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-rw-r--r--modules/fbx/data/fbx_anim_container.h46
-rw-r--r--modules/fbx/data/fbx_bone.cpp56
-rw-r--r--modules/fbx/data/fbx_bone.h90
-rw-r--r--modules/fbx/data/fbx_material.cpp464
-rw-r--r--modules/fbx/data/fbx_material.h286
-rw-r--r--modules/fbx/data/fbx_mesh_data.cpp1461
-rw-r--r--modules/fbx/data/fbx_mesh_data.h184
-rw-r--r--modules/fbx/data/fbx_node.h63
-rw-r--r--modules/fbx/data/fbx_skeleton.cpp123
-rw-r--r--modules/fbx/data/fbx_skeleton.h53
-rw-r--r--modules/fbx/data/import_state.h112
-rw-r--r--modules/fbx/data/model_abstraction.h52
-rw-r--r--modules/fbx/data/pivot_transform.cpp294
-rw-r--r--modules/fbx/data/pivot_transform.h115
14 files changed, 3399 insertions, 0 deletions
diff --git a/modules/fbx/data/fbx_anim_container.h b/modules/fbx/data/fbx_anim_container.h
new file mode 100644
index 0000000000..e45dd84d6a
--- /dev/null
+++ b/modules/fbx/data/fbx_anim_container.h
@@ -0,0 +1,46 @@
+/*************************************************************************/
+/* fbx_anim_container.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FBX_ANIM_CONTAINER_H
+#define FBX_ANIM_CONTAINER_H
+
+#include "core/math/vector3.h"
+
+// Generic keyframes 99.99 percent of files will be vector3, except if quat interp is used, or visibility tracks
+// FBXTrack is used in a map in the implementation in fbx/editor_scene_importer_fbx.cpp
+// to avoid having to rewrite the entire logic I refactored this into the code instead.
+// once it works I can rewrite so we can add the fun misc features / small features
+struct FBXTrack {
+ bool has_default = false;
+ Vector3 default_value;
+ std::map<int64_t, Vector3> keyframes;
+};
+
+#endif //MODEL_ABSTRACTION_ANIM_CONTAINER_H
diff --git a/modules/fbx/data/fbx_bone.cpp b/modules/fbx/data/fbx_bone.cpp
new file mode 100644
index 0000000000..7ccb0b3717
--- /dev/null
+++ b/modules/fbx/data/fbx_bone.cpp
@@ -0,0 +1,56 @@
+/*************************************************************************/
+/* fbx_bone.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "fbx_bone.h"
+
+#include "fbx_node.h"
+#include "import_state.h"
+
+Ref<FBXNode> FBXSkinDeformer::get_link(const ImportState &state) const {
+ print_verbose("bone name: " + bone->bone_name);
+
+ // safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
+ if (!cluster) {
+ return nullptr;
+ }
+
+ ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
+
+ Ref<FBXNode> link_node;
+ uint64_t id = cluster->TargetNode()->ID();
+ if (state.fbx_target_map.has(id)) {
+ link_node = state.fbx_target_map[id];
+ } else {
+ print_error("link node not found for " + itos(id));
+ }
+
+ // the node in space this is for, like if it's FOR a target.
+ return link_node;
+}
diff --git a/modules/fbx/data/fbx_bone.h b/modules/fbx/data/fbx_bone.h
new file mode 100644
index 0000000000..5d797da24f
--- /dev/null
+++ b/modules/fbx/data/fbx_bone.h
@@ -0,0 +1,90 @@
+/*************************************************************************/
+/* fbx_bone.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FBX_BONE_H
+#define FBX_BONE_H
+
+#include "fbx_node.h"
+#include "import_state.h"
+
+#include "fbx_parser/FBXDocument.h"
+
+struct PivotTransform;
+
+struct FBXBone : public Reference {
+ uint64_t parent_bone_id = 0;
+ uint64_t bone_id = 0;
+
+ bool valid_parent = false; // if the parent bone id is set up.
+ String bone_name = String(); // bone name
+
+ bool is_root_bone() const {
+ return !valid_parent;
+ }
+
+ // Godot specific data
+ int godot_bone_id = -2; // godot internal bone id assigned after import
+
+ // if a bone / armature is the root then FBX skeleton will contain the bone not any other skeleton.
+ // this is to support joints by themselves in scenes
+ bool valid_armature_id = false;
+ uint64_t armature_id = 0;
+
+ /* link node is the parent bone */
+ mutable const FBXDocParser::Geometry *geometry = nullptr;
+ mutable const FBXDocParser::ModelLimbNode *limb_node = nullptr;
+
+ void set_node(Ref<FBXNode> p_node) {
+ node = p_node;
+ }
+
+ // Stores the pivot xform for this bone
+
+ Ref<FBXNode> node = nullptr;
+ Ref<FBXBone> parent_bone = nullptr;
+ Ref<FBXSkeleton> fbx_skeleton = nullptr;
+};
+
+struct FBXSkinDeformer {
+ FBXSkinDeformer(Ref<FBXBone> p_bone, const FBXDocParser::Cluster *p_cluster) :
+ cluster(p_cluster), bone(p_bone) {}
+ ~FBXSkinDeformer() {}
+ const FBXDocParser::Cluster *cluster;
+ Ref<FBXBone> bone;
+
+ /* get associate model - the model can be invalid sometimes */
+ Ref<FBXBone> get_associate_model() const {
+ return bone->parent_bone;
+ }
+
+ Ref<FBXNode> get_link(const ImportState &state) const;
+};
+
+#endif // FBX_BONE_H
diff --git a/modules/fbx/data/fbx_material.cpp b/modules/fbx/data/fbx_material.cpp
new file mode 100644
index 0000000000..3da9e4e1ff
--- /dev/null
+++ b/modules/fbx/data/fbx_material.cpp
@@ -0,0 +1,464 @@
+/*************************************************************************/
+/* fbx_material.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "fbx_material.h"
+#include "scene/resources/material.h"
+#include "scene/resources/texture.h"
+#include "tools/validation_tools.h"
+
+String FBXMaterial::get_material_name() const {
+ return material_name;
+}
+
+void FBXMaterial::set_imported_material(FBXDocParser::Material *p_material) {
+ material = p_material;
+}
+
+void FBXMaterial::add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths) {
+ if (search_directory.is_empty()) {
+ texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(p_filename));
+ } else {
+ texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(search_directory + "/" + p_filename));
+ texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file("../" + search_directory + "/" + p_filename));
+ }
+}
+
+String find_file(const String &p_base, const String &p_file_to_find) {
+ _Directory dir;
+ dir.open(p_base);
+
+ dir.list_dir_begin();
+ String n = dir.get_next();
+ while (n != String()) {
+ if (n == "." || n == "..") {
+ n = dir.get_next();
+ continue;
+ }
+ if (dir.current_is_dir()) {
+ // Don't use `path_to` or the returned path will be wrong.
+ const String f = find_file(p_base + "/" + n, p_file_to_find);
+ if (f != "") {
+ return f;
+ }
+ } else if (n == p_file_to_find) {
+ return p_base + "/" + n;
+ }
+ n = dir.get_next();
+ }
+ dir.list_dir_end();
+
+ return String();
+}
+
+// fbx will not give us good path information and let's not regex them to fix them
+// no relative paths are in fbx generally they have a rel field but it's populated incorrectly by the SDK.
+String FBXMaterial::find_texture_path_by_filename(const String p_filename, const String p_current_directory) {
+ _Directory dir;
+ Vector<String> paths;
+ add_search_string(p_filename, p_current_directory, "", paths);
+ add_search_string(p_filename, p_current_directory, "texture", paths);
+ add_search_string(p_filename, p_current_directory, "textures", paths);
+ add_search_string(p_filename, p_current_directory, "Textures", paths);
+ add_search_string(p_filename, p_current_directory, "materials", paths);
+ add_search_string(p_filename, p_current_directory, "mats", paths);
+ add_search_string(p_filename, p_current_directory, "pictures", paths);
+ add_search_string(p_filename, p_current_directory, "images", paths);
+
+ for (int i = 0; i < paths.size(); i++) {
+ if (dir.file_exists(paths[i])) {
+ return paths[i];
+ }
+ }
+
+ // We were not able to find the texture in the common locations,
+ // try to find it into the project globally.
+ // The common textures can be stored into one of those folders:
+ // res://asset
+ // res://texture
+ // res://material
+ // res://mat
+ // res://image
+ // res://picture
+ //
+ // Note the folders can also be called with custom names, like:
+ // res://my_assets
+ // since the keyword `asset` is into the directory name the textures will be
+ // searched there too.
+
+ dir.open("res://");
+ dir.list_dir_begin();
+ String n = dir.get_next();
+ while (n != String()) {
+ if (n == "." || n == "..") {
+ n = dir.get_next();
+ continue;
+ }
+ if (dir.current_is_dir()) {
+ const String lower_n = n.to_lower();
+ if (
+ // Don't need to use plural.
+ lower_n.find("asset") >= 0 ||
+ lower_n.find("texture") >= 0 ||
+ lower_n.find("material") >= 0 ||
+ lower_n.find("mat") >= 0 ||
+ lower_n.find("image") >= 0 ||
+ lower_n.find("picture") >= 0) {
+ // Don't use `path_to` or the returned path will be wrong.
+ const String f = find_file(String("res://") + n, p_filename);
+ if (f != "") {
+ return f;
+ }
+ }
+ }
+ n = dir.get_next();
+ }
+ dir.list_dir_end();
+
+ return "";
+}
+
+template <class T>
+T extract_from_prop(FBXDocParser::PropertyPtr prop, const T &p_default, const std::string &p_name, const String &p_type) {
+ ERR_FAIL_COND_V_MSG(prop == nullptr, p_default, "invalid property passed to extractor");
+ const FBXDocParser::TypedProperty<T> *val = dynamic_cast<const FBXDocParser::TypedProperty<T> *>(prop);
+
+ ERR_FAIL_COND_V_MSG(val == nullptr, p_default, "The FBX is corrupted, the property `" + String(p_name.c_str()) + "` is a `" + String(typeid(*prop).name()) + "` but should be a " + p_type);
+ // Make sure to not lost any eventual opacity.
+ return val->Value();
+}
+
+Ref<StandardMaterial3D> FBXMaterial::import_material(ImportState &state) {
+ ERR_FAIL_COND_V(material == nullptr, nullptr);
+
+ const String p_fbx_current_directory = state.path;
+
+ Ref<StandardMaterial3D> spatial_material;
+ spatial_material.instance();
+
+ // read the material file
+ // is material two sided
+ // read material name
+ print_verbose("[material] material name: " + ImportUtils::FBXNodeToName(material->Name()));
+
+ material_name = ImportUtils::FBXNodeToName(material->Name());
+
+ for (const std::pair<std::string, const FBXDocParser::Texture *> iter : material->Textures()) {
+ const uint64_t texture_id = iter.second->ID();
+ const std::string &fbx_mapping_name = iter.first;
+ const FBXDocParser::Texture *fbx_texture_data = iter.second;
+ const String absolute_texture_path = iter.second->FileName().c_str();
+ const String texture_name = absolute_texture_path.get_file();
+ const String file_extension = absolute_texture_path.get_extension().to_upper();
+
+ const String debug_string = "texture id: " + itos(texture_id) + " texture name: " + String(iter.second->Name().c_str()) + " mapping name: " + String(fbx_mapping_name.c_str());
+ // remember errors STILL need this string at the end for when you aren't in verbose debug mode :) they need context for when you're not verbose-ing.
+ print_verbose(debug_string);
+
+ const String file_extension_uppercase = file_extension.to_upper();
+
+ if (fbx_transparency_flags.count(fbx_mapping_name) > 0) {
+ // just enable it later let's make this fine-tuned.
+ spatial_material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
+ }
+
+ ERR_CONTINUE_MSG(file_extension.is_empty(), "your texture has no file extension so we had to ignore it, let us know if you think this is wrong file an issue on github! " + debug_string);
+ ERR_CONTINUE_MSG(fbx_texture_map.count(fbx_mapping_name) <= 0, "This material has a texture with mapping name: " + String(fbx_mapping_name.c_str()) + " which is not yet supported by this importer. Consider opening an issue so we can support it.");
+ ERR_CONTINUE_MSG(
+ file_extension_uppercase != "PNG" &&
+ file_extension_uppercase != "JPEG" &&
+ file_extension_uppercase != "JPG" &&
+ file_extension_uppercase != "TGA" &&
+ file_extension_uppercase != "WEBP" &&
+ file_extension_uppercase != "DDS",
+ "The FBX file contains a texture with an unrecognized extension: " + file_extension_uppercase);
+
+ print_verbose("Getting FBX mapping mode for " + String(fbx_mapping_name.c_str()));
+ // get the texture map type
+ const StandardMaterial3D::TextureParam mapping_mode = fbx_texture_map.at(fbx_mapping_name);
+ print_verbose("Set FBX mapping mode to " + get_texture_param_name(mapping_mode));
+
+ Ref<Texture> texture;
+ print_verbose("texture mapping name: " + texture_name);
+
+ if (state.cached_image_searches.has(texture_name)) {
+ texture = state.cached_image_searches[texture_name];
+ } else {
+ String path = find_texture_path_by_filename(texture_name, p_fbx_current_directory);
+ if (!path.is_empty()) {
+ Ref<Texture2D> image_texture = ResourceLoader::load(path);
+
+ ERR_CONTINUE(image_texture.is_null());
+
+ texture = image_texture;
+ state.cached_image_searches.insert(texture_name, texture);
+ print_verbose("Created texture from loaded image file.");
+
+ } else if (fbx_texture_data != nullptr && fbx_texture_data->Media() != nullptr && fbx_texture_data->Media()->IsEmbedded()) {
+ // This is an embedded texture. Extract it.
+ Ref<Image> image;
+ //image.instance(); // oooo double instance bug? why make Image::_png_blah call
+
+ const String extension = texture_name.get_extension().to_upper();
+ if (extension == "PNG") {
+ // The stored file is a PNG.
+ image = Image::_png_mem_loader_func(fbx_texture_data->Media()->Content(), fbx_texture_data->Media()->ContentLength());
+ ERR_CONTINUE_MSG(image.is_valid() == false, "FBX Embedded PNG image load fail.");
+
+ } else if (
+ extension == "JPEG" ||
+ extension == "JPG") {
+ // The stored file is a JPEG.
+ image = Image::_jpg_mem_loader_func(fbx_texture_data->Media()->Content(), fbx_texture_data->Media()->ContentLength());
+ ERR_CONTINUE_MSG(image.is_valid() == false, "FBX Embedded JPEG image load fail.");
+
+ } else if (extension == "TGA") {
+ // The stored file is a TGA.
+ image = Image::_tga_mem_loader_func(fbx_texture_data->Media()->Content(), fbx_texture_data->Media()->ContentLength());
+ ERR_CONTINUE_MSG(image.is_valid() == false, "FBX Embedded TGA image load fail.");
+
+ } else if (extension == "WEBP") {
+ // The stored file is a WEBP.
+ image = Image::_webp_mem_loader_func(fbx_texture_data->Media()->Content(), fbx_texture_data->Media()->ContentLength());
+ ERR_CONTINUE_MSG(image.is_valid() == false, "FBX Embedded WEBP image load fail.");
+
+ // } else if (extension == "DDS") {
+ // // In this moment is not possible to extract a DDS from a buffer, TODO consider add it to godot. See `textureloader_dds.cpp::load().
+ // // The stored file is a DDS.
+ } else {
+ ERR_CONTINUE_MSG(true, "The embedded image with extension: " + extension + " is not yet supported. Open an issue please.");
+ }
+
+ Ref<ImageTexture> image_texture;
+ image_texture.instance();
+ image_texture->create_from_image(image);
+
+ texture = image_texture;
+
+ // TODO: this is potentially making something with the same name have a match incorrectly USE FBX ID as Hash. #fuck it later.
