources/surface_tool.h"
+#include "zutil.h"
+#include <string>
+
+void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const {
+
+ const String import_setting_string = "filesystem/import/open_asset_import/";
+
+ Map<String, ImportFormat> import_format;
+ {
+ Vector<String> exts;
+ exts.push_back("fbx");
+ ImportFormat import = { exts, true };
+ import_format.insert("fbx", import);
+ }
+ {
+ Vector<String> exts;
+ exts.push_back("pmx");
+ ImportFormat import = { exts, true };
+ import_format.insert("mmd", import);
+ }
+ for (Map<String, ImportFormat>::Element *E = import_format.front(); E; E = E->next()) {
+ _register_project_setting_import(E->key(), import_setting_string, E->get().extensions, r_extensions, E->get().is_default);
+ }
+}
+
+void EditorSceneImporterAssimp::_register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const {
+ const String use_generic = "use_" + generic;
+ _GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true);
+ if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) {
+ for (int32_t i = 0; i < exts.size(); i++) {
+ r_extensions->push_back(exts[i]);
+ }
+ }
+}
+
+uint32_t EditorSceneImporterAssimp::get_import_flags() const {
+ return IMPORT_SCENE;
+}
+
+AssimpStream::AssimpStream() {
+ // empty
+}
+
+AssimpStream::~AssimpStream() {
+ // empty
+}
+
+void AssimpStream::write(const char *message) {
+ print_verbose(String("Open Asset Import: ") + String(message).strip_edges());
+}
+
+void EditorSceneImporterAssimp::_bind_methods() {
+}
+
+Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
+ Assimp::Importer importer;
+ std::wstring w_path = ProjectSettings::get_singleton()->globalize_path(p_path).c_str();
+ std::string s_path(w_path.begin(), w_path.end());
+ 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, false);
+ int32_t max_bone_weights = 4;
+ //if (p_flags & IMPORT_ANIMATION_EIGHT_WEIGHTS) {
+ // const int eight_bones = 8;
+ // importer.SetPropertyBool(AI_CONFIG_PP_LBW_MAX_WEIGHTS, eight_bones);
+ // max_bone_weights = eight_bones;
+ //}
+
+ importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT);
+ //importer.SetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD, 1.0f);
+ int32_t post_process_Steps = aiProcess_CalcTangentSpace |
+ //aiProcess_FlipUVs |
+ //aiProcess_FlipWindingOrder |
+ //aiProcess_DropNormals |
+ //aiProcess_GenSmoothNormals |
+ aiProcess_JoinIdenticalVertices |
+ aiProcess_ImproveCacheLocality |
+ aiProcess_LimitBoneWeights |
+ //aiProcess_RemoveRedundantMaterials | // Causes a crash
+ aiProcess_SplitLargeMeshes |
+ aiProcess_Triangulate |
+ aiProcess_GenUVCoords |
+ //aiProcess_FindDegenerates |
+ aiProcess_SortByPType |
+ aiProcess_FindInvalidData |
+ aiProcess_TransformUVCoords |
+ aiProcess_FindInstances |
+ //aiProcess_FixInfacingNormals |
+ //aiProcess_ValidateDataStructure |
+ aiProcess_OptimizeMeshes |
+ //aiProcess_OptimizeGraph |
+ //aiProcess_Debone |
+ aiProcess_EmbedTextures |
+ aiProcess_SplitByBoneCount |
+ 0;
+ const aiScene *scene = importer.ReadFile(s_path.c_str(),
+ post_process_Steps);
+ ERR_EXPLAIN(String("Open Asset Import failed to open: ") + String(importer.GetErrorString()));
+ ERR_FAIL_COND_V(scene == NULL, NULL);
+ return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights);
+}
+
+template <class T>
+struct EditorSceneImporterAssetImportInterpolate {
+
+ T lerp(const T &a, const T &b, float c) const {
+
+ return a + (b - a) * c;
+ }
+
+ T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
+
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
+ }
+
+ T bezier(T start, T control_1, T control_2, T end, float t) {
+ /* Formula from Wikipedia article on Bezier curves. */
+ real_t omt = (1.0 - t);
+ real_t omt2 = omt * omt;
+ real_t omt3 = omt2 * omt;
+ real_t t2 = t * t;
+ real_t t3 = t2 * t;
+
+ return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
+ }
+};
+
+//thank you for existing, partial specialization
+template <>
+struct EditorSceneImporterAssetImportInterpolate<Quat> {
+
+ Quat lerp(const Quat &a, const Quat &b, float c) const {
+ ERR_FAIL_COND_V(!a.is_normalized(), Quat());
+ ERR_FAIL_COND_V(!b.is_normalized(), Quat());
+
+ return a.slerp(b, c).normalized();
+ }
+
+ Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
+ ERR_FAIL_COND_V(!p1.is_normalized(), Quat());
+ ERR_FAIL_COND_V(!p2.is_normalized(), Quat());
+
+ return p1.slerp(p2, c).normalized();
+ }
+
+ Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
+ ERR_FAIL_COND_V(!start.is_normalized(), Quat());
+ ERR_FAIL_COND_V(!end.is_normalized(), Quat());
+
+ return start.slerp(end, t).normalized();
+ }
+};
+
+template <class T>
+T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp) {
+ //could use binary search, worth it?
