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-rw-r--r--modules/fbx/data/fbx_mesh_data.cpp10
-rw-r--r--modules/fbx/data/fbx_mesh_data.h6
-rw-r--r--modules/fbx/data/fbx_skeleton.cpp13
-rw-r--r--modules/fbx/doc_classes/EditorSceneImporterFBX.xml36
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp119
-rw-r--r--modules/fbx/editor_scene_importer_fbx.h8
-rw-r--r--modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp46
-rw-r--r--modules/fbx/fbx_parser/FBXCommon.h4
-rw-r--r--modules/fbx/fbx_parser/FBXDocument.h26
-rw-r--r--modules/fbx/fbx_parser/FBXDocumentUtil.h4
-rw-r--r--modules/fbx/fbx_parser/FBXImportSettings.h68
-rw-r--r--modules/fbx/fbx_parser/FBXMeshGeometry.h6
-rw-r--r--modules/fbx/fbx_parser/FBXParser.cpp7
-rw-r--r--modules/fbx/fbx_parser/FBXParser.h2
-rw-r--r--modules/fbx/fbx_parser/FBXProperties.cpp12
-rw-r--r--modules/fbx/fbx_parser/FBXUtil.cpp8
-rw-r--r--modules/fbx/fbx_parser/FBXUtil.h34
-rw-r--r--modules/fbx/register_types.cpp4
-rw-r--r--modules/fbx/tools/import_utils.cpp24
-rw-r--r--modules/fbx/tools/import_utils.h20
-rw-r--r--modules/fbx/tools/validation_tools.h6
21 files changed, 197 insertions, 266 deletions
diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp
index dcea476275..e1eacc68b3 100644
--- a/modules/fbx/data/fbx_mesh_data.cpp
+++ b/modules/fbx/data/fbx_mesh_data.cpp
@@ -31,6 +31,7 @@
#include "fbx_mesh_data.h"
#include "core/templates/local_vector.h"
+#include "scene/resources/importer_mesh.h"
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
@@ -101,7 +102,7 @@ HashMap<int, Vector2> collect_uv(const Vector<VertexData<Vector2>> *p_data, Hash
return collection;
}
-EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
+ImporterMeshInstance3D *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();
@@ -344,7 +345,7 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
}
// Phase 6. Compose the mesh and return it.
- Ref<EditorSceneImporterMesh> mesh;
+ Ref<ImporterMesh> mesh;
mesh.instantiate();
// Add blend shape info.
@@ -356,7 +357,6 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
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);
@@ -376,11 +376,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
} else {
mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, mesh_array, blend_shapes);
}
-
- in_mesh_surface_id += 1;
}
- EditorSceneImporterMeshNode3D *godot_mesh = memnew(EditorSceneImporterMeshNode3D);
+ ImporterMeshInstance3D *godot_mesh = memnew(ImporterMeshInstance3D);
godot_mesh->set_mesh(mesh);
const String name = ImportUtils::FBXNodeToName(model->Name());
godot_mesh->set_name(name); // hurry up compiling >.<
diff --git a/modules/fbx/data/fbx_mesh_data.h b/modules/fbx/data/fbx_mesh_data.h
index 24db4a5469..eec7f38cd6 100644
--- a/modules/fbx/data/fbx_mesh_data.h
+++ b/modules/fbx/data/fbx_mesh_data.h
@@ -35,7 +35,7 @@
#include "core/templates/local_vector.h"
#include "core/templates/ordered_hash_map.h"
#include "editor/import/resource_importer_scene.h"
-#include "editor/import/scene_importer_mesh_node_3d.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/resources/surface_tool.h"
@@ -98,7 +98,7 @@ struct FBXMeshData : RefCounted {
// 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);
+ ImporterMeshInstance3D *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;
@@ -107,7 +107,7 @@ struct FBXMeshData : RefCounted {
int max_weight_count = 0;
uint64_t armature_id = 0;
bool valid_armature_id = false;
- EditorSceneImporterMeshNode3D *godot_mesh_instance = nullptr;
+ ImporterMeshInstance3D *godot_mesh_instance = nullptr;
private:
void sanitize_vertex_weights(const ImportState &state);
diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp
index 1ac4922acf..11eed2576f 100644
--- a/modules/fbx/data/fbx_skeleton.cpp
+++ b/modules/fbx/data/fbx_skeleton.cpp
@@ -98,12 +98,19 @@ void FBXSkeleton::init_skeleton(const ImportState &state) {
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();
+ for (const KeyValue<int, Ref<FBXBone>> &bone_element : bone_map) {
+ 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));
+ {
+ Transform3D base_xform = bone->node->pivot_transform->LocalTransform;
+
+ skeleton->set_bone_pose_position(bone_index, base_xform.origin);
+ skeleton->set_bone_pose_rotation(bone_index, base_xform.basis.get_rotation_quaternion());
+ skeleton->set_bone_pose_scale(bone_index, base_xform.basis.get_scale());
+ }
// lookup parent ID
if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
diff --git a/modules/fbx/doc_classes/EditorSceneImporterFBX.xml b/modules/fbx/doc_classes/EditorSceneImporterFBX.xml
deleted file mode 100644
index da1a68c27c..0000000000
--- a/modules/fbx/doc_classes/EditorSceneImporterFBX.xml
+++ /dev/null
@@ -1,36 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorSceneImporterFBX" inherits="EditorSceneImporter" version="4.0">
- <brief_description>
- FBX 3D asset importer.
- </brief_description>
- <description>
- This is an FBX 3D asset importer with full support for most FBX features.