+ state.cached_image_searches[texture_name] = texture;
+ print_verbose("Created texture from embedded image.");
+ } else {
+ ERR_CONTINUE_MSG(true, "The FBX texture, with name: `" + texture_name + "`, is not found into the project nor is stored as embedded file. Make sure to insert the texture as embedded file or into the project, then reimport.");
+ }
+ }
+
+ spatial_material->set_texture(mapping_mode, texture);
+ }
+
+ if (spatial_material.is_valid()) {
+ spatial_material->set_name(material_name);
+ }
+
+ /// ALL below is related to properties
+ for (FBXDocParser::LazyPropertyMap::value_type iter : material->Props()->GetLazyProperties()) {
+ const std::string name = iter.first;
+
+ if (name.empty()) {
+ continue;
+ }
+
+ PropertyDesc desc = PROPERTY_DESC_NOT_FOUND;
+ if (fbx_properties_desc.count(name) > 0) {
+ desc = fbx_properties_desc.at(name);
+ }
+
+ // check if we can ignore this it will be done at the next phase
+ if (desc == PROPERTY_DESC_NOT_FOUND || desc == PROPERTY_DESC_IGNORE) {
+ // count the texture mapping references. Skip this one if it's found and we can't look up a property value.
+ if (fbx_texture_map.count(name) > 0) {
+ continue; // safe to ignore it's a texture mapping.
+ }
+ }
+
+ if (desc == PROPERTY_DESC_IGNORE) {
+ //WARN_PRINT("[Ignored] The FBX material parameter: `" + String(name.c_str()) + "` is ignored.");
+ continue;
+ } else {
+ print_verbose("FBX Material parameter: " + String(name.c_str()));
+
+ // Check for Diffuse material system / lambert materials / legacy basically
+ if (name == "Diffuse" && !warning_non_pbr_material) {
+ ValidationTracker::get_singleton()->add_validation_error(state.path, "Invalid material settings change to Ai Standard Surface shader, mat name: " + material_name.c_escape());
+ warning_non_pbr_material = true;
+ }
+ }
+
+ // DISABLE when adding support for all weird and wonderful material formats
+ if (desc == PROPERTY_DESC_NOT_FOUND) {
+ continue;
+ }
+
+ ERR_CONTINUE_MSG(desc == PROPERTY_DESC_NOT_FOUND, "The FBX material parameter: `" + String(name.c_str()) + "` was not recognized. Please open an issue so we can add the support to it.");
+
+ const FBXDocParser::PropertyTable *tbl = material->Props();
+ FBXDocParser::PropertyPtr prop = tbl->Get(name);
+
+ ERR_CONTINUE_MSG(prop == nullptr, "This file may be corrupted because is not possible to extract the material parameter: " + String(name.c_str()));
+
+ if (spatial_material.is_null()) {
+ // Done here so if no data no material is created.
+ spatial_material.instance();
+ }
+
+ const FBXDocParser::TypedProperty<real_t> *real_value = dynamic_cast<const FBXDocParser::TypedProperty<real_t> *>(prop);
+ const FBXDocParser::TypedProperty<Vector3> *vector_value = dynamic_cast<const FBXDocParser::TypedProperty<Vector3> *>(prop);
+
+ if (!real_value && !vector_value) {
+ //WARN_PRINT("unsupported datatype in property: " + String(name.c_str()));
+ continue;
+ }
+
+ if (vector_value && !real_value) {
+ if (vector_value->Value() == Vector3(0, 0, 0) && !real_value) {
+ continue;
+ }
+ }
+
+ switch (desc) {
+ case PROPERTY_DESC_ALBEDO_COLOR: {
+ if (vector_value) {
+ const Vector3 &color = vector_value->Value();
+ // Make sure to not lost any eventual opacity.
+ if (color != Vector3(0, 0, 0)) {
+ Color c = Color();
+ c[0] = color[0];
+ c[1] = color[1];
+ c[2] = color[2];
+ spatial_material->set_albedo(c);
+ }
+
+ } else if (real_value) {
+ print_error("albedo is unsupported format?");
+ }
+ } break;
+ case PROPERTY_DESC_TRANSPARENT: {
+ if (real_value) {
+ const real_t opacity = real_value->Value();
+ if (opacity < (1.0 - CMP_EPSILON)) {
+ Color c = spatial_material->get_albedo();
+ c.a = opacity;
+ spatial_material->set_albedo(c);
+
+ spatial_material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
+ spatial_material->set_depth_draw_mode(BaseMaterial3D::DEPTH_DRAW_OPAQUE_ONLY);
+ }
+ } else if (vector_value) {
+ print_error("unsupported transparent desc type vector!");
+ }
+ } break;
+ case PROPERTY_DESC_SPECULAR: {
+ if (real_value) {
+ print_verbose("specular real value: " + rtos(real_value->Value()));
+ spatial_material->set_specular(MIN(1.0, real_value->Value()));
+ }
+
+ if (vector_value) {
+ print_error("unsupported specular vector value: " + vector_value->Value());
+ }
+ } break;
+
+ case PROPERTY_DESC_SPECULAR_COLOR: {
+ if (vector_value) {
+ print_error("unsupported specular color: " + vector_value->Value());
+ }
+ } break;
+ case PROPERTY_DESC_SHINYNESS: {
+ if (real_value) {
+ print_error("unsupported shinyness:" + rtos(real_value->Value()));
+ }
+ } break;
+ case PROPERTY_DESC_METALLIC: {
+ if (real_value) {
+ print_verbose("metallic real value: " + rtos(real_value->Value()));
+ spatial_material->set_metallic(MIN(1.0f, real_value->Value()));
+ } else {
+ print_error("unsupported value type for metallic");
+ }
+ } break;
+ case PROPERTY_DESC_ROUGHNESS: {
+ if (real_value) {
+ print_verbose("roughness real value: " + rtos(real_value->Value()));
+ spatial_material->set_roughness(MIN(1.0f, real_value->Value()));
+ } else {
+ print_error("unsupported value type for roughness");
+ }
+ } break;
+ case PROPERTY_DESC_COAT: {
+ if (real_value) {
+ print_verbose("clearcoat real value: " + rtos(real_value->Value()));
+ spatial_material->set_clearcoat(MIN(1.0f, real_value->Value()));
+ } else {
+ print_error("unsupported value type for clearcoat");
+ }
+ } break;
+ case PROPERTY_DESC_COAT_ROUGHNESS: {
+ // meaning is that approx equal to zero is disabled not actually zero. ;)
+ if (real_value && Math::is_equal_approx(real_value->Value(), 0.0f)) {
+ print_verbose("clearcoat real value: " + rtos(real_value->Value()));
+ spatial_material->set_clearcoat_gloss(1.0 - real_value->Value());
+ } else {
+ print_error("unsupported value type for clearcoat gloss");
+ }
+ } break;
+ case PROPERTY_DESC_EMISSIVE: {
+ if (real_value && Math::is_equal_approx(real_value->Value(), 0.0f)) {
+ print_verbose("Emissive real value: " + rtos(real_value->Value()));
+ spatial_material->set_emission_energy(real_value->Value());
+ } else if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) {
+ const Vector3 &color = vector_value->Value();
+ Color c;
+ c[0] = color[0];
+ c[1] = color[1];
+ c[2] = color[2];
+ spatial_material->set_emission(c);
+ }
+ } break;
+ case PROPERTY_DESC_EMISSIVE_COLOR: {
+ if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) {
+ const Vector3 &color = vector_value->Value();
+ Color c;
+ c[0] = color[0];
+ c[1] = color[1];
+ c[2] = color[2];
+ spatial_material->set_emission(c);
+ } else {
+ print_error("unsupported value type for emissive color");
+ }
+ } break;
+ case PROPERTY_DESC_NOT_FOUND:
+ case PROPERTY_DESC_IGNORE:
+ break;
+ default:
+ break;
+ }
+ }
+
+ return spatial_material;
+}
diff --git a/modules/fbx/data/fbx_material.h b/modules/fbx/data/fbx_material.h
new file mode 100644
index 0000000000..08b93ac01b
--- /dev/null
+++ b/modules/fbx/data/fbx_material.h
@@ -0,0 +1,286 @@
+/*************************************************************************/
+/* fbx_material.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FBX_MATERIAL_H
+#define FBX_MATERIAL_H
+
+#include "tools/import_utils.h"
+
+#include "core/object/reference.h"
+#include "core/string/ustring.h"
+
+struct FBXMaterial : public Reference {
+ String material_name = String();
+ bool warning_non_pbr_material = false;
+ FBXDocParser::Material *material = nullptr;
+
+ /* Godot materials
+ *** Texture Maps:
+ * Albedo - color, texture
+ * Metallic - specular, metallic, texture
+ * Roughness - roughness, texture
+ * Emission - color, texture
+ * Normal Map - scale, texture
+ * Ambient Occlusion - texture
+ * Refraction - scale, texture
+ *** Has Settings for:
+ * UV1 - SCALE, OFFSET
+ * UV2 - SCALE, OFFSET
+ *** Flags for
+ * Transparent
+ * Cull Mode
+ */
+
+ enum class MapMode {
+ AlbedoM = 0,
+ MetallicM,
+ SpecularM,
+ EmissionM,
+ RoughnessM,
+ NormalM,
+ AmbientOcclusionM,
+ RefractionM,
+ ReflectionM,
+ };
+
+ /* Returns the string representation of the TextureParam enum */
+ static String get_texture_param_name(StandardMaterial3D::TextureParam param) {
+ switch (param) {
+ case StandardMaterial3D::TEXTURE_ALBEDO:
+ return "TEXTURE_ALBEDO";
+ case StandardMaterial3D::TEXTURE_METALLIC:
+ return "TEXTURE_METALLIC";
+ case StandardMaterial3D::TEXTURE_ROUGHNESS:
+ return "TEXTURE_ROUGHNESS";
+ case StandardMaterial3D::TEXTURE_EMISSION:
+ return "TEXTURE_EMISSION";
+ case StandardMaterial3D::TEXTURE_NORMAL:
+ return "TEXTURE_NORMAL";
+ case StandardMaterial3D::TEXTURE_RIM:
+ return "TEXTURE_RIM";
+ case StandardMaterial3D::TEXTURE_CLEARCOAT:
+ return "TEXTURE_CLEARCOAT";
+ case StandardMaterial3D::TEXTURE_FLOWMAP:
+ return "TEXTURE_FLOWMAP";
+ case StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION:
+ return "TEXTURE_AMBIENT_OCCLUSION";
+ // case StandardMaterial3D::TEXTURE_DEPTH: // TODO: work out how to make this function again!
+ // return "TEXTURE_DEPTH";
+ case StandardMaterial3D::TEXTURE_SUBSURFACE_SCATTERING:
+ return "TEXTURE_SUBSURFACE_SCATTERING";
+ // case StandardMaterial3D::TEXTURE_TRANSMISSION: // TODO: work out how to make this function again!
+ // return "TEXTURE_TRANSMISSION";
+ case StandardMaterial3D::TEXTURE_REFRACTION:
+ return "TEXTURE_REFRACTION";
+ case StandardMaterial3D::TEXTURE_DETAIL_MASK:
+ return "TEXTURE_DETAIL_MASK";
+ case StandardMaterial3D::TEXTURE_DETAIL_ALBEDO:
+ return "TEXTURE_DETAIL_ALBEDO";
+ case StandardMaterial3D::TEXTURE_DETAIL_NORMAL:
+ return "TEXTURE_DETAIL_NORMAL";
+ case StandardMaterial3D::TEXTURE_MAX:
+ return "TEXTURE_MAX";
+ default:
+ return "broken horribly";
+ }
+ };
+
+ // TODO make this static?
+ const std::map<std::string, bool> fbx_transparency_flags = {
+ /* Transparent */
+ { "TransparentColor", true },
+ { "Maya|opacity", true }
+ };
+
+ // TODO make this static?
+ const std::map<std::string, StandardMaterial3D::TextureParam> fbx_texture_map = {
+ /* Diffuse */
+ { "Maya|base", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
+ { "DiffuseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
+ { "Maya|DiffuseTexture", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
+ { "Maya|baseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
+ { "Maya|baseColor|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
+ { "3dsMax|Parameters|base_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
+ { "Maya|TEX_color_map|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
+ { "Maya|TEX_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
+ /* Emission */
+ { "EmissiveColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
+ { "EmissiveFactor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
+ { "Maya|emissionColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
+ { "Maya|emissionColor|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
+ { "3dsMax|Parameters|emission_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
+ { "Maya|TEX_emissive_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
+ { "Maya|TEX_emissive_map|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
+ /* Metallic */
+ { "Maya|metalness", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
+ { "Maya|metalness|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
+ { "3dsMax|Parameters|metalness_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
+ { "Maya|TEX_metallic_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
+ { "Maya|TEX_metallic_map|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
+
+ /* Roughness */
+ // Arnold Roughness Map
+ { "Maya|specularRoughness", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
+
+ { "3dsMax|Parameters|roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
+ { "Maya|TEX_roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
+ { "Maya|TEX_roughness_map|file", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
+
+ /* Normal */
+ { "NormalMap", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
+ //{ "Bump", Material::TextureParam::TEXTURE_NORMAL },
+ //{ "3dsMax|Parameters|bump_map", Material::TextureParam::TEXTURE_NORMAL },
+ { "Maya|NormalTexture", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
+ //{ "Maya|normalCamera", Material::TextureParam::TEXTURE_NORMAL },
+ //{ "Maya|normalCamera|file", Material::TextureParam::TEXTURE_NORMAL },
+ { "Maya|TEX_normal_map", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
+ { "Maya|TEX_normal_map|file", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
+ /* AO */
+ { "Maya|TEX_ao_map", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
+ { "Maya|TEX_ao_map|file", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
+
+ // TODO: specular workflow conversion
+ // { "SpecularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
+ // { "Maya|specularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
+ // { "Maya|SpecularTexture", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
+ // { "Maya|SpecularTexture|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
+ // { "ShininessExponent", SpatialMaterial::TextureParam::UNSUPPORTED },
+ // { "ReflectionFactor", SpatialMaterial::TextureParam::UNSUPPORTED },
+
+ //{ "TransparentColor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA },
+ //{ "TransparencyFactor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA }
+
+ // TODO: diffuse roughness
+ //{ "Maya|diffuseRoughness", SpatialMaterial::TextureParam::UNSUPPORTED },
+ //{ "Maya|diffuseRoughness|file", SpatialMaterial::TextureParam::UNSUPPORTED },
+
+ };
+
+ // TODO make this static?