+ int idx = -1;
+ for (int i = 0; i < p_times.size(); i++) {
+ if (p_times[i] > p_time)
+ break;
+ idx++;
+ }
+
+ EditorSceneImporterAssetImportInterpolate<T> interp;
+
+ switch (p_interp) {
+ case AssetImportAnimation::INTERP_LINEAR: {
+
+ if (idx == -1) {
+ return p_values[0];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[p_times.size() - 1];
+ }
+
+ float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+ return interp.lerp(p_values[idx], p_values[idx + 1], c);
+
+ } break;
+ case AssetImportAnimation::INTERP_STEP: {
+
+ if (idx == -1) {
+ return p_values[0];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[p_times.size() - 1];
+ }
+
+ return p_values[idx];
+
+ } break;
+ case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
+
+ if (idx == -1) {
+ return p_values[1];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[1 + p_times.size() - 1];
+ }
+
+ float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+ return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
+
+ } break;
+ case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
+
+ if (idx == -1) {
+ return p_values[1];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[(p_times.size() - 1) * 3 + 1];
+ }
+
+ float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+ T from = p_values[idx * 3 + 1];
+ T c1 = from + p_values[idx * 3 + 2];
+ T to = p_values[idx * 3 + 4];
+ T c2 = to + p_values[idx * 3 + 3];
+
+ return interp.bezier(from, c1, c2, to, c);
+
+ } break;
+ }
+
+ ERR_FAIL_V(p_values[0]);
+}
+
+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;
+ }
+ }
+
+ 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);
+ }
+ }
+
+ 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 actual full path for the bone transform
+ //when skeleton finds its place in the tree, it will be restored
+ bind_xforms[name] = mesh_offset * _assimp_matrix_transform(bone->mOffsetMatrix);
+ }
+ }
+
+ 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_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;
+ }
+ }
+ }
+
+ //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);
+ }
+}
+
+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 *>();
+ }
+ 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);
+ }
+}
+
+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);
+
+ 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;
+
+ 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;
+ }
+ }
+
+ state.root->set_scale(Vector3(scale_factor, scale_factor, scale_factor));
+
+ //fill light map cache
+ for (size_t l = 0; l < scene->mNumLights; l++) {
+
+ aiLight *ai_light = scene->mLights[l];
+ ERR_CONTINUE(ai_light == NULL);
+ state.light_cache[_assimp_get_string(ai_light->mName)] = l;
+ }
+
+ //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);
+ }
+
+ //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);
+ }
+ }
+
+ if (p_flags & IMPORT_ANIMATION && scene->mNumAnimations) {
+
+ state.animation_player = memnew(AnimationPlayer);
+ state.root->add_child(state.animation_player);
+ state.animation_player->set_owner(state.root);
+
+ 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
+
+ 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);
+ }
+
+ if (rot_values.size()) {
+ rot = _interpolate_track<Quat>(rot_times, rot_values, time, AssetImportAnimation::INTERP_LINEAR).normalized();
+ }
+
+ if (scale_values.size()) {
+ scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR);
+ }
+
+ if (skeleton_bone >= 0) {
+ Transform xform;
+ xform.basis.set_quat_scale(rot, scale);
+ xform.origin = pos;
+
+ 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;
+ }
+
+ rot.normalize();
+
+ animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR);
+ animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
+
+ 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(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);
+ }
+
+ float ticks_per_second = anim->mTicksPerSecond;
+
+ if (state.assimp_scene->mMetaData != NULL && Math::is_equal_approx(ticks_per_second, 0.0f)) {
+ int32_t time_mode = 0;
+ 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 (Math::is_equal_approx(ticks_per_second, 0.0f)) {
+ ticks_per_second = 25.0f;
+ }
+
+ Ref<Animation> animation;
+ animation.instance();
+ animation->set_name(name);
+ animation->set_length(anim->mDuration / ticks_per_second);
+
+ //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;
+ }
+ }
+*/
+ if (track->mNumRotationKeys == 0 && track->mNumPositionKeys == 0 && track->mNumScalingKeys == 0) {
+ continue; //do not bother
+ }
+
+ bool is_bone = state.bone_owners.has(node_name);
+ NodePath node_path;
+ Skeleton *skeleton = NULL;
+
+ 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 {
+
+ ERR_CONTINUE(!state.node_map.has(node_name));
+ Node *node = state.node_map[node_name];
+ node_path = state.root->get_path_to(node);
+ }
+
