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-rw-r--r--modules/fbx/tools/import_utils.cpp151
-rw-r--r--modules/fbx/tools/import_utils.h400
-rw-r--r--modules/fbx/tools/validation_tools.cpp48
-rw-r--r--modules/fbx/tools/validation_tools.h92
4 files changed, 691 insertions, 0 deletions
diff --git a/modules/fbx/tools/import_utils.cpp b/modules/fbx/tools/import_utils.cpp
new file mode 100644
index 0000000000..c87dd1fd3a
--- /dev/null
+++ b/modules/fbx/tools/import_utils.cpp
@@ -0,0 +1,151 @@
+/*************************************************************************/
+/* import_utils.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 "import_utils.h"
+
+Vector3 ImportUtils::deg2rad(const Vector3 &p_rotation) {
+ return p_rotation / 180.0 * Math_PI;
+}
+
+Vector3 ImportUtils::rad2deg(const Vector3 &p_rotation) {
+ return p_rotation / Math_PI * 180.0;
+}
+
+Basis ImportUtils::EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
+ Basis ret;
+
+ // FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
+ // by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
+ switch (mode) {
+ case FBXDocParser::Model::RotOrder_EulerXYZ:
+ ret.set_euler_zyx(p_rotation);
+ break;
+
+ case FBXDocParser::Model::RotOrder_EulerXZY:
+ ret.set_euler_yzx(p_rotation);
+ break;
+
+ case FBXDocParser::Model::RotOrder_EulerYZX:
+ ret.set_euler_xzy(p_rotation);
+ break;
+
+ case FBXDocParser::Model::RotOrder_EulerYXZ:
+ ret.set_euler_zxy(p_rotation);
+ break;
+
+ case FBXDocParser::Model::RotOrder_EulerZXY:
+ ret.set_euler_yxz(p_rotation);
+ break;
+
+ case FBXDocParser::Model::RotOrder_EulerZYX:
+ ret.set_euler_xyz(p_rotation);
+ break;
+
+ case FBXDocParser::Model::RotOrder_SphericXYZ:
+ // TODO do this.
+ break;
+
+ default:
+ // If you land here, Please integrate all enums.
+ CRASH_NOW_MSG("This is not unreachable.");
+ }
+
+ return ret;
+}
+
+Quat ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
+ return ImportUtils::EulerToBasis(mode, p_rotation);
+}
+
+Vector3 ImportUtils::BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation) {
+ // FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
+ // by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
+ switch (mode) {
+ case FBXDocParser::Model::RotOrder_EulerXYZ:
+ return p_rotation.get_euler_zyx();
+
+ case FBXDocParser::Model::RotOrder_EulerXZY:
+ return p_rotation.get_euler_yzx();
+
+ case FBXDocParser::Model::RotOrder_EulerYZX:
+ return p_rotation.get_euler_xzy();
+
+ case FBXDocParser::Model::RotOrder_EulerYXZ:
+ return p_rotation.get_euler_zxy();
+
+ case FBXDocParser::Model::RotOrder_EulerZXY:
+ return p_rotation.get_euler_yxz();
+
+ case FBXDocParser::Model::RotOrder_EulerZYX:
+ return p_rotation.get_euler_xyz();
+
+ case FBXDocParser::Model::RotOrder_SphericXYZ:
+ // TODO
+ return Vector3();
+
+ default:
+ // If you land here, Please integrate all enums.
+ CRASH_NOW_MSG("This is not unreachable.");
+ return Vector3();
+ }
+}
+
+Vector3 ImportUtils::QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quat &p_rotation) {
+ return BasisToEuler(mode, p_rotation);
+}
+
+Transform get_unscaled_transform(const Transform &p_initial, real_t p_scale) {
+ Transform unscaled = Transform(p_initial.basis, p_initial.origin * p_scale);
+ ERR_FAIL_COND_V_MSG(unscaled.basis.determinant() == 0, Transform(), "det is zero unscaled?");
+ return unscaled;
+}
+
+Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices) {
+ ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necesary");
+ // Using long double to make sure that normal is computed for even really tiny objects.