+ enum PropertyDesc {
+ PROPERTY_DESC_NOT_FOUND,
+ PROPERTY_DESC_ALBEDO_COLOR,
+ PROPERTY_DESC_TRANSPARENT,
+ PROPERTY_DESC_METALLIC,
+ PROPERTY_DESC_ROUGHNESS,
+ PROPERTY_DESC_SPECULAR,
+ PROPERTY_DESC_SPECULAR_COLOR,
+ PROPERTY_DESC_SHINYNESS,
+ PROPERTY_DESC_COAT,
+ PROPERTY_DESC_COAT_ROUGHNESS,
+ PROPERTY_DESC_EMISSIVE,
+ PROPERTY_DESC_EMISSIVE_COLOR,
+ PROPERTY_DESC_IGNORE
+ };
+
+ const std::map<std::string, PropertyDesc> fbx_properties_desc = {
+ /* Albedo */
+ { "DiffuseColor", PROPERTY_DESC_ALBEDO_COLOR },
+ { "Maya|baseColor", PROPERTY_DESC_ALBEDO_COLOR },
+
+ /* Specular */
+ { "Maya|specular", PROPERTY_DESC_SPECULAR },
+ { "Maya|specularColor", PROPERTY_DESC_SPECULAR_COLOR },
+
+ /* Specular roughness - arnold roughness map */
+ { "Maya|specularRoughness", PROPERTY_DESC_ROUGHNESS },
+
+ /* Transparent */
+ { "Opacity", PROPERTY_DESC_TRANSPARENT },
+ { "TransparencyFactor", PROPERTY_DESC_TRANSPARENT },
+ { "Maya|opacity", PROPERTY_DESC_TRANSPARENT },
+
+ /* Metallic */
+ { "Shininess", PROPERTY_DESC_METALLIC },
+ { "Reflectivity", PROPERTY_DESC_METALLIC },
+ { "Maya|metalness", PROPERTY_DESC_METALLIC },
+ { "Maya|metallic", PROPERTY_DESC_METALLIC },
+
+ /* Roughness */
+ { "Maya|roughness", PROPERTY_DESC_ROUGHNESS },
+
+ /* Coat */
+ //{ "Maya|coat", PROPERTY_DESC_COAT },
+
+ /* Coat roughness */
+ //{ "Maya|coatRoughness", PROPERTY_DESC_COAT_ROUGHNESS },
+
+ /* Emissive */
+ { "Maya|emission", PROPERTY_DESC_EMISSIVE },
+ { "Maya|emissive", PROPERTY_DESC_EMISSIVE },
+
+ /* Emissive color */
+ { "EmissiveColor", PROPERTY_DESC_EMISSIVE_COLOR },
+ { "Maya|emissionColor", PROPERTY_DESC_EMISSIVE_COLOR },
+
+ /* Ignore */
+ { "Maya|diffuseRoughness", PROPERTY_DESC_IGNORE },
+ { "Maya", PROPERTY_DESC_IGNORE },
+ { "Diffuse", PROPERTY_DESC_ALBEDO_COLOR },
+ { "Maya|TypeId", PROPERTY_DESC_IGNORE },
+ { "Ambient", PROPERTY_DESC_IGNORE },
+ { "AmbientColor", PROPERTY_DESC_IGNORE },
+ { "ShininessExponent", PROPERTY_DESC_IGNORE },
+ { "Specular", PROPERTY_DESC_IGNORE },
+ { "SpecularColor", PROPERTY_DESC_IGNORE },
+ { "SpecularFactor", PROPERTY_DESC_IGNORE },
+ //{ "BumpFactor", PROPERTY_DESC_IGNORE },
+ { "Maya|exitToBackground", PROPERTY_DESC_IGNORE },
+ { "Maya|indirectDiffuse", PROPERTY_DESC_IGNORE },
+ { "Maya|indirectSpecular", PROPERTY_DESC_IGNORE },
+ { "Maya|internalReflections", PROPERTY_DESC_IGNORE },
+ { "DiffuseFactor", PROPERTY_DESC_IGNORE },
+ { "AmbientFactor", PROPERTY_DESC_IGNORE },
+ { "ReflectionColor", PROPERTY_DESC_IGNORE },
+ { "Emissive", PROPERTY_DESC_IGNORE },
+ { "Maya|coatColor", PROPERTY_DESC_IGNORE },
+ { "Maya|coatNormal", PROPERTY_DESC_IGNORE },
+ { "Maya|coatIOR", PROPERTY_DESC_IGNORE },
+ };
+
+ /* storing the texture properties like color */
+ template <class T>
+ struct TexturePropertyMapping : Reference {
+ StandardMaterial3D::TextureParam map_mode = StandardMaterial3D::TextureParam::TEXTURE_ALBEDO;
+ const T property = T();
+ };
+
+ static void add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths);
+
+ static String find_texture_path_by_filename(const String p_filename, const String p_current_directory);
+
+ String get_material_name() const;
+
+ void set_imported_material(FBXDocParser::Material *p_material);
+
+ Ref<StandardMaterial3D> import_material(ImportState &state);
+};
+
+#endif // FBX_MATERIAL_H
diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp
new file mode 100644
index 0000000000..d1c4b70b5c
--- /dev/null
+++ b/modules/fbx/data/fbx_mesh_data.cpp
@@ -0,0 +1,1461 @@
+/*************************************************************************/
+/* fbx_mesh_data.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "fbx_mesh_data.h"
+
+#include "core/templates/local_vector.h"
+#include "scene/resources/mesh.h"
+#include "scene/resources/surface_tool.h"
+
+#include "thirdparty/misc/triangulator.h"
+
+template <class T>
+T collect_first(const Vector<VertexData<T>> *p_data, T p_fall_back) {
+ if (p_data->is_empty()) {
+ return p_fall_back;
+ }
+
+ return (*p_data)[0].data;
+}
+
+template <class T>
+HashMap<int, T> collect_all(const Vector<VertexData<T>> *p_data, HashMap<int, T> p_fall_back) {
+ if (p_data->is_empty()) {
+ return p_fall_back;
+ }
+
+ HashMap<int, T> collection;
+ for (int i = 0; i < p_data->size(); i += 1) {
+ const VertexData<T> &vd = (*p_data)[i];
+ collection[vd.polygon_index] = vd.data;
+ }
+ return collection;
+}
+
+template <class T>
+T collect_average(const Vector<VertexData<T>> *p_data, T p_fall_back) {
+ if (p_data->is_empty()) {
+ return p_fall_back;
+ }
+
+ T combined = (*p_data)[0].data; // Make sure the data is always correctly initialized.
+ print_verbose("size of data: " + itos(p_data->size()));
+ for (int i = 1; i < p_data->size(); i += 1) {
+ combined += (*p_data)[i].data;
+ }
+ combined = combined / real_t(p_data->size());
+
+ return combined.normalized();
+}
+
+HashMap<int, Vector3> collect_normal(const Vector<VertexData<Vector3>> *p_data, HashMap<int, Vector3> p_fall_back) {
+ if (p_data->is_empty()) {
+ return p_fall_back;
+ }
+
+ HashMap<int, Vector3> collection;
+ for (int i = 0; i < p_data->size(); i += 1) {
+ const VertexData<Vector3> &vd = (*p_data)[i];
+ collection[vd.polygon_index] = vd.data;
+ }
+ return collection;
+}
+
+HashMap<int, Vector2> collect_uv(const Vector<VertexData<Vector2>> *p_data, HashMap<int, Vector2> p_fall_back) {
+ if (p_data->is_empty()) {
+ return p_fall_back;
+ }
+
+ HashMap<int, Vector2> collection;
+ for (int i = 0; i < p_data->size(); i += 1) {
+ const VertexData<Vector2> &vd = (*p_data)[i];
+ collection[vd.polygon_index] = vd.data;
+ }
+ return collection;
+}
+
+typedef int Vertex;
+typedef int SurfaceId;
+typedef int PolygonId;
+typedef int DataIndex;
+
+struct SurfaceData {
+ Ref<SurfaceTool> surface_tool;
+ OrderedHashMap<Vertex, int> lookup_table; // proposed fix is to replace lookup_table[vertex_id] to give the position of the vertices_map[int] index.
+ LocalVector<Vertex> vertices_map; // this must be ordered the same as insertion <-- slow to do find() operation.
+ Ref<Material> material;
+ HashMap<PolygonId, Vector<DataIndex>> surface_polygon_vertex;
+ Array morphs;
+};
+
+EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
+ mesh_geometry = p_mesh_geometry;
+ // todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
+ const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
+
+ // TODO: perf hotspot on large files
+ // this can be a very large copy
+ std::vector<int> polygon_indices = mesh_geometry->get_polygon_indices();
+ std::vector<Vector3> vertices = mesh_geometry->get_vertices();
+
+ // Phase 1. Parse all FBX data.
+ HashMap<int, Vector3> normals;
+ HashMap<int, HashMap<int, Vector3>> normals_raw = extract_per_vertex_data(
+ vertices.size(),
+ mesh_geometry->get_edge_map(),
+ polygon_indices,
+ mesh_geometry->get_normals(),
+ &collect_all,
+ HashMap<int, Vector3>());
+
+ // List<int> keys;
+ // normals.get_key_list(&keys);
+ //
+ // const std::vector<Assimp::FBX::MeshGeometry::Edge>& edges = mesh_geometry->get_edge_map();
+ // for (int index = 0; index < keys.size(); index++) {
+ // const int key = keys[index];
+ // const int v1 = edges[key].vertex_0;
+ // const int v2 = edges[key].vertex_1;
+ // const Vector3& n1 = normals.get(v1);
+ // const Vector3& n2 = normals.get(v2);
+ // print_verbose("[" + itos(v1) + "] n1: " + n1 + "\n[" + itos(v2) + "] n2: " + n2);
+ // //print_verbose("[" + itos(key) + "] n1: " + n1 + ", n2: " + n2) ;
+ // //print_verbose("vindex: " + itos(edges[key].vertex_0) + ", vindex2: " + itos(edges[key].vertex_1));
+ // //Vector3 ver1 = vertices[edges[key].vertex_0];
+ // //Vector3 ver2 = vertices[edges[key].vertex_1];
+ // /*real_t angle1 = Math::rad2deg(n1.angle_to(n2));
+ // real_t angle2 = Math::rad2deg(n2.angle_to(n1));
+ // print_verbose("angle of normals: " + rtos(angle1) + " angle 2" + rtos(angle2));*/
+ // }
+
+ HashMap<int, Vector2> uvs_0;
+ HashMap<int, HashMap<int, Vector2>> uvs_0_raw = extract_per_vertex_data(
+ vertices.size(),
+ mesh_geometry->get_edge_map(),
+ polygon_indices,
+ mesh_geometry->get_uv_0(),
+ &collect_all,
+ HashMap<int, Vector2>());
+
+ HashMap<int, Vector2> uvs_1;
+ HashMap<int, HashMap<int, Vector2>> uvs_1_raw = extract_per_vertex_data(
+ vertices.size(),
+ mesh_geometry->get_edge_map(),
+ polygon_indices,
+ mesh_geometry->get_uv_1(),
+ &collect_all,
+ HashMap<int, Vector2>());
+
+ HashMap<int, Color> colors;
+ HashMap<int, HashMap<int, Color>> colors_raw = extract_per_vertex_data(
+ vertices.size(),
+ mesh_geometry->get_edge_map(),
+ polygon_indices,
+ mesh_geometry->get_colors(),
+ &collect_all,
+ HashMap<int, Color>());
+
+ // TODO what about tangents?
+ // TODO what about bi-nomials?
+ // TODO there is other?
+
+ HashMap<int, SurfaceId> polygon_surfaces = extract_per_polygon(
+ vertices.size(),
+ polygon_indices,
+ mesh_geometry->get_material_allocation_id(),
+ -1);
+
+ HashMap<String, MorphVertexData> morphs;
+ extract_morphs(mesh_geometry, morphs);
+
+ // TODO please add skinning.
+ //mesh_id = mesh_geometry->ID();
+
+ sanitize_vertex_weights(state);
+
+ // Re organize polygon vertices to to correctly take into account strange
+ // UVs.
+ reorganize_vertices(
+ polygon_indices,
+ vertices,
+ normals,
+ uvs_0,
+ uvs_1,
+ colors,
+ morphs,
+ normals_raw,
+ colors_raw,
+ uvs_0_raw,
+ uvs_1_raw);
+
+ const int color_count = colors.size();
+ print_verbose("Vertex color count: " + itos(color_count));
+
+ // Make sure that from this moment on the mesh_geometry is no used anymore.
+ // This is a safety step, because the mesh_geometry data are no more valid
+ // at this point.
+
+ const int vertex_count = vertices.size();
+
+ print_verbose("Vertex count: " + itos(vertex_count));
+
+ // The map key is the material allocator id that is also used as surface id.
+ HashMap<SurfaceId, SurfaceData> surfaces;
+
+ // Phase 2. For each material create a surface tool (So a different mesh).
+ {
+ if (polygon_surfaces.is_empty()) {
+ // No material, just use the default one with index -1.
+ // Set -1 to all polygons.
+ const int polygon_count = count_polygons(polygon_indices);
+ for (int p = 0; p < polygon_count; p += 1) {
+ polygon_surfaces[p] = -1;
+ }
+ }
+
+ // Create the surface now.
+ for (const int *polygon_id = polygon_surfaces.next(nullptr); polygon_id != nullptr; polygon_id = polygon_surfaces.next(polygon_id)) {
+ const int surface_id = polygon_surfaces[*polygon_id];
+ if (surfaces.has(surface_id) == false) {
+ SurfaceData sd;
+ sd.surface_tool.instance();
+ sd.surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
+
+ if (surface_id < 0) {
+ // nothing to do
+ } else if (surface_id < (int)material_lookup.size()) {
+ const FBXDocParser::Material *mat_mapping = material_lookup.at(surface_id);
+ const uint64_t mapping_id = mat_mapping->ID();
+ if (state.cached_materials.has(mapping_id)) {
+ sd.material = state.cached_materials[mapping_id];
+ }
+ } else {
+ WARN_PRINT("out of bounds surface detected, FBX file has corrupt material data");
+ }
+
+ surfaces.set(surface_id, sd);
+ }
+ }
+ }
+
+ // Phase 3. Map the vertices relative to each surface, in this way we can
+ // just insert the vertices that we need per each surface.
+ {
+ PolygonId polygon_index = -1;
+ SurfaceId surface_id = -1;
+ SurfaceData *surface_data = nullptr;
+
+ for (size_t polygon_vertex = 0; polygon_vertex < polygon_indices.size(); polygon_vertex += 1) {
+ if (is_start_of_polygon(polygon_indices, polygon_vertex)) {
+ polygon_index += 1;
+ ERR_FAIL_COND_V_MSG(polygon_surfaces.has(polygon_index) == false, nullptr, "The FBX file is corrupted, This surface_index is not expected.");
+ surface_id = polygon_surfaces[polygon_index];
+ surface_data = surfaces.getptr(surface_id);
+ CRASH_COND(surface_data == nullptr); // Can't be null.
+ }
+
+ const int vertex = get_vertex_from_polygon_vertex(polygon_indices, polygon_vertex);
+
+ // The vertex position in the surface
+ // Uses a lookup table for speed with large scenes
+ bool has_polygon_vertex_index = surface_data->lookup_table.has(vertex);
+ int surface_polygon_vertex_index = -1;
+
+ if (has_polygon_vertex_index) {
+ surface_polygon_vertex_index = surface_data->lookup_table[vertex];
+ } else {
+ surface_polygon_vertex_index = surface_data->vertices_map.size();
+ surface_data->lookup_table[vertex] = surface_polygon_vertex_index;
+ surface_data->vertices_map.push_back(vertex);
+ }
+
+ surface_data->surface_polygon_vertex[polygon_index].push_back(surface_polygon_vertex_index);
+ }
+ }
+
+ //print_verbose("[debug UV 1] UV1: " + itos(uvs_0.size()));
+ //print_verbose("[debug UV 2] UV2: " + itos(uvs_1.size()));
+
+ // Phase 4. Per each surface just insert the vertices and add the indices.
+ for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
+ SurfaceData *surface = surfaces.getptr(*surface_id);
+
+ // Just add the vertices data.
+ for (unsigned int i = 0; i < surface->vertices_map.size(); i += 1) {
+ const Vertex vertex = surface->vertices_map[i];
+
+ // This must be done before add_vertex because the surface tool is
+ // expecting this before the st->add_vertex() call
+ add_vertex(state,
+ surface->surface_tool,
+ state.scale,
+ vertex,
+ vertices,
+ normals,
+ uvs_0,
+ uvs_1,
+ colors);
+ }
+
+ // Triangulate the various polygons and add the indices.
+ for (const PolygonId *polygon_id = surface->surface_polygon_vertex.next(nullptr); polygon_id != nullptr; polygon_id = surface->surface_polygon_vertex.next(polygon_id)) {
+ const Vector<DataIndex> *indices = surface->surface_polygon_vertex.getptr(*polygon_id);
+
+ triangulate_polygon(
+ surface->surface_tool,
+ *indices,
+ surface->vertices_map,
+ vertices);
+ }
+ }
+
+ // Phase 5. Compose the morphs if any.
+ for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
+ SurfaceData *surface = surfaces.getptr(*surface_id);
+
+ for (const String *morph_name = morphs.next(nullptr); morph_name != nullptr; morph_name = morphs.next(morph_name)) {
+ MorphVertexData *morph_data = morphs.getptr(*morph_name);
+
+ // As said by the docs, this is not supposed to be different than
+ // vertex_count.
+ CRASH_COND(morph_data->vertices.size() != vertex_count);
+ CRASH_COND(morph_data->normals.size() != vertex_count);
+
+ Vector3 *vertices_ptr = morph_data->vertices.ptrw();
+ Vector3 *normals_ptr = morph_data->normals.ptrw();
+
+ Ref<SurfaceTool> morph_st;
+ morph_st.instance();
+ morph_st->begin(Mesh::PRIMITIVE_TRIANGLES);
+
+ for (unsigned int vi = 0; vi < surface->vertices_map.size(); vi += 1) {
+ const Vertex vertex = surface->vertices_map[vi];
+ add_vertex(
+ state,
+ morph_st,
+ state.scale,
+ vertex,
+ vertices,
+ normals,
+ uvs_0,
+ uvs_1,
+ colors,
+ vertices_ptr[vertex],
+ normals_ptr[vertex]);
+ }
+
+ morph_st->generate_tangents();
+ surface->morphs.push_back(morph_st->commit_to_arrays());
+ }
+ }
+
+ // Phase 6. Compose the mesh and return it.
+ Ref<EditorSceneImporterMesh> mesh;
+ mesh.instance();
+
+ // Add blend shape info.