+ _insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton, node_path, node_name);
+ }
+
+ //blend shape tracks
+
+ for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) {
+
+ const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i];
+
+ const String prop_name = _assimp_get_string(anim_mesh->mName);
+ const String mesh_name = prop_name.split("*")[0];
+
+ ERR_CONTINUE(prop_name.split("*").size() != 2);
+
+ ERR_CONTINUE(!state.node_map.has(mesh_name));
+
+ const MeshInstance *mesh_instance = Object::cast_to<MeshInstance>(state.node_map[mesh_name]);
+
+ 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));
+ }
+
+ 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 (animation->get_track_count()) {
+ state.animation_player->add_animation(name, animation);
+ }
+}
+
+float EditorSceneImporterAssimp::_get_fbx_fps(int32_t time_mode, const aiScene *p_scene) {
+ switch (time_mode) {
+ case AssetImportFbx::TIME_MODE_DEFAULT: return 24; //hack
+ case AssetImportFbx::TIME_MODE_120: return 120;
+ case AssetImportFbx::TIME_MODE_100: return 100;
+ case AssetImportFbx::TIME_MODE_60: return 60;
+ case AssetImportFbx::TIME_MODE_50: return 50;
+ case AssetImportFbx::TIME_MODE_48: return 48;
+ case AssetImportFbx::TIME_MODE_30: return 30;
+ case AssetImportFbx::TIME_MODE_30_DROP: return 30;
+ case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME: return 29.9700262f;
+ case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME: return 29.9700262f;
+ case AssetImportFbx::TIME_MODE_PAL: return 25;
+ case AssetImportFbx::TIME_MODE_CINEMA: return 24;
+ case AssetImportFbx::TIME_MODE_1000: return 1000;
+ case AssetImportFbx::TIME_MODE_CINEMA_ND: return 23.976f;
+ case AssetImportFbx::TIME_MODE_CUSTOM:
+ int32_t frame_rate;
+ p_scene->mMetaData->Get("FrameRate", frame_rate);
+ return frame_rate;
+ }
+ return 0;
+}
+
+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 = _assimp_matrix_transform(current_node->mTransformation) * xform;
+ current_node = current_node->mParent;
+ }
+ return xform;
+}
+
+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>());
+
+ 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;
+ }
+ } 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>());
+
+ Ref<ImageTexture> t;
+ t.instance();
+ t->create_from_image(img);
+ t->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
+ return t;
+ }
+ return Ref<Texture>();
+ }
+ Ref<Texture> p_texture = ResourceLoader::load(p_path, "Texture");
+ return p_texture;
+}
+
+Ref<Material> EditorSceneImporterAssimp::_generate_material_from_index(ImportState &state, int p_index, bool p_double_sided) {
+
+ ERR_FAIL_INDEX_V(p_index, (int)state.assimp_scene->mNumMaterials, Ref<Material>());
+
+ aiMaterial *ai_material = state.assimp_scene->mMaterials[p_index];
+ 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);
+ }
+ }
+
+ //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));
+ }
+
+ 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 = _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::FEATURE_NORMAL_MAPPING, true);
+ mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
+ }
+ }
+ }
+ }
+
+ {
+ aiString ai_filename = aiString();
+ String filename = "";
+
+ 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);
+ }
+ }
+ }
+ }
+
+ aiTextureType tex_emissive = aiTextureType_EMISSIVE;
+
+ if (ai_material->GetTextureCount(tex_emissive) > 0) {
+
+ aiString ai_filename = aiString();
+ String filename = "";
+ aiTextureMapMode map_mode[2];
+
+ 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);
+ }
+ }
+ }
+ }
+
+ 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 = _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);
+ }
+ 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);
+ }
+ 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);
+ }
+ }
+ } 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));
+ }
+ }
+ {
+ 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);
+ }
+ }
+ } 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));
+ }
+ }
+
+ {
+ 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);
+ }
+ }
+ }
+ }
+
+ 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);
+ }
+ }
+ }
+ }
+
+ {
+ 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(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_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));
+ }
+ }
+
+ 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_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));
+ }
+ }
+
+ 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_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;
+
+ 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);
+ }
+ }
+ } 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_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;
+
+ if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR, pbr_roughness)) {
+ mat->set_roughness(pbr_roughness);
+ }
+ }
+ }
+
+ {