+ typedef long double ldouble;
+ ldouble x = 0.0;
+ ldouble y = 0.0;
+ ldouble z = 0.0;
+ for (size_t i = 0; i < p_vertices.size(); i += 1) {
+ const Vector3 current = p_vertices[i];
+ const Vector3 next = p_vertices[(i + 1) % p_vertices.size()];
+ x += (ldouble(current.y) - ldouble(next.y)) * (ldouble(current.z) + ldouble(next.z));
+ y += (ldouble(current.z) - ldouble(next.z)) * (ldouble(current.x) + ldouble(next.x));
+ z += (ldouble(current.x) - ldouble(next.x)) * (ldouble(current.y) + ldouble(next.y));
+ }
+ const ldouble l2 = x * x + y * y + z * z;
+ if (l2 == 0.0) {
+ return (p_vertices[0] - p_vertices[1]).normalized().cross((p_vertices[0] - p_vertices[2]).normalized()).normalized();
+ } else {
+ const double l = Math::sqrt(double(l2));
+ return Vector3(x / l, y / l, z / l);
+ }
+}
diff --git a/modules/fbx/tools/import_utils.h b/modules/fbx/tools/import_utils.h
new file mode 100644
index 0000000000..6261138812
--- /dev/null
+++ b/modules/fbx/tools/import_utils.h
@@ -0,0 +1,400 @@
+/*************************************************************************/
+/* import_utils.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef IMPORT_UTILS_FBX_IMPORTER_H
+#define IMPORT_UTILS_FBX_IMPORTER_H
+
+#include "core/io/image_loader.h"
+
+#include "data/import_state.h"
+#include "fbx_parser/FBXDocument.h"
+
+#include <string>
+
+#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
+
+/**
+ * Import Utils
+ * Conversion tools / glue code to convert from FBX to Godot
+*/
+class ImportUtils {
+public:
+ /// Convert a vector from degrees to radians.
+ static Vector3 deg2rad(const Vector3 &p_rotation);
+
+ /// Convert a vector from radians to degrees.
+ static Vector3 rad2deg(const Vector3 &p_rotation);
+
+ /// Converts rotation order vector (in rad) to quaternion.
+ static Basis EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
+
+ /// Converts rotation order vector (in rad) to quaternion.
+ static Quat EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
+
+ /// Converts basis into rotation order vector (in rad).
+ static Vector3 BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation);
+
+ /// Converts quaternion into rotation order vector (in rad).
+ static Vector3 QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quat &p_rotation);
+
+ static void debug_xform(String name, const Transform &t) {
+ print_verbose(name + " " + t.origin + " rotation: " + (t.basis.get_euler() * (180 / Math_PI)));
+ }
+
+ static String FBXNodeToName(const std::string &name) {
+ // strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
+ // this causes ambiguities, well possible between empty identifiers,
+ // such as "Model::" and ""). Make sure the behaviour is consistent
+ // across multiple calls to FixNodeName().
+
+ // We must remove this from the name
+ // Some bones have this
+ // SubDeformer::
+ // Meshes, Joints have this, some other IK elements too.
+ // Model::
+
+ String node_name = String(name.c_str());
+
+ if (node_name.substr(0, 7) == "Model::") {
+ node_name = node_name.substr(7, node_name.length() - 7);
+ return node_name.replace(":", "");
+ }
+
+ if (node_name.substr(0, 13) == "SubDeformer::") {
+ node_name = node_name.substr(13, node_name.length() - 13);
+ return node_name.replace(":", "");
+ }
+
+ if (node_name.substr(0, 11) == "AnimStack::") {
+ node_name = node_name.substr(11, node_name.length() - 11);
+ return node_name.replace(":", "");
+ }
+
+ if (node_name.substr(0, 15) == "AnimCurveNode::") {
+ node_name = node_name.substr(15, node_name.length() - 15);
+ return node_name.replace(":", "");
+ }
+
+ if (node_name.substr(0, 11) == "AnimCurve::") {
+ node_name = node_name.substr(11, node_name.length() - 11);
+ return node_name.replace(":", "");