+ for (const String *morph_name = morphs.next(nullptr); morph_name != nullptr; morph_name = morphs.next(morph_name)) {
+ mesh->add_blend_shape(*morph_name);
+ }
+
+ // TODO always normalized, Why?
+ mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
+
+ // Add surfaces.
+ int in_mesh_surface_id = 0;
+ for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
+ SurfaceData *surface = surfaces.getptr(*surface_id);
+
+ // you can't generate them without a valid uv map.
+ if (uvs_0_raw.size() > 0) {
+ surface->surface_tool->generate_tangents();
+ }
+
+ Array mesh_array = surface->surface_tool->commit_to_arrays();
+ Array blend_shapes = surface->morphs;
+
+ if (surface->material.is_valid()) {
+ mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, mesh_array, blend_shapes, Dictionary(), surface->material, surface->material->get_name());
+ } else {
+ mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, mesh_array, blend_shapes);
+ }
+
+ in_mesh_surface_id += 1;
+ }
+
+ EditorSceneImporterMeshNode3D *godot_mesh = memnew(EditorSceneImporterMeshNode3D);
+ godot_mesh->set_mesh(mesh);
+ return godot_mesh;
+}
+
+void FBXMeshData::sanitize_vertex_weights(const ImportState &state) {
+ const int max_vertex_influence_count = RS::ARRAY_WEIGHTS_SIZE;
+ Map<int, int> skeleton_to_skin_bind_id;
+ // TODO: error's need added
+ const FBXDocParser::Skin *fbx_skin = mesh_geometry->DeformerSkin();
+
+ if (fbx_skin == nullptr || fbx_skin->Clusters().size() == 0) {
+ return; // do nothing
+ }
+
+ //
+ // Precalculate the skin cluster mapping
+ //
+
+ int bind_id = 0;
+ for (const FBXDocParser::Cluster *cluster : fbx_skin->Clusters()) {
+ Ref<FBXBone> bone = state.fbx_bone_map[cluster->TargetNode()->ID()];
+ skeleton_to_skin_bind_id.insert(bone->godot_bone_id, bind_id);
+ bind_id++;
+ }
+
+ for (const Vertex *v = vertex_weights.next(nullptr); v != nullptr; v = vertex_weights.next(v)) {
+ VertexWeightMapping *vm = vertex_weights.getptr(*v);
+ ERR_CONTINUE(vm->bones.size() != vm->weights.size()); // No message, already checked.
+ ERR_CONTINUE(vm->bones_ref.size() != vm->weights.size()); // No message, already checked.
+
+ const int initial_size = vm->weights.size();
+ {
+ // Init bone id
+ int *bones_ptr = vm->bones.ptrw();
+ Ref<FBXBone> *bones_ref_ptr = vm->bones_ref.ptrw();
+
+ for (int i = 0; i < vm->weights.size(); i += 1) {
+ // At this point this is not possible because the skeleton is already initialized.
+ CRASH_COND(bones_ref_ptr[i]->godot_bone_id == -2);
+ bones_ptr[i] = skeleton_to_skin_bind_id[bones_ref_ptr[i]->godot_bone_id];
+ }
+
+ // From this point on the data is no more valid.
+ vm->bones_ref.clear();
+ }
+
+ {
+ // Sort
+ real_t *weights_ptr = vm->weights.ptrw();
+ int *bones_ptr = vm->bones.ptrw();
+ for (int i = 0; i < vm->weights.size(); i += 1) {
+ for (int x = i + 1; x < vm->weights.size(); x += 1) {
+ if (weights_ptr[i] < weights_ptr[x]) {
+ SWAP(weights_ptr[i], weights_ptr[x]);
+ SWAP(bones_ptr[i], bones_ptr[x]);
+ }
+ }
+ }
+ }
+
+ {
+ // Resize
+ vm->weights.resize(max_vertex_influence_count);
+ vm->bones.resize(max_vertex_influence_count);
+ real_t *weights_ptr = vm->weights.ptrw();
+ int *bones_ptr = vm->bones.ptrw();
+ for (int i = initial_size; i < max_vertex_influence_count; i += 1) {
+ weights_ptr[i] = 0.0;
+ bones_ptr[i] = 0;
+ }
+
+ // Normalize
+ real_t sum = 0.0;
+ for (int i = 0; i < max_vertex_influence_count; i += 1) {
+ sum += weights_ptr[i];
+ }
+ if (sum > 0.0) {
+ for (int i = 0; i < vm->weights.size(); i += 1) {
+ weights_ptr[i] = weights_ptr[i] / sum;
+ }
+ }
+ }
+ }
+}
+
+void FBXMeshData::reorganize_vertices(
+ // TODO: perf hotspot on insane files
+ std::vector<int> &r_polygon_indices,
+ std::vector<Vector3> &r_vertices,
+ HashMap<int, Vector3> &r_normals,
+ HashMap<int, Vector2> &r_uv_1,
+ HashMap<int, Vector2> &r_uv_2,
+ HashMap<int, Color> &r_color,
+ HashMap<String, MorphVertexData> &r_morphs,
+ HashMap<int, HashMap<int, Vector3>> &r_normals_raw,
+ HashMap<int, HashMap<int, Color>> &r_colors_raw,
+ HashMap<int, HashMap<int, Vector2>> &r_uv_1_raw,
+ HashMap<int, HashMap<int, Vector2>> &r_uv_2_raw) {
+ // Key: OldVertex; Value: [New vertices];
+ HashMap<int, Vector<int>> duplicated_vertices;
+
+ PolygonId polygon_index = -1;
+ for (int pv = 0; pv < (int)r_polygon_indices.size(); pv += 1) {
+ if (is_start_of_polygon(r_polygon_indices, pv)) {
+ polygon_index += 1;
+ }
+ const Vertex index = get_vertex_from_polygon_vertex(r_polygon_indices, pv);
+
+ bool need_duplication = false;
+ Vector2 this_vert_poly_uv1 = Vector2();
+ Vector2 this_vert_poly_uv2 = Vector2();
+ Vector3 this_vert_poly_normal = Vector3();
+ Color this_vert_poly_color = Color();
+
+ // Take the normal and see if we need to duplicate this polygon.
+ if (r_normals_raw.has(index)) {
+ const HashMap<PolygonId, Vector3> *nrml_arr = r_normals_raw.getptr(index);
+
+ if (nrml_arr->has(polygon_index)) {
+ this_vert_poly_normal = nrml_arr->get(polygon_index);
+ } else if (nrml_arr->has(-1)) {
+ this_vert_poly_normal = nrml_arr->get(-1);
+ } else {
+ print_error("invalid normal detected: " + itos(index) + " polygon index: " + itos(polygon_index));
+ for (const PolygonId *pid = nrml_arr->next(nullptr); pid != nullptr; pid = nrml_arr->next(pid)) {
+ print_verbose("debug contents key: " + itos(*pid));
+
+ if (nrml_arr->has(*pid)) {
+ print_verbose("contents valid: " + nrml_arr->get(*pid));
+ }
+ }
+ }
+
+ // Now, check if we need to duplicate it.
+ for (const PolygonId *pid = nrml_arr->next(nullptr); pid != nullptr; pid = nrml_arr->next(pid)) {
+ if (*pid == polygon_index) {
+ continue;
+ }
+
+ const Vector3 vert_poly_normal = *nrml_arr->getptr(*pid);
+ if ((this_vert_poly_normal - vert_poly_normal).length_squared() > CMP_EPSILON) {
+ // Yes this polygon need duplication.
+ need_duplication = true;
+ break;
+ }
+ }
+ }
+
+ // TODO: make me vertex color
+ // Take the normal and see if we need to duplicate this polygon.
+ if (r_colors_raw.has(index)) {
+ const HashMap<PolygonId, Color> *color_arr = r_colors_raw.getptr(index);
+
+ if (color_arr->has(polygon_index)) {
+ this_vert_poly_color = color_arr->get(polygon_index);
+ } else if (color_arr->has(-1)) {
+ this_vert_poly_color = color_arr->get(-1);
+ } else {
+ print_error("invalid color detected: " + itos(index) + " polygon index: " + itos(polygon_index));
+ for (const PolygonId *pid = color_arr->next(nullptr); pid != nullptr; pid = color_arr->next(pid)) {
+ print_verbose("debug contents key: " + itos(*pid));
+
+ if (color_arr->has(*pid)) {
+ print_verbose("contents valid: " + color_arr->get(*pid));
+ }
+ }
+ }
+
+ // Now, check if we need to duplicate it.
+ for (const PolygonId *pid = color_arr->next(nullptr); pid != nullptr; pid = color_arr->next(pid)) {
+ if (*pid == polygon_index) {
+ continue;
+ }
+
+ const Color vert_poly_color = *color_arr->getptr(*pid);
+ if (!this_vert_poly_color.is_equal_approx(vert_poly_color)) {
+ // Yes this polygon need duplication.
+ need_duplication = true;
+ break;
+ }
+ }
+ }
+
+ // Take the UV1 and UV2 and see if we need to duplicate this polygon.
+ {
+ HashMap<int, HashMap<int, Vector2>> *uv_raw = &r_uv_1_raw;
+ Vector2 *this_vert_poly_uv = &this_vert_poly_uv1;
+ for (int kk = 0; kk < 2; kk++) {
+ if (uv_raw->has(index)) {
+ const HashMap<PolygonId, Vector2> *uvs = uv_raw->getptr(index);
+
+ if (uvs->has(polygon_index)) {
+ // This Polygon has its own uv.
+ (*this_vert_poly_uv) = *uvs->getptr(polygon_index);
+
+ // Check if we need to duplicate it.
+ for (const PolygonId *pid = uvs->next(nullptr); pid != nullptr; pid = uvs->next(pid)) {
+ if (*pid == polygon_index) {
+ continue;
+ }
+ const Vector2 vert_poly_uv = *uvs->getptr(*pid);
+ if (((*this_vert_poly_uv) - vert_poly_uv).length_squared() > CMP_EPSILON) {
+ // Yes this polygon need duplication.
+ need_duplication = true;
+ break;
+ }
+ }
+ } else if (uvs->has(-1)) {
+ // It has the default UV.
+ (*this_vert_poly_uv) = *uvs->getptr(-1);
+ } else if (uvs->size() > 0) {
+ // No uv, this is strange, just take the first and duplicate.
+ (*this_vert_poly_uv) = *uvs->getptr(*uvs->next(nullptr));
+ WARN_PRINT("No UVs for this polygon, while there is no default and some other polygons have it. This FBX file may be corrupted.");
+ }
+ }
+ uv_raw = &r_uv_2_raw;
+ this_vert_poly_uv = &this_vert_poly_uv2;
+ }
+ }
+
+ // If we want to duplicate it, Let's see if we already duplicated this
+ // vertex.
+ if (need_duplication) {
+ if (duplicated_vertices.has(index)) {
+ Vertex similar_vertex = -1;
+ // Let's see if one of the new vertices has the same data of this.
+ const Vector<int> *new_vertices = duplicated_vertices.getptr(index);
+ for (int j = 0; j < new_vertices->size(); j += 1) {
+ const Vertex new_vertex = (*new_vertices)[j];
+ bool same_uv1 = false;
+ bool same_uv2 = false;
+ bool same_normal = false;
+ bool same_color = false;
+
+ if (r_uv_1.has(new_vertex)) {
+ if ((this_vert_poly_uv1 - (*r_uv_1.getptr(new_vertex))).length_squared() <= CMP_EPSILON) {
+ same_uv1 = true;
+ }
+ }
+
+ if (r_uv_2.has(new_vertex)) {
+ if ((this_vert_poly_uv2 - (*r_uv_2.getptr(new_vertex))).length_squared() <= CMP_EPSILON) {
+ same_uv2 = true;
+ }
+ }
+
+ if (r_color.has(new_vertex)) {
+ if (this_vert_poly_color.is_equal_approx((*r_color.getptr(new_vertex)))) {
+ same_color = true;
+ }
+ }
+
+ if (r_normals.has(new_vertex)) {
+ if ((this_vert_poly_normal - (*r_normals.getptr(new_vertex))).length_squared() <= CMP_EPSILON) {
+ same_uv2 = true;
+ }
+ }
+
+ if (same_uv1 && same_uv2 && same_normal && same_color) {
+ similar_vertex = new_vertex;
+ break;
+ }
+ }
+
+ if (similar_vertex != -1) {
+ // Update polygon.
+ if (is_end_of_polygon(r_polygon_indices, pv)) {
+ r_polygon_indices[pv] = ~similar_vertex;
+ } else {
+ r_polygon_indices[pv] = similar_vertex;
+ }
+ need_duplication = false;
+ }
+ }
+ }
+
+ if (need_duplication) {
+ const Vertex old_index = index;
+ const Vertex new_index = r_vertices.size();
+
+ // Polygon index.
+ if (is_end_of_polygon(r_polygon_indices, pv)) {
+ r_polygon_indices[pv] = ~new_index;
+ } else {
+ r_polygon_indices[pv] = new_index;
+ }
+
+ // Vertex position.
+ r_vertices.push_back(r_vertices[old_index]);
+
+ // Normals
+ if (r_normals_raw.has(old_index)) {
+ r_normals.set(new_index, this_vert_poly_normal);
+ r_normals_raw.getptr(old_index)->erase(polygon_index);
+ r_normals_raw[new_index][polygon_index] = this_vert_poly_normal;
+ }
+
+ // Vertex Color
+ if (r_colors_raw.has(old_index)) {
+ r_color.set(new_index, this_vert_poly_color);
+ r_colors_raw.getptr(old_index)->erase(polygon_index);
+ r_colors_raw[new_index][polygon_index] = this_vert_poly_color;
+ }
+
+ // UV 0
+ if (r_uv_1_raw.has(old_index)) {
+ r_uv_1.set(new_index, this_vert_poly_uv1);
+ r_uv_1_raw.getptr(old_index)->erase(polygon_index);
+ r_uv_1_raw[new_index][polygon_index] = this_vert_poly_uv1;
+ }
+
+ // UV 1
+ if (r_uv_2_raw.has(old_index)) {
+ r_uv_2.set(new_index, this_vert_poly_uv2);
+ r_uv_2_raw.getptr(old_index)->erase(polygon_index);
+ r_uv_2_raw[new_index][polygon_index] = this_vert_poly_uv2;
+ }
+
+ // Morphs
+ for (const String *mname = r_morphs.next(nullptr); mname != nullptr; mname = r_morphs.next(mname)) {
+ MorphVertexData *d = r_morphs.getptr(*mname);
+ // This can't never happen.
+ CRASH_COND(d == nullptr);
+ if (d->vertices.size() > old_index) {
+ d->vertices.push_back(d->vertices[old_index]);
+ }
+ if (d->normals.size() > old_index) {
+ d->normals.push_back(d->normals[old_index]);
+ }
+ }
+
+ if (vertex_weights.has(old_index)) {
+ vertex_weights.set(new_index, vertex_weights[old_index]);
+ }
+
+ duplicated_vertices[old_index].push_back(new_index);
+ } else {
+ if (r_normals_raw.has(index) &&
+ r_normals.has(index) == false) {
+ r_normals.set(index, this_vert_poly_normal);
+ }
+
+ if (r_colors_raw.has(index) && r_color.has(index) == false) {
+ r_color.set(index, this_vert_poly_color);
+ }
+
+ if (r_uv_1_raw.has(index) &&
+ r_uv_1.has(index) == false) {
+ r_uv_1.set(index, this_vert_poly_uv1);
+ }
+
+ if (r_uv_2_raw.has(index) &&
+ r_uv_2.has(index) == false) {
+ r_uv_2.set(index, this_vert_poly_uv2);
+ }
+ }
+ }
+}
+
+void FBXMeshData::add_vertex(
+ const ImportState &state,
+ Ref<SurfaceTool> p_surface_tool,
+ real_t p_scale,
+ Vertex p_vertex,
+ const std::vector<Vector3> &p_vertices_position,
+ const HashMap<int, Vector3> &p_normals,
+ const HashMap<int, Vector2> &p_uvs_0,
+ const HashMap<int, Vector2> &p_uvs_1,
+ const HashMap<int, Color> &p_colors,
+ const Vector3 &p_morph_value,
+ const Vector3 &p_morph_normal) {
+ ERR_FAIL_INDEX_MSG(p_vertex, (Vertex)p_vertices_position.size(), "FBX file is corrupted, the position of the vertex can't be retrieved.");
+
+ if (p_normals.has(p_vertex)) {
+ p_surface_tool->set_normal(p_normals[p_vertex] + p_morph_normal);
+ }
+
+ if (p_uvs_0.has(p_vertex)) {
+ //print_verbose("uv1: [" + itos(p_vertex) + "] " + p_uvs_0[p_vertex]);
+ // Inverts Y UV.