+ 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(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);
+ }
+ }
+ } 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);
+ }
+ }
+
+ 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;
+
+ 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>();
+ }
+
+ vertex_weights[vertex_index].push_back(bi);
+ }
+ }
+ }
+
+ 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));
+ }
+ }
+
+ if (vertex_weights.has(j)) {
+
+ 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();
+ Array morphs;
+ morphs.resize(ai_mesh->mNumAnimMeshes);
+ Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
+ Map<uint32_t, String> morph_mesh_idx_names;
+ for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; 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);
+ }
+
+ Array array_copy;
+ array_copy.resize(VisualServer::ARRAY_MAX);
+
+ for (int l = 0; l < VisualServer::ARRAY_MAX; l++) {
+ array_copy[l] = array_mesh[l].duplicate(true);
+ }
+
+ const size_t num_vertices = ai_mesh->mAnimMeshes[j]->mNumVertices;
+ array_copy[Mesh::ARRAY_INDEX] = Variant();
+ if (ai_mesh->mAnimMeshes[j]->HasPositions()) {
+ PoolVector3Array vertices;
+ vertices.resize(num_vertices);
+ for (size_t l = 0; l < num_vertices; l++) {
+ const aiVector3D ai_pos = ai_mesh->mAnimMeshes[j]->mVertices[l];
+ Vector3 position = Vector3(ai_pos.x, ai_pos.y, ai_pos.z);
+ vertices.write()[l] = position;
+ }
+ PoolVector3Array new_vertices = array_copy[VisualServer::ARRAY_VERTEX].duplicate(true);
+
+ for (int32_t l = 0; l < vertices.size(); l++) {
+ PoolVector3Array::Write w = new_vertices.write();
+ w[l] = vertices[l];
+ }
+ ERR_CONTINUE(vertices.size() != new_vertices.size());
+ array_copy[VisualServer::ARRAY_VERTEX] = new_vertices;
+ }
+
+ int32_t color_set = 0;
+ if (ai_mesh->mAnimMeshes[j]->HasVertexColors(color_set)) {
+ PoolColorArray colors;
+ colors.resize(num_vertices);
+ for (size_t l = 0; l < num_vertices; l++) {
+ const aiColor4D ai_color = ai_mesh->mAnimMeshes[j]->mColors[color_set][l];
+ Color color = Color(ai_color.r, ai_color.g, ai_color.b, ai_color.a);
+ colors.write()[l] = color;
+ }
+ PoolColorArray new_colors = array_copy[VisualServer::ARRAY_COLOR].duplicate(true);
+
+ for (int32_t l = 0; l < colors.size(); l++) {
+ PoolColorArray::Write w = new_colors.write();
+ w[l] = colors[l];
+ }
+ array_copy[VisualServer::ARRAY_COLOR] = new_colors;
+ }
+
+ if (ai_mesh->mAnimMeshes[j]->HasNormals()) {
+ PoolVector3Array normals;
+ normals.resize(num_vertices);
+ for (size_t l = 0; l < num_vertices; l++) {
+ const aiVector3D ai_normal = ai_mesh->mAnimMeshes[i]->mNormals[l];
+ Vector3 normal = Vector3(ai_normal.x, ai_normal.y, ai_normal.z);
+ normals.write()[l] = normal;
+ }
+ PoolVector3Array new_normals = array_copy[VisualServer::ARRAY_NORMAL].duplicate(true);
+
+ for (int l = 0; l < normals.size(); l++) {
+ PoolVector3Array::Write w = new_normals.write();
+ w[l] = normals[l];
+ }
+ array_copy[VisualServer::ARRAY_NORMAL] = new_normals;
+ }
+
+ if (ai_mesh->mAnimMeshes[j]->HasTangentsAndBitangents()) {
+ PoolColorArray tangents;
+ tangents.resize(num_vertices);
+ PoolColorArray::Write w = tangents.write();
+ for (size_t l = 0; l < num_vertices; l++) {
+ _calc_tangent_from_mesh(ai_mesh, j, l, l, w);
+ }
+ PoolRealArray new_tangents = array_copy[VisualServer::ARRAY_TANGENT].duplicate(true);
+ ERR_CONTINUE(new_tangents.size() != tangents.size() * 4);
+ for (int32_t l = 0; l < tangents.size(); l++) {
+ new_tangents.write()[l + 0] = tangents[l].r;
+ new_tangents.write()[l + 1] = tangents[l].g;
+ new_tangents.write()[l + 2] = tangents[l].b;
+ new_tangents.write()[l + 3] = tangents[l].a;
+ }
+
+ array_copy[VisualServer::ARRAY_TANGENT] = new_tangents;
+ }
+
+ morphs[j] = array_copy;
+ }
+
+ mesh->add_surface_from_arrays(primitive, array_mesh, morphs);
+ mesh->surface_set_material(i, material);
+ mesh->surface_set_name(i, _assimp_get_string(ai_mesh->mName));
+ }
+
+ return mesh;
+}
+
+void EditorSceneImporterAssimp::_generate_node(ImportState &state, const aiNode *p_assimp_node, Node *p_parent) {
+
+ 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 chance 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;
+ }
+ }
+ }
+ }
+ 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]);
+ }
+
+ 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];
+ }
+
+ 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(); //don't 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);
+ }
+}
+
+void EditorSceneImporterAssimp::_calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w) {
+ const aiVector3D normals = ai_mesh->mAnimMeshes[i]->mNormals[tri_index];
+ const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
+ const aiVector3D tangent = ai_mesh->mAnimMeshes[i]->mTangents[tri_index];
+ const Vector3 godot_tangent = Vector3(tangent.x, tangent.y, tangent.z);
+ const aiVector3D bitangent = ai_mesh->mAnimMeshes[i]->mBitangents[tri_index];