- If exporting a FBX scene from Autodesk Maya, use these FBX export settings:
- [codeblock]
- - Smoothing Groups
- - Smooth Mesh
- - Triangluate (for meshes with blend shapes)
- - Bake Animation
- - Resample All
- - Deformed Models
- - Skins
- - Blend Shapes
- - Curve Filters
- - Constant Key Reducer
- - Auto Tangents Only
- - *Do not check* Constraints (as it will break the file)
- - Can check Embed Media (embeds textures into the exported FBX file)
- - Note that when importing embedded media, the texture and mesh will be a single immutable file.
- - You will have to re-export then re-import the FBX if the texture has changed.
- - Units: Centimeters
- - Up Axis: Y
- - Binary format in FBX 2017
- [/codeblock]
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
index e3f36ef3e3..b11c145599 100644
--- a/modules/fbx/editor_scene_importer_fbx.cpp
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -40,9 +40,9 @@
#include "editor/editor_log.h"
#include "editor/editor_node.h"
#include "editor/import/resource_importer_scene.h"
-#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/bone_attachment_3d.h"
#include "scene/3d/camera_3d.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/main/node.h"
#include "scene/resources/material.h"
@@ -56,7 +56,7 @@
#include <string>
-void EditorSceneImporterFBX::get_extensions(List<String> *r_extensions) const {
+void EditorSceneFormatImporterFBX::get_extensions(List<String> *r_extensions) const {
// register FBX as the one and only format for FBX importing
const String import_setting_string = "filesystem/import/fbx/";
const String fbx_str = "fbx";
@@ -65,7 +65,7 @@ void EditorSceneImporterFBX::get_extensions(List<String> *r_extensions) const {
_register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions, true);
}
-void EditorSceneImporterFBX::_register_project_setting_import(const String generic,
+void EditorSceneFormatImporterFBX::_register_project_setting_import(const String generic,
const String import_setting_string,
const Vector<String> &exts,
List<String> *r_extensions,
@@ -79,11 +79,11 @@ void EditorSceneImporterFBX::_register_project_setting_import(const String gener
}
}
-uint32_t EditorSceneImporterFBX::get_import_flags() const {
+uint32_t EditorSceneFormatImporterFBX::get_import_flags() const {
return IMPORT_SCENE;
}
-Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps,
+Node3D *EditorSceneFormatImporterFBX::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps,
List<String> *r_missing_deps, Error *r_err) {
// done for performance when re-importing lots of files when testing importer in verbose only!
if (OS::get_singleton()->is_stdout_verbose()) {
@@ -232,7 +232,7 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl
}
template <class T>
-struct EditorSceneImporterAssetImportInterpolate {
+struct EditorSceneFormatImporterAssetImportInterpolate {
T lerp(const T &a, const T &b, float c) const {
return a + (b - a) * c;
}
@@ -258,7 +258,7 @@ struct EditorSceneImporterAssetImportInterpolate {
//thank you for existing, partial specialization
template <>
-struct EditorSceneImporterAssetImportInterpolate<Quaternion> {
+struct EditorSceneFormatImporterAssetImportInterpolate<Quaternion> {
Quaternion lerp(const Quaternion &a, const Quaternion &b, float c) const {
ERR_FAIL_COND_V(!a.is_normalized(), Quaternion());
ERR_FAIL_COND_V(!b.is_normalized(), Quaternion());
@@ -282,7 +282,7 @@ struct EditorSceneImporterAssetImportInterpolate<Quaternion> {
};
template <class T>
-T EditorSceneImporterFBX::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time,
+T EditorSceneFormatImporterFBX::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time,
AssetImportAnimation::Interpolation p_interp) {
//could use binary search, worth it?
int idx = -1;
@@ -293,7 +293,7 @@ T EditorSceneImporterFBX::_interpolate_track(const Vector<float> &p_times, const
idx++;
}
- EditorSceneImporterAssetImportInterpolate<T> interp;
+ EditorSceneFormatImporterAssetImportInterpolate<T> interp;
switch (p_interp) {
case AssetImportAnimation::INTERP_LINEAR: {
@@ -352,7 +352,7 @@ T EditorSceneImporterFBX::_interpolate_track(const Vector<float> &p_times, const
ERR_FAIL_V(p_values[0]);
}
-Node3D *EditorSceneImporterFBX::_generate_scene(
+Node3D *EditorSceneFormatImporterFBX::_generate_scene(
const String &p_path,
const FBXDocParser::Document *p_document,
const uint32_t p_flags,
@@ -567,8 +567,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
// this means that the nodes from maya kLocators will be preserved as bones
// in the same rig without having to match this across skeletons and merge by detection
// we can just merge and undo any parent transforms
- for (Map<uint64_t, Ref<FBXBone>>::Element *bone_element = state.fbx_bone_map.front(); bone_element; bone_element = bone_element->next()) {
- Ref<FBXBone> bone = bone_element->value();
+ for (KeyValue<uint64_t, Ref<FBXBone>> &bone_element : state.fbx_bone_map) {
+ Ref<FBXBone> bone = bone_element.value;
Ref<FBXSkeleton> fbx_skeleton_inst;
uint64_t armature_id = bone->armature_id;