+ p_surface_tool->set_uv(Vector2(p_uvs_0[p_vertex].x, 1 - p_uvs_0[p_vertex].y));
+ }
+
+ if (p_uvs_1.has(p_vertex)) {
+ //print_verbose("uv2: [" + itos(p_vertex) + "] " + p_uvs_1[p_vertex]);
+ // Inverts Y UV.
+ p_surface_tool->set_uv2(Vector2(p_uvs_1[p_vertex].x, 1 - p_uvs_1[p_vertex].y));
+ }
+
+ if (p_colors.has(p_vertex)) {
+ p_surface_tool->set_color(p_colors[p_vertex]);
+ }
+
+ // TODO what about binormals?
+ // TODO there is other?
+
+ if (vertex_weights.has(p_vertex)) {
+ // Let's extract the weight info.
+ const VertexWeightMapping *vm = vertex_weights.getptr(p_vertex);
+ const Vector<int> &bones = vm->bones;
+
+ // the bug is that the bone idx is wrong because it is not ref'ing the skin.
+
+ if (bones.size() > RS::ARRAY_WEIGHTS_SIZE) {
+ print_error("[weight overflow detected]");
+ }
+
+ p_surface_tool->set_weights(vm->weights);
+ // 0 1 2 3 4 5 6 7 < local skeleton / skin for mesh
+ // 0 1 2 3 4 5 6 7 8 9 10 < actual skeleton with all joints
+ p_surface_tool->set_bones(bones);
+ }
+
+ // The surface tool want the vertex position as last thing.
+ p_surface_tool->add_vertex((p_vertices_position[p_vertex] + p_morph_value) * p_scale);
+}
+
+void FBXMeshData::triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon_vertex, const Vector<Vertex> p_surface_vertex_map, const std::vector<Vector3> &p_vertices) const {
+ const int polygon_vertex_count = p_polygon_vertex.size();
+ if (polygon_vertex_count == 1) {
+ // point to triangle
+ st->add_index(p_polygon_vertex[0]);
+ st->add_index(p_polygon_vertex[0]);
+ st->add_index(p_polygon_vertex[0]);
+ return;
+ } else if (polygon_vertex_count == 2) {
+ // line to triangle
+ st->add_index(p_polygon_vertex[1]);
+ st->add_index(p_polygon_vertex[1]);
+ st->add_index(p_polygon_vertex[0]);
+ return;
+ } else if (polygon_vertex_count == 3) {
+ // triangle to triangle
+ st->add_index(p_polygon_vertex[0]);
+ st->add_index(p_polygon_vertex[2]);
+ st->add_index(p_polygon_vertex[1]);
+ return;
+ } else if (polygon_vertex_count == 4) {
+ // quad to triangle - this code is awesome for import times
+ // it prevents triangles being generated slowly
+ st->add_index(p_polygon_vertex[0]);
+ st->add_index(p_polygon_vertex[2]);
+ st->add_index(p_polygon_vertex[1]);
+ st->add_index(p_polygon_vertex[2]);
+ st->add_index(p_polygon_vertex[0]);
+ st->add_index(p_polygon_vertex[3]);
+ return;
+ } else {
+ // non triangulated - we must run the triangulation algorithm
+ bool is_simple_convex = false;
+ // this code is 'slow' but required it triangulates all the unsupported geometry.
+ // Doesn't allow for bigger polygons because those are unlikely be convex
+ if (polygon_vertex_count <= 6) {
+ // Start from true, check if it's false.
+ is_simple_convex = true;
+ Vector3 first_vec;
+ for (int i = 0; i < polygon_vertex_count; i += 1) {
+ const Vector3 p1 = p_vertices[p_surface_vertex_map[p_polygon_vertex[i]]];
+ const Vector3 p2 = p_vertices[p_surface_vertex_map[p_polygon_vertex[(i + 1) % polygon_vertex_count]]];
+ const Vector3 p3 = p_vertices[p_surface_vertex_map[p_polygon_vertex[(i + 2) % polygon_vertex_count]]];
+
+ const Vector3 edge1 = p1 - p2;
+ const Vector3 edge2 = p3 - p2;
+
+ const Vector3 res = edge1.normalized().cross(edge2.normalized()).normalized();
+ if (i == 0) {
+ first_vec = res;
+ } else {
+ if (first_vec.dot(res) < 0.0) {
+ // Ok we found an angle that is not the same dir of the
+ // others.
+ is_simple_convex = false;
+ break;
+ }
+ }
+ }
+ }
+
+ if (is_simple_convex) {
+ // This is a convex polygon, so just triangulate it.
+ for (int i = 0; i < (polygon_vertex_count - 2); i += 1) {
+ st->add_index(p_polygon_vertex[2 + i]);
+ st->add_index(p_polygon_vertex[1 + i]);
+ st->add_index(p_polygon_vertex[0]);
+ }
+ return;
+ }
+ }
+
+ {
+ // This is a concave polygon.
+
+ std::vector<Vector3> poly_vertices(polygon_vertex_count);
+ for (int i = 0; i < polygon_vertex_count; i += 1) {
+ poly_vertices[i] = p_vertices[p_surface_vertex_map[p_polygon_vertex[i]]];
+ }
+
+ const Vector3 poly_norm = get_poly_normal(poly_vertices);
+ if (poly_norm.length_squared() <= CMP_EPSILON) {
+ ERR_FAIL_COND_MSG(poly_norm.length_squared() <= CMP_EPSILON, "The normal of this poly was not computed. Is this FBX file corrupted.");
+ }
+
+ // Select the plan coordinate.
+ int axis_1_coord = 0;
+ int axis_2_coord = 1;
+ {
+ real_t inv = poly_norm.z;
+
+ const real_t axis_x = ABS(poly_norm.x);
+ const real_t axis_y = ABS(poly_norm.y);
+ const real_t axis_z = ABS(poly_norm.z);
+
+ if (axis_x > axis_y) {
+ if (axis_x > axis_z) {
+ // For the most part the normal point toward X.
+ axis_1_coord = 1;
+ axis_2_coord = 2;
+ inv = poly_norm.x;
+ }
+ } else if (axis_y > axis_z) {
+ // For the most part the normal point toward Y.
+ axis_1_coord = 2;
+ axis_2_coord = 0;
+ inv = poly_norm.y;
+ }
+
+ // Swap projection axes to take the negated projection vector into account
+ if (inv < 0.0f) {
+ SWAP(axis_1_coord, axis_2_coord);
+ }
+ }
+
+ TriangulatorPoly triangulator_poly;
+ triangulator_poly.Init(polygon_vertex_count);
+ std::vector<Vector2> projected_vertices(polygon_vertex_count);
+ for (int i = 0; i < polygon_vertex_count; i += 1) {
+ const Vector2 pv(poly_vertices[i][axis_1_coord], poly_vertices[i][axis_2_coord]);
+ projected_vertices[i] = pv;
+ triangulator_poly.GetPoint(i) = pv;
+ }
+ triangulator_poly.SetOrientation(TRIANGULATOR_CCW);
+
+ List<TriangulatorPoly> out_poly;
+
+ TriangulatorPartition triangulator_partition;
+ if (triangulator_partition.Triangulate_OPT(&triangulator_poly, &out_poly) == 0) { // Good result.
+ if (triangulator_partition.Triangulate_EC(&triangulator_poly, &out_poly) == 0) { // Medium result.
+ if (triangulator_partition.Triangulate_MONO(&triangulator_poly, &out_poly) == 0) { // Really poor result.
+ ERR_FAIL_MSG("The triangulation of this polygon failed, please try to triangulate your mesh or check if it has broken polygons.");
+ }
+ }
+ }
+
+ std::vector<Vector2> tris(out_poly.size());
+ for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
+ TriangulatorPoly &tp = I->get();
+
+ ERR_FAIL_COND_MSG(tp.GetNumPoints() != 3, "The triangulator retuned more points, how this is possible?");
+ // Find Index
+ for (int i = 2; i >= 0; i -= 1) {
+ const Vector2 vertex = tp.GetPoint(i);
+ bool done = false;
+ // Find Index
+ for (int y = 0; y < polygon_vertex_count; y += 1) {
+ if ((projected_vertices[y] - vertex).length_squared() <= CMP_EPSILON) {
+ // This seems the right vertex
+ st->add_index(p_polygon_vertex[y]);
+ done = true;
+ break;
+ }
+ }
+ ERR_FAIL_COND(done == false);
+ }
+ }
+ }
+}
+
+void FBXMeshData::gen_weight_info(Ref<SurfaceTool> st, Vertex vertex_id) const {
+ if (vertex_weights.is_empty()) {
+ return;
+ }
+
+ if (vertex_weights.has(vertex_id)) {
+ // Let's extract the weight info.
+ const VertexWeightMapping *vm = vertex_weights.getptr(vertex_id);
+ st->set_weights(vm->weights);
+ st->set_bones(vm->bones);
+ }
+}
+
+int FBXMeshData::get_vertex_from_polygon_vertex(const std::vector<int> &p_polygon_indices, int p_index) const {
+ if (p_index < 0 || p_index >= (int)p_polygon_indices.size()) {
+ return -1;
+ }
+
+ const int vertex = p_polygon_indices[p_index];
+ if (vertex >= 0) {
+ return vertex;
+ } else {
+ // Negative numbers are the end of the face, reversing the bits is
+ // possible to obtain the positive correct vertex number.
+ return ~vertex;
+ }
+}
+
+bool FBXMeshData::is_end_of_polygon(const std::vector<int> &p_polygon_indices, int p_index) const {
+ if (p_index < 0 || p_index >= (int)p_polygon_indices.size()) {
+ return false;
+ }
+
+ const int vertex = p_polygon_indices[p_index];
+
+ // If the index is negative this is the end of the Polygon.
+ return vertex < 0;
+}
+
+bool FBXMeshData::is_start_of_polygon(const std::vector<int> &p_polygon_indices, int p_index) const {
+ if (p_index < 0 || p_index >= (int)p_polygon_indices.size()) {
+ return false;
+ }
+
+ if (p_index == 0) {
+ return true;
+ }
+
+ // If the previous indices is negative this is the begin of a new Polygon.
+ return p_polygon_indices[p_index - 1] < 0;
+}
+
+int FBXMeshData::count_polygons(const std::vector<int> &p_polygon_indices) const {
+ // The negative numbers define the end of the polygon. Counting the amount of
+ // negatives the numbers of polygons are obtained.
+ int count = 0;
+ for (size_t i = 0; i < p_polygon_indices.size(); i += 1) {
+ if (p_polygon_indices[i] < 0) {
+ count += 1;
+ }
+ }
+ return count;
+}
+
+template <class R, class T>
+HashMap<int, R> FBXMeshData::extract_per_vertex_data(
+ int p_vertex_count,
+ const std::vector<FBXDocParser::MeshGeometry::Edge> &p_edge_map,
+ const std::vector<int> &p_mesh_indices,
+ const FBXDocParser::MeshGeometry::MappingData<T> &p_mapping_data,
+ R (*collector_function)(const Vector<VertexData<T>> *p_vertex_data, R p_fall_back),
+ R p_fall_back) const {
+ /* When index_to_direct is set
+ * index size is 184 ( contains index for the data array [values 0, 96] )
+ * data size is 96 (contains uv coordinates)
+ * this means index is simple data reduction basically
+ */
+ ////
+ if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct && p_mapping_data.index.size() == 0) {
+ print_verbose("debug count: index size: " + itos(p_mapping_data.index.size()) + ", data size: " + itos(p_mapping_data.data.size()));
+ print_verbose("vertex indices count: " + itos(p_mesh_indices.size()));
+ print_verbose("Edge map size: " + itos(p_edge_map.size()));
+ }
+
+ ERR_FAIL_COND_V_MSG(p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct && p_mapping_data.index.size() == 0, (HashMap<int, R>()), "FBX importer needs to map correctly to this field, please specify the override index name to fix this problem!");
+ ERR_FAIL_COND_V_MSG(p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index && p_mapping_data.index.size() == 0, (HashMap<int, R>()), "The FBX seems corrupted");
+
+ // Aggregate vertex data.
+ HashMap<Vertex, Vector<VertexData<T>>> aggregate_vertex_data;
+
+ switch (p_mapping_data.map_type) {
+ case FBXDocParser::MeshGeometry::MapType::none: {
+ // No data nothing to do.
+ return (HashMap<int, R>());
+ }
+ case FBXDocParser::MeshGeometry::MapType::vertex: {
+ ERR_FAIL_COND_V_MSG(p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct, (HashMap<int, R>()), "We will support in future");
+
+ if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
+ // The data is mapped per vertex directly.
+ ERR_FAIL_COND_V_MSG((int)p_mapping_data.data.size() != p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR01");
+ for (size_t vertex_index = 0; vertex_index < p_mapping_data.data.size(); vertex_index += 1) {
+ aggregate_vertex_data[vertex_index].push_back({ -1, p_mapping_data.data[vertex_index] });
+ }
+ } else {
+ // The data is mapped per vertex using a reference.
+ // The indices array, contains a *reference_id for each vertex.
+ // * Note that the reference_id is the id of data into the data array.
+ //
+ // https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
+ ERR_FAIL_COND_V_MSG((int)p_mapping_data.index.size() != p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR02");
+ for (size_t vertex_index = 0; vertex_index < p_mapping_data.index.size(); vertex_index += 1) {
+ ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[vertex_index], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR03.");
+ aggregate_vertex_data[vertex_index].push_back({ -1, p_mapping_data.data[p_mapping_data.index[vertex_index]] });
+ }
+ }
+ } break;
+ case FBXDocParser::MeshGeometry::MapType::polygon_vertex: {
+ if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct) {
+ // The data is mapped using each index from the indexes array then direct to the data (data reduction algorithm)
+ ERR_FAIL_COND_V_MSG((int)p_mesh_indices.size() != (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR04");
+ int polygon_id = -1;
+ for (size_t polygon_vertex_index = 0; polygon_vertex_index < p_mapping_data.index.size(); polygon_vertex_index += 1) {
+ if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
+ polygon_id += 1;
+ }
+ const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
+ ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR05");
+ ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR06");
+ const int index_to_direct = p_mapping_data.index[polygon_vertex_index];
+ T value = p_mapping_data.data[index_to_direct];
+ aggregate_vertex_data[vertex_index].push_back({ polygon_id, value });
+ }
+ } else if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
+ // The data are mapped per polygon vertex directly.
+ ERR_FAIL_COND_V_MSG((int)p_mesh_indices.size() != (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR04");
+ int polygon_id = -1;
+ for (size_t polygon_vertex_index = 0; polygon_vertex_index < p_mapping_data.data.size(); polygon_vertex_index += 1) {
+ if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
+ polygon_id += 1;
+ }
+ const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
+ ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR05");
+ ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR06");
+
+ aggregate_vertex_data[vertex_index].push_back({ polygon_id, p_mapping_data.data[polygon_vertex_index] });
+ }
+ } else {
+ // The data is mapped per polygon_vertex using a reference.
+ // The indices array, contains a *reference_id for each polygon_vertex.
+ // * Note that the reference_id is the id of data into the data array.
+ //
+ // https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
+ ERR_FAIL_COND_V_MSG(p_mesh_indices.size() != p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR7");
+ int polygon_id = -1;
+ for (size_t polygon_vertex_index = 0; polygon_vertex_index < p_mapping_data.index.size(); polygon_vertex_index += 1) {
+ if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
+ polygon_id += 1;
+ }
+ const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
+ ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR8");
+ ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file seems corrupted: #ERR9.");
+ ERR_FAIL_COND_V_MSG(p_mapping_data.index[polygon_vertex_index] < 0, (HashMap<int, R>()), "FBX file seems corrupted: #ERR10.");
+ ERR_FAIL_COND_V_MSG(p_mapping_data.index[polygon_vertex_index] >= (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR11.");
+ aggregate_vertex_data[vertex_index].push_back({ polygon_id, p_mapping_data.data[p_mapping_data.index[polygon_vertex_index]] });
+ }
+ }
+ } break;
+ case FBXDocParser::MeshGeometry::MapType::polygon: {
+ if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
+ // The data are mapped per polygon directly.