+ }
+
+ if (node_name.substr(0, 10) == "Geometry::") {
+ node_name = node_name.substr(10, node_name.length() - 10);
+ return node_name.replace(":", "");
+ }
+
+ if (node_name.substr(0, 10) == "Material::") {
+ node_name = node_name.substr(10, node_name.length() - 10);
+ return node_name.replace(":", "");
+ }
+
+ if (node_name.substr(0, 9) == "Texture::") {
+ node_name = node_name.substr(9, node_name.length() - 9);
+ return node_name.replace(":", "");
+ }
+
+ return node_name.replace(":", "");
+ }
+
+ static std::string FBXAnimMeshName(const std::string &name) {
+ if (name.length()) {
+ size_t indexOf = name.find_first_of("::");
+ if (indexOf != std::string::npos && indexOf < name.size() - 2) {
+ return name.substr(indexOf + 2);
+ }
+ }
+ return name.length() ? name : "AnimMesh";
+ }
+
+ static Vector3 safe_import_vector3(const Vector3 &p_vec) {
+ Vector3 vector = p_vec;
+ if (Math::is_equal_approx(0, vector.x)) {
+ vector.x = 0;
+ }
+
+ if (Math::is_equal_approx(0, vector.y)) {
+ vector.y = 0;
+ }
+
+ if (Math::is_equal_approx(0, vector.z)) {
+ vector.z = 0;
+ }
+ return vector;
+ }
+
+ static void debug_xform(String name, const Basis &t) {
+ //print_verbose(name + " rotation: " + (t.get_euler() * (180 / Math_PI)));
+ }
+
+ static Vector3 FixAxisConversions(Vector3 input) {
+ return Vector3(input.x, input.y, input.z);
+ }
+
+ static void AlignMeshAxes(std::vector<Vector3> &vertex_data) {
+ for (size_t x = 0; x < vertex_data.size(); x++) {
+ vertex_data[x] = FixAxisConversions(vertex_data[x]);
+ }
+ }
+
+ struct AssetImportFbx {
+ enum ETimeMode {
+ TIME_MODE_DEFAULT = 0,
+ TIME_MODE_120 = 1,
+ TIME_MODE_100 = 2,
+ TIME_MODE_60 = 3,
+ TIME_MODE_50 = 4,
+ TIME_MODE_48 = 5,
+ TIME_MODE_30 = 6,
+ TIME_MODE_30_DROP = 7,
+ TIME_MODE_NTSC_DROP_FRAME = 8,
+ TIME_MODE_NTSC_FULL_FRAME = 9,
+ TIME_MODE_PAL = 10,
+ TIME_MODE_CINEMA = 11,
+ TIME_MODE_1000 = 12,
+ TIME_MODE_CINEMA_ND = 13,
+ TIME_MODE_CUSTOM = 14,
+ TIME_MODE_TIME_MODE_COUNT = 15
+ };
+ enum UpAxis {
+ UP_VECTOR_AXIS_X = 1,
+ UP_VECTOR_AXIS_Y = 2,
+ UP_VECTOR_AXIS_Z = 3
+ };
+ enum FrontAxis {
+ FRONT_PARITY_EVEN = 1,
+ FRONT_PARITY_ODD = 2,
+ };
+
+ enum CoordAxis {
+ COORD_RIGHT = 0,
+ COORD_LEFT = 1
+ };
+ };
+
+ /** Get fbx fps for time mode meta data
+ */
+ static float get_fbx_fps(int32_t time_mode) {
+ switch (time_mode) {
+ case AssetImportFbx::TIME_MODE_DEFAULT:
+ return 24;
+ case AssetImportFbx::TIME_MODE_120:
+ return 120;
+ case AssetImportFbx::TIME_MODE_100:
+ return 100;
+ case AssetImportFbx::TIME_MODE_60:
+ return 60;
+ case AssetImportFbx::TIME_MODE_50:
+ return 50;
+ case AssetImportFbx::TIME_MODE_48:
+ return 48;
+ case AssetImportFbx::TIME_MODE_30:
+ return 30;
+ case AssetImportFbx::TIME_MODE_30_DROP:
+ return 30;
+ case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME:
+ return 29.9700262f;
+ case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME:
+ return 29.9700262f;
+ case AssetImportFbx::TIME_MODE_PAL:
+ return 25;
+ case AssetImportFbx::TIME_MODE_CINEMA:
+ return 24;
+ case AssetImportFbx::TIME_MODE_1000:
+ return 1000;
+ case AssetImportFbx::TIME_MODE_CINEMA_ND:
+ return 23.976f;
+ case AssetImportFbx::TIME_MODE_CUSTOM:
+ return -1;
+ }
+ return 0;
+ }
+
+ static float get_fbx_fps(const FBXDocParser::FileGlobalSettings *FBXSettings) {
+ int time_mode = FBXSettings->TimeMode();
+
+ // get the animation FPS
+ float frames_per_second = get_fbx_fps(time_mode);
+
+ // handle animation custom FPS time.
+ if (time_mode == ImportUtils::AssetImportFbx::TIME_MODE_CUSTOM) {
+ print_verbose("FBX Animation has custom FPS setting");
+ frames_per_second = FBXSettings->CustomFrameRate();
+
+ // not our problem this is the modeller, we can print as an error so they can fix the source.