+ const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
+ float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
+ Color plane_tangent = Color(tangent.x, tangent.y, tangent.z, d);
+ w[index] = plane_tangent;
+}
+
+void EditorSceneImporterAssimp::_set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<Texture> texture) {
+ ERR_FAIL_COND(map_mode == NULL);
+ aiTextureMapMode tex_mode = aiTextureMapMode::aiTextureMapMode_Wrap;
+ //for (size_t i = 0; i < 3; i++) {
+ tex_mode = map_mode[0];
+ //}
+ int32_t flags = Texture::FLAGS_DEFAULT;
+ if (tex_mode == aiTextureMapMode_Wrap) {
+ //Default
+ } else if (tex_mode == aiTextureMapMode_Clamp) {
+ flags = flags & ~Texture::FLAG_REPEAT;
+ } else if (tex_mode == aiTextureMapMode_Mirror) {
+ flags = flags | Texture::FLAG_MIRRORED_REPEAT;
+ }
+ texture->set_flags(flags);
+}
+
+void EditorSceneImporterAssimp::_find_texture_path(const String &r_p_path, String &r_path, bool &r_found) {
+
+ _Directory dir;
+
+ List<String> exts;
+ ImageLoader::get_recognized_extensions(&exts);
+
+ Vector<String> split_path = r_path.get_basename().split("*");
+ if (split_path.size() == 2) {
+ r_found = true;
+ return;
+ }
+
+ if (dir.file_exists(r_p_path.get_base_dir() + r_path.get_file())) {
+ r_path = r_p_path.get_base_dir() + r_path.get_file();
+ r_found = true;
+ return;
+ }
+
+ for (int32_t i = 0; i < exts.size(); i++) {
+ if (r_found) {
+ return;
+ }
+ if (r_found == false) {
+ _find_texture_path(r_p_path, dir, r_path, r_found, "." + exts[i]);
+ }
+ }
+}
+
+void EditorSceneImporterAssimp::_find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension) {
+ String name = path.get_basename() + extension;
+ if (dir.file_exists(name)) {
+ found = true;
+ path = name;
+ return;
+ }
+ String name_ignore_sub_directory = p_path.get_base_dir() + "/" + path.get_file().get_basename() + extension;
+ if (dir.file_exists(name_ignore_sub_directory)) {
+ found = true;
+ path = name_ignore_sub_directory;
+ return;
+ }
+
+ String name_find_texture_sub_directory = p_path.get_base_dir() + "/textures/" + path.get_file().get_basename() + extension;
+ if (dir.file_exists(name_find_texture_sub_directory)) {
+ found = true;
+ path = name_find_texture_sub_directory;
+ return;
+ }
+ String name_find_texture_upper_sub_directory = p_path.get_base_dir() + "/Textures/" + path.get_file().get_basename() + extension;
+ if (dir.file_exists(name_find_texture_upper_sub_directory)) {
+ found = true;
+ path = name_find_texture_upper_sub_directory;
+ return;
+ }
+ String name_find_texture_outside_sub_directory = p_path.get_base_dir() + "/../textures/" + path.get_file().get_basename() + extension;
+ if (dir.file_exists(name_find_texture_outside_sub_directory)) {
+ found = true;
+ path = name_find_texture_outside_sub_directory;
+ return;
+ }
+
+ String name_find_upper_texture_outside_sub_directory = p_path.get_base_dir() + "/../Textures/" + path.get_file().get_basename() + extension;
+ if (dir.file_exists(name_find_upper_texture_outside_sub_directory)) {
+ found = true;
+ path = name_find_upper_texture_outside_sub_directory;
+ return;
+ }
+}
+
+String EditorSceneImporterAssimp::_assimp_get_string(const aiString p_string) const {
+ //convert an assimp String to a Godot String
+ String name;
+ name.parse_utf8(p_string.C_Str() /*,p_string.length*/);
+ if (name.find(":") != -1) {
+ String replaced_name = name.split(":")[1];
+ print_verbose("Replacing " + name + " containing : with " + replaced_name);
+ name = replaced_name;
+ }
+
+ name = name.replace(".", ""); //can break things, specially bone names
+
+ return name;
+}
+
+String EditorSceneImporterAssimp::_assimp_anim_string_to_string(const aiString p_string) const {
+
+ String name;
+ name.parse_utf8(p_string.C_Str() /*,p_string.length*/);
+ if (name.find(":") != -1) {
+ String replaced_name = name.split(":")[1];
+ print_verbose("Replacing " + name + " containing : with " + replaced_name);
+ name = replaced_name;
+ }
+ return name;
+}
+
+String EditorSceneImporterAssimp::_assimp_raw_string_to_string(const aiString p_string) const {
+ String name;
+ name.parse_utf8(p_string.C_Str() /*,p_string.length*/);
+ return name;
+}
+
+Ref<Animation> EditorSceneImporterAssimp::import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) {
+ return Ref<Animation>();
+}
+
+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.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
new file mode 100644
index 0000000000..598845236e
--- /dev/null
+++ b/modules/assimp/editor_scene_importer_assimp.h
@@ -0,0 +1,234 @@
+/*************************************************************************/
+/* editor_scene_importer_assimp.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef EDITOR_SCENE_IMPORTER_ASSIMP_H
+#define EDITOR_SCENE_IMPORTER_ASSIMP_H
+
+#ifdef TOOLS_ENABLED
+#include "core/bind/core_bind.h"
+#include "core/io/resource_importer.h"