+ const int polygon_count = count_polygons(p_mesh_indices);
+ ERR_FAIL_COND_V_MSG(polygon_count != (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR12");
+
+ // Advance each polygon vertex, each new polygon advance the polygon index.
+ int polygon_index = -1;
+ for (size_t polygon_vertex_index = 0;
+ polygon_vertex_index < p_mesh_indices.size();
+ polygon_vertex_index += 1) {
+ if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
+ polygon_index += 1;
+ ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR13");
+ }
+
+ const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
+ ERR_FAIL_INDEX_V_MSG(vertex_index, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR14");
+
+ aggregate_vertex_data[vertex_index].push_back({ polygon_index, p_mapping_data.data[polygon_index] });
+ }
+ ERR_FAIL_COND_V_MSG((polygon_index + 1) != polygon_count, (HashMap<int, R>()), "FBX file seems corrupted: #ERR16. Not all Polygons are present in the file.");
+ } else {
+ // The data is mapped per polygon using a reference.
+ // The indices array, contains a *reference_id for each polygon.
+ // * Note that the reference_id is the id of data into the data array.
+ //
+ // https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
+ const int polygon_count = count_polygons(p_mesh_indices);
+ ERR_FAIL_COND_V_MSG(polygon_count != (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR17");
+
+ // Advance each polygon vertex, each new polygon advance the polygon index.
+ int polygon_index = -1;
+ for (size_t polygon_vertex_index = 0;
+ polygon_vertex_index < p_mesh_indices.size();
+ polygon_vertex_index += 1) {
+ if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
+ polygon_index += 1;
+ ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR18");
+ ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[polygon_index], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR19");
+ }
+
+ const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
+ ERR_FAIL_INDEX_V_MSG(vertex_index, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR20");
+
+ aggregate_vertex_data[vertex_index].push_back({ polygon_index, p_mapping_data.data[p_mapping_data.index[polygon_index]] });
+ }
+ ERR_FAIL_COND_V_MSG((polygon_index + 1) != polygon_count, (HashMap<int, R>()), "FBX file seems corrupted: #ERR22. Not all Polygons are present in the file.");
+ }
+ } break;
+ case FBXDocParser::MeshGeometry::MapType::edge: {
+ if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
+ // The data are mapped per edge directly.
+ ERR_FAIL_COND_V_MSG(p_edge_map.size() != p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR23");
+ for (size_t edge_index = 0; edge_index < p_mapping_data.data.size(); edge_index += 1) {
+ const FBXDocParser::MeshGeometry::Edge edge = FBXDocParser::MeshGeometry::get_edge(p_edge_map, edge_index);
+ ERR_FAIL_INDEX_V_MSG(edge.vertex_0, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR24");
+ ERR_FAIL_INDEX_V_MSG(edge.vertex_1, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR25");
+ ERR_FAIL_INDEX_V_MSG(edge.vertex_0, (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR26");
+ ERR_FAIL_INDEX_V_MSG(edge.vertex_1, (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR27");
+ aggregate_vertex_data[edge.vertex_0].push_back({ -1, p_mapping_data.data[edge_index] });
+ aggregate_vertex_data[edge.vertex_1].push_back({ -1, p_mapping_data.data[edge_index] });
+ }
+ } else {
+ // The data is mapped per edge using a reference.
+ // The indices array, contains a *reference_id for each polygon.
+ // * Note that the reference_id is the id of data into the data array.
+ //
+ // https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
+ ERR_FAIL_COND_V_MSG(p_edge_map.size() != p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR28");
+ for (size_t edge_index = 0; edge_index < p_mapping_data.data.size(); edge_index += 1) {
+ const FBXDocParser::MeshGeometry::Edge edge = FBXDocParser::MeshGeometry::get_edge(p_edge_map, edge_index);
+ ERR_FAIL_INDEX_V_MSG(edge.vertex_0, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR29");
+ ERR_FAIL_INDEX_V_MSG(edge.vertex_1, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR30");
+ ERR_FAIL_INDEX_V_MSG(edge.vertex_0, (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR31");
+ ERR_FAIL_INDEX_V_MSG(edge.vertex_1, (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR32");
+ ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[edge.vertex_0], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR33");
+ ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[edge.vertex_1], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR34");
+ aggregate_vertex_data[edge.vertex_0].push_back({ -1, p_mapping_data.data[p_mapping_data.index[edge_index]] });
+ aggregate_vertex_data[edge.vertex_1].push_back({ -1, p_mapping_data.data[p_mapping_data.index[edge_index]] });
+ }
+ }
+ } break;
+ case FBXDocParser::MeshGeometry::MapType::all_the_same: {
+ // No matter the mode, no matter the data size; The first always win
+ // and is set to all the vertices.
+ ERR_FAIL_COND_V_MSG(p_mapping_data.data.size() <= 0, (HashMap<int, R>()), "FBX file seems corrupted: #ERR35");
+ if (p_mapping_data.data.size() > 0) {
+ for (int vertex_index = 0; vertex_index < p_vertex_count; vertex_index += 1) {
+ aggregate_vertex_data[vertex_index].push_back({ -1, p_mapping_data.data[0] });
+ }
+ }
+ } break;
+ }
+
+ if (aggregate_vertex_data.size() == 0) {
+ return (HashMap<int, R>());
+ }
+
+ // A map is used because turns out that the some FBX file are not well organized
+ // with vertices well compacted. Using a map allows avoid those issues.
+ HashMap<Vertex, R> result;
+
+ // Aggregate the collected data.
+ for (const Vertex *index = aggregate_vertex_data.next(nullptr); index != nullptr; index = aggregate_vertex_data.next(index)) {
+ Vector<VertexData<T>> *aggregated_vertex = aggregate_vertex_data.getptr(*index);
+ // This can't be null because we are just iterating.
+ CRASH_COND(aggregated_vertex == nullptr);
+
+ ERR_FAIL_INDEX_V_MSG(0, aggregated_vertex->size(), (HashMap<int, R>()), "The FBX file is corrupted, No valid data for this vertex index.");
+ result[*index] = collector_function(aggregated_vertex, p_fall_back);
+ }
+
+ // Sanitize the data now, if the file is broken we can try import it anyway.
+ bool problem_found = false;
+ for (size_t i = 0; i < p_mesh_indices.size(); i += 1) {
+ const Vertex vertex = get_vertex_from_polygon_vertex(p_mesh_indices, i);
+ if (result.has(vertex) == false) {
+ result[vertex] = p_fall_back;
+ problem_found = true;
+ }
+ }
+ if (problem_found) {
+ WARN_PRINT("Some data is missing, this FBX file may be corrupted: #WARN0.");
+ }
+
+ return result;
+}
+
+template <class T>
+HashMap<int, T> FBXMeshData::extract_per_polygon(
+ int p_vertex_count,
+ const std::vector<int> &p_polygon_indices,
+ const FBXDocParser::MeshGeometry::MappingData<T> &p_fbx_data,
+ T p_fallback_value) const {
+ ERR_FAIL_COND_V_MSG(p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct && p_fbx_data.data.size() == 0, (HashMap<int, T>()), "invalid index to direct array");
+ ERR_FAIL_COND_V_MSG(p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index && p_fbx_data.index.size() == 0, (HashMap<int, T>()), "The FBX seems corrupted");
+
+ const int polygon_count = count_polygons(p_polygon_indices);
+
+ // Aggregate vertex data.
+ HashMap<int, Vector<T>> aggregate_polygon_data;
+
+ switch (p_fbx_data.map_type) {
+ case FBXDocParser::MeshGeometry::MapType::none: {
+ // No data nothing to do.
+ return (HashMap<int, T>());
+ }
+ case FBXDocParser::MeshGeometry::MapType::vertex: {
+ ERR_FAIL_V_MSG((HashMap<int, T>()), "This data can't be extracted and organized per polygon, since into the FBX is mapped per vertex. This should not happen.");
+ } break;
+ case FBXDocParser::MeshGeometry::MapType::polygon_vertex: {
+ ERR_FAIL_V_MSG((HashMap<int, T>()), "This data can't be extracted and organized per polygon, since into the FBX is mapped per polygon vertex. This should not happen.");
+ } break;
+ case FBXDocParser::MeshGeometry::MapType::polygon: {
+ if (p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct) {
+ // The data is stored efficiently index_to_direct allows less data in the FBX file.
+ for (int polygon_index = 0;
+ polygon_index < polygon_count;
+ polygon_index += 1) {
+ if (p_fbx_data.index.size() == 0) {
+ ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR62");
+ aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[polygon_index]);
+ } else {
+ ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR62");
+
+ const int index_to_direct = p_fbx_data.index[polygon_index];
+ T value = p_fbx_data.data[index_to_direct];
+ aggregate_polygon_data[polygon_index].push_back(value);
+ }
+ }
+ } else if (p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
+ // The data are mapped per polygon directly.
+ ERR_FAIL_COND_V_MSG(polygon_count != (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR51");
+
+ // Advance each polygon vertex, each new polygon advance the polygon index.
+ for (int polygon_index = 0;
+ polygon_index < polygon_count;
+ polygon_index += 1) {
+ ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR52");
+ aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[polygon_index]);
+ }
+ } else {
+ // The data is mapped per polygon using a reference.
+ // The indices array, contains a *reference_id for each polygon.
+ // * Note that the reference_id is the id of data into the data array.
+ //
+ // https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
+ ERR_FAIL_COND_V_MSG(polygon_count != (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file seems corrupted: #ERR52");
+
+ // Advance each polygon vertex, each new polygon advance the polygon index.
+ for (int polygon_index = 0;
+ polygon_index < polygon_count;
+ polygon_index += 1) {
+ ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR53");
+ ERR_FAIL_INDEX_V_MSG(p_fbx_data.index[polygon_index], (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR54");
+ aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[p_fbx_data.index[polygon_index]]);
+ }
+ }
+ } break;
+ case FBXDocParser::MeshGeometry::MapType::edge: {
+ ERR_FAIL_V_MSG((HashMap<int, T>()), "This data can't be extracted and organized per polygon, since into the FBX is mapped per edge. This should not happen.");
+ } break;
+ case FBXDocParser::MeshGeometry::MapType::all_the_same: {
+ // No matter the mode, no matter the data size; The first always win
+ // and is set to all the vertices.
+ ERR_FAIL_COND_V_MSG(p_fbx_data.data.size() <= 0, (HashMap<int, T>()), "FBX file seems corrupted: #ERR55");
+ if (p_fbx_data.data.size() > 0) {
+ for (int polygon_index = 0; polygon_index < polygon_count; polygon_index += 1) {
+ aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[0]);
+ }
+ }
+ } break;
+ }
+
+ if (aggregate_polygon_data.size() == 0) {
+ return (HashMap<int, T>());
+ }
+
+ // A map is used because turns out that the some FBX file are not well organized
+ // with vertices well compacted. Using a map allows avoid those issues.
+ HashMap<int, T> polygons;
+
+ // Take the first value for each vertex.
+ for (const Vertex *index = aggregate_polygon_data.next(nullptr); index != nullptr; index = aggregate_polygon_data.next(index)) {
+ Vector<T> *aggregated_polygon = aggregate_polygon_data.getptr(*index);
+ // This can't be null because we are just iterating.
+ CRASH_COND(aggregated_polygon == nullptr);
+
+ ERR_FAIL_INDEX_V_MSG(0, (int)aggregated_polygon->size(), (HashMap<int, T>()), "The FBX file is corrupted, No valid data for this polygon index.");
+
+ // Validate the final value.
+ polygons[*index] = (*aggregated_polygon)[0];
+ }
+
+ // Sanitize the data now, if the file is broken we can try import it anyway.
+ bool problem_found = false;
+ for (int polygon_i = 0; polygon_i < polygon_count; polygon_i += 1) {
+ if (polygons.has(polygon_i) == false) {
+ polygons[polygon_i] = p_fallback_value;
+ problem_found = true;
+ }
+ }
+ if (problem_found) {
+ WARN_PRINT("Some data is missing, this FBX file may be corrupted: #WARN1.");
+ }
+
+ return polygons;
+}
+
+void FBXMeshData::extract_morphs(const FBXDocParser::MeshGeometry *mesh_geometry, HashMap<String, MorphVertexData> &r_data) {
+ r_data.clear();
+
+ const int vertex_count = mesh_geometry->get_vertices().size();
+
+ for (const FBXDocParser::BlendShape *blend_shape : mesh_geometry->get_blend_shapes()) {
+ for (const FBXDocParser::BlendShapeChannel *blend_shape_channel : blend_shape->BlendShapeChannels()) {
+ const std::vector<const FBXDocParser::ShapeGeometry *> &shape_geometries = blend_shape_channel->GetShapeGeometries();
+ for (const FBXDocParser::ShapeGeometry *shape_geometry : shape_geometries) {
+ String morph_name = ImportUtils::FBXAnimMeshName(shape_geometry->Name()).c_str();
+ if (morph_name.is_empty()) {
+ morph_name = "morph";
+ }
+
+ // TODO we have only these??
+ const std::vector<unsigned int> &morphs_vertex_indices = shape_geometry->GetIndices();
+ const std::vector<Vector3> &morphs_vertices = shape_geometry->GetVertices();
+ const std::vector<Vector3> &morphs_normals = shape_geometry->GetNormals();
+
+ ERR_FAIL_COND_MSG((int)morphs_vertex_indices.size() > vertex_count, "The FBX file is corrupted: #ERR103");
+ ERR_FAIL_COND_MSG(morphs_vertex_indices.size() != morphs_vertices.size(), "The FBX file is corrupted: #ERR104");
+ ERR_FAIL_COND_MSG((int)morphs_vertices.size() > vertex_count, "The FBX file is corrupted: #ERR105");
+ ERR_FAIL_COND_MSG(morphs_normals.size() != 0 && morphs_normals.size() != morphs_vertices.size(), "The FBX file is corrupted: #ERR106");
+
+ if (r_data.has(morph_name) == false) {
+ // This morph doesn't exist yet.
+ // Create it.
+ MorphVertexData md;
+ md.vertices.resize(vertex_count);
+ md.normals.resize(vertex_count);
+ r_data.set(morph_name, md);
+ }
+
+ MorphVertexData *data = r_data.getptr(morph_name);
+ Vector3 *data_vertices_ptr = data->vertices.ptrw();
+ Vector3 *data_normals_ptr = data->normals.ptrw();
+
+ for (int i = 0; i < (int)morphs_vertex_indices.size(); i += 1) {
+ const Vertex vertex = morphs_vertex_indices[i];
+
+ ERR_FAIL_INDEX_MSG(vertex, vertex_count, "The blend shapes of this FBX file are corrupted. It has a not valid vertex.");
+
+ data_vertices_ptr[vertex] = morphs_vertices[i];
+
+ if (morphs_normals.size() != 0) {
+ data_normals_ptr[vertex] = morphs_normals[i];
+ }
+ }
+ }
+ }
+ }
+}
diff --git a/modules/fbx/data/fbx_mesh_data.h b/modules/fbx/data/fbx_mesh_data.h
new file mode 100644
index 0000000000..b6e87bb9e2
--- /dev/null
+++ b/modules/fbx/data/fbx_mesh_data.h
@@ -0,0 +1,184 @@
+/*************************************************************************/
+/* fbx_mesh_data.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FBX_MESH_DATA_H
+#define FBX_MESH_DATA_H
+
+#include "core/templates/hash_map.h"
+#include "editor/import/resource_importer_scene.h"
+#include "editor/import/scene_importer_mesh_node_3d.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/resources/surface_tool.h"
+
+#include "fbx_bone.h"
+#include "fbx_parser/FBXMeshGeometry.h"
+#include "import_state.h"
+#include "tools/import_utils.h"
+
+struct FBXNode;
+struct FBXMeshData;
+struct FBXBone;
+struct ImportState;
+
+struct VertexWeightMapping {
+ Vector<real_t> weights;
+ Vector<int> bones;
+ // This extra vector is used because the bone id is computed in a second step.
+ // TODO Get rid of this extra step is a good idea.
+ Vector<Ref<FBXBone>> bones_ref;
+};
+
+template <class T>
+struct VertexData {
+ int polygon_index;
+ T data;
+};
+
+// Caches mesh information and instantiates meshes for you using helper functions.