@@ -609,8 +609,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
}
// setup skeleton instances if required :)
- for (Map<uint64_t, Ref<FBXSkeleton>>::Element *skeleton_node = state.skeleton_map.front(); skeleton_node; skeleton_node = skeleton_node->next()) {
- Ref<FBXSkeleton> &skeleton = skeleton_node->value();
+ for (KeyValue<uint64_t, Ref<FBXSkeleton>> &skeleton_node : state.skeleton_map) {
+ Ref<FBXSkeleton> &skeleton = skeleton_node.value;
skeleton->init_skeleton(state);
ERR_CONTINUE_MSG(skeleton->fbx_node.is_null(), "invalid fbx target map, missing skeleton");
@@ -627,7 +627,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
node_element;
node_element = node_element->next()) {
Ref<FBXNode> fbx_node = node_element->get();
- EditorSceneImporterMeshNode3D *mesh_node = nullptr;
+ ImporterMeshInstance3D *mesh_node = nullptr;
Ref<FBXMeshData> mesh_data_precached;
// check for valid geometry
@@ -699,9 +699,9 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
}
}
- for (Map<uint64_t, Ref<FBXMeshData>>::Element *mesh_data = state.renderer_mesh_data.front(); mesh_data; mesh_data = mesh_data->next()) {
- const uint64_t mesh_id = mesh_data->key();
- Ref<FBXMeshData> mesh = mesh_data->value();
+ for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) {
+ const uint64_t mesh_id = mesh_data.key;
+ Ref<FBXMeshData> mesh = mesh_data.value;
const FBXDocParser::MeshGeometry *mesh_geometry = p_document->GetObject(mesh_id)->Get<FBXDocParser::MeshGeometry>();
@@ -765,10 +765,10 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
}
// mesh data iteration for populating skeleton mapping
- for (Map<uint64_t, Ref<FBXMeshData>>::Element *mesh_data = state.renderer_mesh_data.front(); mesh_data; mesh_data = mesh_data->next()) {
- Ref<FBXMeshData> mesh = mesh_data->value();
- const uint64_t mesh_id = mesh_data->key();
- EditorSceneImporterMeshNode3D *mesh_instance = mesh->godot_mesh_instance;
+ for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) {
+ Ref<FBXMeshData> mesh = mesh_data.value;
+ const uint64_t mesh_id = mesh_data.key;
+ ImporterMeshInstance3D *mesh_instance = mesh->godot_mesh_instance;
const int mesh_weights = mesh->max_weight_count;
Ref<FBXSkeleton> skeleton;
const bool valid_armature = mesh->valid_armature_id;
@@ -843,7 +843,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
if (state.animation_player == nullptr) {
print_verbose("Creating animation player");
state.animation_player = memnew(AnimationPlayer);
- state.root->add_child(state.animation_player);
+ state.root->add_child(state.animation_player, true);
state.animation_player->set_owner(state.root_owner);
}
@@ -1004,16 +1004,14 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
// target id, [ track name, [time index, vector] ]
//std::map<uint64_t, std::map<StringName, FBXTrack > > AnimCurveNodes;
- for (Map<uint64_t, Map<StringName, FBXTrack>>::Element *track = AnimCurveNodes.front(); track; track = track->next()) {
+ for (KeyValue<uint64_t, Map<StringName, FBXTrack>> &track : AnimCurveNodes) {
// 5 tracks
// current track index
// track count is 5
// track count is 5.
// next track id is 5.
- const uint64_t target_id = track->key();
- int track_idx = animation->add_track(Animation::TYPE_TRANSFORM3D);
+ const uint64_t target_id = track.key;
- // animation->track_set_path(track_idx, node_path);
Ref<FBXBone> bone;
// note we must not run the below code if the entry doesn't exist, it will create dummy entries which is very bad.
@@ -1037,22 +1035,21 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
// if this is a skeleton mapped track we can just set the path for the track.
// todo: implement node paths here at some
+ NodePath track_path;
if (state.fbx_bone_map.size() > 0 && state.fbx_bone_map.has(target_id)) {
if (bone->fbx_skeleton.is_valid() && bone.is_valid()) {
Ref<FBXSkeleton> fbx_skeleton = bone->fbx_skeleton;
String bone_path = state.root->get_path_to(fbx_skeleton->skeleton);
bone_path += ":" + fbx_skeleton->skeleton->get_bone_name(bone->godot_bone_id);
print_verbose("[doc] track bone path: " + bone_path);
- NodePath path = bone_path;
- animation->track_set_path(track_idx, path);
+ track_path = bone_path;
}
} else if (state.fbx_target_map.has(target_id)) {
//print_verbose("[doc] we have a valid target for a node animation");
Ref<FBXNode> target_node = state.fbx_target_map[target_id];
if (target_node.is_valid() && target_node->godot_node != nullptr) {
String node_path = state.root->get_path_to(target_node->godot_node);
- NodePath path = node_path;
- animation->track_set_path(track_idx, path);
+ track_path = node_path;
//print_verbose("[doc] node animation path: " + node_path);
}
} else {
@@ -1072,7 +1069,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
const FBXDocParser::Model *model = target_node->fbx_model;
const FBXDocParser::PropertyTable *props = dynamic_cast<const FBXDocParser::PropertyTable *>(model);
- Map<StringName, FBXTrack> &track_data = track->value();
+ Map<StringName, FBXTrack> &track_data = track.value;
FBXTrack &translation_keys = track_data[StringName("T")];