+#include "core/vector.h"
+#include "editor/import/resource_importer_scene.h"
+#include "editor/project_settings_editor.h"
+#include "scene/3d/mesh_instance.h"
+#include "scene/3d/skeleton.h"
+#include "scene/3d/spatial.h"
+#include "scene/animation/animation_player.h"
+#include "scene/resources/animation.h"
+#include "scene/resources/surface_tool.h"
+
+#include "assimp/DefaultLogger.hpp"
+#include "assimp/LogStream.hpp"
+#include "assimp/Logger.hpp"
+#include "assimp/matrix4x4.h"
+#include "assimp/scene.h"
+#include "assimp/types.h"
+
+class AssimpStream : public Assimp::LogStream {
+public:
+ // Constructor
+ AssimpStream();
+
+ // Destructor
+ ~AssimpStream();
+ // Write something using your own functionality
+ void write(const char *message);
+};
+
+#define AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR "$raw.Maya|baseColor", 0, 0
+#define AI_MATKEY_FBX_MAYA_METALNESS_FACTOR "$raw.Maya|metalness", 0, 0
+#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR "$raw.Maya|diffuseRoughness", 0, 0
+
+#define AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE "$raw.Maya|metalness|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_METALNESS_UV_XFORM "$raw.Maya|metalness|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE "$raw.Maya|diffuseRoughness|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_UV_XFORM "$raw.Maya|diffuseRoughness|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE "$raw.Maya|baseColor|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM "$raw.Maya|baseColor|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0
+
+#define AI_MATKEY_FBX_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0
+
+#define AI_MATKEY_FBX_MAYA_STINGRAY_DISPLACEMENT_SCALING_FACTOR "$raw.Maya|displacementscaling", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR "$raw.Maya|base_color", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR "$raw.Maya|emissive", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR "$raw.Maya|metallic", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR "$raw.Maya|roughness", 0, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR "$raw.Maya|emissive_intensity", 0, 0
+
+#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE "$raw.Maya|TEX_normal_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_UV_XFORM "$raw.Maya|TEX_normal_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE "$raw.Maya|TEX_color_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM "$raw.Maya|TEX_color_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE "$raw.Maya|TEX_metallic_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_UV_XFORM "$raw.Maya|TEX_metallic_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE "$raw.Maya|TEX_roughness_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_UV_XFORM "$raw.Maya|TEX_roughness_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE "$raw.Maya|TEX_emissive_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_UV_XFORM "$raw.Maya|TEX_emissive_map|uvtrafo", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_TEXTURE "$raw.Maya|TEX_ao_map|file", aiTextureType_UNKNOWN, 0
+#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_UV_XFORM "$raw.Maya|TEX_ao_map|uvtrafo", aiTextureType_UNKNOWN, 0
+
+class EditorSceneImporterAssimp : public EditorSceneImporter {
+private:
+ GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter);
+ const String ASSIMP_FBX_KEY = "_$AssimpFbx$";
+
+ struct AssetImportAnimation {
+ enum Interpolation {
+ INTERP_LINEAR,
+ INTERP_STEP,
+ INTERP_CATMULLROMSPLINE,
+ INTERP_CUBIC_SPLINE
+ };
+ };
+
+ struct AssetImportFbx {
+ enum ETimeMode {
+ TIME_MODE_DEFAULT = 0,
+ TIME_MODE_120 = 1,
+ TIME_MODE_100 = 2,
+ TIME_MODE_60 = 3,
+ TIME_MODE_50 = 4,
+ TIME_MODE_48 = 5,
+ TIME_MODE_30 = 6,
+ TIME_MODE_30_DROP = 7,
+ TIME_MODE_NTSC_DROP_FRAME = 8,
+ TIME_MODE_NTSC_FULL_FRAME = 9,
+ TIME_MODE_PAL = 10,
+ TIME_MODE_CINEMA = 11,
+ TIME_MODE_1000 = 12,
+ TIME_MODE_CINEMA_ND = 13,
+ TIME_MODE_CUSTOM = 14,
+ TIME_MODE_TIME_MODE_COUNT = 15
+ };
+ enum UpAxis {
+ UP_VECTOR_AXIS_X = 1,
+ UP_VECTOR_AXIS_Y = 2,
+ UP_VECTOR_AXIS_Z = 3
+ };
+ enum FrontAxis {
+ FRONT_PARITY_EVEN = 1,
+ FRONT_PARITY_ODD = 2,
+ };
+
+ enum CoordAxis {
+ COORD_RIGHT = 0,
+ COORD_LEFT = 1
+ };
+ };
+
+ 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);
+
+ 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);
+ 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 {
+ Vector<String> extensions;
+ bool is_default;
+ };
+
+protected:
+ static void _bind_methods();
+
+public:
+ EditorSceneImporterAssimp() {
+ Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE);
+ unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn;
+ Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity);
+ }
+ ~EditorSceneImporterAssimp() {
+ Assimp::DefaultLogger::kill();
+ }
+
+ virtual void get_extensions(List<String> *r_extensions) const;