+ if (frames_per_second == 0) {
+ print_error("Custom animation time in file is set to 0 value, animation won't play, please edit your file to correct the FPS value");
+ }
+ }
+ return frames_per_second;
+ }
+
+ /**
+ * Find hardcoded textures from assimp which could be in many different directories
+ */
+
+ /**
+ * set_texture_mapping_mode
+ * Helper to check the mapping mode of the texture (repeat, clamp and mirror)
+ */
+ // static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
+ // ERR_FAIL_COND(texture.is_null());
+ // ERR_FAIL_COND(map_mode == NULL);
+ // aiTextureMapMode tex_mode = map_mode[0];
+
+ // int32_t flags = Texture::FLAGS_DEFAULT;
+ // if (tex_mode == aiTextureMapMode_Wrap) {
+ // //Default
+ // } else if (tex_mode == aiTextureMapMode_Clamp) {
+ // flags = flags & ~Texture::FLAG_REPEAT;
+ // } else if (tex_mode == aiTextureMapMode_Mirror) {
+ // flags = flags | Texture::FLAG_MIRRORED_REPEAT;
+ // }
+ // texture->set_flags(flags);
+ // }
+
+ /**
+ * Load or load from cache image :)
+ * We need to upgrade this in the later version :) should not be hard
+ */
+ //static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path){
+ // Map<String, Ref<Image> >::Element *match = state.path_to_image_cache.find(p_path);
+
+ // // if our cache contains this image then don't bother
+ // if (match) {
+ // return match->get();
+ // }
+
+ // Vector<String> split_path = p_path.get_basename().split("*");
+ // if (split_path.size() == 2) {
+ // size_t texture_idx = split_path[1].to_int();
+ // ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref<Image>());
+ // aiTexture *tex = p_scene->mTextures[texture_idx];
+ // String filename = AssimpUtils::get_raw_string_from_assimp(tex->mFilename);
+ // filename = filename.get_file();
+ // print_verbose("Open Asset Import: Loading embedded texture " + filename);
+ // if (tex->mHeight == 0) {
+ // if (tex->CheckFormat("png")) {
+ // Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
+ // ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
+ // state.path_to_image_cache.insert(p_path, img);
+ // return img;
+ // } else if (tex->CheckFormat("jpg")) {
+ // Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
+ // ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
+ // state.path_to_image_cache.insert(p_path, img);
+ // return img;
+ // } else if (tex->CheckFormat("dds")) {
+ // ERR_FAIL_COND_V_MSG(true, Ref<Image>(), "Open Asset Import: Embedded dds not implemented");
+ // }
+ // } else {
+ // Ref<Image> img;
+ // img.instance();
+ // PoolByteArray arr;
+ // uint32_t size = tex->mWidth * tex->mHeight;
+ // arr.resize(size);
+ // memcpy(arr.write().ptr(), tex->pcData, size);
+ // ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref<Image>());
+ // //ARGB8888 to RGBA8888
+ // for (int32_t i = 0; i < arr.size() / 4; i++) {
+ // arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0];
+ // arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1];
+ // arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2];
+ // arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3];
+ // }
+ // img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr);
+ // ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
+ // state.path_to_image_cache.insert(p_path, img);
+ // return img;
+ // }
+ // return Ref<Image>();
+ // } else {
+ // Ref<Texture> texture = ResourceLoader::load(p_path);
+ // ERR_FAIL_COND_V(texture.is_null(), Ref<Image>());
+ // Ref<Image> image = texture->get_data();
+ // ERR_FAIL_COND_V(image.is_null(), Ref<Image>());
+ // state.path_to_image_cache.insert(p_path, image);
+ // return image;
+ // }
+
+ // return Ref<Image>();
+ //}
+
+ // /* create texture from assimp data, if found in path */
+ // static bool CreateAssimpTexture(
+ // AssimpImporter::ImportState &state,
+ // aiString texture_path,
+ // String &filename,
+ // String &path,
+ // AssimpImageData &image_state) {
+ // filename = get_raw_string_from_assimp(texture_path);
+ // path = state.path.get_base_dir().plus_file(filename.replace("\\", "/"));
+ // bool found = false;
+ // find_texture_path(state.path, path, found);
+ // if (found) {
+ // image_state.raw_image = AssimpUtils::load_image(state, state.assimp_scene, path);
+ // if (image_state.raw_image.is_valid()) {
+ // image_state.texture.instance();
+ // image_state.texture->create_from_image(image_state.raw_image);
+ // image_state.texture->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
+ // return true;
+ // }
+ // }
+
+ // return false;
+ // }
+ // /** GetAssimpTexture
+ // * Designed to retrieve textures for you
+ // */
+ // static bool GetAssimpTexture(
+ // AssimpImporter::ImportState &state,
+ // aiMaterial *ai_material,
+ // aiTextureType texture_type,
+ // String &filename,
+ // String &path,
+ // AssimpImageData &image_state) {
+ // aiString ai_filename = aiString();
+ // if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, NULL, NULL, NULL, NULL, image_state.map_mode)) {
+ // return CreateAssimpTexture(state, ai_filename, filename, path, image_state);
+ // }
+
+ // return false;
+ // }
+};
+
+// Apply the transforms so the basis will have scale 1.