FBXTrack &rotation_keys = track_data[StringName("R")];
FBXTrack &scale_keys = track_data[StringName("S")];
@@ -1186,6 +1183,30 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
const Vector3 def_scale = scale_keys.has_default ? scale_keys.default_value : bone_rest.basis.get_scale();
print_verbose("track defaults: p(" + def_pos + ") s(" + def_scale + ") r(" + def_rot + ")");
+ int position_idx = -1;
+ if (pos_values.size()) {
+ position_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_POSITION_3D);
+ animation->track_set_path(position_idx, track_path);
+ animation->track_set_imported(position_idx, true);
+ }
+
+ int rotation_idx = -1;
+ if (pos_values.size()) {
+ rotation_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_ROTATION_3D);
+ animation->track_set_path(rotation_idx, track_path);
+ animation->track_set_imported(rotation_idx, true);
+ }
+
+ int scale_idx = -1;
+ if (pos_values.size()) {
+ scale_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_SCALE_3D);
+ animation->track_set_path(scale_idx, track_path);
+ animation->track_set_imported(scale_idx, true);
+ }
+
while (true) {
Vector3 pos = def_pos;
Quaternion rot = def_rot;
@@ -1206,21 +1227,15 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
AssetImportAnimation::INTERP_LINEAR);
}
- // node animations must also include pivots
- if (skeleton_bone >= 0) {
- Transform3D xform = Transform3D();
- xform.basis.set_quaternion_scale(rot, scale);
- xform.origin = pos;
- const Transform3D t = bone_rest.affine_inverse() * xform;
-
- // populate this again
- rot = t.basis.get_rotation_quaternion();
- rot.normalize();
- scale = t.basis.get_scale();
- pos = t.origin;
+ if (position_idx >= 0) {
+ animation->position_track_insert_key(position_idx, time, pos);
+ }
+ if (rotation_idx >= 0) {
+ animation->rotation_track_insert_key(rotation_idx, time, rot);
+ }
+ if (scale_idx >= 0) {
+ animation->scale_track_insert_key(scale_idx, time, scale);
}
-
- animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
if (last) {
break;
@@ -1259,15 +1274,15 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
state.fbx_target_map.clear();
state.fbx_node_list.clear();
- for (Map<uint64_t, Ref<FBXBone>>::Element *element = state.fbx_bone_map.front(); element; element = element->next()) {
- Ref<FBXBone> bone = element->value();
+ for (KeyValue<uint64_t, Ref<FBXBone>> &element : state.fbx_bone_map) {
+ Ref<FBXBone> bone = element.value;
bone->parent_bone.unref();
bone->node.unref();
bone->fbx_skeleton.unref();
}
- for (Map<uint64_t, Ref<FBXSkeleton>>::Element *element = state.skeleton_map.front(); element; element = element->next()) {
- Ref<FBXSkeleton> skel = element->value();
+ for (KeyValue<uint64_t, Ref<FBXSkeleton>> &element : state.skeleton_map) {
+ Ref<FBXSkeleton> skel = element.value;
skel->fbx_node.unref();
skel->skeleton_bones.clear();
}
@@ -1279,7 +1294,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
return scene_root;
}
-void EditorSceneImporterFBX::BuildDocumentBones(Ref<FBXBone> p_parent_bone,
+void EditorSceneFormatImporterFBX::BuildDocumentBones(Ref<FBXBone> p_parent_bone,
ImportState &state, const FBXDocParser::Document *p_doc,
uint64_t p_id) {
const std::vector<const FBXDocParser::Connection *> &conns = p_doc->GetConnectionsByDestinationSequenced(p_id, "Model");
@@ -1368,7 +1383,7 @@ void EditorSceneImporterFBX::BuildDocumentBones(Ref<FBXBone> p_parent_bone,
}
}
-void EditorSceneImporterFBX::BuildDocumentNodes(
+void EditorSceneFormatImporterFBX::BuildDocumentNodes(
Ref<PivotTransform> parent_transform,
ImportState &state,
const FBXDocParser::Document *p_doc,
diff --git a/modules/fbx/editor_scene_importer_fbx.h b/modules/fbx/editor_scene_importer_fbx.h
index 4a3b78480b..7845e079c2 100644
--- a/modules/fbx/editor_scene_importer_fbx.h
+++ b/modules/fbx/editor_scene_importer_fbx.h
@@ -57,9 +57,9 @@
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
-class EditorSceneImporterFBX : public EditorSceneImporter {
+class EditorSceneFormatImporterFBX : public EditorSceneFormatImporter {
private:
- GDCLASS(EditorSceneImporterFBX, EditorSceneImporter);
+ GDCLASS(EditorSceneFormatImporterFBX, EditorSceneFormatImporter);
struct AssetImportAnimation {
enum Interpolation {
@@ -122,8 +122,8 @@ private:
void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
public:
- EditorSceneImporterFBX() {}
- ~EditorSceneImporterFBX() {}
+ EditorSceneFormatImporterFBX() {}
+ ~EditorSceneFormatImporterFBX() {}
virtual void get_extensions(List<String> *r_extensions) const override;
virtual uint32_t get_import_flags() const override;
diff --git a/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp b/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp
index 1eee10b251..d6abcbb00a 100644
--- a/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp
+++ b/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp
@@ -82,46 +82,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <stdint.h>
namespace FBXDocParser {
-//enum Flag
-//{
-// e_unknown_0 = 1 << 0,
-// e_unknown_1 = 1 << 1,
-// e_unknown_2 = 1 << 2,
-// e_unknown_3 = 1 << 3,