+ virtual uint32_t get_import_flags() const;
+ virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = NULL);
+ virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
+};
+#endif
+#endif
diff --git a/modules/assimp/godot_update_assimp.sh b/modules/assimp/godot_update_assimp.sh
new file mode 100644
index 0000000000..dcf1e6d4a2
--- /dev/null
+++ b/modules/assimp/godot_update_assimp.sh
@@ -0,0 +1,261 @@
+rm -rf ../../thirdparty/assimp
+cd ../../thirdparty/
+git clone https://github.com/assimp/assimp.git
+cd assimp
+rm -rf code/3DSExporter.h
+rm -rf code/3DSLoader.h
+rm -rf code/3MFXmlTags.h
+rm -rf code/ABCImporter.h
+rm -rf code/ACLoader.h
+rm -rf code/AMFImporter_Macro.hpp
+rm -rf code/ASELoader.h
+rm -rf code/assbin_chunks.h
+rm -rf code/AssbinExporter.h
+rm -rf code/AssbinLoader.h
+rm -rf code/AssimpCExport.cpp
+rm -rf code/AssxmlExporter.h
+rm -rf code/B3DImporter.h
+# rm -rf code/BaseProcess.cpp
+# rm -rf code/BaseProcess.h
+# rm -rf code/Bitmap.cpp
+rm -rf code/BlenderBMesh.cpp
+rm -rf code/BlenderBMesh.h
+rm -rf code/BlenderCustomData.cpp
+rm -rf code/BlenderCustomData.h
+rm -rf code/BlenderIntermediate.h
+rm -rf code/BlenderLoader.h
+rm -rf code/BlenderModifier.h
+rm -rf code/BlenderSceneGen.h
+rm -rf code/BlenderTessellator.h
+rm -rf code/BVHLoader.h
+rm -rf code/C4DImporter.h
+# rm -rf code/CalcTangentsProcess.h
+# rm -rf code/CInterfaceIOWrapper.cpp
+# rm -rf code/CInterfaceIOWrapper.h
+rm -rf code/COBLoader.h
+rm -rf code/COBScene.h
+rm -rf code/ColladaExporter.h
+rm -rf code/ColladaLoader.h
+# rm -rf code/ComputeUVMappingProcess.h
+# rm -rf code/ConvertToLHProcess.h
+# rm -rf code/CreateAnimMesh.cpp
+rm -rf code/CSMLoader.h
+rm -rf code/D3MFExporter.h
+rm -rf code/D3MFImporter.h
+rm -rf code/D3MFOpcPackage.h
+# rm -rf code/DeboneProcess.h
+# rm -rf code/DefaultIOStream.cpp
+# rm -rf code/DefaultIOSystem.cpp
+# rm -rf code/DefaultProgressHandler.h
+# rm -rf code/DropFaceNormalsProcess.cpp
+# rm -rf code/DropFaceNormalsProcess.h
+rm -rf code/DXFHelper.h
+rm -rf code/DXFLoader.h
+# rm -rf code/EmbedTexturesProcess.cpp
+# rm -rf code/EmbedTexturesProcess.h
+# rm -rf code/FBXCommon.h
+# rm -rf code/FBXCompileConfig.h
+# rm -rf code/FBXDeformer.cpp
+# rm -rf code/FBXDocumentUtil.cpp
+# rm -rf code/FBXDocumentUtil.h
+# rm -rf code/FBXExporter.h
+# rm -rf code/FBXExportNode.h
+# rm -rf code/FBXExportProperty.h
+# rm -rf code/FBXImporter.cpp
+# rm -rf code/FBXImporter.h
+# rm -rf code/FBXImportSettings.h
+# rm -rf code/FBXMeshGeometry.h
+# rm -rf code/FBXModel.cpp
+# rm -rf code/FBXNodeAttribute.cpp
+# rm -rf code/FBXParser.h
+# rm -rf code/FBXProperties.cpp
+# rm -rf code/FBXProperties.h
+# rm -rf code/FBXTokenizer.cpp
+# rm -rf code/FBXTokenizer.h
+# rm -rf code/FBXUtil.cpp
+# rm -rf code/FBXUtil.h
+# rm -rf code/FileLogStream.h
+# rm -rf code/FindDegenerates.h
+# rm -rf code/FindInstancesProcess.h
+# rm -rf code/FindInvalidDataProcess.h
+rm -rf code/FIReader.hpp
+# rm -rf code/FixNormalsStep.cpp
+# rm -rf code/FixNormalsStep.h
+# rm -rf code/GenFaceNormalsProcess.cpp
+# rm -rf code/GenFaceNormalsProcess.h
+# rm -rf code/GenVertexNormalsProcess.cpp
+# rm -rf code/GenVertexNormalsProcess.h
+rm -rf code/glTF2Asset.h
+rm -rf code/glTF2Asset.inl
+rm -rf code/glTF2AssetWriter.inl
+rm -rf code/glTF2Exporter.cpp
+rm -rf code/glTF2Importer.cpp
+rm -rf code/glTF2AssetWriter.h
+rm -rf code/glTFAsset.h
+rm -rf code/glTFAsset.inl
+rm -rf code/glTFAssetWriter.inl
+rm -rf code/glTFExporter.cpp
+rm -rf code/glTFImporter.cpp
+rm -rf code/glTF2Exporter.h
+rm -rf code/glTF2Importer.h
+rm -rf code/glTFAssetWriter.h
+rm -rf code/glTFExporter.h
+rm -rf code/glTFImporter.h
+rm -rf code/HalfLifeFileData.h
+rm -rf code/HMPFileData.h
+rm -rf code/HMPLoader.h
+rm -rf code/HMPLoader.cpp
+rm -rf code/IFF.h
+# rm -rf code/Importer.h
+# rm -rf code/ImproveCacheLocality.h
+rm -rf code/IRRLoader.h
+rm -rf code/IRRMeshLoader.h
+rm -rf code/IRRShared.h
+# rm -rf code/JoinVerticesProcess.h
+# rm -rf code/LimitBoneWeightsProcess.cpp
+# rm -rf code/LimitBoneWeightsProcess.h
+rm -rf code/LWSLoader.h
+rm -rf code/makefile.mingw
+# rm -rf code/MakeVerboseFormat.cpp
+# rm -rf code/MakeVerboseFormat.h
+# rm -rf code/MaterialSystem.h
+rm -rf code/MD2FileData.h
+rm -rf code/MD2Loader.h
+rm -rf code/MD2NormalTable.h
+rm -rf code/MD3FileData.h
+rm -rf code/MD3Loader.h
+rm -rf code/MD4FileData.h
+rm -rf code/MD5Loader.h
+rm -rf code/MD5Parser.cpp
+rm -rf code/MDCFileData.h
+rm -rf code/MDCLoader.h
+rm -rf code/MDLDefaultColorMap.h
+# rm -rf code/MMDCpp14.h
+# rm -rf code/MMDImporter.h
+rm -rf code/MS3DLoader.h
+rm -rf code/NDOLoader.h
+rm -rf code/NFFLoader.h
+rm -rf code/ObjExporter.h
+rm -rf code/ObjFileImporter.h
+rm -rf code/ObjFileMtlImporter.h
+rm -rf code/ObjFileParser.h
+rm -rf code/ObjTools.h
+rm -rf code/ObjExporter.cpp
+rm -rf code/ObjFileImporter.cpp
+rm -rf code/ObjFileMtlImporter.cpp