+Transform get_unscaled_transform(const Transform &p_initial, real_t p_scale);
+
+/// Uses the Newell's method to compute any polygon normal.
+/// The polygon must be at least size of 3 or bigger.
+Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices);
+
+#endif // IMPORT_UTILS_FBX_IMPORTER_H
diff --git a/modules/fbx/tools/validation_tools.cpp b/modules/fbx/tools/validation_tools.cpp
new file mode 100644
index 0000000000..9dbd8bf544
--- /dev/null
+++ b/modules/fbx/tools/validation_tools.cpp
@@ -0,0 +1,48 @@
+/*************************************************************************/
+/* validation_tools.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 "validation_tools.h"
+
+#ifdef TOOLS_ENABLED
+
+#include "core/string/print_string.h"
+#include "core/string/ustring.h"
+
+ValidationTracker::Entries *ValidationTracker::entries_singleton = memnew(ValidationTracker::Entries);
+
+// for printing our CSV to dump validation problems of files
+// later we can make some agnostic tooling for this but this is fine for the time being.
+void ValidationTracker::Entries::add_validation_error(String asset_path, String message) {
+ print_error(message);
+ // note: implementation is static
+ validation_entries[asset_path].push_back(message);
+}
+
+#endif // TOOLS_ENABLED
diff --git a/modules/fbx/tools/validation_tools.h b/modules/fbx/tools/validation_tools.h
new file mode 100644
index 0000000000..ced100aed2
--- /dev/null
+++ b/modules/fbx/tools/validation_tools.h
@@ -0,0 +1,92 @@
+/*************************************************************************/
+/* validation_tools.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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_VALIDATION_TOOLS_H
+#define FBX_VALIDATION_TOOLS_H
+
+#ifdef TOOLS_ENABLED
+
+#include "core/io/json.h"
+#include "core/os/file_access.h"
+#include "core/string/ustring.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/map.h"
+
+class ValidationTracker {
+protected:
+ struct Entries {
+ Map<String, LocalVector<String>> validation_entries = Map<String, LocalVector<String>>();
+
+ // for printing our CSV to dump validation problems of files
+ // later we can make some agnostic tooling for this but this is fine for the time being.
+ void add_validation_error(String asset_path, String message);
+ void print_to_csv() {
+ print_verbose("Exporting assset validation log please wait");
+ String massive_log_file;
+
+ String csv_header = "file_path, error message, extra data\n";
+ massive_log_file += csv_header;
+
+ for (Map<String, LocalVector<String>>::Element *element = validation_entries.front(); element; element = element->next()) {
+ for (unsigned int x = 0; x < element->value().size(); x++) {
+ const String &line_entry = element->key() + ", " + element->value()[x].c_escape() + "\n";
+ massive_log_file += line_entry;
+ }
+ }
+
+ String path = "asset_validation_errors.csv";
+ Error err;
+ FileAccess *file = FileAccess::open(path, FileAccess::WRITE, &err);
+ if (!file || err) {
+ if (file)
+ memdelete(file);
+ print_error("ValidationTracker Error - failed to create file - path: %s\n" + path);
+ return;
+ }
+
+ file->store_string(massive_log_file);
+ if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
+ print_error("ValidationTracker Error - failed to write to file - path: %s\n" + path);
+ }
+ file->close();
+ memdelete(file);
+ }
+ };
+ // asset path, error messages
+ static Entries *entries_singleton;
+
+public:
+ static Entries *get_singleton() {
+ return entries_singleton;
+ }
+};
+
+#endif // TOOLS_ENABLED
+#endif // FBX_VALIDATION_TOOLS_H