-// e_unknown_4 = 1 << 4,
-// e_unknown_5 = 1 << 5,
-// e_unknown_6 = 1 << 6,
-// e_unknown_7 = 1 << 7,
-// e_unknown_8 = 1 << 8,
-// e_unknown_9 = 1 << 9,
-// e_unknown_10 = 1 << 10,
-// e_unknown_11 = 1 << 11,
-// e_unknown_12 = 1 << 12,
-// e_unknown_13 = 1 << 13,
-// e_unknown_14 = 1 << 14,
-// e_unknown_15 = 1 << 15,
-// e_unknown_16 = 1 << 16,
-// e_unknown_17 = 1 << 17,
-// e_unknown_18 = 1 << 18,
-// e_unknown_19 = 1 << 19,
-// e_unknown_20 = 1 << 20,
-// e_unknown_21 = 1 << 21,
-// e_unknown_22 = 1 << 22,
-// e_unknown_23 = 1 << 23,
-// e_flag_field_size_64_bit = 1 << 24, // Not sure what is
-// e_unknown_25 = 1 << 25,
-// e_unknown_26 = 1 << 26,
-// e_unknown_27 = 1 << 27,
-// e_unknown_28 = 1 << 28,
-// e_unknown_29 = 1 << 29,
-// e_unknown_30 = 1 << 30,
-// e_unknown_31 = 1 << 31
-//};
-//
-//bool check_flag(uint32_t flags, Flag to_check)
-//{
-// return (flags & to_check) != 0;
-//}
// ------------------------------------------------------------------------------------------------
Token::Token(const char *sbegin, const char *send, TokenType type, size_t offset) :
sbegin(sbegin),
@@ -458,12 +418,6 @@ void TokenizeBinary(TokenList &output_tokens, const char *input, size_t length,
//TokenizeError("file is too short",0);
}
- //uint32_t offset = 0x15;
- /* const char* cursor = input + 0x15;
- const uint32_t flags = ReadWord(input, cursor, input + length);
- const uint8_t padding_0 = ReadByte(input, cursor, input + length); // unused
- const uint8_t padding_1 = ReadByte(input, cursor, input + length); // unused*/
-
if (strncmp(input, "Kaydara FBX Binary", 18)) {
TokenizeError("magic bytes not found", 0);
}
diff --git a/modules/fbx/fbx_parser/FBXCommon.h b/modules/fbx/fbx_parser/FBXCommon.h
index 641d6d351e..611bf22d3b 100644
--- a/modules/fbx/fbx_parser/FBXCommon.h
+++ b/modules/fbx/fbx_parser/FBXCommon.h
@@ -70,8 +70,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file FBXCommon.h
-* Some useful constants and enums for dealing with FBX files.
-*/
+ * Some useful constants and enums for dealing with FBX files.
+ */
#ifndef FBX_COMMON_H
#define FBX_COMMON_H
diff --git a/modules/fbx/fbx_parser/FBXDocument.h b/modules/fbx/fbx_parser/FBXDocument.h
index 885ff8fca4..539d633331 100644
--- a/modules/fbx/fbx_parser/FBXDocument.h
+++ b/modules/fbx/fbx_parser/FBXDocument.h
@@ -706,13 +706,13 @@ public:
virtual ~AnimationCurve();
/** get list of keyframe positions (time).
- * Invariant: |GetKeys()| > 0 */
+ * Invariant: |GetKeys()| > 0 */
const KeyTimeList &GetKeys() const {
return keys;
}
/** get list of keyframe values.
- * Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
+ * Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
const KeyValueList &GetValues() const {
return values;
}
@@ -750,8 +750,8 @@ typedef std::weak_ptr<AnimationCurveNode> AnimationCurveNodeWeakPtr;
class AnimationCurveNode : public Object {
public:
/* the optional white list specifies a list of property names for which the caller
- wants animations for. If the curve node does not match one of these, std::range_error
- will be thrown. */
+ wants animations for. If the curve node does not match one of these, std::range_error
+ will be thrown. */
AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc,
const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
@@ -760,8 +760,8 @@ public:
const AnimationMap &Curves() const;
/** Object the curve is assigned to, this can be nullptr if the
- * target object has no DOM representation or could not
- * be read for other reasons.*/
+ * target object has no DOM representation or could not
+ * be read for other reasons.*/
Object *Target() const {
return target;
}
@@ -799,8 +799,8 @@ public:
virtual ~AnimationLayer();
/* the optional white list specifies a list of property names for which the caller
- wants animations for. Curves not matching this list will not be added to the
- animation layer. */
+ wants animations for. Curves not matching this list will not be added to the
+ animation layer. */
const AnimationCurveNodeList Nodes(const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0) const;
private:
@@ -891,15 +891,15 @@ public:
virtual ~Cluster();
/** get the list of deformer weights associated with this cluster.
- * Use #GetIndices() to get the associated vertices. Both arrays
- * have the same size (and may also be empty). */
+ * Use #GetIndices() to get the associated vertices. Both arrays
+ * have the same size (and may also be empty). */
const std::vector<float> &GetWeights() const {
return weights;
}
/** get indices into the vertex data of the geometry associated
- * with this cluster. Use #GetWeights() to get the associated weights.
- * Both arrays have the same size (and may also be empty). */
+ * with this cluster. Use #GetWeights() to get the associated weights.
+ * Both arrays have the same size (and may also be empty). */
const std::vector<unsigned int> &GetIndices() const {
return indices;
}
@@ -998,7 +998,7 @@ public:
LazyObject *LazyDestinationObject() const;
/** return the name of the property the connection is attached to.