+rm -rf code/ObjFileParser.cpp
+rm -rf code/OFFLoader.h
+rm -rf code/OFFLoader.cpp
+rm -rf code/OgreImporter.cpp
+rm -rf code/OgreImporter.h
+rm -rf code/OgreParsingUtils.h
+rm -rf code/OgreXmlSerializer.h
+rm -rf code/OgreXmlSerializer.cpp
+rm -rf code/OgreBinarySerializer.cpp
+rm -rf code/OpenGEXExporter.cpp
+rm -rf code/OpenGEXExporter.h
+rm -rf code/OpenGEXImporter.h
+rm -rf code/OpenGEXStructs.h
+rm -rf code/OpenGEXImporter.cpp
+# rm -rf code/OptimizeGraph.h
+# rm -rf code/OptimizeMeshes.cpp
+# rm -rf code/OptimizeMeshes.h
+rm -rf code/PlyExporter.h
+rm -rf code/PlyLoader.h
+# rm -rf code/PolyTools.h
+# rm -rf code/PostStepRegistry.cpp
+# rm -rf code/PretransformVertices.h
+rm -rf code/Q3BSPFileData.h
+rm -rf code/Q3BSPFileImporter.h
+rm -rf code/Q3BSPFileParser.cpp
+rm -rf code/Q3BSPFileParser.h
+rm -rf code/Q3BSPZipArchive.cpp
+rm -rf code/Q3BSPZipArchive.h
+rm -rf code/Q3DLoader.h
+rm -rf code/Q3DLoader.cpp
+rm -rf code/Q3BSPFileImporter.cpp
+rm -rf code/RawLoader.h
+# rm -rf code/RemoveComments.cpp
+# rm -rf code/RemoveRedundantMaterials.cpp
+# rm -rf code/RemoveRedundantMaterials.h
+# rm -rf code/RemoveVCProcess.h
+# rm -rf code/ScaleProcess.cpp
+# rm -rf code/ScaleProcess.h
+# rm -rf code/scene.cpp
+# rm -rf code/ScenePreprocessor.cpp
+# rm -rf code/ScenePreprocessor.h
+# rm -rf code/ScenePrivate.h
+# rm -rf code/SGSpatialSort.cpp
+rm -rf code/SIBImporter.h
+rm -rf code/SMDLoader.cpp
+# rm -rf code/simd.cpp
+# rm -rf code/simd.h
+# rm -rf code/SortByPTypeProcess.h
+# rm -rf code/SplitByBoneCountProcess.h
+# rm -rf code/SplitLargeMeshes.h
+# rm -rf code/StdOStreamLogStream.h
+rm -rf code/StepExporter.h
+rm -rf code/StepExporter.cpp
+rm -rf code/STLExporter.cpp
+rm -rf code/STLExporter.h
+rm -rf code/STLLoader.h
+rm -rf code/STLLoader.cpp
+# rm -rf code/TargetAnimation.cpp
+# rm -rf code/TargetAnimation.h
+rm -rf code/TerragenLoader.h
+rm -rf code/TerragenLoader.cpp
+# rm -rf code/TextureTransform.h
+# rm -rf code/TriangulateProcess.h
+rm -rf code/UnrealLoader.h
+# rm -rf code/ValidateDataStructure.h
+# rm -rf code/Version.cpp
+# rm -rf code/VertexTriangleAdjacency.cpp
+# rm -rf code/VertexTriangleAdjacency.h
+# rm -rf code/Win32DebugLogStream.h
+rm -rf code/X3DImporter_Macro.hpp
+rm -rf code/X3DImporter_Metadata.cpp
+rm -rf code/X3DImporter_Networking.cpp
+rm -rf code/X3DImporter_Texturing.cpp
+rm -rf code/X3DImporter_Shape.cpp
+rm -rf code/X3DImporter_Rendering.cpp
+rm -rf code/X3DImporter_Postprocess.cpp
+rm -rf code/X3DImporter_Light.cpp
+rm -rf code/X3DImporter_Group.cpp
+rm -rf code/X3DImporter_Geometry3D.cpp
+rm -rf code/X3DImporter_Geometry2D.cpp
+rm -rf code/X3DImporter.cpp
+rm -rf code/X3DExporter.cpp
+rm -rf code/X3DVocabulary.cpp
+rm -rf code/XFileExporter.h
+rm -rf code/XFileExporter.cpp
+rm -rf code/XFileHelper.h
+rm -rf code/XFileHelper.cpp
+rm -rf code/XFileImporter.h
+rm -rf code/XFileImporter.cpp
+rm -rf code/XFileParser.h
+rm -rf code/XFileParser.cpp
+rm -rf code/XGLLoader.h
+rm -rf code/XGLLoader.cpp
+rm -rf code/Importer
+rm -rf .git
+rm -rf cmake-modules
+rm -rf doc
+rm -rf packaging
+rm -rf port
+rm -rf samples
+rm -rf scripts
+rm -rf test
+rm -rf tools
+rm -rf contrib/zlib
+rm -rf contrib/android-cmake
+rm -rf contrib/gtest
+rm -rf contrib/clipper
+rm -rf contrib/irrXML
+rm -rf contrib/Open3DGC
+rm -rf contrib/openddlparser
+rm -rf contrib/poly2tri
+rm -rf contrib/rapidjson
+rm -rf contrib/unzip
+rm -rf contrib/zip
+rm -rf contrib/stb_image
+rm .travis*
diff --git a/modules/assimp/register_types.cpp b/modules/assimp/register_types.cpp
new file mode 100644
index 0000000000..2e8181372e
--- /dev/null
+++ b/modules/assimp/register_types.cpp
@@ -0,0 +1,59 @@
+/*************************************************************************/
+/* register_types.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "register_types.h"
+
+#include "editor/editor_node.h"
+#include "editor_scene_importer_assimp.h"
+
+#ifdef TOOLS_ENABLED
+static void _editor_init() {
+ Ref<EditorSceneImporterAssimp> import_assimp;
+ import_assimp.instance();
+ ResourceImporterScene::get_singleton()->add_importer(import_assimp);
+}
+#endif
+
+void register_assimp_types() {
+
+#ifdef TOOLS_ENABLED
+ ClassDB::APIType prev_api = ClassDB::get_current_api();
+ ClassDB::set_current_api(ClassDB::API_EDITOR);
+
+ ClassDB::register_class<EditorSceneImporterAssimp>();
+
+ ClassDB::set_current_api(prev_api);
+
+ EditorNode::add_init_callback(_editor_init);
+#endif
+}
+
+void unregister_assimp_types() {
+}
diff --git a/modules/assimp/register_types.h b/modules/assimp/register_types.h
new file mode 100644
index 0000000000..f841cd26b2
--- /dev/null
+++ b/modules/assimp/register_types.h
@@ -0,0 +1,32 @@
+/*************************************************************************/
+/* register_types.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+void register_assimp_types();
+void unregister_assimp_types();