+struct FBXMeshData : Reference {
+ struct MorphVertexData {
+ // TODO we have only these??
+ /// Each element is a vertex. Not supposed to be void.
+ Vector<Vector3> vertices;
+ /// Each element is a vertex. Not supposed to be void.
+ Vector<Vector3> normals;
+ };
+
+ // FIXME: remove this is a hack for testing only
+ mutable const FBXDocParser::MeshGeometry *mesh_geometry = nullptr;
+
+ Ref<FBXNode> mesh_node = nullptr;
+ /// vertex id, Weight Info
+ /// later: perf we can use array here
+ HashMap<int, VertexWeightMapping> vertex_weights;
+
+ // translate fbx mesh data from document context to FBX Mesh Geometry Context
+ bool valid_weight_indexes = false;
+
+ EditorSceneImporterMeshNode3D *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
+
+ void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
+
+ /* mesh maximum weight count */
+ bool valid_weight_count = false;
+ int max_weight_count = 0;
+ uint64_t armature_id = 0;
+ bool valid_armature_id = false;
+ EditorSceneImporterMeshNode3D *godot_mesh_instance = nullptr;
+
+private:
+ void sanitize_vertex_weights(const ImportState &state);
+
+ /// Make sure to reorganize the vertices so that the correct UV is taken.
+ /// This step is needed because differently from the normal, that can be
+ /// combined, the UV may need its own triangle because sometimes they have
+ /// really different UV for the same vertex but different polygon.
+ /// This function make sure to add another vertex for those UVS.
+ void reorganize_vertices(
+ std::vector<int> &r_polygon_indices,
+ std::vector<Vector3> &r_vertices,
+ HashMap<int, Vector3> &r_normals,
+ HashMap<int, Vector2> &r_uv_1,
+ HashMap<int, Vector2> &r_uv_2,
+ HashMap<int, Color> &r_color,
+ HashMap<String, MorphVertexData> &r_morphs,
+ HashMap<int, HashMap<int, Vector3>> &r_normals_raw,
+ HashMap<int, HashMap<int, Color>> &r_colors_raw,
+ HashMap<int, HashMap<int, Vector2>> &r_uv_1_raw,
+ HashMap<int, HashMap<int, Vector2>> &r_uv_2_raw);
+
+ void add_vertex(
+ const ImportState &state,
+ Ref<SurfaceTool> p_surface_tool,
+ real_t p_scale,
+ int p_vertex,
+ const std::vector<Vector3> &p_vertices_position,
+ const HashMap<int, Vector3> &p_normals,
+ const HashMap<int, Vector2> &p_uvs_0,
+ const HashMap<int, Vector2> &p_uvs_1,
+ const HashMap<int, Color> &p_colors,
+ const Vector3 &p_morph_value = Vector3(),
+ const Vector3 &p_morph_normal = Vector3());
+
+ void triangulate_polygon(Ref<SurfaceTool> st, Vector<int> p_polygon_vertex, Vector<int> p_surface_vertex_map, const std::vector<Vector3> &p_vertices) const;
+
+ /// This function is responsible to convert the FBX polygon vertex to
+ /// vertex index.
+ /// The polygon vertices are stored in an array with some negative
+ /// values. The negative values define the last face index.
+ /// For example the following `face_array` contains two faces, the former
+ /// with 3 vertices and the latter with a line:
+ /// [0,2,-2,3,-5]
+ /// Parsed as:
+ /// [0, 2, 1, 3, 4]
+ /// The negative values are computed using this formula: `(-value) - 1`
+ ///
+ /// Returns the vertex index from the poligon vertex.
+ /// Returns -1 if `p_index` is invalid.
+ int get_vertex_from_polygon_vertex(const std::vector<int> &p_face_indices, int p_index) const;
+
+ /// Returns true if this polygon_vertex_index is the end of a new polygon.
+ bool is_end_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
+
+ /// Returns true if this polygon_vertex_index is the begin of a new polygon.
+ bool is_start_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
+
+ /// Returns the number of polygons.
+ int count_polygons(const std::vector<int> &p_face_indices) const;
+
+ /// Used to extract data from the `MappingData` aligned with vertex.
+ /// Useful to extract normal/uvs/colors/tangents/etc...
+ /// If the function fails somehow, it returns an hollow vector and print an error.
+ template <class R, class T>
+ HashMap<int, R> extract_per_vertex_data(
+ int p_vertex_count,
+ const std::vector<FBXDocParser::MeshGeometry::Edge> &p_edges,
+ const std::vector<int> &p_mesh_indices,
+ const FBXDocParser::MeshGeometry::MappingData<T> &p_mapping_data,
+ R (*collector_function)(const Vector<VertexData<T>> *p_vertex_data, R p_fall_back),
+ R p_fall_back) const;
+
+ /// Used to extract data from the `MappingData` organized per polygon.
+ /// Useful to extract the material
+ /// If the function fails somehow, it returns an hollow vector and print an error.
+ template <class T>
+ HashMap<int, T> extract_per_polygon(
+ int p_vertex_count,
+ const std::vector<int> &p_face_indices,
+ const FBXDocParser::MeshGeometry::MappingData<T> &p_fbx_data,
+ T p_fallback_value) const;
+
+ /// Extracts the morph data and organizes it per vertices.
+ /// The returned `MorphVertexData` arrays are never something different
+ /// then the `vertex_count`.
+ void extract_morphs(const FBXDocParser::MeshGeometry *mesh_geometry, HashMap<String, MorphVertexData> &r_data);
+};
+
+#endif // FBX_MESH_DATA_H
diff --git a/modules/fbx/data/fbx_node.h b/modules/fbx/data/fbx_node.h
new file mode 100644
index 0000000000..d8efcaa982
--- /dev/null
+++ b/modules/fbx/data/fbx_node.h
@@ -0,0 +1,63 @@
+/*************************************************************************/
+/* fbx_node.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FBX_NODE_H
+#define FBX_NODE_H
+
+#include "fbx_skeleton.h"
+#include "model_abstraction.h"
+#include "pivot_transform.h"
+
+#include "fbx_parser/FBXDocument.h"
+
+class Node3D;
+struct PivotTransform;
+
+struct FBXNode : Reference, ModelAbstraction {
+ uint64_t current_node_id = 0;
+ String node_name = String();
+ Node3D *godot_node = nullptr;
+
+ // used to parent the skeleton once the tree is built.
+ Ref<FBXSkeleton> skeleton_node = Ref<FBXSkeleton>();
+
+ void set_parent(Ref<FBXNode> p_parent) {
+ fbx_parent = p_parent;
+ }
+
+ void set_pivot_transform(Ref<PivotTransform> p_pivot_transform) {
+ pivot_transform = p_pivot_transform;
+ }
+
+ Ref<PivotTransform> pivot_transform = Ref<PivotTransform>(); // local and global xform data
+ Ref<FBXNode> fbx_parent = Ref<FBXNode>(); // parent node
+};
+
+#endif // FBX_NODE_H
diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp
new file mode 100644
index 0000000000..93aeffc132
--- /dev/null
+++ b/modules/fbx/data/fbx_skeleton.cpp
@@ -0,0 +1,123 @@
+/*************************************************************************/
+/* fbx_skeleton.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "fbx_skeleton.h"
+
+#include "import_state.h"
+
+#include "tools/import_utils.h"
+
+void FBXSkeleton::init_skeleton(const ImportState &state) {
+ int skeleton_bone_count = skeleton_bones.size();
+
+ if (skeleton == nullptr && skeleton_bone_count > 0) {
+ skeleton = memnew(Skeleton3D);
+
+ if (fbx_node.is_valid()) {
+ // cache skeleton attachment for later during node creation
+ // can't be done until after node hierarchy is built
+ if (fbx_node->godot_node != state.root) {
+ fbx_node->skeleton_node = Ref<FBXSkeleton>(this);
+ print_verbose("cached armature skeleton attachment for node " + fbx_node->node_name);
+ } else {
+ // root node must never be a skeleton to prevent cyclic skeletons from being allowed (skeleton in a skeleton)
+ fbx_node->godot_node->add_child(skeleton);
+ skeleton->set_owner(state.root_owner);
+ skeleton->set_name("Skeleton3D");
+ print_verbose("created armature skeleton for root");
+ }
+ } else {
+ memfree(skeleton);
+ skeleton = nullptr;
+ print_error("[doc] skeleton has no valid node to parent nodes to - erasing");
+ skeleton_bones.clear();
+ return;
+ }
+ }
+
+ // Make the bone name uniques.
+ for (int x = 0; x < skeleton_bone_count; x++) {
+ Ref<FBXBone> bone = skeleton_bones[x];
+ if (bone.is_valid()) {
+ // Make sure the bone name is unique.
+ const String bone_name = bone->bone_name;
+ int same_name_count = 0;
+ for (int y = x; y < skeleton_bone_count; y++) {
+ Ref<FBXBone> other_bone = skeleton_bones[y];
+ if (other_bone.is_valid()) {
+ if (other_bone->bone_name == bone_name) {
+ same_name_count += 1;
+ other_bone->bone_name += "_" + itos(same_name_count);
+ }
+ }
+ }
+ }
+ }
+
+ Map<int, Ref<FBXBone>> bone_map;
+ // implement fbx cluster skin logic here this is where it goes
+ int bone_count = 0;
+ for (int x = 0; x < skeleton_bone_count; x++) {
+ Ref<FBXBone> bone = skeleton_bones[x];
+ if (bone.is_valid()) {
+ skeleton->add_bone(bone->bone_name);
+ bone->godot_bone_id = bone_count;
+ bone->fbx_skeleton = Ref<FBXSkeleton>(this);
+ bone_map.insert(bone_count, bone);
+ print_verbose("added bone " + itos(bone->bone_id) + " " + bone->bone_name);
+ bone_count++;
+ }
+ }
+
+ ERR_FAIL_COND_MSG(skeleton->get_bone_count() != bone_count, "Not all bones got added, is the file corrupted?");
+
+ for (Map<int, Ref<FBXBone>>::Element *bone_element = bone_map.front(); bone_element; bone_element = bone_element->next()) {
+ const Ref<FBXBone> bone = bone_element->value();
+ int bone_index = bone_element->key();
+ print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
+
+ skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
+
+ // lookup parent ID
+ if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
+ Ref<FBXBone> parent_bone = state.fbx_bone_map[bone->parent_bone_id];
+ int bone_id = skeleton->find_bone(parent_bone->bone_name);
+ if (bone_id != -1) {
+ skeleton->set_bone_parent(bone_index, bone_id);
+ } else {
+ print_error("invalid bone parent: " + parent_bone->bone_name);
+ }
+ } else {
+ if (bone->godot_bone_id != -1) {
+ skeleton->set_bone_parent(bone_index, -1); // no parent for this bone
+ }
+ }
+ }
+}
diff --git a/modules/fbx/data/fbx_skeleton.h b/modules/fbx/data/fbx_skeleton.h
new file mode 100644
index 0000000000..a2e330114c
--- /dev/null
+++ b/modules/fbx/data/fbx_skeleton.h
@@ -0,0 +1,53 @@
+/*************************************************************************/
+/* fbx_skeleton.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FBX_SKELETON_H
+#define FBX_SKELETON_H
+
+#include "fbx_bone.h"
+#include "fbx_node.h"
+#include "model_abstraction.h"
+
+#include "core/object/reference.h"
+#include "scene/3d/skeleton_3d.h"
+
+struct FBXNode;
+struct ImportState;
+struct FBXBone;
+
+struct FBXSkeleton : Reference {
+ Ref<FBXNode> fbx_node = Ref<FBXNode>();
+ Vector<Ref<FBXBone>> skeleton_bones = Vector<Ref<FBXBone>>();
+ Skeleton3D *skeleton = nullptr;
+
+ void init_skeleton(const ImportState &state);
+};
+
+#endif // FBX_SKELETON_H
diff --git a/modules/fbx/data/import_state.h b/modules/fbx/data/import_state.h
new file mode 100644
index 0000000000..34021ca7b1
--- /dev/null
+++ b/modules/fbx/data/import_state.h
@@ -0,0 +1,112 @@
+/*************************************************************************/
+/* import_state.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef IMPORT_STATE_H
+#define IMPORT_STATE_H
+
+#include "fbx_mesh_data.h"
+#include "tools/import_utils.h"
+#include "tools/validation_tools.h"
+
+#include "pivot_transform.h"
+
+#include "core/core_bind.h"
+#include "core/io/resource_importer.h"
+#include "core/templates/vector.h"
+#include "editor/import/resource_importer_scene.h"
+#include "editor/project_settings_editor.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/3d/node_3d.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/animation/animation_player.h"
+#include "scene/resources/animation.h"
+#include "scene/resources/surface_tool.h"
+
+#include "modules/fbx/fbx_parser/FBXDocument.h"
+#include "modules/fbx/fbx_parser/FBXImportSettings.h"
+#include "modules/fbx/fbx_parser/FBXMeshGeometry.h"
+#include "modules/fbx/fbx_parser/FBXParser.h"
+#include "modules/fbx/fbx_parser/FBXTokenizer.h"
+#include "modules/fbx/fbx_parser/FBXUtil.h"
+
+struct FBXBone;
+struct FBXMeshData;
+struct FBXNode;
+struct FBXSkeleton;
+
+struct ImportState {
+ bool enable_material_import = true;
+ bool enable_animation_import = true;
+
+ Map<StringName, Ref<Texture>> cached_image_searches;
+ Map<uint64_t, Ref<Material>> cached_materials;
+
+ String path = String();
+ Node3D *root_owner = nullptr;
+ Node3D *root = nullptr;
+ real_t scale = 0.01;
+ Ref<FBXNode> fbx_root_node = Ref<FBXNode>();
+ // skeleton map - merged automatically when they are on the same x node in the tree so we can merge them automatically.
+ Map<uint64_t, Ref<FBXSkeleton>> skeleton_map = Map<uint64_t, Ref<FBXSkeleton>>();
+
+ // nodes on the same level get merged automatically.
+ //Map<uint64_t, Skeleton3D *> armature_map;
+ AnimationPlayer *animation_player = nullptr;
+
+ // Generation 4 - Raw document accessing for bone/skin/joint/kLocators
+ // joints are not necessarily bones but must be merged into the skeleton
+ // (bone id), bone
+ Map<uint64_t, Ref<FBXBone>> fbx_bone_map = Map<uint64_t, Ref<FBXBone>>(); // this is the bone name and setup information required for joints
+ // this will never contain joints only bones attached to a mesh.
+
+ // Generation 4 - Raw document for creating the nodes transforms in the scene
+ // this is a list of the nodes in the scene
+ // (id, node)
+ List<Ref<FBXNode>> fbx_node_list = List<Ref<FBXNode>>();
+
+ // All nodes which have been created in the scene
+ // this will not contain the root node of the scene
+ Map<uint64_t, Ref<FBXNode>> fbx_target_map = Map<uint64_t, Ref<FBXNode>>();
+
+ // mesh nodes which are created in node / mesh step - used for populating skin poses in MeshSkins
+ Map<uint64_t, Ref<FBXNode>> MeshNodes = Map<uint64_t, Ref<FBXNode>>();
+ // mesh skin map
+ Map<uint64_t, Ref<Skin>> MeshSkins = Map<uint64_t, Ref<Skin>>();
+
+ // this is the container for the mesh weight information and eventually
+ // any mesh data
+ // but not the skin, just stuff important for rendering
+ // skin is applied to mesh instance so not really required to be in here yet.