- * this is an empty string for object to object (OO) connections. */
+ * this is an empty string for object to object (OO) connections. */
const std::string &PropertyName() const {
return prop;
}
diff --git a/modules/fbx/fbx_parser/FBXDocumentUtil.h b/modules/fbx/fbx_parser/FBXDocumentUtil.h
index ba86191c4a..0489ce10ce 100644
--- a/modules/fbx/fbx_parser/FBXDocumentUtil.h
+++ b/modules/fbx/fbx_parser/FBXDocumentUtil.h
@@ -107,12 +107,12 @@ const T *ProcessSimpleConnection(const Connection &con,
const char **propNameOut = nullptr) {
if (is_object_property_conn && !con.PropertyName().length()) {
DOMWarning("expected incoming " + std::string(name) +
- " link to be an object-object connection, ignoring",
+ " link to be an object-object connection, ignoring",
element);
return nullptr;
} else if (!is_object_property_conn && con.PropertyName().length()) {
DOMWarning("expected incoming " + std::string(name) +
- " link to be an object-property connection, ignoring",
+ " link to be an object-property connection, ignoring",
element);
return nullptr;
}
diff --git a/modules/fbx/fbx_parser/FBXImportSettings.h b/modules/fbx/fbx_parser/FBXImportSettings.h
index b016db174b..bc22386957 100644
--- a/modules/fbx/fbx_parser/FBXImportSettings.h
+++ b/modules/fbx/fbx_parser/FBXImportSettings.h
@@ -81,29 +81,29 @@ namespace FBXDocParser {
/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
struct ImportSettings {
/** enable strict mode:
- * - only accept fbx 2012, 2013 files
- * - on the slightest error, give up.
- *
- * Basically, strict mode means that the fbx file will actually
- * be validated.*/
+ * - only accept fbx 2012, 2013 files
+ * - on the slightest error, give up.
+ *
+ * Basically, strict mode means that the fbx file will actually
+ * be validated.*/
bool strictMode = true;
/** specifies whether all geometry layers are read and scanned for
- * usable data channels. The FBX spec indicates that many readers
- * will only read the first channel and that this is in some way
- * the recommended way- in reality, however, it happens a lot that
- * vertex data is spread among multiple layers.*/
+ * usable data channels. The FBX spec indicates that many readers
+ * will only read the first channel and that this is in some way
+ * the recommended way- in reality, however, it happens a lot that
+ * vertex data is spread among multiple layers.*/
bool readAllLayers = true;
/** specifies whether all materials are read, or only those that
- * are referenced by at least one mesh. Reading all materials
- * may make FBX reading a lot slower since all objects
- * need to be processed.
- * This bit is ignored unless readMaterials=true.*/
+ * are referenced by at least one mesh. Reading all materials
+ * may make FBX reading a lot slower since all objects
+ * need to be processed.
+ * This bit is ignored unless readMaterials=true.*/
bool readAllMaterials = true;
/** import materials (true) or skip them and assign a default
- * material.*/
+ * material.*/
bool readMaterials = true;
/** import embedded textures?*/
@@ -116,35 +116,35 @@ struct ImportSettings {
bool readLights = true;
/** import animations (i.e. animation curves, the node
- * skeleton is always imported).*/
+ * skeleton is always imported).*/
bool readAnimations = true;
/** read bones (vertex weights and deform info).*/
bool readWeights = true;
/** preserve transformation pivots and offsets. Since these can
- * not directly be represented in assimp, additional dummy
- * nodes will be generated. Note that settings this to false
- * can make animation import a lot slower.
- *
- * The naming scheme for the generated nodes is:
- * <OriginalName>_$AssimpFbx$_<TransformName>
- *
- * where <TransformName> is one of
- * RotationPivot
- * RotationOffset
- * PreRotation
- * PostRotation
- * ScalingPivot
- * ScalingOffset
- * Translation
- * Scaling
- * Rotation
- **/
+ * not directly be represented in assimp, additional dummy
+ * nodes will be generated. Note that settings this to false
+ * can make animation import a lot slower.
+ *
+ * The naming scheme for the generated nodes is:
+ * <OriginalName>_$AssimpFbx$_<TransformName>
+ *
+ * where <TransformName> is one of
+ * RotationPivot
+ * RotationOffset
+ * PreRotation
+ * PostRotation
+ * ScalingPivot
+ * ScalingOffset
+ * Translation
+ * Scaling
+ * Rotation
+ **/
bool preservePivots = true;
/** do not import animation curves that specify a constant
- * values matching the corresponding node transformation.*/
+ * values matching the corresponding node transformation.*/
bool optimizeEmptyAnimationCurves = true;
/** use legacy naming for embedded textures eg: (*0, *1, *2).*/
diff --git a/modules/fbx/fbx_parser/FBXMeshGeometry.h b/modules/fbx/fbx_parser/FBXMeshGeometry.h
index c9b25f008d..26fc1914d1 100644
--- a/modules/fbx/fbx_parser/FBXMeshGeometry.h