+ // maybe later
+ // fbx mesh id, FBXMeshData
+ Map<uint64_t, Ref<FBXMeshData>> renderer_mesh_data = Map<uint64_t, Ref<FBXMeshData>>();
+};
+
+#endif // IMPORT_STATE_H
diff --git a/modules/fbx/data/model_abstraction.h b/modules/fbx/data/model_abstraction.h
new file mode 100644
index 0000000000..b21ab0badb
--- /dev/null
+++ b/modules/fbx/data/model_abstraction.h
@@ -0,0 +1,52 @@
+/*************************************************************************/
+/* model_abstraction.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef MODEL_ABSTRACTION_H
+#define MODEL_ABSTRACTION_H
+
+#include "modules/fbx/fbx_parser/FBXDocument.h"
+
+struct ModelAbstraction {
+ mutable const FBXDocParser::Model *fbx_model = nullptr;
+
+ void set_model(const FBXDocParser::Model *p_model) {
+ fbx_model = p_model;
+ }
+
+ bool has_model() const {
+ return fbx_model != nullptr;
+ }
+
+ const FBXDocParser::Model *get_model() const {
+ return fbx_model;
+ }
+};
+
+#endif // MODEL_ABSTRACTION_H
diff --git a/modules/fbx/data/pivot_transform.cpp b/modules/fbx/data/pivot_transform.cpp
new file mode 100644
index 0000000000..c12e94097f
--- /dev/null
+++ b/modules/fbx/data/pivot_transform.cpp
@@ -0,0 +1,294 @@
+/*************************************************************************/
+/* pivot_transform.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "pivot_transform.h"
+
+#include "tools/import_utils.h"
+
+void PivotTransform::ReadTransformChain() {
+ const FBXDocParser::PropertyTable *props = fbx_model->Props();
+ const FBXDocParser::Model::RotOrder &rot = fbx_model->RotationOrder();
+ const FBXDocParser::TransformInheritance &inheritType = fbx_model->InheritType();
+ inherit_type = inheritType; // copy the inherit type we need it in the second step.
+ print_verbose("Model: " + String(fbx_model->Name().c_str()) + " Has inherit type: " + itos(fbx_model->InheritType()));
+ bool ok = false;
+ raw_pre_rotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "PreRotation", ok));
+ if (ok) {
+ pre_rotation = ImportUtils::EulerToQuaternion(rot, ImportUtils::deg2rad(raw_pre_rotation));
+ print_verbose("valid pre_rotation: " + raw_pre_rotation + " euler conversion: " + (pre_rotation.get_euler() * (180 / Math_PI)));
+ }
+ raw_post_rotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "PostRotation", ok));
+ if (ok) {
+ post_rotation = ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder_EulerXYZ, ImportUtils::deg2rad(raw_post_rotation));
+ print_verbose("valid post_rotation: " + raw_post_rotation + " euler conversion: " + (pre_rotation.get_euler() * (180 / Math_PI)));
+ }
+ const Vector3 &RotationPivot = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "RotationPivot", ok));
+ if (ok) {
+ rotation_pivot = ImportUtils::FixAxisConversions(RotationPivot);
+ }
+ const Vector3 &RotationOffset = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "RotationOffset", ok));
+ if (ok) {
+ rotation_offset = ImportUtils::FixAxisConversions(RotationOffset);
+ }
+ const Vector3 &ScalingOffset = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "ScalingOffset", ok));
+ if (ok) {
+ scaling_offset = ImportUtils::FixAxisConversions(ScalingOffset);
+ }
+ const Vector3 &ScalingPivot = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "ScalingPivot", ok));
+ if (ok) {
+ scaling_pivot = ImportUtils::FixAxisConversions(ScalingPivot);
+ }
+ const Vector3 &Translation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "Lcl Translation", ok));
+ if (ok) {
+ translation = ImportUtils::FixAxisConversions(Translation);
+ }
+ raw_rotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "Lcl Rotation", ok));
+ if (ok) {
+ rotation = ImportUtils::EulerToQuaternion(rot, ImportUtils::deg2rad(raw_rotation));
+ }
+ const Vector3 &Scaling = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "Lcl Scaling", ok));
+ if (ok) {
+ scaling = Scaling;
+ }
+ const Vector3 &GeometricScaling = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "GeometricScaling", ok));
+ if (ok) {
+ geometric_scaling = GeometricScaling;
+ } else {
+ geometric_scaling = Vector3(0, 0, 0);
+ }
+
+ const Vector3 &GeometricRotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "GeometricRotation", ok));
+ if (ok) {
+ geometric_rotation = ImportUtils::EulerToQuaternion(rot, ImportUtils::deg2rad(GeometricRotation));
+ } else {
+ geometric_rotation = Quat();
+ }
+
+ const Vector3 &GeometricTranslation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "GeometricTranslation", ok));
+ if (ok) {
+ geometric_translation = ImportUtils::FixAxisConversions(GeometricTranslation);
+ } else {
+ geometric_translation = Vector3(0, 0, 0);
+ }
+
+ if (geometric_rotation != Quat()) {
+ print_error("geometric rotation is unsupported!");
+ //CRASH_COND(true);
+ }
+
+ if (!geometric_scaling.is_equal_approx(Vector3(1, 1, 1))) {
+ print_error("geometric scaling is unsupported!");
+ //CRASH_COND(true);
+ }
+
+ if (!geometric_translation.is_equal_approx(Vector3(0, 0, 0))) {
+ print_error("geometric translation is unsupported.");
+ //CRASH_COND(true);
+ }
+}
+
+Transform PivotTransform::ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const {
+ Transform T, Roff, Rp, Soff, Sp, S;
+
+ // Here I assume this is the operation which needs done.
+ // Its WorldTransform * V
+
+ // Origin pivots
+ T.set_origin(p_translation);
+ Roff.set_origin(rotation_offset);
+ Rp.set_origin(rotation_pivot);
+ Soff.set_origin(scaling_offset);
+ Sp.set_origin(scaling_pivot);
+
+ // Scaling node
+ S.scale(p_scaling);
+ // Rotation pivots
+ Transform Rpre = Transform(pre_rotation);
+ Transform R = Transform(p_rotation);
+ Transform Rpost = Transform(post_rotation);
+
+ return T * Roff * Rp * Rpre * R * Rpost.affine_inverse() * Rp.affine_inverse() * Soff * Sp * S * Sp.affine_inverse();
+}
+
+Transform PivotTransform::ComputeGlobalTransform(Transform t) const {
+ Vector3 pos = t.origin;
+ Vector3 scale = t.basis.get_scale();
+ Quat rot = t.basis.get_rotation_quat();
+ return ComputeGlobalTransform(pos, rot, scale);
+}
+
+Transform PivotTransform::ComputeLocalTransform(Transform t) const {
+ Vector3 pos = t.origin;
+ Vector3 scale = t.basis.get_scale();
+ Quat rot = t.basis.get_rotation_quat();
+ return ComputeLocalTransform(pos, rot, scale);
+}
+
+Transform PivotTransform::ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const {
+ Transform T, Roff, Rp, Soff, Sp, S;
+
+ // Here I assume this is the operation which needs done.
+ // Its WorldTransform * V
+
+ // Origin pivots
+ T.set_origin(p_translation);
+ Roff.set_origin(rotation_offset);
+ Rp.set_origin(rotation_pivot);
+ Soff.set_origin(scaling_offset);
+ Sp.set_origin(scaling_pivot);
+
+ // Scaling node
+ S.scale(p_scaling);
+
+ // Rotation pivots
+ Transform Rpre = Transform(pre_rotation);
+ Transform R = Transform(p_rotation);
+ Transform Rpost = Transform(post_rotation);
+
+ Transform parent_global_xform;
+ Transform parent_local_scaling_m;
+
+ if (parent_transform.is_valid()) {
+ parent_global_xform = parent_transform->GlobalTransform;
+ parent_local_scaling_m = parent_transform->Local_Scaling_Matrix;
+ }
+
+ Transform local_rotation_m, parent_global_rotation_m;
+ Quat parent_global_rotation = parent_global_xform.basis.get_rotation_quat();
+ parent_global_rotation_m.basis.set_quat(parent_global_rotation);
+ local_rotation_m = Rpre * R * Rpost;
+
+ //Basis parent_global_rotation = Basis(parent_global_xform.get_basis().get_rotation_quat().normalized());
+
+ Transform local_shear_scaling, parent_shear_scaling, parent_shear_rotation, parent_shear_translation;
+ Vector3 parent_translation = parent_global_xform.get_origin();
+ parent_shear_translation.origin = parent_translation;
+ parent_shear_rotation = parent_shear_translation.affine_inverse() * parent_global_xform;
+ parent_shear_scaling = parent_global_rotation_m.affine_inverse() * parent_shear_rotation;
+ local_shear_scaling = S;
+
+ // Inherit type handler - we don't care about T here, just reordering RSrs etc.
+ Transform global_rotation_scale;
+ if (inherit_type == FBXDocParser::Transform_RrSs) {
+ global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_shear_scaling * local_shear_scaling;
+ } else if (inherit_type == FBXDocParser::Transform_RSrs) {
+ global_rotation_scale = parent_global_rotation_m * parent_shear_scaling * local_rotation_m * local_shear_scaling;
+ } else if (inherit_type == FBXDocParser::Transform_Rrs) {
+ Transform parent_global_shear_m_noLocal = parent_shear_scaling * parent_local_scaling_m.affine_inverse();
+ global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_global_shear_m_noLocal * local_shear_scaling;
+ }
+ Transform local_transform = T * Roff * Rp * Rpre * R * Rpost.affine_inverse() * Rp.affine_inverse() * Soff * Sp * S * Sp.affine_inverse();
+ //Transform local_translation_pivoted = Transform(Basis(), LocalTransform.origin);
+
+ // manual hack to force SSC not to be compensated for - until we can handle it properly with tests
+ return parent_global_xform * local_transform;
+}
+
+void PivotTransform::ComputePivotTransform() {
+ Transform T, Roff, Rp, Soff, Sp, S;
+
+ // Here I assume this is the operation which needs done.
+ // Its WorldTransform * V
+
+ // Origin pivots
+ T.set_origin(translation);
+ Roff.set_origin(rotation_offset);
+ Rp.set_origin(rotation_pivot);
+ Soff.set_origin(scaling_offset);
+ Sp.set_origin(scaling_pivot);
+
+ // Scaling node
+ if (!scaling.is_equal_approx(Vector3())) {
+ S.scale(scaling);
+ } else {
+ S.scale(Vector3(1, 1, 1));
+ }
+ Local_Scaling_Matrix = S; // copy for when node / child is looking for the value of this.
+
+ // Rotation pivots
+ Transform Rpre = Transform(pre_rotation);
+ Transform R = Transform(rotation);
+ Transform Rpost = Transform(post_rotation);
+
+ Transform parent_global_xform;
+ Transform parent_local_scaling_m;
+
+ if (parent_transform.is_valid()) {
+ parent_global_xform = parent_transform->GlobalTransform;
+ parent_local_scaling_m = parent_transform->Local_Scaling_Matrix;
+ }
+
+ Transform local_rotation_m, parent_global_rotation_m;
+ Quat parent_global_rotation = parent_global_xform.basis.get_rotation_quat();
+ parent_global_rotation_m.basis.set_quat(parent_global_rotation);
+ local_rotation_m = Rpre * R * Rpost;
+
+ //Basis parent_global_rotation = Basis(parent_global_xform.get_basis().get_rotation_quat().normalized());
+
+ Transform local_shear_scaling, parent_shear_scaling, parent_shear_rotation, parent_shear_translation;
+ Vector3 parent_translation = parent_global_xform.get_origin();
+ parent_shear_translation.origin = parent_translation;
+ parent_shear_rotation = parent_shear_translation.affine_inverse() * parent_global_xform;
+ parent_shear_scaling = parent_global_rotation_m.affine_inverse() * parent_shear_rotation;
+ local_shear_scaling = S;
+
+ // Inherit type handler - we don't care about T here, just reordering RSrs etc.
+ Transform global_rotation_scale;
+ if (inherit_type == FBXDocParser::Transform_RrSs) {
+ global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_shear_scaling * local_shear_scaling;
+ } else if (inherit_type == FBXDocParser::Transform_RSrs) {
+ global_rotation_scale = parent_global_rotation_m * parent_shear_scaling * local_rotation_m * local_shear_scaling;
+ } else if (inherit_type == FBXDocParser::Transform_Rrs) {
+ Transform parent_global_shear_m_noLocal = parent_shear_scaling * parent_local_scaling_m.inverse();
+ global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_global_shear_m_noLocal * local_shear_scaling;
+ }
+ LocalTransform = Transform();
+ LocalTransform = T * Roff * Rp * Rpre * R * Rpost.affine_inverse() * Rp.affine_inverse() * Soff * Sp * S * Sp.affine_inverse();
+
+ ERR_FAIL_COND_MSG(LocalTransform.basis.determinant() == 0, "invalid scale reset");
+
+ Transform local_translation_pivoted = Transform(Basis(), LocalTransform.origin);
+ GlobalTransform = Transform();
+ //GlobalTransform = parent_global_xform * LocalTransform;
+ Transform global_origin = Transform(Basis(), parent_translation);
+ GlobalTransform = (global_origin * local_translation_pivoted) * global_rotation_scale;
+
+ ImportUtils::debug_xform("local xform calculation", LocalTransform);
+ print_verbose("scale of node: " + S.basis.get_scale_local());
+ print_verbose("---------------------------------------------------------------");
+}
+
+void PivotTransform::Execute() {
+ ReadTransformChain();
+ ComputePivotTransform();
+
+ ImportUtils::debug_xform("global xform: ", GlobalTransform);
+ computed_global_xform = true;
+}
diff --git a/modules/fbx/data/pivot_transform.h b/modules/fbx/data/pivot_transform.h
new file mode 100644
index 0000000000..025c8dd58d
--- /dev/null
+++ b/modules/fbx/data/pivot_transform.h
@@ -0,0 +1,115 @@
+/*************************************************************************/
+/* pivot_transform.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef PIVOT_TRANSFORM_H
+#define PIVOT_TRANSFORM_H
+
+#include "core/math/transform.h"
+#include "core/object/reference.h"
+
+#include "model_abstraction.h"
+
+#include "fbx_parser/FBXDocument.h"
+#include "tools/import_utils.h"
+
+enum TransformationComp {
+ TransformationComp_Translation,
+ TransformationComp_Scaling,
+ TransformationComp_Rotation,
+ TransformationComp_RotationOffset,
+ TransformationComp_RotationPivot,
+ TransformationComp_PreRotation,
+ TransformationComp_PostRotation,
+ TransformationComp_ScalingOffset,
+ TransformationComp_ScalingPivot,
+ TransformationComp_GeometricTranslation,
+ TransformationComp_GeometricRotation,
+ TransformationComp_GeometricScaling,
+ TransformationComp_MAXIMUM
+};
+// Abstract away pivot data so its simpler to handle
+struct PivotTransform : Reference, ModelAbstraction {
+ // at the end we want to keep geometric_ everything, post and pre rotation
+ // these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
+ Quat pre_rotation = Quat();
+ Quat post_rotation = Quat();
+ Quat rotation = Quat();
+ Quat geometric_rotation = Quat();
+ Vector3 rotation_pivot = Vector3();
+ Vector3 rotation_offset = Vector3();
+ Vector3 scaling_offset = Vector3(1.0, 1.0, 1.0);
+ Vector3 scaling_pivot = Vector3(1.0, 1.0, 1.0);
+ Vector3 translation = Vector3();
+ Vector3 scaling = Vector3(1.0, 1.0, 1.0);
+ Vector3 geometric_scaling = Vector3(1.0, 1.0, 1.0);
+ Vector3 geometric_translation = Vector3();
+
+ Vector3 raw_rotation = Vector3();
+ Vector3 raw_post_rotation = Vector3();
+ Vector3 raw_pre_rotation = Vector3();
+
+ /* Read pivots from the document */
+ void ReadTransformChain();
+
+ void debug_pivot_xform(String p_name) {
+ print_verbose("debugging node name: " + p_name);
+ print_verbose("raw rotation: " + raw_rotation * (180 / Math_PI));
+ print_verbose("raw pre_rotation " + raw_pre_rotation * (180 / Math_PI));
+ print_verbose("raw post_rotation " + raw_post_rotation * (180 / Math_PI));
+ }
+
+ Transform ComputeGlobalTransform(Transform t) const;
+ Transform ComputeLocalTransform(Transform t) const;
+ Transform ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
+ Transform ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
+
+ /* Extract into xforms and calculate once */
+ void ComputePivotTransform();
+
+ /* Execute the command for the pivot generation */
+ void Execute();
+
+ void set_parent(Ref<PivotTransform> p_parent) {
+ parent_transform = p_parent;
+ }
+
+ bool computed_global_xform = false;
+ Ref<PivotTransform> parent_transform = Ref<PivotTransform>();
+ //Transform chain[TransformationComp_MAXIMUM];
+
+ // cached for later use
+ Transform GlobalTransform = Transform();
+ Transform LocalTransform = Transform();
+ Transform Local_Scaling_Matrix = Transform(); // used for inherit type.
+ Transform GeometricTransform = Transform(); // 3DS max only
+ FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
+};
+
+#endif // PIVOT_TRANSFORM_H