+++ b/modules/fbx/fbx_parser/FBXMeshGeometry.h
@@ -226,7 +226,7 @@ public:
const std::vector<Vector3> &GetVertices() const;
/** Get a list of all vertex normals or an empty array if
- * no normals are specified. */
+ * no normals are specified. */
const std::vector<Vector3> &GetNormals() const;
/** Return list of vertex indices. */
@@ -238,8 +238,8 @@ private:
std::vector<unsigned int> m_indices;
};
/**
-* DOM class for FBX geometry of type "Line"
-*/
+ * DOM class for FBX geometry of type "Line"
+ */
class LineGeometry : public Geometry {
public:
/** The class constructor */
diff --git a/modules/fbx/fbx_parser/FBXParser.cpp b/modules/fbx/fbx_parser/FBXParser.cpp
index d9ef025a16..dbc9a0e46d 100644
--- a/modules/fbx/fbx_parser/FBXParser.cpp
+++ b/modules/fbx/fbx_parser/FBXParser.cpp
@@ -660,13 +660,6 @@ void ParseVectorDataArray(std::vector<Vector3> &out, const ElementPtr el) {
static_cast<real_t>(d[1]),
static_cast<real_t>(d[2])));
}
- // for debugging
- /*for ( size_t i = 0; i < out.size(); i++ ) {
- aiVector3D vec3( out[ i ] );
- std::stringstream stream;
- stream << " vec3.x = " << vec3.x << " vec3.y = " << vec3.y << " vec3.z = " << vec3.z << std::endl;
- DefaultLogger::get()->info( stream.str() );
- }*/
} else if (type == 'f') {
const float *f = reinterpret_cast<const float *>(&buff[0]);
for (unsigned int i = 0; i < count3; ++i, f += 3) {
diff --git a/modules/fbx/fbx_parser/FBXParser.h b/modules/fbx/fbx_parser/FBXParser.h
index 93836c2205..27db18bf8a 100644
--- a/modules/fbx/fbx_parser/FBXParser.h
+++ b/modules/fbx/fbx_parser/FBXParser.h
@@ -187,7 +187,7 @@ private:
class Parser {
public:
/** Parse given a token list. Does not take ownership of the tokens -
- * the objects must persist during the entire parser lifetime */
+ * the objects must persist during the entire parser lifetime */
Parser(const TokenList &tokens, bool is_binary);
~Parser();
diff --git a/modules/fbx/fbx_parser/FBXProperties.cpp b/modules/fbx/fbx_parser/FBXProperties.cpp
index 37717e9109..b8c0f685ac 100644
--- a/modules/fbx/fbx_parser/FBXProperties.cpp
+++ b/modules/fbx/fbx_parser/FBXProperties.cpp
@@ -114,12 +114,12 @@ PropertyPtr ReadTypedProperty(const ElementPtr element) {
} else if (!strcmp(cs, "KTime")) {
return new TypedProperty<int64_t>(ParseTokenAsInt64(tok[4]));
} else if (!strcmp(cs, "Vector3D") ||
- !strcmp(cs, "ColorRGB") ||
- !strcmp(cs, "Vector") ||
- !strcmp(cs, "Color") ||
- !strcmp(cs, "Lcl Translation") ||
- !strcmp(cs, "Lcl Rotation") ||
- !strcmp(cs, "Lcl Scaling")) {
+ !strcmp(cs, "ColorRGB") ||
+ !strcmp(cs, "Vector") ||
+ !strcmp(cs, "Color") ||
+ !strcmp(cs, "Lcl Translation") ||
+ !strcmp(cs, "Lcl Rotation") ||
+ !strcmp(cs, "Lcl Scaling")) {
return new TypedProperty<Vector3>(Vector3(
ParseTokenAsFloat(tok[4]),
ParseTokenAsFloat(tok[5]),
diff --git a/modules/fbx/fbx_parser/FBXUtil.cpp b/modules/fbx/fbx_parser/FBXUtil.cpp
index 1f14a69099..df46bd85c7 100644
--- a/modules/fbx/fbx_parser/FBXUtil.cpp
+++ b/modules/fbx/fbx_parser/FBXUtil.cpp
@@ -169,10 +169,10 @@ char EncodeBase64(char byte) {
}
/** Encodes a block of 4 bytes to base64 encoding
-* @param bytes Bytes to encode.
-* @param out_string String to write encoded values to.
-* @param string_pos Position in out_string.
-*/
+ * @param bytes Bytes to encode.
+ * @param out_string String to write encoded values to.
+ * @param string_pos Position in out_string.
+ */
void EncodeByteBlock(const char *bytes, std::string &out_string, size_t string_pos) {
char b0 = (bytes[0] & 0xFC) >> 2;
char b1 = (bytes[0] & 0x03) << 4 | ((bytes[1] & 0xF0) >> 4);
diff --git a/modules/fbx/fbx_parser/FBXUtil.h b/modules/fbx/fbx_parser/FBXUtil.h
index efc131831b..dab2a4201e 100644
--- a/modules/fbx/fbx_parser/FBXUtil.h
+++ b/modules/fbx/fbx_parser/FBXUtil.h
@@ -87,34 +87,34 @@ namespace Util {
const char *TokenTypeString(TokenType t);
/** Decode a single Base64-encoded character.
-*
-* @param ch Character to decode (from base64 to binary).
-* @return decoded byte value*/
+ *
+ * @param ch Character to decode (from base64 to binary).
+ * @return decoded byte value*/
uint8_t DecodeBase64(char ch);
/** Compute decoded size of a Base64-encoded string
-*
-* @param in Characters to decode.
-* @param inLength Number of characters to decode.
-* @return size of the decoded data (number of bytes)*/
+ *
+ * @param in Characters to decode.
+ * @param inLength Number of characters to decode.
+ * @return size of the decoded data (number of bytes)*/
size_t ComputeDecodedSizeBase64(const char *in, size_t inLength);
/** Decode a Base64-encoded string
-*
-* @param in Characters to decode.
-* @param inLength Number of characters to decode.
-* @param out Pointer where we will store the decoded data.
-* @param maxOutLength Size of output buffer.
-* @return size of the decoded data (number of bytes)*/
+ *
+ * @param in Characters to decode.
+ * @param inLength Number of characters to decode.
+ * @param out Pointer where we will store the decoded data.
+ * @param maxOutLength Size of output buffer.
+ * @return size of the decoded data (number of bytes)*/
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *out, size_t maxOutLength);
char EncodeBase64(char byte);
/** Encode bytes in base64-encoding
-*
-* @param data Binary data to encode.
-* @param inLength Number of bytes to encode.
-* @return base64-encoded string*/
+ *
+ * @param data Binary data to encode.
+ * @param inLength Number of bytes to encode.
+ * @return base64-encoded string*/
std::string EncodeBase64(const char *data, size_t length);
} // namespace Util
} // namespace FBXDocParser
diff --git a/modules/fbx/register_types.cpp b/modules/fbx/register_types.cpp
index a75da8f3a9..d5e520a060 100644
--- a/modules/fbx/register_types.cpp
+++ b/modules/fbx/register_types.cpp
@@ -35,7 +35,7 @@
#ifdef TOOLS_ENABLED
static void _editor_init() {
- Ref<EditorSceneImporterFBX> import_fbx;
+ Ref<EditorSceneFormatImporterFBX> import_fbx;
import_fbx.instantiate();
ResourceImporterScene::get_singleton()->add_importer(import_fbx);
}
@@ -46,7 +46,7 @@ void register_fbx_types() {
ClassDB::APIType prev_api = ClassDB::get_current_api();
ClassDB::set_current_api(ClassDB::API_EDITOR);
- GDREGISTER_CLASS(EditorSceneImporterFBX);
+ GDREGISTER_CLASS(EditorSceneFormatImporterFBX);
ClassDB::set_current_api(prev_api);
diff --git a/modules/fbx/tools/import_utils.cpp b/modules/fbx/tools/import_utils.cpp
index 66b0153308..bb95d120af 100644
--- a/modules/fbx/tools/import_utils.cpp
+++ b/modules/fbx/tools/import_utils.cpp
@@ -45,27 +45,27 @@ Basis ImportUtils::EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector
// 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);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_XYZ);
break;
case FBXDocParser::Model::RotOrder_EulerXZY:
- ret.set_euler_yzx(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_XZY);
break;
case FBXDocParser::Model::RotOrder_EulerYZX:
- ret.set_euler_xzy(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_YZX);
break;
case FBXDocParser::Model::RotOrder_EulerYXZ:
- ret.set_euler_zxy(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_YXZ);
break;
case FBXDocParser::Model::RotOrder_EulerZXY:
- ret.set_euler_yxz(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_ZXY);
break;
case FBXDocParser::Model::RotOrder_EulerZYX:
- ret.set_euler_xyz(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_ZYX);
break;
case FBXDocParser::Model::RotOrder_SphericXYZ:
@@ -89,22 +89,22 @@ Vector3 ImportUtils::BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basi
// 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();
+ return p_rotation.get_euler(Basis::EULER_ORDER_XYZ);
case FBXDocParser::Model::RotOrder_EulerXZY:
- return p_rotation.get_euler_yzx();
+ return p_rotation.get_euler(Basis::EULER_ORDER_XZY);
case FBXDocParser::Model::RotOrder_EulerYZX:
- return p_rotation.get_euler_xzy();
+ return p_rotation.get_euler(Basis::EULER_ORDER_YZX);
case FBXDocParser::Model::RotOrder_EulerYXZ:
- return p_rotation.get_euler_zxy();
+ return p_rotation.get_euler(Basis::EULER_ORDER_YXZ);
case FBXDocParser::Model::RotOrder_EulerZXY:
- return p_rotation.get_euler_yxz();
+ return p_rotation.get_euler(Basis::EULER_ORDER_ZXY);
case FBXDocParser::Model::RotOrder_EulerZYX:
- return p_rotation.get_euler_xyz();
+ return p_rotation.get_euler(Basis::EULER_ORDER_ZYX);
case FBXDocParser::Model::RotOrder_SphericXYZ:
// TODO
diff --git a/modules/fbx/tools/import_utils.h b/modules/fbx/tools/import_utils.h
index fbe7dbd82f..88c71fb87e 100644
--- a/modules/fbx/tools/import_utils.h
+++ b/modules/fbx/tools/import_utils.h
@@ -43,7 +43,7 @@
/**
* Import Utils
* Conversion tools / glue code to convert from FBX to Godot
-*/
+ */
class ImportUtils {
public:
/// Convert a vector from degrees to radians.
@@ -201,7 +201,7 @@ public:
};
/** 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:
@@ -258,13 +258,13 @@ public:
}
/**
- * Find hardcoded textures from assimp which could be in many different directories
- */
+ * 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)
- */
+ * set_texture_mapping_mode
+ * Helper to check the mapping mode of the texture (repeat, clamp and mirror)
+ */
// static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
// ERR_FAIL_COND(texture.is_null());
// ERR_FAIL_COND(map_mode == nullptr);
@@ -282,9 +282,9 @@ public:
// }
/**
- * Load or load from cache image :)
- * We need to upgrade this in the later version :) should not be hard
- */
+ * 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);
diff --git a/modules/fbx/tools/validation_tools.h b/modules/fbx/tools/validation_tools.h
index 906a721045..12d644ee94 100644
--- a/modules/fbx/tools/validation_tools.h
+++ b/modules/fbx/tools/validation_tools.h
@@ -53,9 +53,9 @@ protected:
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";
+ for (const KeyValue<String, LocalVector<String>> &element : validation_entries) {
+ 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;
}
}